# spell

name: Ectoplasmic Snare
level: magus 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: entangling web of ectoplasm
duration: concentration , up to 1 round/level (D)
saving_throw: Reflex partial; see text
spell_resistance: yes
description:
<p>You unleash a writhing tendril of ectoplasm to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangle</a> a target creature. You must make a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to strike a target. If you hit, the target can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save. On a successful save, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> for the duration of the spell and suffers no other effects. If the target fails this saving throw, the tendril is more restrictive, making the target <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> and dealing it 1d6+4 points of bludgeoning damage. Each round when you concentrate to maintain the spell, the snare attempts a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check to maintain the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>. As normal when <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a>, the snare gains a +5 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks against opponents it is already <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a>. The snare’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> is equal to 6 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> is equal to 16 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Since the ectoplasm passes between planes, this spell affects <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> and ethereal creatures normally.</p><p>You remain tethered to the target for the duration of the spell. You can shrink or extend the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/s/snare">snare</a>, but if the distance between you and the target exceeds the spell’s range, the snare disappears. The ectoplasmic tether has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 10 and a number of <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> + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> modifier, and the tether can be damaged or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sundered</a> anywhere along its length. You are not considered to have the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition while tethered to the target. You can perform the move or damage action on a successfully <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> target, moving it up to half your speed or dealing an additional 1d6+4 points of bludgeoning damage to it on a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check. You can’t <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pin</a> your target.</p>


name: Effortless Armor
level: cleric 2, inquisitor 2, magus 2, paladin 2, psychic 2, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>Armor you wear no longer reduces your speed. You also reduce the armor’s <a href="https://www.d20pfsrd.com/equipment/armor/#TOC-Armor-Check-Penalty">armor check penalty</a> by 1 + 1 per five <a href="https://www.d20pfsrd.com/magic/#TOC-Caster-Level">caster levels</a> (maximum 5).</p>


name: Ego Whip I
level: psychic 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will partial
spell_resistance: yes
description:
<p>You can use your psychic power to overwhelm the target’s ego, leaving the target feeling hopeless and unsure of itself. Choose <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>. The target takes a –2 penalty to that ability score, and is also <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for the first round it’s affected. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> effect and reduces the duration of the penalty to 1 round.</p><div style="margin-left:20px">


name: Eldritch Conduit
level: sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a small mirror)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
area: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p><span>If the target of this spell fails to resist its effects with a </span><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a><span> save, he becomes outlined in faint radiance, as if via </span><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/f/faerie-fire" style="background-color:transparent;font-style:italic">faerie fire</a><span>. At any time before the </span><i>eldritch conduit</i><span> expires, you may cast another spell with an area effect of cone, cylinder, line, or sphere and use the subject of the </span><i>eldritch conduit</i><span> as the point of origin for that spell. Doing so ends the spell immediately. The target must be within close range (25 feet + 5 feet/2 levels) in order for you to use the conduit—if the target moves out of range, the </span><i>eldritch conduit</i><span> effect persists but cannot be utilized by you until you get back within range.</span></p><div style="margin-left:40px">


name: Eldritch Fever
level: inquisitor 3, psychic 3, sorcerer/wizard 3, witch 3
school: necromancy [curse, disease, evil]
casting_time: 1 standard
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>The target gains the <a href="https://www.d20pfsrd.com/magic/variant-magic-rules/spellblights/#TOC-Eldritch-Ague">eldritch ague</a> <a href="https://www.d20pfsrd.com/magic/variant-magic-rules/spellblights/">spellblight</a>.</p>


name: Elemental Assessor
level: cleric/oracle 6, sorcerer/wizard 6
school: evocation [acid, cold, electricity, fire]
casting_time: 1 standard action
components: V, S, M/DF (four needles)
range: close (25 ft. + 5 ft./2 levels)
effect: one elemental ray
duration: 1d4+1 rounds (see text)
saving_throw: none
spell_resistance: yes
description:
<p><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Azata">Azata</a> champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target.</p><p>You must make a successful ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit your target with the ray, which deals 2d6 points of acid damage, 2d6 points of cold damage, 2d6 points of electricity damage, and 2d6 points of fire damage.</p><p>The type of energy that does the most points of damage to the target then persists, dealing another 4d6 points of that type of damage per round for 1d4 rounds.</p>


name: Elemental Aura
level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
school: evocation [acid, cold, electricity, or fire]
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 round/level (D)
saving_throw: Reflex half; see text
spell_resistance: yes
description:
<p>This spell forms an aura of energy around you, damaging all those that come near you. Choose an energy type: acid, cold, electricity, or fire. Creatures adjacent to you when this spell is cast and at the start of your turn take 2d6 points of energy damage of the selected type. This aura has an additional effect, depending upon the type of energy chosen.</p><ul>
<li><b>Acid</b>: Creatures affected by your aura take 1 point of ongoing acid damage per round for 1 round per three caster levels, and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for the duration of the ongoing acid damage.</li>
<li><b>Cold</b>: Creatures affected by your aura are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>. A creature that is already fatigued suffers no additional effect.</li>
<li><b>Electricity</b>: Creatures affected by your aura are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round.</li>
<li><b>Fire</b>: Creatures affected by your aura <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Catching-on-Fire">catch on fire</a>.</li>
</ul><p>Creatures adjacent to you are allowed a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to halve the damage and negate the additional effect. The aura’s additional effects do not stack if a creature takes damage from your aura multiple times. You may only have one <i>elemental aura</i> in effect at one time. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type.</p>


name: Elemental Body
level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (the element you plan to assume)
range: personal
target: you
duration: 1 min/level (D)
description:
<p>When you cast this spell, you can assume the form of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air/small-air-elemental">Small air elemental</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth/small-earth-elemental">Small earth elemental</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire/small-fire-elemental">Small fire elemental</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water/small-water-elemental">Small water elemental</a>. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.</p><ul>
<li><i>Air elemental</i>: If the form you take is that of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air/small-air-elemental">Small air elemental</a>, you gain a +2 size bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and a +2 natural armor bonus. You also gain fly 60 feet (perfect), <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet, and the ability to create a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Whirlwind-Su-">whirlwind</a>.</li>
<li><i>Earth elemental</i>: If the form you take is that of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth/small-earth-elemental">Small earth elemental</a>, you gain a +2 size bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and a +4 natural armor bonus. You also gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet and the ability to earth glide.</li>
<li><i>Fire elemental</i>: If the form you take is that of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire/small-fire-elemental">Small fire elemental</a>, you gain a +2 size bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and a +2 natural armor bonus. You gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Resistance-Ex-">resist fire</a> 20, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilties-Ex-or-Su-">vulnerability to cold</a>, and the burn ability.</li>
<li><i>Water elemental</i>: If the form you take is that of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water/small-water-elemental">Small water elemental</a>, you gain a +2 size bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> and a +4 natural armor bonus. You also gain swim 60 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet, the ability to create a vortex, and the ability to breathe water.</li>
</ul><div style="margin-left: 40px">


name: Elemental Mastery
level: bloodrager 4, druid 4, magus 4, ranger 4, sorcerer/wizard 4
school: transmutation [see text]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>You gain mastery over the element matching the elemental essence in your blood (fire for ifrits, earth for <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oread">oreads</a>, air for <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/sylph">sylphs</a>, and water for undines). If you are a <a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-suli">suli</a>, you can choose any one of the four options as you cast this spell, but the duration is reduced to 1 round per level. Your mastery gives you an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> to your speed or a new movement mode, depending on the element you master, and grants one additional benefit. This spell’s descriptor matches the chosen element.</p>


name: Elemental Speech
level: bard 3, cleric/oracle 3, druid 2, sorcerer/wizard 2
school: divination [air, earth, fire, or water]
casting_time: 1 standard action
components: V, S, M (iron filings)
range: personal
duration: 1 minute/level
description:
<p>This spell enables you to converse with creatures associated with a chosen element, including but not limited to true <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a> creatures. This spell gains the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a> subtype based on the version of the spell you cast. <i>Elemental speech</i> does not guarantee a friendly reaction; it merely enables communication. You may converse with all creatures of the selected type with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 1 or greater, even if they do not understand one another. </p><ul>
<li>When cast as an air spell, you can converse in Auran and with any creature that has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Air">air</a> subtype or a fly speed.</li>
<li>When cast as an earth spell, you can converse in Terran and with any creature that has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Earth">earth</a> subtype or a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> speed.</li>
<li>When cast as a fire spell, you can converse in Ignan and with any creature that has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fire">fire</a> subtype.</li>
<li>When cast as a water spell, you can converse in Aquan and with any creature that has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Water">water</a> subtype or a swim speed.</li>
</ul>


name: Elemental Swarm
level: druid 9, shaman 9, witch 9
school: conjuration (summoning) [see text]
casting_time: 10 minutes
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: two or more summoned creatures, no two of which can be more than 30 ft. apart
duration: 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell opens a portal to an Elemental Plane and summons <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental">elementals</a> from it. A <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a> can choose any plane (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air">Air</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth">Earth</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">Fire</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">Water</a>); a <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> opens a portal to the plane matching his <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains">domain</a>.</p><p>When the spell is complete, 2d4 Large <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental">elementals</a> appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.</p><p>The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental">elementals</a> obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.</p><p>When you use a summoning spell to summon an <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air">air</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth">earth</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">fire</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">water</a> creature, it is a spell of that type.</p>


name: Elemental Touch
level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2
school: evocation [acid, cold, electricity, or fire]
casting_time: 1 standard action
components: V, S, M (a bit of the chosen element: earth, water, air, or fire)
range: personal
duration: 1 round/level (D)
saving_throw: see text
spell_resistance: no
description:
<p>Upon completing the casting of this spell, elemental energy infuses your hands.</p><p>Choose an energy type: acid, cold, electricity, or fire. You gain a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> causing 1d6 points of damage of that energy type, along with a special effect described below. You also deal energy damage and the related special effect when you attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can never apply to multiple weapons. </p><ul>
<li><b>Acid</b>: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The target must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for the duration of the ongoing acid damage.</li>
<li><b>Cold</b>: The target must make a Fortitude save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>. A creature that is already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> suffers no additional effect.</li>
<li><b>Electricity</b>: The target must make a Fortitude save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round.</li>
<li><b>Fire</b>: Your hands ignite and shed light as a torch. Your touch may cause targets to <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Catching-on-Fire">catch on fire</a>.</li>
</ul><p>Subsequent attacks inflict the normal damage, but the additional effects do not stack. This spell grants no special protection to anything held in or worn on your hands. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type. </p>


name: Elude Time
level: alchemist 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 500 gp)
range: personal
duration: up to 1 minute/level; see text
description:
<p>You place yourself in a state of suspended animation, similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/t/temporal-stasis"><i>temporal stasis</i></a>. At the time of casting, you choose when the stasis will expire, up to the maximum duration of the spell.</p><p>Until the duration ends, time ceases to flow for you, and all bodily functions cease. No force or effect can harm you until the spell expires or is removed, such as by a successful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a> spell.</p>


name: Emblazon Crest
level: magus 1, paladin 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: S, F (an example of the crest or coat of arms)
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell ensures the subject touched is always able to display her proper crest and coat of arms.</p><p>Any tabard or tunic worn and any shield carried by the subject while this spell is active can be made to display a coat of arms when the spell is cast. For example, even if the subject picks up a different shield, it still displays the subject’s crest, regardless of the shield’s normal appearance.</p>


name: Emblem of Greed
level: cleric 6, inquisitor 6, magus 6, medium 6, shaman 7, sorcerer/wizard 6
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a masterwork or magical melee weapon)
range: touch
target: 1 masterwork melee weapon touched
duration: 1 minute/level
saving_throw: none (object)
spell_resistance: no
description:
<p>You transform one melee weapon into a burning <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/glaive">glaive</a>. The target of your spell must be a masterwork or magical melee weapon appropriate to your size. The weapon becomes a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/glaive">glaive</a> appropriate to your size and has a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> and the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming">flaming</a> weapon special ability. When wielding the glaive, you are considered proficient with it and use your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> (which may give you multiple attacks). When you reach <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 14th, the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/glaive">glaive</a> gains the spell-storing weapon special ability. When you reach <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 17th, it loses the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming">flaming</a> weapon special ability, and gains the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming-burst">flaming burst</a> weapon special ability. The <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/glaive">glaive’s</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> increases to +2 at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 15th, and +3 at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 19th.</p><p>If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with <a class="spell" href="https://www.d20pfsrd.com/magic-weapon">greater magic weapon</a> or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon’s bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> does not stack with an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to attack.</p><div style="font-weight:bold;width:200px;font-size:10px;margin:5px auto;text-align:center">
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name: Embrace Destiny
level: oracle 1, sorcerer/wizard 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (see text)
description:
<p>Upon completing this spell, roll a single d20 and record the result. At any point during the duration of this spell, you may use that roll for a single ability check, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> check, saving throw, or skill check, using the recorded result in place of a roll. This spell cannot be used to replace a roll that has already been made; the recorded result must be used instead of a roll. Once you have used this recorded result or the duration of the spell ends, the spell’s effect ends. You can’t have more than one instance of embrace destiny active on you at the same time.</p>


name: Emergency Force Sphere
level: sorcerer/wizard 4
school: evocation [force]
casting_time: 1 immediate action
components: V
range: 5 ft.
effect: 5-ft.-radius hemisphere of force centered on you
duration: 1 round/level (D)
saving_throw: None
spell_resistance: no
description:
<p>As <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-force">wall of force</a>, except you create a hemispherical dome of force with hardness 20 and a number of hit points equal to 10 per caster level. The bottom edge of the dome forms a relatively watertight space if you are standing on a reasonably flat surface. The dome shape means that falling debris (such as rocks from a collapsing ceiling) tend to tumble to the side and pile up around the base of the dome. If you make a DC 20 <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> (stonemasonry), <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (engineering), or <a href="https://www.d20pfsrd.com/skills/profession">Profession</a> (architect or engineer) check, the debris is stable enough that it retains its dome-like configuration when the spell ends, otherwise it collapses.</p><p>Normally this spell is used to buy time for dealing with <a href="https://www.d20pfsrd.com/gamemastering/environment/wilderness#TOC-Avalanches-CR-7-">avalanches</a>, <a href="https://www.d20pfsrd.com/gamemastering/environment/wilderness#TOC-Floods">floods</a>, and rock-slides, though it is also handy in dealing with ambushes.</p>


name: Emotive Block
level: mesmerist 2, psychic 3, spiritualist 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You create an emotional block in the target’s mind, adding an emotion component to each spell or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> he uses. This is in addition to any other <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> the spell already requires, and doesn’t replace the somatic component. The target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Spell-Like-Abilities-Sp-">spell-like</a> abilities require this emotion component, even though they normally don’t need spell <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>.</p><p>As usual with emotion <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, the target can’t cast spells (or use <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, in this case) while affected by a non-harmless emotion or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect.</p>


name: Empathy Conduit
level: shaman 5, sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, F (a glass rod)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You make a conduit between the targeted master and her <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>, allowing you to target the master or the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> with your spells in order to affect the other. If the master succeeds at its save to resist this spell but the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> fails, you can choose to have your spells that target the master affect the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> instead. If the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> resists but the master doesn’t, your spells that target the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> can affect the master instead. If both the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> and the master fail to resist this spell, you can affect either the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> or the master when you target either with a spell. When you target the master to affect her <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> or vice versa, the target attempts a save (if one is allowed) with its own saving throw bonus, but the other creature is affected by the spell.</p><p>Only spells that target one or more creatures can be cast through empathy conduit. The creature to be affected must still be a valid target of the spell being cast; for example, you can’t affect a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a> with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/c/charm-person">charm person</a> through an empathy conduit. Spells with a duration other than instantaneous that are cast through an empathy conduit last either their normal duration or until the empathy conduit expires, whichever comes first. Whenever the master or its <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> is targeted with a spell intended to affect the other creature, the targeted creature can attempt an additional save against the empathy conduit.</p>


name: Empower Holy Water
level: alchemist 2, bard 2, paladin 1
school: transmutation [good]
casting_time: 1 standard action
components: V, S
range: touch
target: one or more vials of holy water
duration: 1 minute/level
saving_throw: none (object)
spell_resistance: no
description:
<p>You empower a vial of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">holy water</a> to deal additional damage to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures. You can empower one <a href="https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes-more#TOC-Vial">vial</a> of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">holy water</a> at 4th level, two at 8th level, and three at 12th level. When thrown at an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, the affected <a href="https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes-more#TOC-Vial">vial</a> of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">holy water</a> deals an amount of bonus damage equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10) on a direct hit, and half that amount of bonus damage (maximum +5) to creatures caught in the splash area. This additional damage is positive energy damage, and has no effect on living creatures.</p>


name: Enchantment Foil
level: alchemist 4, cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level (see text)
description:
<p>You gain a +4 bonus on saving throws against <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> effects. If you succeed at a save against an <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> effect, you identify the effect as if you had succeeded at a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check to do so. Furthermore, you can choose to act as if you had failed your saving throw. If you do so, you gain a +20 bonus on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks to convince others that you failed your save and are under the <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment’s</a> effects. A creature that attempts to use magic to detect this ruse or to make you speak truthfully about it must succeed 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>) to do so.</p>


name: Enchantment Sight
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level (D)
level:
alchemist 2, bard 2, cleric 2, inquisitor 2, medium 2, mesmerist 2, occultist 2, paladin 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2

description:
<p>Your irises take on a purplish tinge and you can see whether creatures within 60 feet of you are affected by an <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> effect. To your eyes only, a creature under the effects of an <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> spell glows with a simple white light around its head. You can immediately discern whether the brightness of the light is faint, moderate, strong, or overwhelming depending on the highest spell level of <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> currently in effect (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a>). Enchantments of the <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> subschool glow with a scarlet or emerald hue, respectively.</p><p>If a creature under an <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> effect is in your line of sight, you can attempt a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to determine the highest-level spell or spell effect (DC = 15 + the spell level, or 15 + 1/2 the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> for a non-spell effect).</p><p>Effects that block <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> magic also block this spell.</p><p>Enchantment sight can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell cast by a caster of 9th level or higher, at a cost of 2,500 gp.</p>


name: Endothermic Touch
level: druid 1, shaman 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a small bit of snakeskin)
range: touch
target: one living creature that has the dragon type or the reptilian subtype
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p class="description">This spell slows the metabolism and other bodily functions of a creature for a short amount of time.</p><p>The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> and moves at half its normal speed (round down to the next 5-foot increment), but it can hold its breath for twice as long as normal.</p>


name: Endure Elements
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 1, bloodrager 1, cleric/oracle 1, druid 1, paladin 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
<p>A creature protected by <i>endure elements</i> suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves. The creature’s equipment is likewise protected.</p><p><i>Endure elements</i> doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.</p>


name: Enemy Hammer
level: sorcerer/wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (puppet strings)
range: long (400 ft. + 40 ft./level)
duration: 1 round/level (D)
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You grab a creature with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/t/telekinesis"><i>telekinesis</i></a> and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell and once you select that creature you cannot switch to another. Each round, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> whenever you use the target as a weapon. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> for this attack is equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> plus either your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (whichever is higher). If you successfully hit the new target with the creature both it and the creature take damage based on the creature’s size.</p><table border="1" cellspacing="0">
<thead>
<tr>
<th class="text">Creature Size</th>
<th class="text">Damage Dealt</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Fine</td>
<td class="number">1d4</td>
</tr>
<tr>
<td class="text">Diminutive</td>
<td class="number">1d6</td>
</tr>
<tr>
<td class="text">Tiny</td>
<td class="number">1d8</td>
</tr>
<tr>
<td class="text">Small</td>
<td class="number">1d10</td>
</tr>
<tr>
<td class="text">Medium</td>
<td class="number">2d6</td>
</tr>
<tr>
<td class="text">Large</td>
<td class="number">2d8</td>
</tr>
<tr>
<td class="text">Huge</td>
<td class="number">2d10</td>
</tr>
<tr>
<td class="text">Gargantuan</td>
<td class="number">3d6</td>
</tr>
<tr>
<td class="text">Colossal</td>
<td class="number">3d8</td>
</tr>
</tbody>
</table><p>The target creature can make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> Saving Throw each time you attempt to use it as a weapon. If it makes its Saving Throw it can act normally, but if it fails its save it loses all actions for the round and ends its turn <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> in a square adjacent to the target of your attack. However, if the creature chooses to resist your efforts to move it, taking no other actions for the round, it gets a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on its Saving Throw. The spell ends immediately if the target creature dies or is destroyed.</p>


name: Enemy Insight
level: ranger 2
school: divination
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>You forge a mental bond between yourself and the other targets, each of which must have an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 3 or higher. Choose one of your <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-">favored enemy</a> types (such as goblinoids or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast">magical beasts</a>). You grant the targets half your <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-">favored enemy</a> bonus against that type of creature. If any target moves out of range, the spell ends for it.</p>


name: Enemy’s Heart
level: adept 2, antipaladin 2, cleric 2, witch 2
school: necromancy [death, evil]
casting_time: 1 full-round action , special see below
components: V, S, M (target creature’s heart)
range: touch
target: living creature touched
duration: concentration /1 minute per HD of the subject; see text
saving_throw: none
spell_resistance: yes
description:
<p>You cut out an enemy’s heart and consume it, absorbing that enemy’s power as your own. As part of casting this spell, you perform a <a href="https://www.d20pfsrd.com/gamemastering/combat#coup-de-grace">coup de grace</a> with a slashing weapon on a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>, living adjacent target. If the target dies, you eat its heart to gain the spell’s benefits. If the target survives, the spell is not wasted and you can try again as long as you continue concentrating on the spell. When you consume the heart, you gain the benefits of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/death-knell/">death knell</a> spell, except you gain 1d8 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> +1 per <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Die</a> of the target, and the bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores/#TOC-Strength-Str-">Strength</a> is a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a>.</p>


name: Energy Drain
level: cleric/oracle 9, shaman 9, sorcerer/wizard 9
school: necromancy
saving_throw: Fortitude partial; see text for enervation
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/enervation"><i>enervation</i></a>, except that the creature struck gains 2d4 temporary <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a>. Twenty-four hours after gaining them, the subject must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw (DC = <i>energy drain</i> spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.</p><p>An <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature struck by the ray gains 2d4 x 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> for 1 hour.</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 energy drain count as a death effect?</p>
<p>Energy drain is not a death effect.</p>
<p>The undead type calls out immunities to “death effects” and “energy drain” as separate things.</p>
<p>“Energy Drain and Negative Levels” is an entirely separate entry in the Core Rulebook and doesn’t say energy drain is a type of death attack, not does it say that death ward protects against them.</p>
<p>Death ward gives a bonus against death spells and magical death effects, and goes on to say that the target is immune to energy drain, and suspends penalties from negative levels while the spell is active.</p>
<p>Therefore the rules treat energy drain and death effects as different things. For example, if you are immune to death effects, you aren’t necessarily immune to energy drain.</p>
<p class="source">[<a href="http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9r9f" target="_blank">Source</a>]</p>
</div>
</div>


name: Energy Hack
level: sorcerer/wizard 4
school: transmutation [acid, cold, electricity, or fire; see below]
casting_time: 1 immediate action
components: V
range: personal
target: you
duration: 1 round/level (see below)
description:
<p>You can cast this spell only when you take 10 or more points of acid, cold, electricity, or fire damage from a spell or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>—this spell has the same energy descriptors as the damaging effect. When you use a spell or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> with the acid, cold, electricity, or <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Fire">fire descriptor</a> or use an <a href="https://www.d20pfsrd.com/classes/hybrid-classes/arcanist">arcanist</a> exploit, arcane school power, <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer#TOC-Bloodline">bloodline power</a>, <a href="https://www.d20pfsrd.com/classes/base-classes/magus#TOC-Magus-Arcana">magus arcana</a>, or hex that deals acid, cold, electricity, or fire damage, you can choose to change the energy type and descriptor to match one of the descriptors of energy hack.</p><p>Any other effect of that spell or power remains the same.</p><p>If you have the arcane reservoir class feature, if you take another 10 points of acid, cold, electricity, or fire damage while under the effect of energy hack, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> you can expend 1 point from your arcane reservoir to reset the duration of energy hack to 1 round per level and add the new type of damage you took to the list of energy types you can choose to substitute. You can expend points in this way multiple times as long as you do so before the duration expires.</p>


name: Energy Siege Shot
level: sorcerer/wizard 5, summoner 5
school: transmutation [variable]
casting_time: 10 minutes
range: close (25 ft. + 5 ft./2 levels)
target: one Large siege engine
duration: 10 minute/level
saving_throw: Fort negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>This spell transforms any ammunition fired by the target ranged <a href="https://www.d20pfsrd.com/gamemastering/other-rules/siege-engines">siege engine</a> into ammunition made of pure energy. When casting the spell, the caster picks a one of the following energy types: acid, cold, electricity, fire, sonic, or force. The ammunition within the <a href="https://www.d20pfsrd.com/gamemastering/other-rules/siege-engines">siege engine</a> now deals that type of energy damage on a hit, though the amount of damage dealt by the ammunition does not change, nor does it change any of the other effects of the ammunition. Unlike other forms of energy damage, this energy damage does full damage to objects.</p><p>Based on the type of energy the caster chose while casting, the ammunition also gains one of the following effects.</p><ul>
<li><b>Acid</b>: The ammunition deals half its damage in a splash to all creatures and unattended objects within 15 feet of the target hit by the <a href="https://www.d20pfsrd.com/gamemastering/other-rules/siege-engines">siege engine</a>. Creatures can halve the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon">splash</a> damage with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw. The DC of the splash is the same as the DC of the spell.</li>
<li><b>Cold</b>: The ammunition creates an ice sheen within a 20-foot-radius burst around the target of the siege engine’s attack. That sheen lasts 1d6 rounds. Creatures within the ice sheen are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>. Any creature within the area of the ice sheen at the start of its turn takes 2d6 cold damage.</li>
<li><b>Electricity</b>: Creatures hit by the <a href="https://www.d20pfsrd.com/gamemastering/other-rules/siege-engines">siege engine</a> attack or within 15 feet of the attack are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round.</li>
<li><b>Fire</b>: Creatures and wood objects within 15 feet of the attack may <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Catching-on-Fire">catch on fire</a>.</li>
<li><b>Sonic</b>: Creatures hit by the attack or within 20 feet of the attack must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a> for one hour. The DC of this effect is the same as the spell DC.</li>
<li><b>Force</b>: No extra effect.</li>
</ul><div style="margin-left: 20px">


name: Enervation
level: bloodrager 4, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: ray of negative energy
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> (see <a href="https://www.d20pfsrd.com/gamemastering/special-abilities">Special Abilities</a>). <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">Negative levels</a> stack.</p><p>Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> have a chance of becoming permanent, but the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> from <i>enervation</i> don’t last long enough to do so.</p><p>An <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature struck by the ray gains 1d4 x 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> for 1 hour.</p>


name: Enhance Water
level: bard 1, cleric/oracle 1, paladin 1
school: transmutation
casting_time: 1 round
components: V, S
range: touch
target: 1 pint of water/level
duration: instantaneous
saving_throw: Fort negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>This spell transforms water into an alcoholic beverage, typically <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Ale">ale</a>, beer, <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Mead">mead</a>, or <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Wine">wine</a>. The alcohol is of middling quality but perfectly drinkable. The spell also serves to remove poisons, diseases, minerals, and other toxins from the water as it transforms. The more contaminants that exist in the water, the darker the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Ale">ale</a> or the more full-bodied the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Wine">wine</a> becomes. The beverage’s alcohol content is not affected by the presence or absence of contaminants.</p><p>This spell does not work on <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">unholy water</a>, <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potions</a>, or other liquids with magical power.</p>


name: Enhanced Diplomacy (3.5E)
level: cleric 0, druid 0
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You imbue the subject with divine diplomacy skills. The creature gets a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on a single <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> or <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check. It must choose to use the bonus before making the roll to which it applies.</p>


name: Enlarge Person
school: transmutation
casting_time: 1 round
components: V, S, M (powdered iron)
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 min./level (D)
saving_throw: Fortitude negates
spell_resistance: yes
level:
alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

description:
<p>This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, a -2 size penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> (to a minimum of 1), and a -1 penalty on attack rolls and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> due to its increased size.</p><p>A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.</p><p>If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.</p><p>All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see <b>Table: Medium/Large Weapon Damage</b>). Other magical properties are not affected by this spell. Any <i>enlarged</i> item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.</p><p>Multiple magical effects that increase size do not stack.</p><p><i>Enlarge person</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/reduce-person/">reduce person</a> .</p><p><i>Enlarge person</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a> spell.</p><table border="1" cellpadding="5"><caption><a name="TOC-Table:-Size-Modifiers"></a>Table: Size Modifiers</caption>
<thead>
<tr>
<th class="text">Size</th>
<th class="text">Size Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Colossal</td>
<td class="text" style="text-align: center">–8</td>
</tr>
<tr>
<td class="text">Gargantuan</td>
<td class="text" style="text-align: center">–4</td>
</tr>
<tr>
<td class="text">Huge</td>
<td class="text" style="text-align: center">–2</td>
</tr>
<tr>
<td class="text">Large</td>
<td class="text" style="text-align: center">–1</td>
</tr>
<tr>
<td class="text">Medium</td>
<td class="number" style="text-align: center">+0</td>
</tr>
<tr>
<td class="text">Small</td>
<td class="number" style="text-align: center">+1</td>
</tr>
<tr>
<td class="text">Tiny</td>
<td class="number" style="text-align: center">+2</td>
</tr>
<tr>
<td class="text">Diminutive</td>
<td class="number" style="text-align: center">+4</td>
</tr>
<tr>
<td class="text">Fine</td>
<td class="number" style="text-align: center">+8</td>
</tr>
</tbody>
</table>


name: Enlarge Tail
level: alchemist 1, antipaladin 1, druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: your tail
duration: 1 hour/level
description:
<p>When attacking with your tail or tail weapons, you gain 5 feet of reach, a +1 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, and a +2 bonus on damage rolls.</p>


name: Enlightened Step
level: cleric 6, druid 6, shaman 6
school: transmutation [air, meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 600 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
<p>Through careful regulation of your body’s mystical energies, thoughtful control of your poise and balance, and the focus in your mind on the surety of each and every step you take, you are able to make your steps lighter than air.</p><p>This grants you the benefits of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/a/air-walk">air walk</a>, except as noted above. Additionally, at any time during the spell’s duration, you can expend the spell’s remaining duration as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> in order to gain a fly speed of 120 feet with perfect maneuverability for 1 minute. After this time, the spell ends.</p><div style="width:200px;margin:auto">
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</div>


name: Enshroud Thoughts
level: alchemist 2, bard 2, inquisitor 2, medium 2, mesmerist 2, psychic 2, ranger 3, shaman 2, witch 2
school: abjuration [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You become warded against the mental prying of others, including the effects of <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> spells such as <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts/" style="font-style: italic">detect thoughts</a> and <a href="https://www.d20pfsrd.com/magic/all-spells/s/seek-thoughts/" style="font-style: italic">seek thoughts</a>, as well as <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> spells such as <a href="https://www.d20pfsrd.com/magic/all-spells/m/modify-memory/" style="font-style: italic">modify memory</a> and <a href="https://www.d20pfsrd.com/magic/all-spells/m/memory-lapse/" style="font-style: italic">memory lapse</a>. If another creature attempts to target you with a <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> spell that detects or alters your thoughts or memories, the caster must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against a DC equal to 11 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> or the spell fails. Only spells that detect or alter your thoughts or memories are blocked by this spell; effects such as <a href="https://www.d20pfsrd.com/magic/all-spells/c/clairaudience-clairvoyance/" style="font-style: italic">clairaudience/clairvoyance</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil/"><i>detect evil</i></a>, and <a href="https://www.d20pfsrd.com/magic/all-spells/l/locate-creature/" style="font-style: italic">locate creature</a> continue to affect you as normal.</p>


name: Entangle
level: druid 1, ranger 1, shaman 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: plants in a 40-ft.-radius spread
duration: 1 min./level (D)
saving_throw: Reflex partial; see text
spell_resistance: no
description:
<p>This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> condition. <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">Entangled</a> creatures can attempt to break free as a move action, making a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> or <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered <a href="https://www.d20pfsrd.com/alignment-description/movement#tactical-movement">difficult terrain</a> while the effect lasts.</p><p>If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the <i>entangle</i> or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.</p>


name: Enter Image
level: bard 2, cleric/oracle 3, medium 3, mesmerist 2, occultist 2, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a drop of paint and a ball of clay)
range: 50 ft./level
effect: transfer consciousness to any object bearing your likeness
duration: concentration
saving_throw: none
spell_resistance: no
description:
<p>You gain a dim impression of the activities around any object bearing your face or form and can also project your consciousness into one such object at a time, allowing you to observe or even interact with nearby creatures. This spell allows you to leave your body and subconsciously monitor the immediate area around any depiction of your image whether one, hundreds, or even thousands. Each such image has the full range of your normal senses (sight, hearing, smell, etc.) and you can make a <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check to notice anything occurring nearby. The DC of this check is always 10 greater than what it would be if you were actually present at that location, so even if you would normally notice something automatically (such as talking, normally a DC of 0), you would need to make a DC 10 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check to notice it.</p><p>You may, at any time, choose to fill one specific image within range with your consciousness. While inside an image you lose the ability to monitor any other images within range but remain fully aware of your own body’s surroundings. Your body is defenseless and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> (always failing any Saving Throw) while your consciousness is filling an image, but you can return to it at any time as an immediate action.</p><p>When you fill an image with your consciousness it gains a limited form of animation. Statues and similar three-dimensional representations can move their heads, make gestures, and talk, but cannot attack or leave their square without assistance.</p><p>Portraits or similar two-dimensional representations bearing your likeness can also talk and your image can move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). You cannot use any spells or other abilities while within an image.</p><p>You may leave the image at any time, returning you to your body. Once your consciousness departs from an object bearing your likeness, it immediately reverts to the appearance it had before you entered it. If someone destroys or damages the image you return to your body unharmed. The spell lasts until you cease concentrating, or until it is terminated by some outside means, such as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/"><i>dispel magic</i></a> cast upon either the image or your body, or if your body is killed.</p>


name: Enthrall
level: bard 2, cleric/oracle 2, inquisitor 2, psychic 2, shaman 2, witch 2
school: enchantment (charm) [language-dependent, mind-affecting, sonic]
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 hour or less
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.</p><p>A target with 4 or more HD or with a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.</p><p>The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.</p><p>If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> check to try to end the spell by jeering and heckling. For this check, use the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> bonus of the creature with the highest <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> in the group; others may make <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> checks to assist. The heckling ends the spell if this check result beats your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> check result. Only one such challenge is allowed per use of the spell.</p><p>If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> score of 16 or higher becomes hostile.</p>


name: Entice Fey, Lesser
level: bard 4, druid 5, medium 3, ranger 4, shaman 5
school: conjuration (calling)
casting_time: 10 minutes
components: V, S, M (offerings worth 500 gp plus payment, see text), DF
range: close (25 ft. + 5 ft./2 levels)
effect: one called fey with 6 Hit Dice or fewer
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/e/p/planar-ally">lesser planar ally</a>, except that you entice a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> of 6 HD or fewer to lend you its aid with an offering of music or something else it finds appealing. Like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/p/planar-ally">lesser planar ally</a>, this spell is unpredictable, and the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> who answers the calling is up to the whims of nature and the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a>, not your own choice.</p><p>You must succeed at a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (nature) check or <a href="https://www.d20pfsrd.com/skills/perform">Perform</a> check (DC = 20 + target’s HD) in addition to the spell’s material component to entice the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> into appearing, after which you can negotiate for the service and your payment. The maximum HD of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> that you can call with that casting is equal to the result of your check – 20. For example, if your check result is a 24, the maximum HD for the called <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> is 4. A high result doesn’t allow you to break the HD maximum for the spell, and a result of 20 or less means you can’t call a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> at all. If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> doesn’t like the sound of your offer, it can simply choose to refuse, in which case you don’t expend any of the material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> for the spell, either the offerings or the payment.</p><div style="margin-left: 20px">


name: Enticing Adulation
level: bard 3, sorcerer/wizard 4, witch 4
school: enchantment [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a lock of your hair)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 10 minutes/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>A targeted creature that fails its saving throw is filled with a deep desire to protect and care for you, fawning over your needs and ensuring your comfort. If another creature harms you, the target is immediately overcome with rage and is compelled to attack the aggressor, gaining a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale 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 +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves, and a –2 penalty to its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a>. These bonuses last until the instigating creature is defeated or retreats, or the target of the spell is killed or rendered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>.</p><p>If other creatures have harmed you while the target is under this effect, the target continues to rage until all threats against you are defeated or driven off, after which the target creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> for as many rounds as it raged. Your target continues to fly into defensive rages each time a creature harms you so long as the spell’s duration lasts, but cannot rage while <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>.</p><p>If you are reduced below 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> by an attack, the target creature must succeed at a second <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or be compelled to defend your body, attacking anyone who comes near, for the remainder of the spell’s duration. If the creature succeeds at this second save, the spell immediately ends.</p>


name: Entomb
level: arcanist 8, druid 8, shaman 8, sorcerer/wizard 8
school: transmutation [earth]
casting_time: 1 minute
components: V, S, M (a pristine geode worth at least 1,000 gp)
range: medium (100 ft. + 10 ft./level)
effect: up to three 10-ft. cubes/level (S)
duration: permanent
saving_throw: none
spell_resistance: no
description:
<p class="description">You designate an aboveground area and send it deep within the earth.</p><p>During the casting of this spell, the chosen area is rocked by minor tremors that alert nearby creatures to the impending danger. Once the spell is complete, the chosen area is drawn into the earth and buried in a self-contained vault, with the uppermost point at a depth of up to 10 feet per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> below the surface. The surrounding atmosphere and all creatures within the selected area at the end of the spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> are entombed in this vault.</p><p>The magic of the vault maintains the natural light, temperature, and air quality of the area as it originally existed aboveground, but any magical effects that affected these qualities do not have their duration extended. For example, a sunny field would remain brightly lit indefinitely, despite being buried underground, while a <a href="https://www.d20pfsrd.com/magic/all-spells/d/daylight" style="font-style: italic">daylight</a> spell would expire at the end of that spell’s duration.</p><p>When creating the vault, you can leave a tunnel to the surface world (up to 20 feet wide), or you can completely isolate the vault from the outside world. Casting this spell does not destroy or damage anything that may have existed in the ground where you choose to place this vault, but instead pushes it farther down into the earth. Should your vault be dispelled, the entombed area returns to the surface, and anything that may have been displaced by the vault returns to its original place. If there is something already on the surface that blocks the vault’s path, the vault pushes it harmlessly aside when returning.</p>


name: Entrap Spirit
level: medium 4, occultist 5, psychic 5, spiritualist 4
school: necromancy
casting_time: 1 standard action
components: V, S, F (a small silver mirror)
range: close (25 ft. + 5 ft./2 levels)
target: incorporeal creature or haunt
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You trap the target in the mirror used as the spell’s focus. The target cannot be affected by any means while inside the mirror.</p><p>If the mirror is destroyed, any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creature within is immediately freed and any <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> within returns to its original location. Creatures that assumed <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> form through a spell or other means remain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> while trapped, even if the duration of the effect that rendered them <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> expires. If your focus mirror belonged to the target, the target takes a –2 penalty on its saving throw.</p>


name: Entropic Shield
level: cleric/oracle 1, psychic 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level (D)
description:
<p>A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> has a 20% miss chance (similar to the effects of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>). Other attacks that simply work at a distance are not affected.</p>


name: Envious Urge
level: bard 4, sorcerer/wizard 6
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You fill creatures with feelings of seething envy. Affected targets turn upon the nearest creature (whether an ally or enemy) and attempt to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> it of a valuable weapon, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a> something it is holding, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> it and strip it of something it prizes (your choice). Affected targets can attempt a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save each round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> to end this effect.</p>


name: Epidemic
level: cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: living creature
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>The target contracts one of the following diseases: <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Blinding-Sickness">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>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Shakes">shakes</a>, or <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Slimy-Doom">slimy doom</a> (Core Rulebook 557), as the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/c/contagion">contagion</a>. However, the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> is highly contagious, and any creature that touches the infected target, is touched by the target, or spends more than an hour in a confined space with the target must make a save against the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease’s</a> normal DC (not the spell DC) or contract the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>. If the initial target overcomes the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> by making the required number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>, it remains a carrier of the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> for a length of time equal to the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease’s</a> frequency, and can continue to infect others during this time.</p>


name: Erase
level: bard 1, psychic 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one scroll or two pages
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
<p><i>Erase</i> removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/explosive-runes/"><i>explosive runes</i></a>, a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/glyph-of-warding/">glyph of warding</a></i>, a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sepia-snake-sigil/">sepia snake sigil</a></i>, or an <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/arcane-mark/">arcane mark</a></i>, but not <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/illusory-script/">illusory script</a></i> or a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death/"><i>symbol</i></a> spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.</p><p>Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/explosive-runes/">explosive runes</a></i>, a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/glyph-of-warding/">glyph of warding</a></i>, or a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sepia-snake-sigil/">sepia snake sigil</a></i>, you accidentally activate that writing instead.</p>


name: Erase Impressions
level: medium 3, mesmerist 4, occultist 3, psychic 5, spiritualist 4
school: abjuration
casting_time: 1 round
components: V, S
range: touch
target: object touched
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You banish psychic impressions from the object touched, rendering it devoid of recent history. You choose how much time to erase, up to a maximum of 1 day per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>You must erase impressions from the present time back; you cannot choose to leave recent events untouched. Impressions erased in this manner cannot be recovered via object reading, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/l/legend-lore">legend lore</a>, or similar measures.</p><p>Casting erase impressions on a corpse removes recent psychic impressions from when the creature was alive as well, making those memories unavailable to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/s/speak-with-dead">speak with dead</a>. For example, a 5th-level caster casting the spell on a 2-day-old corpse could erase the past 2 days of psychic impressions from the corpse and 3 additional days of information from just before the creature died.</p>


name: Erode Defenses
level: magus 2, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one creature
duration: 1 round/level
saving_throw: Fort negates (see below)
spell_resistance: yes
description:
<p>Your spell slowly begins to eat away at the defenses of your target.</p><p>If the target fails its saving throw, it loses 1 point from any <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> it may have. If the initial save was not successful, the target may attempt a new saving throw each round for the duration of the spell or continue to suffer cumulative losses. If the first save fails but a subsequent save succeeds, the eroding effects stop at that point, though any of the penalties already accrued remain until the spell expires. At the end of the spell’s duration, the target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> immediately return to normal.</p><p>Only one erode defenses spell can affect a particular target at any one time.</p>


name: Eroding Ray
level: cleric 2, druid 2, wizard/sorcerer 2
school: transmutation
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: no
description:
<p>You can fire one ray, plus one additional ray for every 4 levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit and can target only a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> or an object. If a ray hits, the target begins to crumble, taking 2d6 points of damage. This damage ignores <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p>


name: Eruptive Postules
level: alchemist 3, bloodrager 3, sorcerer/wizard 3, witch 3
school: transmutation [acid]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>Your skin erupts in swollen, pus-filled bumps that burst open if you are struck. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round. If the attack against you is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>, the attacker must save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> instead of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>. This damage can harm a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a>.</p>


name: Escape Alarm
school: abjuration
casting_time: 1 standard action
components: V, S, F (a short segment of chain )
range: medium (100 ft. + 10 ft./level)
area: ten 10-foot cubes/level
duration: 24 hours
saving_throw: none
spell_resistance: no
level:
arcanist 2, bard 2, hunter 2, inquisitor 2, occultist 2, psychic 2, ranger 2, skald 2, sorcerer/wizard 2, spiritualist 2, summoner 2, summoner (unchained) 2

description:
<p>You place a ward on an area that notifies you when a creature exits it. This functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/alarm">alarm</a>, except as noted. It alerts you when a creature leaves, rather than enters, the area, and you can’t select a password to bypass its effects. Instead, when you place an escape alarm, you can attune up to one additional creature per caster level to the spell. You are automatically attuned to your own escape alarm and don’t count against the limit. Attuned creatures can enter and exit the spell’s area without triggering the alarm. If you select a mental alarm rather than an audible one, all attuned creatures receive the mental alert when someone exits the warded area.</p>


name: Escaping Ward
level: bard 2, inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p>This ward grants you extra maneuverability when you avoid attacks against larger foes. While affected by this spell, when you are attacked and missed by a creature that is at least one size category larger than you, you can, as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, move up to 5 feet away from the attacking creature. You can increase this movement by 5 feet for every 5 caster levels. This movement does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>.</p>


name: Ether Step
level: magus 5, sorcerer/wizard 6, summoner 5
school: transmutation
casting_time: 1 immediate action
components: S
range: personal
target: you
duration: see text
description:
<p>You step into the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a> long enough to <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Dodge-Bonus">dodge</a> a blow or confound a spell; you must cast ether step after you are targeted by an attack or effect but before you learn the results of the attack or effect. This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/ethereal-jaunt">ethereal jaunt</a>, except that you become ethereal until the beginning of your next turn. On the turn after you cast this spell and return to your starting point, you can take only move actions or free actions.</p>


name: Ethereal Envelope
level: psychic 5, spiritualist 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: S, M (empty crystal box)
range: personal
target: you
duration: 1 hour/level (D)
description:
<p>You place yourself into a cataleptic meditative state and shunt yourself to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>, where your body is cocooned within a folded ripple of misty space, with total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> from creatures on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>. While inside your ethereal envelope, you are treated as being asleep for most purposes.</p><p>You can choose an amount of time within the duration when casting this spell, and you automatically dismiss the spell when that time elapses. Your ethereal envelope counts as an object of your size with AC 10, <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 5, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to twice your level, and it is immune to bludgeoning damage. An attacker must be on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a> or have a way to see ethereal objects in order to detect your ethereal envelope. The envelope can also be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> open with a successful <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check with a DC equal to 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (to a maximum DC of 30). If the ethereal envelope is destroyed, the spell ends immediately.</p><p>When the spell ends, you remain asleep without the protection of the envelope for 1 round. At the end of that round, you are shunted back to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> at the location where you cast the spell, and you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round as you reorient yourself to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>. You can’t use this spell to travel from your location on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>.</p><p>If the space you formerly occupied is now occupied by another creature or object, you are shunted to the nearest open space and take 1d10 points of damage.</p>


name: Ethereal Envelopment
level: psychic 7, spiritualist 5
school: conjuration (teleportation)
casting_time: 1 standard action
components: S, M (empty crystal box)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates, see text
spell_resistance: yes
description:
<p>This spell is similar to <i>ethereal envelope</i>, but it allows you to shunt an unwilling creature to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a> and seal it there within a cocoon of misty ethereal fibers. If the target fails its save, it’s forced into a cataleptic meditative state as if <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>. However, each round at the end of its turn, it can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to awaken itself from this meditation.</p><p>Once the target awakens, it is considered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pinned</a>, treating your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> and your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> as 10 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + your ability modifier for your primary spellcasting ability score. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check or <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check leaves the creature <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> rather than <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pinned</a> but doesn’t allow it to escape. However, a trapped creature can attack the cocoon as described in the <i>ethereal envelope</i> spell description.</p><p>If the creature breaks free of the ethereal envelopment or you dismiss the spell, the target is returned to its prior location on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>, as described for <i>ethereal envelope</i>, but if the target is conscious at the time, it doesn’t spend a round asleep or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>.</p>


name: Ethereal Fists
level: magus 4, spiritualist 3
school: transmutation
casting_time: 1 standard action
components: S
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>Your hands reach simultaneously into the Ethereal and Material planes, allowing you to deal normal damage with claws, unarmed strikes, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spells or effects to ethereal creatures.</p><p>Miss chance due to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/etherealness">etherealness</a> (such as from the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/b/blink">blink</a> spell) doesn’t apply, though miss chance based on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> does.</p>


name: Ethereal Jaunt
level: cleric/oracle 7, sorcerer/wizard 7, summoner 5, unchained summoner 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
<p>You become <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a>, along with your equipment. For the duration of the spell, you are in the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane1">Ethereal Plane</a>, which overlaps the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>. When the spell expires, you return to material existence.</p><p>An <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>, but everything looks gray and ephemeral. Sight and hearing onto the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> are limited to 60 feet.</p><p>Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane1">Ethereal Plane</a> from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>, but not vice versa. An <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> creature can’t attack material creatures, and spells you cast while <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> affect only other <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> things. Certain material creatures or objects have attacks or effects that work on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane1">Ethereal Plane</a>.</p><p>Treat other <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> creatures and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> objects as if they were material.</p><p>If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.</p>


name: Etherealness
level: cleric/oracle 9, shaman 9, sorcerer/wizard 9
school: transmutation
casting_time: 1 Standard Action
components: V, S
range: touch; see text
duration: 1 min./level (D)
spell_resistance: yes
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/ethereal-jaunt">ethereal jaunt</a></i>, except that you and other willing creatures joined by linked hands (along with their equipment) become <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a>. Besides yourself, you can bring one creature per three caster levels to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane1">Ethereal Plane</a>. Once <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a>, the subjects need not stay together.</p><p>When the spell expires, all affected creatures on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane1">Ethereal Plane</a> return to material existence.</p>


name: Etheric Shards
level: occultist 4, psychic 5, spiritualist 4
school: evocation [force]
casting_time: 1 standard action
components: S, M ( broken glass)
range: medium (100 ft. + 10 ft./level)
area: one 10-ft. cube/level
duration: 1 hour/level (D)
saving_throw: Reflex partial or Reflex negates (see text)
spell_resistance: no
description:
<p>You harden interpenetrated ethereal substance into deadly transdimensional razors that are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> to normal sight.</p><p>Movement through an area of <i>etheric shards</i> is halved, even for <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures, and creatures entering a 5-foot cube filled with <i>etheric shards</i> take 1d8 points of piercing and slashing damage and must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or take 1 point of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage. This <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage stacks with itself and other sources of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage. A creature standing within an area of <i>etheric shards</i> takes no damage as long as it remains completely motionless, but even the minor movements involved in attacking or defending in combat force a stationary creature to attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save. If a stationary creature succeeds at this save, it avoids damage completely for that round, but if it fails, it takes hit point damage and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage as though it had moved through the square.</p><p>A creature forcibly moved through an area of <i>etheric shards</i>, such as by a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Drag">drag</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>, takes a –4 penalty on its saving throw, but a creature able to see <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> or ethereal objects gains a +4 bonus, and damage to it is completely negated on a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save.</p><p><i>Etheric shards</i> are considered a magical <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a>, and a creature with <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding">trapfinding</a> can use <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> to find them. The DC of this check is equal to 25 + the spell’s level. <i>Etheric shards</i> can’t be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Disabled">disabled</a> with the <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> skill.</p>


name: Euphoric Cloud
level: druid 2, magus 2, psychic 2, sorcerer/wizard 2, witch 2
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M (rare mushrooms worth 5 gp)
range: medium (100 ft. + 10 ft./level)
effect: fog spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: Fort negates (see text)
spell_resistance: no
description:
<p>You create a bank of fog similar to that created by <a href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud/" style="font-style: italic">fog cloud</a> except its vapors are intoxicating. Living creatures in the cloud become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a>. This condition lasts as long as a creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds at its save but remains in the cloud must continue to save each round on your turn.</p>


name: Euphoric Tranquility
level: bard 6, cleric/oracle 8, druid 8, sorcerer/wizard 8
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a poppy flower)
range: touch
duration: 1 round/level
saving_throw: none and Will partial (see below)
spell_resistance: yes
description:
<p>A creature under the effect of this <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it. Until the end of the spell’s duration, the creature’s speed is halved, and it cannot make attacks or cast spells. If the creature is attacked, it gets a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> Saving Throw. If the Saving Throw succeeds, the creature can make act normally for 1 round. If the Saving Throw fails, the creature moves half its speed away from the attacker as its next action.</p><p>Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to have an attitude of Helpful (see <b>Table: Starting Attitudes and Diplomacy DC’s to Modify</b> below or see the full <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> skill details for more information), though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state.</p>


name: Evaluator’s Lens
level: inquisitor 2, occultist 3, sorcerer/wizard 3, summoner 2, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 minute/level or until discharged
description:
<p>You summon an insubstantial lens of force 4 inches in diameter that hovers in front of your face. When you attempt a saving throw against a spell with the <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Figment">figment</a> or <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Pattern">pattern</a> descriptor, you can roll twice and take the higher result. You gain a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a> checks to appraise the worth of an item viewed through the lens, and you never judge an item’s value wildly inaccurately. If you successfully identify that the item has magical properties, you can immediately attempt a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check to determine the item’s properties, as if you had cast <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> on the item and examined it for 3 rounds. This spell cannot determine the properties of artifacts.</p><p>The lens cannot be targeted or harmed by physical attacks, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">disintegrate</a>, or a rod of cancellation affects it. The lens’s AC against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> attacks is equal to 10 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier.</p>


name: Evolution Surge
level: summoner/unchained summoner 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a chameleon scale)
range: touch
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>This spell functions as <i>lesser evolution surge</i> (see below), except that you can grant any evolution whose total cost does not exceed 4 evolution points.</p><a name="TOC-Evolution-Surge-Lesser"></a><p><b>Evolution Surge, Lesser</b></p><div style="margin-left:40px">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a>; <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-summoner/">summoner/unchained summoner</a> 2</p>
<p class="divider">DESCRIPTION</p>
<p>This spell causes your eidolon to take on new characteristics.</p>
<p>You can grant the eidolon any evolution whose total cost does not exceed 2 evolution points. You may only grant one evolution with this spell, even if that evolution can be taken multiple times.</p>
<p>You can grant an evolution that allows you to spend additional evolution points to upgrade that evolution. This spell cannot be used to grant an upgrade to an evolution that the eidolon already possesses. The eidolon must meet any prerequisites of the selected evolution. This spell does not allow an eidolon to exceed its maximum number of natural attacks.</p>
<a name="TOC-Evolution-Surge-Greater"></a>
<p><b>Evolution Surge, Greater</b></p>
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a>; <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-summoner/">summoner/unchained summoner</a> 4</p>
<p class="divider">DESCRIPTION</p>
<p>This spell functions as <i>lesser evolution surge</i> (see above), except that you can grant any two evolutions whose total cost does not exceed 6 evolution points.</p>
</div>


name: Excruciating Deformation
level: bloodrager 3, psychic 3, sorcerer/wizard 3, witch 3
school: transmutation (polymorph) [evil, pain]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>Your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> causes your target to become painfully malformed. Its limbs twist and buckle, while its body contorts uncontrollably, shifting and warping. Each round the target suffers excruciating pain and takes 2d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>, 1 point of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Dexterity damage</a>, and 1 point of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a>, and its speed is reduced by 10 feet. Once per round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> on its turn, the target can attempt a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> to resist the spell for 1 round.</p>


name: Expeditious Construction
level: druid 1, sorcerer/wizard 1
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M (a handful of earth or stone)
range: close (25 ft. + 5 ft./2 levels)
effect: a low wall 10 feet long per 3 levels (minimum 10 feet) (S)
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet). Each square of the structure can appear only in unoccupied spaces atop earthen or stone surfaces able to support it. The wall grants <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> as per a low wall and can be climbed with a successful DC 5 <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> check.</p><p>Large and larger creatures don’t need to attempt a <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> check to climb over it.</p><p>At your discretion, you can make the structure half as long but thicker by forming it into a berm consisting of a steep slope on each side. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter a square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must attempt a DC 10 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check upon entering the first steep slope square. Mounted characters attempt a DC 10 <a href="https://www.d20pfsrd.com/skills/ride">Ride</a> check instead. Characters who fail this check stumble and must end their movement 1d2 × 5 feet later. Characters who fail by 5 or more fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> in the square where they end their movement. A steep slope increases the DC of <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks by 2.</p>


name: Expeditious Excavation
level: bloodrager 1, druid 1, sorcerer/wizard 1
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (tiny shovel)
range: close (25 ft. + 5 ft./2 levels)
area: dirt in a 5-ft. cube
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
<p>You can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling.</p><p>Besides its mundane applications, you can open a 5-foot-deep pit at a creature’s feet. A Medium or smaller creature falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> in the pit unless it succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> check. Larger creatures may ignore pits smaller than their size.</p><p>The earth excavated by this spell is ordinarily distributed harmlessly across the spell’s range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> to any creatures in the square affected and all adjacent squares for 1 round. <i>Expeditious excavation</i> has no effect on solid rock or earth creatures.</p>


name: Expeditious Retreat
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level (D)
level:
alchemist 1, bard 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
<p>This spell increases your base land <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Movement">speed</a> by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of <a href="https://www.d20pfsrd.com/alignment-description/movement/">movement</a>, such as <a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Burrow">burrow</a>, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> skill).</p>


name: Expel Blood
level: sorcerer/wizard 7, summoner 6, witch 7
school: conjuration [evil, water]
casting_time: 1 round
components: V, S, M (a drop of blood from each of three different creatures)
range: close (25 ft. + 5 ft./2 levels)
target: one Small or larger living creature
duration: instantaneous and 1 round/level; see text
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You animate a portion of the target’s blood, causing it to force itself out of the victim’s body and form a corrupted <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">water elemental</a>. The target takes 2d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> unless it succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw. Additionally, if the target fails the saving throw, blood (or an analogous internal fluid, such as ichor) pours from the target’s body and pools in an empty adjacent square of your choice. The fluids immediately form into a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish">fiendish</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">water elemental</a> of the same size as the target (but not larger than a Large <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish">fiendish</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">water elemental</a>). This <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish">fiendish</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">water elemental</a> does not have the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/vortex">vortex</a> ability, but it has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Blood-Drain-Ex-">blood drain</a> special attack, which deals 1d3 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> at the end of the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">water elemental’s</a> turn if it grapples a foe. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a> gains <a href="https://www.d20pfsrd.com/feats/combat-feats/improved-grapple/">Improved Grapple</a> as a bonus feat. You have no control over the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish">fiendish</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">water elemental</a> once it is summoned, though the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">water elemental</a> does not attack you under any circumstances.</p><p>This spell does not affect creatures that are Small or smaller or those that don’t have blood or some analogous internal fluid.</p>


name: Expend
level: sorcerer/wizard 7
school: abjuration
casting_time: 1 standard action
components: V, S, M (miniature broken hourglass)
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius burst
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause all creatures in the affected area to use up one or more of their limited-use magical abilities without any actual effect. A limited-use magical ability is any supernatural or spelllike ability which a creature can only <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> a certain number of times during a set interval (3/day, 1/hour, etc.). The spell does not affect abilities which the creature can use at will or which are constant. It also does not apply to magical items or anything else external to a creature. A creature in the spell’s area must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> Saving Throw or expend a single use of one of its abilities. Abilities with the greatest number of uses per day are affected first; if more than one ability has the same number of uses, randomly determine which one is affected first. Creatures must continue making <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves, expending an additional use of an ability for each failed save, until they succeed, at which point the spell has no further effect.</p>


name: Explode Head
level: magus 6, psychic 5, sorcerer/wizard 6
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living corporeal creature
duration: instantaneous
saving_throw: special; see text
spell_resistance: yes
description:
<p>You cause incredible pressure to build in the target’s head; this spell works only on a creature that has a head and would die from the loss of a head. The spell kills any such target that has 20 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or fewer, exploding its head and spreading debris in a 10-foot radius.</p><p>Each creature in the area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw or take 2d6 points of slashing damage from the flying debris.</p><p>A target with more than 20 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20d6), but can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save to take only half damage. If this damage would cause the target to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Disabled">disabled</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a>, the target dies and its head explodes as described above.</p>


name: Explosion of Rot
level: druid 4
school: necromancy
casting_time: 1 standard action
components: V, S, M (a rotting flower)
range: close (25 ft. + 5 ft./2 levels)
area: 10-ft.-radius burst
duration: instantaneous
saving_throw: Reflex half (see text)
spell_resistance: yes
description:
<p>You call forth a burst of decay that ravages all creatures in the area. Even nonliving creatures such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> crumble or wither in this malignant eruption of rotting energy. Creatures in the area of effect take 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6) and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1d4 rounds. A target that succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw takes half damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> effect. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">Plant</a> creatures are particularly susceptible to this rotting effect; a plant creature caught in the burst takes a –2 penalty on the saving throw and takes 1 extra point of damage per die.</p>


name: Explosive Runes
level: sorcerer/wizard 3
school: abjuration [force]
casting_time: 1 standard action
components: V, S
range: touch
target: one touched object weighing no more than 10 lbs.
duration: permanent until discharged (D)
saving_throw: see text
spell_resistance: yes
description:
<p>You trace mystic runes upon a book, map, scroll, or similar object bearing written information. The <i>explosive runes</i> detonate when read, dealing 6d6 points of force damage. Anyone next to the <i>explosive runes</i> (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the <i>explosive runes</i> is entitled to a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save for half damage. The object on which the <i>explosive runes</i> were written also takes full damage (no saving throw).</p><p>You and any characters you specifically instruct can read the protected writing without triggering the <i>explosive runes.</i> Likewise, you can remove the <i>explosive runes</i> whenever desired. Another creature can remove them with a successful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> or <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/erase">erase</a></i> spell, but attempting to dispel or erase the <i>explosive runes</i> and failing to do so triggers the explosion.</p>


name: Exquisite Accompaniment
level: bard 3
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: personal
effect: phantom instrument
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create a phantom instrument, a glowing construct of magic in the form of a portable musical instrument of your choice. The instrument floats beside you, moving as you move (even if you <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/t/teleport">teleport</a>). It cannot be damaged, but can be dispelled. The instrument plays as you direct, and as long as it plays, you do not have to expend rounds of <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> from your daily allotment to maintain an effect. Activating a <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> or switching to a new effect still costs a round of your overall <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performances</a> per day.</p>


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

description:
<p>The target’s buoyancy becomes and stays swiftly rising, regardless of how dense the target and its gear are. Among other effects, the target needs to succeed at a DC 20 <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> check to submerge itself and to stay submerged.</p>


name: Extreme Flexibility
level: alchemist 2, bloodrager 2, magus 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>You gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Dodge-Bonus">dodge bonus</a> to AC, a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> checks and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks to escape a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, and +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> attempts.</p>


name: Eyebite
level: alchemist 6, bard 6, sorcerer/wizard 6, witch 6
school: necromancy [emotion, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>Each round, you can target a single living creature, striking it with waves of power. Depending on the target’s HD, this attack has as many as three effects.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text"><b>HD</b>
</th><td class="text"><b>Effect</b></td>
</tr>
<tr>
<td class="text">10 or more</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">Sickened</a></td>
</tr>
<tr>
<td class="number">5-9</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">Panicked</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a></td>
</tr>
<tr>
<td class="text">4 or less</td>
<td class="text">Comatose, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a></td>
</tr>
</thead></table><p>The effects are cumulative and concurrent.</p><div style="margin-left:40px">
<p><i>Sickened</i>: Sudden pain and fever sweeps over the subject’s body. A creature affected by this spell remains <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 10 minutes per caster level. The effects cannot be negated by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-disease">remove disease</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/heal">heal</a> spell, but a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a> is effective.</p>
<p><i>Panicked</i>: The subject becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> for 1d4 rounds. Even after the panic ends, the creature remains <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 10 minutes per caster level, and it automatically becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> again if it comes within sight of you during that time. This is a fear effect.</p>
<p><i>Comatose</i>: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a <i>sleep</i> effect, and thus elves are not immune to it.</p>
</div><p>You must spend a swift action each round after the first to target a foe.</p>


name: Eyes of The Void
level: alchemist 4, antipaladin 4, sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of dried carrot or an agate)
range: personal
target: you
duration: 1 minute/level
description:
<p>You gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, the ability to see 60 feet even in total darkness, including that created by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness">deeper darkness</a>. <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">Darkvision</a> is black-and-white only, but otherwise like normal sight. While affected, your eyes turn completely black (but appear white to anyone viewing you with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>).</p>


name: Fabricate
level: sorcerer/wizard 5
school: transmutation
casting_time: see text
range: close (25 ft. + 5 ft./2 levels)
target: up to 10 cu. ft./level; see text
duration: instantaneous
saving_throw: none
spell_resistance: no
components:
V, S, M (the original material, which costs the same amount as the raw materials required to craft the item to be created)

description:
<p>You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the <i>fabricate</i> spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.</p><p>You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.</p><p>Casting requires 1 round per 10 cubic feet of material to be affected by the spell.</p>


name: Fabricate Bullets
level: sorcerer/wizard 1
school: transmutation
casting_time: 1 round
components: V, S, M (1 pound of lead or other soft metal worth 2 gp)
range: touch
target: 1 pound of soft metal
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You convert 1 pound of lead into bullets. When you cast this spell, you decide whether you create normal sling bullets, firearm bullets, or firearm pellets. The spell creates two sling bullets, 30 firearm bullets, or 10 uses of pellets.</p>


name: Fabricate Disguise
level: alchemist 1, antipaladin 1, bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: S
range: personal
target: you
duration: instantaneous
description:
<p>You change outfits or create a disguise out of materials you are wearing or carrying (potentially including a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Kit-Disguise">disguise kit</a>). The spell can’t alter your body or change the structure of objects, but can style wigs, apply makeup or piercings, and otherwise make use of tools to make superficial changes. In an instant, you have a non-magical disguise or clothing change. Attempt a <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> check to determine the effectiveness of the disguise.</p>


name: Face of the Devourer
level: adept 1, antipaladin 1, cleric/oracle 1, druid 1, sorcerer/wizard 1
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You transform the target’s face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling from its misshapen mouth. You do not choose what shape the target’s face takes, and the shape is different every time you cast the spell. This transformation does not interfere with the target’s senses or its ability to breathe, though it might prevent it from speaking. The target gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks.</p><p>If the target does not normally have a bite attack, it gains a bite attack as a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapon</a> for the duration of the spell. This bite attack deals 1d6 points of damage if the target is Medium, 1d4 points of damage if the target is Small, or 1d8 points of damage if the creature is Large. The target may use this bite as a primary attack or a secondary attack.</p>


name: Faerie Fire
level: druid 1
school: evocation [light]
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: creatures and objects within a 5-ft.-radius burst
duration: 1 min./level (D)
saving_throw: none
spell_resistance: yes
description:
<p>A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by <i>faerie fire</i> take a -20 penalty on all <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks. Outlined creatures do not benefit from the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> normally provided by darkness (though a 2nd-level or higher magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> effect functions normally), <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/b/blur"><i>blur</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/displacement">displacement</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility">invisibility</a>, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.</p><p>The <i>faerie fire</i> can be blue, green, or violet, according to your choice at the time of casting. The <i>faerie fire</i> does not cause any harm to the objects or creatures thus outlined.</p>


name: Fair Is Foul
level: antipaladin 2, cleric 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 2
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a newt eye)
range: touch
target: creature touched
duration: permanent (D)
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You curse the target with a disfiguring or painful mutation.</p><p>The target gains one random deformity from <b>Table: Arcane Malignancies</b> (below). The curse bestowed by this spell cannot be dispelled but 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><p>As changelings sense the awakening of the eerie powers they inherited from their hag progenitors, they are often mortified to discover terrifying and debilitating alterations to their physique. While the call seizes the changelings’ minds around the time their bodies begin maturing, the arcane malignancies that mar their features and extremities have nothing to do with puberty.</p><p>Not every changeling develops a malignancy, and when a changeling does develop a malignancy, it is often unrelated to whatever traits her hag mother has. These transformations are more akin to a magical allergy, manifesting in response to the well of arcane energy bubbling away in the changeling’s core.</p><p>A changeling character can take an arcane malignancy as a <a href="https://www.d20pfsrd.com/magic/variant-magic-rules/spheres-of-power/drawbacks/">drawback</a> in order to select an additional <a href="https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/traits/">trait</a> at character creation. Randomly determine the arcane malignancy by rolling a d% and consulting the table below.</p><table border="1" cellpadding="5">
<caption>
   Table: Arcane Malignancies 
 </caption>
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">1–2</td>
<td class="text">The smallest three toes on each of your feet have fused together. You take a –2 penalty on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a>, Climb, and Perform (dance) checks.</td>
</tr>
<tr>
<td class="text">3–4</td>
<td class="text">Your incisors grow so long and sharp that you have difficulty eating. Eating takes twice as long. Consuming a potion or other magical foodstuff requires a full-round action.</td>
</tr>
<tr>
<td class="text">5–7</td>
<td class="text">You have an extra digit on each hand, which hampers your fine motor skills. You take a –2 penalty on Craft, Disable Device, and Sleight of Hand checks.</td>
</tr>
<tr>
<td class="text">8–10</td>
<td class="text">Your limbs and torso are covered with piscine scales that you must constantly moisten. If more than 1 day passes without you applying at least a gallon of water to them, you take 1d3 points of damage each hour until you do so.</td>
</tr>
<tr>
<td class="text">11–13</td>
<td class="text">Your skin bears a sizable scarlet mark that flushes and lightens with your moods. You take a –2 penalty on Bluff and Disguise checks.</td>
</tr>
<tr>
<td class="text">14–16</td>
<td class="text">One of your eyes has grown enlarged and developed a pale, milky film. Daylight seems uncomfortably bright to you. You take a –2 penalty on saving throws against light-based spells and effects, and you are automatically dazzled for 1d6 rounds when exposed to bright light or sunlight.</td>
</tr>
<tr>
<td class="text">17–19</td>
<td class="text">The soles of your feet are flat, and you tire quickly. You can hustle for only a half hour before becoming fatigued, and every 4 hours spent traveling by foot in a day deals 1 point of Constitution damage.</td>
</tr>
<tr>
<td class="text">20–22</td>
<td class="text">Your already pallid complexion grows unusually sensitive to the rays of the sun. Exposure to direct sunlight for more than 1 hour at a time makes you sickened for 24 hours.</td>
</tr>
<tr>
<td class="text">23–25</td>
<td class="text">The tip of your tongue is forked and stiff. You have difficulty making yourself understood. You take a –2 penalty on Bluff, Diplomacy, and Disguise checks to fool or persuade others.</td>
</tr>
<tr>
<td class="text">26–28</td>
<td class="text">The painful and stiff swelling of your joints puts you at a disadvantage in combat. You take a –2 penalty on combat maneuver checks and Escape Artist checks to free yourself when grappled or pinned.</td>
</tr>
<tr>
<td class="text">29–31</td>
<td class="text">Your ears have stretched to an abnormal size, making you overly sensitive to loud noises. Whenever you are dealt sonic damage, you take 1 additional point of damage, and you are deafened for 1 minute whenever you take damage from any sonic effect.</td>
</tr>
<tr>
<td class="text">32–33</td>
<td class="text">The pupils of your eyes resemble a cat’s, and beasts cannot abide your presence. You take a –2 penalty on Handle Animal and Ride checks.</td>
</tr>
<tr>
<td class="text">34–35</td>
<td class="text">You grow velvety-soft fur along your back, arms, and legs that chafes and catches under clothing and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor</a>, increasing the armor check penalty of any armor by 1 and applying a –1 armor check penalty to ordinary clothing. Clothing and armor can be specially fitted for you, eliminating the increased penalty but increasing their price by 50 gp.</td>
</tr>
<tr>
<td class="text">36–37</td>
<td class="text">You grow an extra row of sharp, crooked teeth. The uneven set of your jaws gives you constant headaches. You take a –2 penalty on concentration checks and saving throws against pain effects.</td>
</tr>
<tr>
<td class="text">38–40</td>
<td class="text">It is nearly impossible to find armor that fits your concave chest and unusually narrow, sloping shoulders. The armor check penalty of any armor you wear increases by 1, and you take a –1 penalty to AC when wearing medium or heavy armor.</td>
</tr>
<tr>
<td class="text">41–42</td>
<td class="text">Your throat balloons out like a frog’s, and your voice comes out as an odd croak. You take a –2 penalty on Diplomacy checks and on Perform (act, oratory, and sing) checks.</td>
</tr>
<tr>
<td class="text">43–45</td>
<td class="text">An oozing sore has developed on your face that refuses to heal and makes you more susceptible to illness. You take a –2 penalty on saving throws against disease.</td>
</tr>
<tr>
<td class="text">46–48</td>
<td class="text">Your flesh grows bark, and your major joints have become gnarled and knotted like tree limbs, causing you to move slowly and stiffly. You take a –2 penalty on Reflex saves.</td>
</tr>
<tr>
<td class="text">49–51</td>
<td class="text">Your thin, almost translucent skin is delicate and tears easily. You take 1 point of bleed damage from slashing attacks that deal at least 1 point of damage to you.</td>
</tr>
<tr>
<td class="text">52–54</td>
<td class="text">A massive patch of multicolored warts covers much of your face. People cannot help but stare, and they always remember you once they’ve seen you. You take a –4 penalty on Disguise checks.</td>
</tr>
<tr>
<td class="text">55–57</td>
<td class="text">Your unruly hair grows with alarming speed. If you do not spend 1 hour trimming and grooming your hair every 48 hours, it snarls in nearby foliage whenever you are outdoors, imposing a –2 penalty to your Armor Class and on attack rolls and Stealth checks.</td>
</tr>
<tr>
<td class="text">58–60</td>
<td class="text">Your limbs are thin and frail. You take a –2 penalty to CMD against disarm, grapple, and trip attempts.</td>
</tr>
<tr>
<td class="text">61–63</td>
<td class="text">Your bones shatter as easily as glass. You take 2 additional points of damage each time you are hit by an attack made with a bludgeoning weapon.</td>
</tr>
<tr>
<td class="text">64–65</td>
<td class="text">One arm is turning to stone, though you retain limited mobility. You take a –4 penalty on all skill checks requiring the use of two hands and on attack rolls when wielding a two-handed weapon or fighting with two weapons.</td>
</tr>
<tr>
<td class="text">66–67</td>
<td class="text">You develop an allergy to one spell per spell level from the witch spell list (determined by your GM). Casting or being the target of a spell you’re allergic to causes you to break out in a painful rash. This rash deals 1d4 points of damage per spell level, and imposes a penalty on your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores/#Charisma_Cha">Charisma</a> equal to the level of the spell. The rash fades after a number of hours equal to the level of the spell.</td>
</tr>
<tr>
<td class="text">68–69</td>
<td class="text">The joints in your unnaturally long thumbs have fused, and you often fumble objects. When you retrieve a stored item, you have a 10% chance of dropping it.</td>
</tr>
<tr>
<td class="text">70–72</td>
<td class="text">Your knees bend backward like a bird’s, which makes many athletic movements difficult to master. You take a –2 penalty on Climb and Swim checks, and your running speed is only three times your regular walking speed.</td>
</tr>
<tr>
<td class="text">73–75</td>
<td class="text">A tenacious patch of fungus has sprouted on your back, weakening your system against toxins. You take a –2 penalty on saves against poison effects.</td>
</tr>
<tr>
<td class="text">76–77</td>
<td class="text">Your misaligned eyes affect your ability to judge distances. You take a –2 penalty on ranged attack and damage rolls.</td>
</tr>
<tr>
<td class="text">78–80</td>
<td class="text">When you get flustered, heat builds up in your face until it glows with inner fire. You take a –4 penalty on Diplomacy and Perform checks when in the presence of 5 or more creatures.</td>
</tr>
<tr>
<td class="text">81–83</td>
<td class="text">Your ears curl up like dried leaves, and you experience difficulty picking up sounds. You take a –2 penalty on hearing-based Perception checks.</td>
</tr>
<tr>
<td class="text">84–86</td>
<td class="text">Your curving, clawlike fingernails grow so long so quickly that they impede you in dangerous situations. You take a –2 penalty on Escape Artist and Sleight of Hand checks.</td>
</tr>
<tr>
<td class="text">87–89</td>
<td class="text">One of your legs measures noticeably longer than the other, and you lose your balance easily. You take a –2 penalty to CMD against bull rush and trip attempts.</td>
</tr>
<tr>
<td class="text">90–92</td>
<td class="text">Your eyes have swollen to mere slits. You take a –2 penalty on sight-based Perception checks.</td>
</tr>
<tr>
<td class="text">93–96</td>
<td class="text">You develop a shaggy pelt about your neck and shoulders that makes you overheat quickly. You take a –4 penalty on checks and saves to resist environmental heat effects.</td>
</tr>
<tr>
<td class="text">97–98</td>
<td class="text">You grow a tail that you can’t easily conceal and that thrashes violently at inconvenient moments. You take a –2 penalty on Disguise and Stealth checks.</td>
</tr>
<tr>
<td class="text">99–100</td>
<td class="text">You grow vestigial gills. While they grant you no ability to breathe in water, they make it harder for you to catch your breath. When you are fatigued, it takes 12 hours of complete rest to recover. When you are exhausted, it takes 2 hours of complete rest to become fatigued.</td>
</tr>
</tbody>
</table>


name: Fairness
level: cleric/oracle 1, inquisitor 2, paladin 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature per level
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">Humanoid</a> creatures affected by this spell must trade fairly with others to the best of their knowledge. If they know the fair value (or even an estimated fair value) of a good or service, they cannot participate in a trade if it would benefit one side unfairly, and must attempt to stop such trades from occurring, preventing them from cheating another while under the influence of this spell.</p><p><b>Note</b> This spell is associated with a particular deity. The caster must worship the associated deity. The symbol of the associated deity appears above the heads of those affected by this spell, making those affected and unaffected by the spell immediately apparent.</p>


name: Fairy Ring Retreat
level: druid 7, shaman 7, witch 7
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: extradimensional meadow, up to three 10-ft. cubes/level (S)
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You conjure up an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> meadow that can be accessed from a single entrance on the plane from which the spell was cast. The entry point looks like a circle of toadstools enclosing a 10-foot square. Only those you designate can enter the meadow before you do, and the portal is shut and made <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> behind you when you enter. You can open it again from your own side at will. Once a visitor has passed through the entry point, they find themselves in an idyllic twilight meadow surrounded by an impassable grove of fruit and nut trees. The atmosphere is clean, fresh, and warm.</p><p>You can configure the meadow into any shape you desire, to the limit of the spell’s effect. The place is comfortable and temperate. The trees can provide enough food to sustain 4 people per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> for a day. A staff of near-transparent <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-Fey">fey</a>-like servants (as many as two per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) wait upon all who enter. The servants function as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/u/unseen-servant">unseen servant</a> spells except that they are visible and can go anywhere in the meadow.</p><p>Since the place can be entered only through its special portal, outside conditions do not affect the meadow, nor do conditions inside it pass to the plane beyond.</p>


name: Fallback Strategy
level: cleric/oracle 1, inquisitor 1, paladin 1, magus 1
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute/level or until discharged; see text
description:
<p>While this spell is active, you may reroll one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check, or skill check before the result of the roll or check is known. You must take the result of the reroll, even if it’s worse than the original roll. Once the reroll is used, the spell ends. You can have no more than one <i>fallback strategy</i> active on you at the same time.</p>


name: False Age
level: alchemist 2, bard 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (fine talcum powder)
range: personal
target: you
duration: 10 minutes/level
description:
<p>Select an age category within one step of your actual age category, either older or younger. Your appearance changes to match your age for the chosen category. Your ability scores increase or decrease as appropriate for your chosen age category.</p>


name: False Alibi
level: bard 3, cleric/oracle 3, inquisitor 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, M (emerald dust worth 100 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: permanent; see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions similarly to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/m/modify-memory">modify memory</a>, except you can modify the target’s memory only in a specific way.</p><p>In response to a triggering condition you determine, up to the last 5 minutes of the target’s memory are eliminated and replaced with a memory of your choosing (or no memory at all).</p><p>For example, you could cast this on an assassin, set it to trigger when he completes his kill, and replace his memory of the murder with the memory of him discovering the body and picking up the murder weapon. You can cast this spell multiple times on the same target, even with the same trigger, affecting different memories. A single casting of false alibi affects a creature only until the specified condition has been triggered; once a condition has been triggered and the target’s memory altered, that condition no longer triggers this spell unless the victim is subject to another casting of false alibi that specifies the same trigger.</p>


name: False Belief
level: bard 2, mesmerist 2, psychic 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 minutes, plus length of memory to be altered
components: V, S, M (lemon juice and a scrap of parchment )
range: touch
target: willing creature touched
duration: 1 hour/level
saving_throw: none
spell_resistance: yes
description:
<p>You temporarily alter the target’s memory (similar to <a href="https://www.d20pfsrd.com/magic/all-spells/m/modify-memory/" style="font-style: italic">modify memory</a>) to eliminate, change, or implant a memory of up to 1 hour in length. When the duration of this expires, the target’s real memory returns, and the false memory fades to little more than a vague outline, like a dream. This false memory seems true to the target, so effects that detect lies or force the target to speak the truth (as the subject understands it) don’t detect the falsehood.</p>


name: False Face
level: alchemist 1, bard 1, inquisitor 1, mesmerist 1, sorcerer/wizard 1, witch 1
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a folded- paper mask )
range: personal
target: you
duration: 1 hour/level
description:
<p>This spell alters details of your appearance so that you are no longer recognizable as yourself. Your new appearance is within the norms for your race, ethnicity, and gender. You lack control over the details of your appearance; however, when casting false face, you can choose an appearance you previously used, allowing you to maintain specific identities.</p>


name: False Future
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (crushed jade worth 100 gp)
range: touch
target: creature or object touched
duration: 1 hour/level (D)
saving_throw: Will negates or Will disbelief (see text)
spell_resistance: yes
level:
bard 3, cleric 4, medium 3, mesmerist 3, psychic 4, shaman 4, sorcerer/wizard 5, spiritualist 4, witch 4

description:
<p>You interfere with attempts to predict the target’s future by preventing divinations from revealing what the target will do and what will befall the target while under the spell’s effects.</p><p>Instead of the target’s true actions or experiences, divinations resolve as if the target will experience some different future you describe as you cast false future. The target creature can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to avoid the initial effect, and creatures using divinations get a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the illusion. This spell doesn’t prevent divinations cast after the duration’s end from determining what the subject actually did during the time you obscured using false future.</p><p><i>False future</i> can’t be detected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/i/identify">identify</a>, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">greater detect magic</a> can detect it.</p>


name: False Life
level: alchemist 2, bloodrager 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of blood)
range: personal
target: you
duration: 1 hour/level or until discharged; see text
description:
<p>You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to 1d10 + 1 per caster level (maximum +10).</p>


name: False Resurrection
level: cleric 7, shaman 8, witch 8
school: conjuration (calling) [chaotic, evil, ruse]
casting_time: 1 minute
components: V, S, M (diamond worth 10,000 gp), DF
range: touch
target: dead creature touched
duration: 1 day/level
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/r/resurrection">resurrection</a> except that instead of recalling the dead soul to life, the spell calls a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/shadow-demon">shadow demon</a> with the advanced simple template to possess the body. If you fail to overcome the subject’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, the subject’s soul can negate the calling and gain the option to return to life (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/r/resurrection">resurrection</a>) in the restored body. The possession otherwise functions (as possession) except that the subject’s soul is not present to resist. When <i>false resurrection</i> ends or the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> is removed from the subject, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> returns to the Abyss, leaving the body alive but soulless (like that created by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/c/clone">clone</a>). If the soul hasn’t been returned to life already, it has the option to return in the now-empty body if it still lives (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/r/resurrection">resurrection</a>). If the body was killed, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> is sent back to the Abyss but the subject remains <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>.</p><p>Attempts to identify <i>false resurrection</i> with a skill check incorrectly identify it as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/r/resurrection">resurrection</a> (see the ruse descriptor). A fooled viewer mistakes <i>false resurrection’s</i> aura as the lingering aura of an instantaneous <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> effect.</p><div style="margin-left:20px">


name: False Vision
level: bard 5, sorcerer/wizard 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (crushed jade worth 250 gp)
range: touch
target: one creature
area: 40-ft.-radius emanation
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell creates a subtle illusion, causing any <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> (scrying) spell used to view anything within the area of this spell to instead receive a false image (as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/major-image">major image</a> spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren’t concentrating, the image remains static.</p><div style="margin-left: 20px">


name: Familiar Double
level: witch 7
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S, M (a small replica of you worth 5 gp)
range: medium (100 ft. + 10 ft./level)
effect: one shadow duplicate
duration: 1 round/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/p/project-image">project image</a>, except the image appears in your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar’s</a> square and moves when your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> moves.</p>


name: Familiar Figment
level: sorcerer/wizard 2, witch 2
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: touch
target: your familiar
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p class="description">You create an illusory duplicate of your familiar that moves erratically around your familiar’s space, frequently moving through the familiar’s body with a blurring effect that makes it indistinguishable from the real creature.</p><p>Attacks against your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> have a 50% miss chance; attacks that miss instead target the <i>familiar figment</i>, which reacts as if damaged as appropriate to the attack but unlike a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/m/mirror-image">mirror image</a> is not destroyed when struck. This spell does not grant your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> or prevent it from being targeted by spell effects that do not require an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>.</p><p>In addition, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> can direct the <i>familiar figment</i> to attempt a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>, using your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> and the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar’s</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier. If this attack hits, your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> (but not other creatures) treats that target as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanked</a> until the end of its turn.</p>


name: Familiar Melding
level: shaman 4, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: your familiar
duration: 1 hour/level or until you return to your body
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>You project your soul into your familiar, taking over its body while leaving its consciousness intact. When you transfer your soul upon casting, your body is, as near as anyone can tell, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>.</p><p>While possessing your familiar, you can communicate with it telepathically. You keep your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, level, class, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, base save bonuses, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, and mental abilities. The familiar’s body retains its own <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You may use any abilities the familiar has, including spells and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>. You cannot speak unless your familiar has the ability to speak a language. You cannot cast spells with somatic <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> if your familiar does not have anthropomorphic limbs that can perform the appropriate motions.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can return to your body as long as it is within range. If your familiar is slain while your soul is in it and your body is within range, your soul returns to your own body, unharmed. If your familiar is out of range when slain, you die. The spell ends when you shift from the familiar to your own body.</p>


name: Fastidiousness
level: bard 1, cleric 1, mesmerist 1, occultist 1, paladin 1, psychic 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 24 hours
description:
<p>While protected by fastidiousness, your person and your equipment stay clean and dry. Dust and moisture slough off immediately; even when you are completely soiled, your appearance reverts to a pristine state over the course of 1 minute.</p><p>While this spell offers no protection against most attacks, staying constantly sanitary grants 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/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throws against inhaled and ingested diseases.</p><p>Members of the <a href="https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sanctified-prophet">Sanctified Prophet</a> prestige class can cast this spell, even though it is not a <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a>.</p>


name: Fear
level: antipaladin 4, bard 3, bloodrager 4, inquisitor 4, shaman 4, sorcerer/wizard 4, witch 4
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (the heart of a hen or a white feather)
range: 30 ft.
area: cone-shaped burst
duration: 1 round/level or 1 round; see text
saving_throw: Will partial
spell_resistance: yes
description:
<p>An invisible cone of terror causes each living creature in the area to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> unless it succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If cornered, a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> creature begins <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Cowering">cowering</a>. If the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save succeeds, the creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1 round.</p>


name: Fear the Sun
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drow eyelash)
range: medium (100 ft. + 10 ft./level)
target: up to one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
level:
antipaladin 1, bloodrager 1, cleric 2, druid 2, inquisitor 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2

description:
<p>Each target that fails its saving throw gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Blindness-Ex-">light blindness</a>, as per the universal monster rule. When exposed to bright light, affected targets are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 full round and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> in successive rounds. If you cast this spell in the presence of bright light, any target that fails its save is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> immediately, and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> starting at the beginning of its first turn.</p>


name: Fearsome Duplicate
level: bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: monstrously distorted duplicate of you
duration: 1 minute/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>You create a larger and far more menacing version of yourself that you can send forth, manipulate like a puppet, and use to interact with others. You can make the duplicate up to two size categories larger than you are and determine a theme as to how it alters your original appearance. However, this duplicate always retains some vestiges of your actual appearance. Creatures who already know you gain a +2 bonus on saving throws made to disbelieve this spell. Your duplicate has no actual substance, and you cannot use it to alter its surroundings or to attack or otherwise harm creatures it encounters. You can use the duplicate to speak, and interact verbally with creatures using the <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, and <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> skills, and you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks when using that skill through the duplicate.</p><p>You can see, hear, taste, and smell your duplicate’s surroundings as if you are actually present using your <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill. While you also remain aware of your own immediate surroundings when controlling your duplicate, controlling it does take a toll on your senses. You take a –4 penalty on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks while you control your duplicate.</p><p>The duplicate moves under your mental command, and while you need not act out its movements, you must take a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to control your duplicate for 1 round (concentrating on the spell) or it winks out of existence. You can maintain control of your duplicate even if you have no line of sight or line of effect to it.</p><p>The duplicate immediately winks out of existence if it is hit by an attack or in the area of a damaging effect, or if it moves beyond the maximum range of the spell.</p>


name: Feast On Fear
level: bard 4, shaman 5, sorcerer/wizard 5, witch 5
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>Each round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can target a single living creature of up to 9 HD and strike it with terrifying waves of power. If the target fails its saving throw, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> for 1d4 rounds, and you gain 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> (which disappear after 1 hour). After the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panic</a> ends, the creature remains <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and it automatically becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> again if it comes within sight of you during that time.</p><p>These <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> stack if they are from different creatures.</p>


name: Feast of Ashes
level: druid 2, psychic 2, witch 2
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a pinch of ash)
range: close (25 ft. + 5 ft/2 levels)
duration: 2 days/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You curse the target with a hunger no food can assuage. On a failed Saving Throw, the target begins to <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Starvation-and-Thirst">starve</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 eating can counter the effect and, further, even attempting to eat causes the target to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1 round unless they make a DC 12 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. The target still experiences the other normal effects of anything consumed (such as poisons or potions).</p><p><i>Feast of ashes</i> can be removed with a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/break-enchantment/">break enchantment</a></i>, <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish/">limited wish</a></i>, <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle/">miracle</a></i>, <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse/">remove curse</a></i>, or <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish/">wish</a></i> spell, but effects suffered as a result of starvation must be healed by normal means.</p>


name: Feather Fall
level: bard 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: transmutation
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: until landing or 1 round/level
saving_throw: Will negates (harmless) or Will negates (object)
spell_resistance: yes (object)
description:
<p>The affected creatures or objects fall slowly. <i>Feather fall</i> instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.</p><p>The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.</p><p>This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.</p><p><i>Feather fall</i> works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.</p><p>See <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Falling">Falling Damage</a> if something bad happens!</p>


name: Feather Step
level: bard 1, druid 1, psychic 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes
description:
<p>For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.</p><a name="Mass Feather Step"></a><div style="margin-left: 20px">


name: Feeblemind
level: sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a handful of clay, crystal, or glass spheres)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>Target creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> scores each drop to 1. The affected creature is unable to use <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>– or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/heal">heal</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a> spell is used to cancel the effect of the <i>feeblemind</i>. A creature that can cast arcane spells, such as a <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a> or a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a>, takes a -4 penalty on its saving throw.</p>


name: Ferment
level: alchemist 1, bard 1, cleric 1, druid 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of ale , mead , or wine )
range: touch
target: object touched
duration: 10 minutes/level
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>This spell temporarily imbues a potable liquid (including elixirs, extracts, <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potions</a>, and poisons) with an intoxicant.</p><p>The caster must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check in order to affect magic liquids and poisons (DC = 10 + item level for magic liquids, DC equal to the poison’s save DC for a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>); otherwise, the spell fails. If the caster succeeds, the liquid also assumes a flavor according to what the caster desires, but the effect on the imbiber is the same. An imbiber of a liquid affected by ferment must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw at the spell’s save DC or take a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, saves, ability checks, and skill checks for the remaining duration of the spell. Additionally, the DC of any skill check to identify a magic liquid or poison under the effects of this spell increases by 5.</p><div style="width:192px;margin:auto;font-size:12px;text-align:center">
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name: Fester
level: inquisitor 3, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (rotted meat)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level or 1 round; see text
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> against effects that restore <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or grant <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>. In addition, any healing provided by effects that ignore Spell Resistance (such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a>, and some spells) are halved. If the target succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> Saving Throw, <i>fester</i> lasts only a single round.</p><a name="mass"></a>


name: Fey Form
level: alchemist 3, bloodrager 3, druid 3, magus 4, shaman 3, sorcerer/wizard 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>You assume the form of a Small or Medium creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> type. Your base speed changes to match the new form’s base speed, with a maximum speed of 60 feet (even if the chosen fey form has a base speed in excess of that speed). If the form you assume has any of the following abilities, you gain those abilities: climb speed 30 feet, fly speed 30 feet (average maneuverability), swim speed 30 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, and boot stomp. If the form you assume has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> subtype, you can breathe air and water. If the creature has any weaknesses, you gain those weaknesses. If a listed ability depends on an item (as is the case with boot stomp), this spell transforms the nearest counterpart among your worn gear into that item.</p><p>You can more easily cast spells that the creature has as <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, although you must still cast them as normal for your class. When you cast a spell that the creature has as a <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, it requires no verbal or somatic <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> and can’t be countered.</p><p>Small Fey: If you assume this form, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> scores.</p><p>Medium Fey: If you assume this form, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> scores.</p><div style="margin-left: 20px">


name: Fey Gate
level: bard 6, cleric 8, druid 8, sorcerer/wizard 8, summoner 6, witch 8
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level; see text
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as the planar travel function of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/gate">gate</a>, except it can be used to travel only between points on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> and the Fey World, and it comes with additional dangers.</p><p>This spell forms a circular portal between 5 and 20 feet in diameter (your choice) oriented in the direction you desire when it comes into being (typically vertical and facing you). the portal is full of gray fog that blocks line of sight.</p><p>Anyone or anything that moves through the portal to enter the Fey World is shunted instantly to a random point on that plane (the same point for everything traveling via a particular casting). At the end of the spell’s duration, the caster can attempt a DC 30 <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check. On a success, the portal remains open for 1d4+1 days. Creatures exiting the Fey World through a <em>fey gate</em> always arrive at the location the spell was cast.</p><p>While the spell always deposits travelers on solid ground in the Fey World, it conveys no protections against whatever creatures or environmental hazards may be present there.</p>


name: Fickle Winds
level: cleric/oracle 5, druid 5, ranger 3, sorcerer/wizard 5
school: transmutation [air]
casting_time: 1 standard action
components: : V, S
duration: 1 minute/level (D)
saving_throw: none (see text)
spell_resistance: yes
description:
<p>You create a mobile cylinder of wind encompassing every target of the spell and protecting them as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/w/wind-wall">wind wall</a>, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.</p><p>A Large creature counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of a higher-level wind or weather spell.</p>


name: Fiendish Wrath
level: alchemist 3, bard 3, bloodrager 3, mesmerist 3, psychic 4, sorcerer/wizard 4, summoner 3, witch 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one willing living creature per 3 levels, no two of which can be more than 30 ft. apart
duration: concentration + 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>Each affected creature flies into a combat frenzy. The target gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale 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>, and a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves. If an affected creature strikes an enemy with two claw attacks or two unarmed strikes while in this frenzy, it can use the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rend-Ex-">rend</a> ability, dealing an additional amount of damage equal to its claw or <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a> damage plus 1-1/2 times its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> bonus.</p>


name: Fiery Body
level: sorcerer/wizard 9
school: transmutation [fire]
casting_time: 1 standard action
components: V
range: personal
duration: 1 minute/level
description:
<p>This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, deafness, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>, drowning, electricity, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/p/poison"><i>poison</i></a>, stunning, and all spells that affect your physiology or respiration. You take only half damage from acid or electricity. You take 150% as much damage from cold than normal.</p><p>You gain a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> score and a fly speed of 40 ft. (perfect maneuverability). Your unarmed attack deals an additional 3d6 points of fire damage, and you are considered armed when making unarmed attacks. Your body burns so brightly that creatures who do not avert their gaze from you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a>. Fire spells you cast have their save DCs increased by +1. If you enter water, you are surrounded by a 5-foot radius of steam and bubbles that grant you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (50% miss chance) but you take 2d6 points of damage each round you remain in water.</p>


name: Fiery Runes
level: alchemist 2, bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: touch
target: melee weapon touched
duration: 1 minute/level or until discharged (see text)
saving_throw: none
spell_resistance: yes (see text)
description:
<p>You charge a weapon with a magic rune of fire.</p><p>When the wielder of the weapon successfully strikes a foe in melee with the weapon, the wielder can discharge the rune as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to deal 1d4+1 points of fire damage to the target. This damage isn’t multiplied on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>. If the target has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, you attempt a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (1d20 + <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) against that <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> when the rune is discharged. If the rune is successfully resisted, the spell is dispelled; otherwise, the rune deals damage normally.</p><p>For every 2 caster levels beyond 3rd the caster possesses, the rune deals an additional 1d4+1 points of fire damage (2d4+2 at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 5th, 3d4+3 at 7th, and so on) to a maximum of 5d4+5 points of fire damage at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 11th.</p>


name: Fiery Shuriken
level: sorcerer/wizard 2
school: conjuration (creation) [fire]
casting_time: 1 standard action
components: V, S, M (a pinch of sulfur and a single shuriken worth 2 sp)
range: close (25 ft. + 5 ft./2 levels)
effect: Two or more fiery shuriken
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>You call forth two fiery projectiles resembling shuriken, plus one more for every two caster levels beyond 3rd (to a maximum of eight shuriken at 15th level), which hover in front of you. When these shuriken appear, you can launch some or all of them at the same target or different targets. Each shuriken requires a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> roll to hit and deals 1d8 points of fire damage. You provoke no <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> when launching them. Any shuriken you do not launch as part of casting this spell remains floating near you for the spell’s duration. On rounds subsequent to your casting of this spell, you can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to launch one of these remaining shuriken or a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to launch any number of these remaining shuriken. If you fail to launch a shuriken before the duration ends, that shuriken disappears and is wasted.</p>


name: Final Sacrifice
level: antipaladin 3, bloodrager 2, cleric 3, shaman 3, sorcerer/wizard 3, summoner 2, witch 4
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one summoned creature
duration: instantaneous
saving_throw: Fort negates, then Reflex half (see text)
spell_resistance: yes
description:
<p>You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the target fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, it is immediately slain and all creatures within 20 feet of the target take 1d4 points of damage per spell level of the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Summoning">summoning</a> spell that conjured the target. This damage is fire damage unless the target creature has the cold or water subtype, in which case it’s cold damage. Creatures caught in this explosion take half damage if they succeed at their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves against this spell’s DC. Final sacrifice can detonate a <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a>‘s <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a>, though an <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a> receives a +4 bonus on its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save unless the spell is cast by the <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a>‘s own <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a>.</p><p>If this spell targets an <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a>, creatures within 20 feet of the <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a> take an amount of damage equal to 1d4 + 1/2 the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> who controlled the <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a>.</p>


name: Find Fault
school: divination
casting_time: 1 standard action
components: V, S
range: medium (100 ft. plus 10 ft./level)
target: 1 creature
duration: instantaneous
saving_throw: none
spell_resistance: yes
level:
bard 3, bloodrager 3, inquisitor 3, magus 3, medium 3, oracle 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3

description:
<p>You instantly learn many of the target’s weaknesses, as if you had made an appropriate <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill check with a result equal to 20 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Additionally, your first melee or ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> against the creature before the end of your next turn gains a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a>. If the creature is polymorphed, disguised, or hidden by an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> and you are not aware of it’s true form, this spell fails as if the target has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> you failed to penetrate (the GM may have you attempt a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check to conceal the true reason for the spell’s failure).</p>


name: Find Quarry
level: inquisitor 4, ranger 4
school: divination
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You sense whether a well-known creature you can clearly visualize is within a 20-mile radius of your current location, as well as the distance and direction to the creature in relation to you. You also discern whether the creature is moving, and its direction, speed, and mode of movement. The radius you can sense increases by 5 miles for every two caster levels you have above 10th (to a maximum of a 45-mile radius at 20th level). Anything that would prevent <i>locate creature</i> from finding a creature also prevents <i>find quarry</i> from doing so.</p>


name: Find Traps
level: cleric/oracle 2, inquisitor 2, psychic 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level
description:
<p>You gain intuitive insight into the workings of traps. You gain an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> equal to 1/2 your caster level (maximum +10) on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks made to find traps while the spell is in effect. You receive a check to notice traps within 10 feet of you, even if you are not actively searching for them. Note that <i>find traps</i> grants no ability to disable the traps that you may find.</p>


name: Find the Path
level: bard 6, cleric/oracle 6, druid 6, inquisitor 6, shaman 6, witch 6
school: divination
casting_time: 3 rounds
components: V, S, F (a set of divination counters)
range: personal or touch
target: you or creature touched
duration: 10 min./level
saving_throw: none or Will negates (harmless)
spell_resistance: no or yes (harmless)
description:
<p>The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter’s cabin is not prominent enough, but a logging camp is. <i>Find the path</i> works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.</p><p>The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself<i>.</i> The spell ends when the destination is reached or the duration expires, whichever comes first.</p><p><i>Find the path</i> can be used to remove the subject and its companions from the effect of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/maze">maze</a> spell in a single round, specifying the destination as “outside the maze.” This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians) who might take action to oppose the caster as he follows the path revealed by this spell.</p>


name: Finger of Death
level: druid 8, sorcerer/wizard 7
school: necromancy [death]
casting_time: 1 standard action
components: V, S
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 target’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.</p>


name: Fire Breath
level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (a chili pepper)
range: 15 ft.
area: cone-shaped burst
duration: 1 round/level or until discharged; see text
saving_throw: Reflex half; see text
spell_resistance: yes
description:
<p>Up to thrice during this spell’s duration, you can belch forth a cone of fire as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. The first cone deals 4d6 points of fire damage to every creature in the area. The second cone of flame deals 2d6 points of fire damage to every creature in the area. The third cone of flame deals 1d6 points of fire damage to every creature in the area. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves this damage. After the third cone of flame, the spell ends.</p>


name: Fire Seeds
level: druid 6, shaman 6
school: conjuration (creation) [fire]
casting_time: 1 standard action
components: V, S, M (acorns or holly berries)
range: touch
duration: 10 min./level or until used
saving_throw: none or Reflex half; see text
spell_resistance: no
description:
<p>Depending on the version of <i>fire seeds</i> you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.</p><p style="margin-left: 40px"><i>Acorn Grenades</i>: As many as four acorns turn into special thrown splash weapons. An acorn grenade has a range increment of 20 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d4 points of fire damage per caster level (maximum 20d4) divided among the acorns as you wish. No acorn can deal more than 10d4 points of damage.</p><p style="margin-left: 40px">Each acorn grenade explodes upon striking any hard surface. In addition to its regular fire damage, all creatures adjacent to the explosion take 1 point of fire damage per die of the explosion. This explosion of fire ignites any combustible materials adjacent to the target.</p><p style="margin-left: 40px"><i>Holly Berry Bombs</i>: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage + 1 point per caster level to every creature in a 5-foot-radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw takes only half damage.</p><h3><span id="By_the_way8230">By the way…</span></h3><p>This spell can start fires on a ship.</p>


name: Fire Shield
level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: evocation [fire or cold]
casting_time: 1 standard action
components: V, S, M (phosphorus for the a firefly or glowworm for the
range: personal
target: you
duration: 1 round/level (D)
description:
<p>This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your <i>fire shield</i>.</p><p>Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a <i>chill shield</i>) or fire damage (if you choose a <i>warm shield</i>). If the attacker has <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Resistance">spell resistance</a>, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.</p><p>When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the <i>chill shield</i> is cast, violet or red if the <i>warm shield</i> is employed. The special powers of each version are as follows.</p><p style="margin-left:40px"><i>Chill Shield</i>: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save for half damage, you take no damage on a successful <a href="https://www.d20pfsrd.com/magic#TOC-Saving-Throw">saving throw</a>.</p><p style="margin-left:40px"><i>Warm Shield</i>: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.</p>


name: Fire Snake
level: druid 5, magus 5, sorcerer/wizard 5
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (a snake scale)
range: 60 ft.
area: see text
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>You create a sinuous line of flames that you may shape as desired. The <i>fire snake</i> affects one 5-foot square per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and each square must be adjacent to the previous square, starting with you. The <i>fire snake</i> may not extend beyond its maximum range. Creatures in the path of the <i>fire snake</i> take 1d6 points of fire damage per caster level (maximum 15d6).</p>


name: Fire Sneeze
level: alchemist 2, druid 2, sorcerer/wizard 2
school: evocation [air, fire]
casting_time: 1 standard action
components: V, S, M (hot pepper soaked in oil)
range: personal
target: you
duration: 1 round + 1 round/2 levels
saving_throw: Reflex half
spell_resistance: yes
description:
<p>This spell causes you to begin sneezing gouts of fire that can not only set creatures ablaze but also drop them flat on their backs. Once you cast this spell, you must sneeze each round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>—you can take no other <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> as long as this spell is in effect, nor can you take full-round actions. Each time you sneeze, you produce a 10-foot-long cone of fire and wind. All creatures caught in this cone take 2d6 points of fire damage—a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves this damage. Any creature that fails to resist this spell with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save must immediately make a DC 12 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or be knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> by the blast of wind associated with the sneeze.</p>


name: Fire Storm
level: cleric/oracle 8, druid 7, shaman 8
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: two 10-ft. cubes per level (S)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>When a <i>fire storm</i> spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, or any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save catch on fire, taking 4d6 points of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save.</p>


name: Fire Trap
level: druid 2, sorcerer/wizard 4
school: abjuration [fire]
casting_time: 10 minutes
components: V, S, M (gold dust worth 25 gp)
range: touch
target: object touched
duration: permanent until discharged (D)
saving_throw: Reflex half; see text
spell_resistance: yes
description:
<p><i>Fire trap</i> creates a fiery explosion when an intruder opens the item that the trap protects. A <i>fire trap</i> spell can ward any object that can be opened and closed.</p><p>When casting <i>fire trap,</i> you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell’s center. The flames deal 1d4 points of fire damage + 1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.</p><p>A fire-trapped item cannot have a second closure or warding spell placed on it. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/k/knock">knock</a> spell does not bypass a <i>fire trap</i>. An unsuccessful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam.</p><p>You can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends.</p>


name: Fire of Entanglement
level: paladin 2
school: evocation
casting_time: 1 swift action
components: V, S
range: special; see text
duration: 1 round/level
saving_throw: Reflex partial
spell_resistance: yes
description:
<p>The next creature you attack using your <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-">smite evil</a> class ability is wreathed in flames that impede its movement. Until the end of the spell’s duration, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>. If the target starts its turn in a square adjacent to you, it is considered to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> to an immobile object (you) and cannot move. A target that saves against this spell is affected for only 1 round.</p>


name: Fire of Judgment
level: paladin 3
school: evocation
casting_time: 1 swift action
components: V, S
range: special; see text
duration: 1 round/level
saving_throw: Will partial
spell_resistance: yes
description:
<p>After casting this spell, the next creature you attack using your smite <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> class ability is engulfed in flames of positive energy. At the start of its turn, the target takes 1d6 points of damage, and takes an additional 1d6 points of damage each time it attacks a creature other than you. If the creature is an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> subtype, an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a>-aligned <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons">dragon</a>, or an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature this damage increases to 1d10. With a successful Saving Throw, a creature is affected by this spell for only 1 round. This damage is divine in nature and bypasses any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> the creature possesses.</p>


name: Fire of Vengeance
level: paladin 4
school: evocation [fire]
casting_time: 1 swift action
components: V, S
range: special; see text
duration: see text
saving_throw: none
spell_resistance: no
description:
<p>After casting this spell, the next creature you attack using your <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-">smite evil</a> class ability is engulfed in holy flames that flare up when the target attacks someone other than you. If at any time during the duration of your <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-">smite evil</a> effect the target makes an attack that does not include you, it takes 3d8 points of fire damage. Once triggered in this manner, or when your <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-">smite evil</a> ability expires, the spell ends.</p>


name: Fireball
level: bloodrager 3, magus 3, sorcerer/wizard 3
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (a ball of bat guano and sulfur)
range: long (400 ft. + 40 ft./level)
area: 20-ft.-radius spread
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>A <i>fireball</i> spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.</p><p>You point your finger and determine the range (distance and height) at which the <i>fireball</i> is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the <i>fireball</i> at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.</p><p>The <i>fireball</i> sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the <i>fireball</i> may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.</p>


name: Firebelly
level: alchemist 1, cleric/oracle 1, druid 1, paladin 1
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute/level
saving_throw: Reflex half; see text
spell_resistance: yes; see text
description:
<p>A magical fire warms your belly, granting you <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">fire resistance</a> 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can breathe a 15-foot cone of flame that deals 1d4 points of fire damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half, SR applies). Each time you use this <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a>, reduce the remaining duration of the spell by 1 minute.</p>


name: Firebrand
level: sorcerer/wizard 7
school: transmutation [fire]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates (harmless), but see below
spell_resistance: yes (harmless)
description:
<p>You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the <i>firebrand</i> burns, any creature it marks is immune to damage from any fire spell you cast. All of the target’s weapons (both natural and manufactured) inflict +1d6 points of fire damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature’s weapons might already inflict). At any point during the spell’s duration, a creature bearing a <i>firebrand</i> can launch a beam of fire at any target within 30 feet as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. This ray requires a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit and deals 6d6 points of fire damage. Once a creature uses its <i>firebrand</i> to fire a ray in this manner, the effects of the spell end for that creature.</p>


name: Firefall
level: bloodrager 4, magus 4, sorcerer/wizard 4
school: transmutation [fire]
casting_time: 1 standard action
components: V, S, M (one fire source)
range: long (400 ft. + 40 ft./level)
duration: instantaneous
saving_throw: Will negates and Reflex negates; see text
spell_resistance: no
description:
<p><i>Firefall</i> causes a fire to erupt into a geyser of dazzlingly bright liquid flame. The spell uses one fire source, which is immediately extinguished. A fire larger than a 20-foot cube is only partly extinguished. Magical fires are not extinguished, but a creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fire">fire</a> subtype used as the source takes 1 point of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (no Saving Throw).</p><p>The coruscating rain of fire fills a hemispherical burst with a radius of 60 feet. All creatures and objects in the area take 5d6 points of fire damage and <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Catching-on-Fire">catch on fire</a>.</p><p>Creatures who make successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves take half damage and don’t <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Catching-on-Fire">catch on fire</a>. Creatures within 120 feet of the original fire source are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1d4+1 rounds (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates).</p>


name: Firestream
level: bloodrager 3, magus 3, sorcerer/wizard 3
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: 20 ft.
area: 20-ft. line
duration: concentration , up to 1 round/level; see text
saving_throw: Reflex half
spell_resistance: yes
description:
<p>A rushing stream of fire sprays from your outstretched hand, dealing 2d6 points of fire damage to every creature in the area. Each round you continue to concentrate on the spell, you can select a new area for it to affect.</p><p>Firestream sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the firestream may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.</p>


name: Firewalker’s Meditation
level: cleric 4, druid 4, paladin 3, shaman 4, wizard 4
school: abjuration [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 400 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
<p>You focus your mind on blocking out pain, allowing your body to endure punishments that would be otherwise unbearable.</p><p>While under the effects of this spell, you continue to register pain—you simply don’t suffer the deleterious effects such sensations bring. For example, if you were lit on fire as you slept, you would still wake from the pain of burning even though some of the fire damage you endured (perhaps all of it) would be negated by this spell.</p><p>You gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5/magic, resist fire 10, and a +4 bonus on saving throws to resist pain effects. Once the spell has prevented a total of 10 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 100 points), it is discharged. At any time during the spell’s duration when you take damage that would be subject to the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">energy resistance</a> granted by this spell, you can expend the spell’s remaining duration as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> in order to increase the effects to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 10/magic, resist fire 30, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to pain effects. If you do so, these enhanced effects persist for 3 rounds. After this time, the spell ends.</p><div style="width:200px;margin:auto">
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</div>


name: Fire’s Friend
level: alchemist 2, bloodrager 2, magus 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (a flame of any size)
range: personal
target: you
duration: 1 round/level
description:
<p>You cloak yourself in flames that do not harm you or your carried equipment but damage other creatures and objects. The flames cast light as a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Torch">torch</a>. Any creature that attacks you with a non-reach melee weapon or that begins its turn engaged in a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> with you takes 1d6 points of fire damage and must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or catch fire. The creature can negate the damage (and avoid catching fire) with spell resistance.</p><p>Any time you end your movement in the same square as a flammable object or creature, that creature or object must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or catch fire.</p>


name: First World Revisions
level: alchemist 2, antipaladin 3, cleric 2, medium 2, psychic 2, sorcerer/wizard 3, witch 2
school: transmutation (polymorph)
target: willing wayang touched div style="clear:both"></div
description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/a/ancestral-regression/" style="font-style: italic">ancestral regression</a>, except as noted above and as follows. The <a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-wayang">wayang</a> loses her <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> racial trait and gains the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a> racial trait in its place. The <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> and personality of the <a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-wayang">wayang</a> are not affected by the transformation, but the spell conceals her <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> as per <a href="https://www.d20pfsrd.com/magic/all-spells/u/undetectable-alignment/" style="font-style: italic">undetectable alignment</a>. Unlike <a href="https://www.d20pfsrd.com/magic/all-spells/a/ancestral-regression/" style="font-style: italic">ancestral regression</a>, this spell grants the target a +20 bonus on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks to pass as a <a href="https://www.d20pfsrd.com/races/core-races/gnome">gnome</a>; even though the <a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-wayang">wayang</a> appears as a gnomish analog of herself, the differences between <a href="https://www.d20pfsrd.com/races/core-races/gnome">gnomes</a> and wayangs are great enough that she cannot be mistaken for a <a href="https://www.d20pfsrd.com/races/core-races/gnome">gnome</a> by other wayangs who know her.</p>


name: Flame Arrow
level: bloodrager 3, magus 3, sorcerer/wizard 3
school: transmutation [fire]
casting_time: 1 standard action
components: V, S, M (a drop of oil and a small piece of flint)
range: close (25 ft. + 5 ft./2 levels)
target: fifty projectiles, all of which must be together at the time of casting
duration: 10 min./level
saving_throw: none
spell_resistance: no
description:
<p>This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.</p><h3>By the way…</h3><p>This spell can start fires on a ship.</p>


name: Flame Blade
level: druid 2, shaman 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, DF
range: 0 ft.
effect: sword-like beam
duration: 1 min./level (D)
saving_throw: none
spell_resistance: yes
description:
<p>A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the <i>flame blade</i> are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade 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. A <i>flame blade</i> can ignite combustible materials such as parchment, straw, dry sticks, and cloth.</p><h3><span id="By_the_way8230">By the way…</span></h3><p>This spell can start fires on a ship.</p>


name: Flame Steed
level: bloodrager 3, cleric 4, druid 4, paladin 3, shaman 4, witch 4
school: conjuration (creation)
casting_time: 10 minutes
components: V, S
range: 0 ft.
effect: one quasi-real creature suitable for a mount
duration: 1 hour/level (D)
saving_throw: none, see text
spell_resistance: no
description:
<p>You conjure a Large, quasi-real creature made of flame. It functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/phantom-steed">phantom steed</a>, except as follows.</p><p>The flame steed is immune to fire and has acid, cold, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">electricity resistance</a> 10. If it or its rider is attacked, it automatically exhales a 15-foot cone of smoke and ash on your turn as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. Anyone in the cone must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save (DC equal to the spell DC) or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d6 rounds after leaving the area. This smoke acts as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist">obscuring mist</a> for the purpose of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>. The smoke persists for 1 round.</p>


name: Flame Strike
level: cleric/oracle 5, druid 4, inquisitor 5, shaman 5
school: evocation [fire]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: cylinder (10-ft. radius, 40-ft. high)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>A <i>flame strike</i> evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.</p><h3><span id="By_the_way8230">By the way…</span></h3><p>This spell does not start fires on a ship unless the ship rolls a natural 1 on its saving throw against fire damage.</p>


name: Flames of the Faithful
level: inquisitor 2
school: transmutation [fire]
casting_time: 1 standard action
components: V
range: touch
duration: 1 round/level
saving_throw: Fortitude negates (object, harmless)
spell_resistance: yes (object, harmless)
description:
<p>With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Flaming">flaming</a></i> property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the judgment class feature, your weapon gains the <a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Flaming-Burst"><i>flaming burst</i></a> property instead.</p><p>The spell functions only for weapons that you wield. If the weapon leaves your hand for any reason, the spell effect ends. The effects of this spell do not stack with any existing <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Flaming">flaming</a></i> or <a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Flaming-Burst"><i>flaming burst</i></a> weapon property that the target weapon may already possess.</p>


name: Flaming Aura
level: bloodrager 4, cleric 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
school: transmutation [fire]
casting_time: 1 standard action
components: V, S, M/DF (a small piece of charcoal )
range: personal
target: you (see text)
duration: 1 minute/level
saving_throw: none (harmless, see text)
spell_resistance: no (harmless, see text)
description:
<p>The spell allows you channel fire into your very being. If you don’t already have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fire">fire subtype</a>, this spell grants you the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fire">fire subtype</a>. If you already have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fire">fire subtype</a>, you instead channel the flames from your being outward, creating a 10-foot-radius aura of fire centered on you. Creatures who enter or end their turns in the aura must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw or take 1d8 points of fire damage.</p><p>Multiple castings of this spell stack; you can cast it once on yourself to gain the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fire">fire subtype</a>, then again to manifest the aura of flames around you.</p>


name: Flaming Sphere
level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M/DF (tallow, brimstone, and powdered iron)
range: medium (100 ft. + 10 ft./level)
effect: 5-ft.-diameter sphere
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes
description:
<p>A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save negates that damage. A <i>flaming sphere</i> rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.</p><p>The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A <i>flaming sphere</i> winks out if it exceeds the spell’s range.</p><div style="margin-left: 20px">


name: Flare
level: bard 0, druid 0, magus 0, psychic 0, sorcerer/wizard 0
school: evocation [light]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
effect: burst of light
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> for 1 minute unless it makes a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. Sightless creatures, as well as creatures already dazzled, are not affected by <i>flare</i>.</p>


name: Flare Burst
level: bard 1, bloodrager 1, druid 1, magus 1, psychic 1, sorcerer/wizard 1
school: evocation [light]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
effect: 10-ft.-radius burst of light
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>This spell functions as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/flare/">flare</a></i>, except it affects all creatures in a 10-foot-radius burst from the target point.</p>


name: Flash Fire
level: sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of powdered fool’s gold)
range: close (25 ft. + 5 ft./2 levels)
target: 1 firearm
duration: instantaneous
saving_throw: Will negates (object); see text
spell_resistance: yes (object); see text
description:
<p>The firearm fires with a blinding flash, even if the firearm is not currently loaded. Every creature within 15 feet of the creature carrying the weapon must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1d4 rounds. The creature carrying the firearm takes a –4 penalty on this saving throw. If the firearm is loaded, the ammunition is wasted.</p>


name: Flash Flood
level: druid 6, shaman 6, sorcerer/wizard 6
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S, M (water-smoothed pebble)
range: 60 ft.
area: cone-shaped burst
duration: instantaneous and 1 round per level; see text
saving_throw: Reflex partial, see text
spell_resistance: no
description:
<p>You call forth a fast-moving wave that batters all creatures in its path and leaves the target area flooded. Each creature in the area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or take 1d6 points of bludgeoning damage per 2 caster levels (maximum 10d6).</p><p>The wave also attempts 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> against all creatures of any size within its area of effect. Attempt a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check and apply the result to each creature within 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-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier, whichever is highest. This <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> attempt doesn’t provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>.</p><p>The area covered by the cone remains inundated for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If cast on land, treat the area as a deep bog.</p><p>If cast on water, the water level within the affected area rises by 5 feet.</p>


name: Flash Forward
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, F (a single gear or bit of clockwork)
range: personal
target: you
duration: instantaneous
saving_throw: none (harmless)
spell_resistance: no
level:
alchemist 4, antipaladin 4, bard 4, bloodrager 4, inquisitor 4, magus 4, medium 4, occultist 4, paladin 4, psychic 5, sorcerer/wizard 5

description:
<p>You cheat the laws of time and enter into combat before reverting back to your original position. As part of the action to cast the spell, you make a charge attack against an enemy. You make this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a> attack normally, accounting for terrain, obstacles, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, and damage rolls. At the end of your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a> action, you instantly teleport back to your original location as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. Any damage or conditions dealt by you or to you during this action are real and remain when you return to your original location.</p>


name: Flashfire
level: druid 3, shaman 3
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: one 5-ft. square/2 levels
duration: 1 round/level
saving_throw: Reflex negates (object) and Fort negates
spell_resistance: yes (object)
description:
<p>You cause flames to spring up in the area of effect. These flames deal 1d6 points of fire damage for every 3 caster levels you have (maximum 5d6) to each creature that enters a burning area or begins its turn in the area; these creatures also <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Catching-on-Fire">catch on fire</a>. A creature that succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save negates the damage and avoids catching on fire. the area and all adjacent 5-foot squares are smoky, providing <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> within. You can concentrate as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to ignite one 5-foot square adjacent to a currently burning square. Heavy precipitation (including <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sleet-storm">sleet storm</a>) ends the spell. Strong and severe winds spread each square of flashfire downwind by one square each round, but windstorm-force or stronger winds extinguish the fires.</p>


name: Fleeting Defect
level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one solid object that does not have the broken condition, or one construct
duration: 1 minute/level (D)
saving_throw: Fort negates” (harmless, object); see text
spell_resistance: no
description:
<p>You cause a single object to temporarily gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition. The target must be a single solid object, regardless of its composition, weighing up to 10 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>Attended objects are allowed a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. When this spell ends, the object reverts to its original quality. An item destroyed while under the effects of this spell remains destroyed when this spell ends.</p><p>This spell can be cast on a single <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> to disrupt its animating force. A <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> that fails its saving throw takes a –2 circumstance penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, saving throws, skill checks, and ability checks for the duration of the spell.</p>


name: Fleeting Memory
level: bard 3, mesmerist 2, occultist 3, psychic 3, sorcerer/wizard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will partial
spell_resistance: yes
description:
<p>You create a gap in the target’s memory, preventing the target from remembering anything that happens from the moment you cast this spell until the moment its complete duration ends.</p><p>Fleeting memory doesn’t wipe out its target’s memories until the end of its duration, so the target can remember the preceding rounds until the spell’s duration ends. If the spell ends prematurely, either because you dismiss it or because it is dispelled, it disperses without affecting its target’s memory.</p><p>Whether or not the target’s save is successful, the target forgets that you cast a spell.</p><div style="margin-left:20px">


name: Flesh Puppet
level: antipaladin 2, cleric 3, occultist 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 4
school: necromancy [evil]
casting_time: 1 round
components: V, S, M (an onyx worth 25 gp and a silken string)
range: touch
target: one corpse touched
duration: permanent (D)
saving_throw: none
spell_resistance: no
description:
<p>You animate one corpse that has been <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> no more than 48 hours. It rises as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> that is magically tethered to you and obeys your commands. As noted in <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/a/animate-dead">animate dead</a>, you can’t control more than 4 HD per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> worth of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> in total, nor can a single casting create more than 2 HD per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>This spell disguises the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie’s</a> appearance and allows you to control it. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie’s</a> outward appearance, movement, and voice appear the same as if it were still alive. The zombie’s normal <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition doesn’t apply (though it can still be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> by other means). Successfully detecting the flesh puppet as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> without magic requires an opposed <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check against your <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> check, and you add your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as a bonus on this <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> check.</p><p>An ephemeral string connects you to the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a>. Through this string, you have a mental link to the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> and can command it as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> uses its own actions to complete your commands. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> can speak up to 25 words in 1 round, but you must mentally impart what you intend it to say as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. It is incapable of articulating speech on its own. The zombie can be ordered to perform very simple tasks it knew in life but can’t make attacks, cast spells, or perform complex or difficult tasks requiring constant <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>.</p><p>The string connecting you and the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> is nearly <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>.</p><p>A DC 30 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check is required to detect it. It has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 0 and 1 hp. The length of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-String-or-Twine">string</a> you can create is 100 feet + 10 feet per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have. The <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-String-or-Twine">string</a> snaps if you and the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> move farther apart than this length, though the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> won’t move out of range unless forced to do so or unless you command it to do so. If the string to the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> is severed, the spell immediately ends. The ephemeral string can pass through physical barriers, but not barriers of magical force, and it can be damaged as though it were a physical object.</p><p>When this spell ends, the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> immediately reverts back to a normal corpse. The spell ends automatically if you cast flesh puppet or flesh puppet horde on a new corpse.</p><div style="margin-left:20px">


name: Flesh Wall
level: cleric 6, shaman 6, sorcerer/wizard 6, spiritualist 5, summoner 5, witch 6
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, M (one corpse for every 5-ft. square of the wall), DF
range: medium (100 ft. + 10 ft./level)
effect: a wall of corpses with an area of up to one 5-ft. square/level (S)
duration: concentration + 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You animate corpses, forming them into a wall of joined flesh and limbs. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall can’t be created so that it occupies the same space as a creature or another object.</p><p>The wall must be vertical, but can be shaped as you see fit.</p><p>The wall is considered to be <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>. It uses your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw to resist <a href="https://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-">channel energy</a>.</p><p>A flesh wall is 2 feet thick. Each 5-foot square of the wall has 12 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5/slashing. A section of wall whose <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> drop to 0 is breached. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you can cause the <i>fleshwall</i> to constrict, shrinking it by a 5-foot square to fill the hole.</p><p>Additionally, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can cause a 5-foot square of 117 the wall to permanently detach, forming a <a href="https://www.d20pfsrd.com/races/core-races/human">human</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> under your verbal control (this <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> doesn’t count against your normal limit of commanded <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>). The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> reverts back into a normal corpse when the spell’s effect ends. Each 5-foot square of the wall makes a single slam attack against an adjacent enemy on your turn, as a <a href="https://www.d20pfsrd.com/races/core-races/human">human</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a>. The squares of the wall threaten their adjacent squares and can even provide <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a>.</p><p>Creatures can force their way slowly through the wall by making a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>. The DC to move through the wall is equal to 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. A creature that fails the check is trapped in the wall, takes 3d6 points of crushing damage, and is denied its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus to AC against the wall’s slam attack. The creature can make an attempt to escape the wall on its next turn.</p><p>You can use <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombies</a> already under your control as the material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> for a flesh wall. However, they and any other corpses in the wall revert back to inanimate corpses when the spell ends.</p>


name: Flesh to Ooze
level: sorcerer/wizard 6
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (alchemical reagents worth 100 gp)
range: close (25 f. + 5 f./2 levels)
target: 1 creature or see text
duration: permanent
saving_throw: Fortitude negates, Will partial, see text
spell_resistance: No
description:
<p>This functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/baleful-polymorph">baleful polymorph</a>, except the target becomes an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">ooze</a>. A creature of 3 HD or less becomes a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/oozes/ooze-gray">gray ooze</a>, 4–9 HD becomes a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/oozes/gelatinous-cube">gelatinous cube</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/oozes/jelly-ochre">ochre jelly</a>, and 10+ HD becomes a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/oozes/pudding-black">black pudding</a>. Alternatively, instead of a creature you may target a quantity of inert flesh (such as that created by the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stone-to-flesh">stone to flesh</a> spell) of sufficient mass, which becomes an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">ooze</a> of your choice.</p><p>Because a target’s gear does not transform with it, any items fall under or within the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">ooze’s</a> body, which may mean the items are destroyed. If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">ooze</a> has the split ability, splitting the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">ooze</a> creates one <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">ooze</a> that retains the creature’s original identity (for the purpose of memories or restoring the creature) and one normal mindless <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">ooze</a> of that type.</p>


name: Flesh to Stone
level: magus 6, shaman 6, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (lime, water, and earth)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deathwatch"><i>deathwatch</i></a>.</p><p>Only creatures made of flesh are affected by this spell.</p>


name: Fleshcurdle
level: sorcerer/wizard 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (scrap of pickled flesh)
range: close (25 ft. + 5 ft./2 levels)
target: one living or undead creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You warp the target creature’s flesh, discoloring it and causing it to become misshapen and impairing its function. When you cast this spell, you must choose one of three types of effects to inflict on the target—movement, attacks, or defense.</p><ul>
<li><b>Attacks</b>: One of the creature’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> takes a –2 penalty on attack and damage rolls, only scores a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> on a natural 20, and only deals ×2 damage on a confirmed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>.</li>
<li><b>Defense</b>: The creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> decreases by –4, to a minimum bonus of +0.</li>
<li><b>Movement</b>: One of the creature’s movement speeds (chosen by you) is halved.</li>
</ul><p>Most <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> are susceptible to fleshcurdle, but <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amorphous-Ex-">amorphous</a> creatures and creatures without flesh are immune (such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elementals</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">oozes</a>, plants, gaseous or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Incorporeal-Ex-">incorporeal</a> creatures, and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeletons</a>).</p>


name: Fleshwarping Swarm (Drow)
school: conjuration (summoning)
duration: concentration + 2 rounds and 1 hour/level (see text)
level:
sorcerer/wizard 3, summoner 3, witch 3 Duration concentration + 2 rounds and 1 hour/level (see text)

description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/s/summon-swarm"><i>summon swarm</i></a>, except that living and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures that fail their saving throw against the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm’s</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Distraction-Ex-">distraction</a> find that their limbs twist and spasm, as their bodies become susceptible to transmutations. Such creatures take a –4 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and on saving throws against <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a> effects for 1 hour per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Fleshworm Infestation
level: cleric/oracle 4, inquisitor 4, sorcerer/wizard 4, witch 4
school: conjuration (summoning) [evil]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level (D)
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>With a touch, you cause an infestation of ravenous worms to manifest in the target’s flesh. The target must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save every round. Failure means it takes 1d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> of damage and 2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Dexterity damage</a>, and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round. If it makes the save, it takes no hit point or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Dexterity damage</a> and is only <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round rather than <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>. <i>Fleshworm infestation</i> cannot be ended early by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/r/remove-disease">remove disease</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/h/heal">heal</a>, as the infestation starts anew if the current worms are slain. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">Protection from evil</a> negates this spell’s effects for as long as the two durations overlap. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-evil">Dispel evil</a> automatically ends a <i>fleshworm infestation</i>.</p>


name: Fleshy Facade
level: alchemist 2, bard 2, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: corporeal undead creature touched
duration: 10 minutes/level (D)
saving_throw: yes (harmless)
spell_resistance: yes (harmless)
description:
<p class="description">The target’s flesh fills out and gains a healthy, natural color.</p><p>This gives the target the appearance of a living creature of the type it was when it was still alive (if applicable). Creatures casting spells such as <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-undead/" style="font-style: italic">detect undead</a> must succeed at a saving throw (with a DC equal to the spell’s save DC) to detect the target’s presence, and if the target is intelligent, it gains a +10 bonus on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks to appear alive or recently deceased. If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> has any features different from those of the type of living creature it most resembles (such as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul">ghoul’s</a> elongated teeth and claws), those features shrink and become less prominent, and the subject deals damage as though it were one size smaller. This spell has no effect on creatures that are skeletal or otherwise lack flesh.</p>


name: Flexible Fury
level: bard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p>You swap one of your current <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Powers-Ex-">rage powers</a> for another <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Powers-Ex-">rage power</a> you qualify for. If the <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Powers-Ex-">rage power</a> granted by this spell has a use limitation (such as once per <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a> or a number of times per day), any uses of that <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Powers-Ex-">rage power</a> count toward that limit (including for later castings of this spell).</p><p>If you swap out a <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Powers-Ex-">rage power</a> that is required to qualify for another one of your <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Powers-Ex-">rage powers</a>, you cannot use any <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Powers-Ex-">rage powers</a> dependent on the one you swapped out until the spell ends. For example, if you have the <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo-rage-powers/intimidating-glare-ex">intimidating glare</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo-rage-powers/terrifying-howl-ex">terrifying howl</a> <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Powers-Ex-">rage powers</a> and you swap out <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo-rage-powers/intimidating-glare-ex">intimidating glare</a> for <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo-rage-powers/surprise-accuracy-ex">surprise accuracy</a>, you cannot use <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo-rage-powers/terrifying-howl-ex">terrifying howl</a> until the spell ends.</p>


name: Flexile Curse
level: bard 3, cleric 5, inquisitor 3, psychic 5, sorcerer/wizard 5, witch 3
school: transmutation [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 your target with a withering aura that degrades its armor and shield (if any). This reduces the <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor bonus</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> of any armor or shield worn by the target by 1. For every hour the target wears a suit of armor or a shield, the <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor bonus</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> are reduced by an additional 1. If the armor or shield’s <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> is reduced to 0, anytime the target of the curse is struck while wearing that item, there is a 20% chance that it gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition. If the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> of magic suit of armor or shield is reduced to 0, the armor or shield loses any other special abilities it had.</p><p>If the target removes the suit of armor or shield (even if it’s <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> or has been drained of all enhancement bonuses), the armor or shield regains its <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor bonus</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> at the rate of 1 per 2 hours. A suit of armor or shield <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> by this curse that regains its full <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> ceases to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a>. A magic suit of armor or shield that lost its special abilities regains them when its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> is fully restored.</p>


name: Flickering Lights
level: bard 2, cleric 2, inquisitor 2, magus 2, occultist 2, shaman 2, sorcerer/wizard 2
school: evocation [darkness, light]
casting_time: 1 round
components: V, S, M (a patch of white cloth and a patch of black cloth)
range: medium (100 ft. + 10 ft./level)
area: contiguous area consisting of one 10-foot cube/level (S)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause the illumination in the area to seem to flicker erratically, fluctuating between absolute darkness and blinding brightness.</p><p>The level of light in the area changes at the start of each creature’s turn, as determined by rolling a percentile die and consulting the following table.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Illumination level</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">1–10</td>
<td class="text">Supernatural darkness</td>
</tr>
<tr>
<td class="text">11–25</td>
<td class="text">Darkness</td>
</tr>
<tr>
<td class="text">26–50</td>
<td class="text">Dim light</td>
</tr>
<tr>
<td class="text">51–90</td>
<td class="text">Normal light</td>
</tr>
<tr>
<td class="text">91–00</td>
<td class="text">Bright light</td>
</tr>
</tbody>
</table><p>Even <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> can’t see through <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> darkness (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness">deeper darkness</a>). Bright light affects creatures with <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Blindness-Ex-">light blindness</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a>. For the purpose of superseding its effects with higher-level <i>light</i> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> spells, flickering lights counts as a light spell when it increases the ambient light level and a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> spell when it decreases the ambient light level.</p>


name: Floating Disk
level: magus 1, psychic 1, sorcerer/wizard 1
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (a drop of mercury)
range: close (25 ft. + 5 ft./2 levels)
effect: 3-ft.-diameter disk of force
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.</p><h3><span id="Floating_Disk_Tricks">Floating Disk Tricks</span></h3><p class="source"><a href="https://amzn.to/2luO9eJ" rel="noopener" target="_blank">PCS:DR</a></p><p>There are some additional options related to this spell if a character has the <a href="https://www.d20pfsrd.com/feats/general-feats/magic-trick/">Magic Trick feat</a>:</p><p>Although most spellcasters use floating disks as little more than a means of moving luggage, the shulsagas of the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Astral-Plane">Astral Plane</a> have mastered the ability to ride atop a floating disk. A combination of cultural importance, astral secrets, and constant practice allows shulsagas to push the spell’s magic beyond its normal limits. Masters of the art can perform truly extraordinary maneuvers with proper training. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Magic Trick (floating disk) feat to use the trick.</p><p style="padding-left: 30px;"><i>Defensive Disk</i> (<a href="https://www.d20pfsrd.com/skills/fly">Fly</a> 3 ranks, <a href="https://www.d20pfsrd.com/feats/combat-feats/shield-proficiency">Shield Proficiency</a>): While riding atop your floating disk with at least one hand free, you can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to grip the disk by its edge, tilt it, and use it to deflect blows. Until the beginning of your next turn, your floating disk grants you the benefits of the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shield">shield</a>. If you are already under the effects of the shield spell from another source, this effect instead increases the spell’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> by 1 until the beginning of your next turn.</p><p style="padding-left: 30px;"><i>Disk Rider</i> (<a href="https://www.d20pfsrd.com/skills/fly">Fly</a> 3 ranks): You can ride atop any floating disk you create, so long as it has the capacity to support your weight. This grants you a fly speed of 30 feet (average), but the disk cannot move itself or you more than 5 feet above the ground at any time. If you are on a location within the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Astral-Plane">Astral Plane</a>—the disk can instead fly to any height, and your fly speed while standing on it increases to 40 feet (good). When you cast floating disk, you can step onto the disk in your space as part of the action required to cast the spell.</p><p style="padding-left: 30px;"><i>Drifting Defense</i> (<a href="https://www.d20pfsrd.com/skills/fly">Fly</a> 6 ranks, <a href="https://www.d20pfsrd.com/feats/combat-feats/mobility/">Mobility</a>, <a href="https://www.d20pfsrd.com/feats/combat-feats/shield-proficiency">Shield Proficiency</a>): Whenever you move at least 10 feet during your turn, you can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> the defensive disk trick as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>.</p><p style="padding-left: 30px;"><i>Expanded Disk</i> (<a href="https://www.d20pfsrd.com/skills/fly">Fly</a> 3 ranks, <a href="https://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic">Heighten Spell</a>): If you are Large or larger, you can create a larger floating disk capable of supporting your weight and size; however, for each size category you are larger than Medium, you must use a spell slot that is one level higher (for example, a 4th-level spell is required to create a disk capable of supporting a Gargantuan creature). Once created, a disk augmented with this trick will always support the weight of you and your personal gear, even if this combined mass exceeds the disk’s capacity.</p><p style="padding-left: 30px;"><i>Force Check</i> (<a href="https://www.d20pfsrd.com/skills/fly">Fly</a> 3 ranks, <a href="https://www.d20pfsrd.com/feats/combat-feats/catch-off-guard-combat">Catch Off-Guard</a> or <a href="https://www.d20pfsrd.com/feats/combat-feats/improved-bull-rush/">Improved Bull Rush</a>): When you successfully <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> a creature while riding atop your <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/floating-disk">floating disk</a>, you can veer the disk into your target, dealing 1d6 points of bludgeoning damage in addition to moving the target. You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> against any <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> attempted against you when performing a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> in this way.</p><p style="padding-left: 30px;"><i>Spurn Gravity</i> (<a href="https://www.d20pfsrd.com/skills/fly">Fly</a> 6 ranks): While astride your <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/floating-disk">floating disk</a>, you can fly higher than 5 feet above the ground. However, you must return to a location 5 feet above a stable surface before the end of your turn or fall. If you take damage from this fall, you fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> atop your floating disk. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, you can also reduce the remaining duration of your floating disk to 1 round per level. For the remaining duration of the spell, your fly speed increases to 50 feet and your disk ignores all altitude limitations.</p><p> </p>


name: Flotsam Vessel
level: cleric 2, druid 2, ranger 1, summoner 1
school: conjuration (creation)
casting_time: 1 minute
components: V, S, M (driftwood branch or river rat’s tail)
range: close (25 ft. + 5 ft./2 levels)
effect: raft large enough for caster and one passenger/2 levels
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell assembles a sturdy <a href="https://www.d20pfsrd.com/equipment/goods-and-services/ue-more-gear-4#TOC-Raft">raft</a> and oars from driftwood, reeds, and other river detritus. The smallest <a href="https://www.d20pfsrd.com/equipment/goods-and-services/ue-more-gear-4#TOC-Raft">raft</a> created by the spell is roughly 5 feet square, increasing by an additional 5 feet square for every 2 caster levels you possess. Each 5-foot section of the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/ue-more-gear-4#TOC-Raft">raft</a> can carry two Medium passengers or 300 pounds of cargo. The vessel functions as a normal <a href="https://www.d20pfsrd.com/equipment/goods-and-services/ue-more-gear-4#TOC-Raft">raft</a>, except it is not slowed or damaged by non-magical river hazards such as rapids or shallows, and it is always considered to be traveling downstream for the purpose of calculating travel speed, regardless of its actual direction.</p>


name: Fluid Form
level: alchemist 4, sorcerer/wizard 6
school: transmutation [water]
casting_time: 1 standard action
components: S, M (a mixture of oil and water)
range: personal
duration: 1 minute/level
description:
<p>When you cast this spell, your body takes on a slick, oily appearance. For the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid. This transparency is not enough to grant <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>. You gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 10/slashing and your reach increases by 10 feet. In addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were carrying at the time the spell was cast (except other creatures). Finally, you can move through water with a swim speed of 60 feet and can breathe both water and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Air">air</a> for the duration of this effect. You are treated as if you had the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Water">water subtype</a> while this spell is in effect.</p>


name: Flurry of Snowballs
level: druid 2, magus 2, sorcerer/wizard 2, witch 2
school: evocation [cold, water]
casting_time: 1 standard action
components: V, S
range: 30 ft.
effect: cone-shaped burst
duration: instantaneous
saving_throw: Reflex half
spell_resistance: no
description:
<p><i>You send a flurry of snowballs hurtling at your foes.</i></p><p>Any creature in the area takes 4d6 points of cold damage from being pelted with the icy spheres.</p>


name: Fly
school: transmutation
casting_time: 1 standard action
components: V, S, F (a wing feather)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bloodrager 3, magus 3, medium 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3

description:
<p>The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.</p><p>Using a <i>fly</i> spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a <i>fly</i> spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> skill checks equal to 1/2 your caster level.</p><p>Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the <i>fly</i> spell is dispelled, but not if it is negated by an <a href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field/" style="font-style: italic">antimagic field</a>.</p><p>See <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Falling">Falling Damage</a> if something bad happens!</p><div class="widefaq">
<div>FAQ</div>
<div>
<p><b>When a character or creature is flying, and that creature decides to ascend at a 45 degree angle, the rules states that it moves at half speed? Do the rules for diagonal square counting still apply when moving up diagonally in this way?</b></p>
<p>No. Since the game is generally assumed to be played in two dimensions, even when representing three dimensional combat, the rules for ascending are handled by the speed reduction instead of asking players and GMs to ascertain the diagonal vertical movement.</p>
<p class="source">[<a href="http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9o76" rel="nofollow noopener" target="_blank">Source</a>]</p>
</div>
</div><div><a id="Mythic_Fly"></a>


name: Fly, Mass
level: sorcerer/wizard 7
school: transmutation
casting_time: 1 standard action
components: V, S, F (a wing feather)
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fly">fly</a>, save that it can target numerous creatures and lasts longer.</p>


name: Focused Scrutiny
level: alchemist 2, bard 2, inquisitor 2, psychic 2, shaman 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level (D)
description:
<p>You gain heightened sensitivity to the mannerisms, reactions, and body language of one creature you can perceive, allowing you to sense its state of mind and easily influence it. You gain a +10 bonus on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a>, <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a>, and <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks attempted against the target creature, as well as a +5 bonus on <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> and <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks attempted against it.</p>


name: Foe to Friend
level: bard 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 immediate action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>Cast this spell when an enemy is about to make an attack against an ally. The creature makes the attack against a valid target of your choice instead or the attack is negated. In addition, the target is considered an ally for determining <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> for 1 round.</p>


name: Fog Cloud
level: druid 2, magus 2, shaman 2, sorcerer/wizard 2, unchained summoner 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft. level)
effect: fog spreads in 20-ft. radius
duration: 10 min./level
saving_throw: none
spell_resistance: no
description:
<p>A bank of fog billows out from the point you designate. The fog obscures all sight, including <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, beyond 5 feet. A creature within 5 feet has <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).</p><p>A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.</p><p>The spell does not function underwater.</p><h3><span id="By_the_way8230">By the way…</span></h3><p>The effects created by this spell do not move with a vehicle.</p>


name: Follow Aura
level: inquisitor 2
school: divination [chaotic, evil, good, or lawful]
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 10 minutes/level (D)
description:
<p>Choose one alignment type: <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a>. You gain the ability to follow the trail of a strong or overwhelming aura of that alignment (see <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil">detect evil</a>). This is treated as tracking using the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a> special quality, except you are following the traces of their aura upon the ground rather than their <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, and you receive no bonus on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks. At 10th level, you can track the trail of creatures with a moderate alignment aura as well.</p><p>When you use this spell to track a given alignment, it gains the descriptor of the opposite alignment. For example, when <i>follow aura</i> is used to track <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a>, it gains the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> descriptor.</p>


name: Font of Spirit Magic
level: shaman 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (gold dust worth 50 gp)
range: 30 ft.
area: 30-ft.-radius emanation centered on you
duration: concentration + 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>You amplify the effect of magic associated with your spirit and wandering spirit (any spells on the spirit magic spell lists for these spirits). When allies within the area cast these spells, they gain a +2 bonus on <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> checks and <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks, as well as to spell DCs. This bonus is a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> if you are good-aligned or a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> if you are evil-aligned; if you are neither good nor evil, you can choose what type of bonus the spell grants when you cast it.</p>


name: Fool’s Forbiddance
level: bard 6
school: abjuration [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a ring of keys)
range: 10 ft.
area: 10-ft.-radius spherical emanation centered on you
duration: concentration
saving_throw: Will partial
spell_resistance: yes
description:
<p>Through your antics and performance, you create an area of warding that adversely affects all enemies that dare enter it. When an enemy creature enters the area it must make an immediate <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> Saving Throw. If it fails, the creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> as long as it is in the area and for 1 round after it leaves. If it succeeds on the Saving Throw, the creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> as long as it is in the area and for 1 round after it leaves.</p>


name: Fool’s Gold
school: transmutation
casting_time: 1 standard action
components: V, S, F (a lump of gold worth 5 gp)
range: touch
target: 1 gold piece/level touched
duration: 10 minutes/level
saving_throw: Fort negates (object, see text)
spell_resistance: yes
level:
alchemist 1, antipaladin 1, bard 1, mesmerist 1, occultist 2, psychic 1, shaman 2, sorcerer/wizard 2, witch 2

description:
<p>You cast this spell on one or more gold pieces, which make those who have them more vulnerable to your magics. A creature with one or more of these gold pieces in its possession must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save (at this spell’s save DC) the first time the creature is forced to attempt a saving throw against a spell, <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, or <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> ability you create. If the creature fails, it takes a –2 penalty on all saving throws against your magic effects as long as the gold piece is in its possession. Additionally, if it fails a saving throw against a magic ability of yours that is not harmless and has a duration, the duration is doubled for that creature.</p>


name: Fool’s Gold (PZO1136)
level: arcanist 1, bard 1, medium 1, mesmerist 1, psychic 1, skald 1, sorcerer/wizard 1
school: illusion
casting_time: 1 standard action
components: V, S, M (a copper piece or silver piece)
range: touch
target: objects touched
duration: 1 hour/level
saving_throw: none or Will disbelief (see text)
spell_resistance: no
description:
<p>You can temporarily make copper or silver seem to be an equivalent amount of gold. The spell affects 1 gp/level worth of material (thus, at 3rd level, the spell affects up to 300 copper pieces, 30 silver pieces, or a copper or silver item worth no more than 3 gp). Coins increase in value as normal for the new type of coinage. For items other than coins, some of the value of the item comes from its craftsmanship, regardless of the metal used, so the value of the item seems to be 5 times (for silver items) or 50 times (for copper items) its true value. Thus, a copper candlestick originally worth 5 cp transformed by this spell appears to be worth 250 cp, or 2 gp and 5 sp. A successful DC 25 <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a> check automatically detects the true nature of the coins or items. Creatures inspecting or interacting with the coins or items can attempt a saving throw to disbelieve the illusion.</p>


name: Fool’s Teleport
level: mesmerist 3, psychic 4, sorcerer/wizard 4
school: illusion (glamer)
casting_time: 1 standard action
components: V
range: personal and touch
target: you and other touched willing creatures
duration: 1 minute/level
saving_throw: Will negates (harmless); see text
spell_resistance: no
description:
<p>This spell instantly renders you unseen as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/i/invisibility">invisibility</a>, but creates a visual and auditory display that makes it appear as if you had teleported away. You can affect one additional Medium or smaller creature or its equivalent per 3 caster levels (a Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth). All creatures to be affected must be in contact with one another, and at least one of those creatures must be in contact with you.</p><p>If a viewer identifies the spell with a successful <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check, she can attempt an immediate <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw as if interacting with an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>. With a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, the observer can correctly identify <i>fool’s teleport</i> for what it is; otherwise, she perceives the spell to be <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/f/t/teleport">teleport</a>, or similar <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> magic. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save doesn’t negate the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/i/invisibility">invisibility</a>.</p><div style="width:190px;height:250px;margin:5px auto">
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name: Forbid Action
level: cleric/oracle 1, inquisitor 1, psychic 1
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
range: close (25 ft. +5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the target not take actions that fall into one of the following options.</p><div style="margin-left: 40px">
<p><i>Attack</i>: The target cannot take any action that involves an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, or uses a spell or ability that targets a foe or an area that includes a foe.</p>
<p><i>Cast</i>: Target cannot cast spells or use <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>.</p>
<p><i>Communicate</i>: The target cannot take any actions that allow it to communicate with anyone. This includes such acts as speaking, <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks to pass secret messages, writing, and using <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathy</a>. It does not prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting.</p>
<p><i>Draw</i>: Target cannot ready or prepare any item, weapon, component, or equipment.</p>
<p><i>Move</i>: The target can take no act that would cause it to end up in a different location. The target does not resist being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not consciously attempt to move (including not directing a mount to move).</p>
</div><p>The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell’s demand to not move is still free to cast spells, make attacks, or shout for help.</p><p><a name="greater"></a></p><p><b>Forbid Action, Greater</b></p><div style="margin-left: 40px">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> (compulsion) [language-dependent, <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a>]; <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 5, <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitor</a> 5, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 5</p>
<p class="divider">EFFECT</p>
<p><b>Targets</b> one creature/level, no two of which can be more than 30 ft. apart<br/> <b>Duration</b> 1 round/level</p>
<p class="divider">DESCRIPTION</p>
<p>This spell functions as <em>forbid action</em>, except up to one creature per level may be affected. Each creature must receive the same forbidden action.</p>
</div>


name: Forbiddance
level: cleric/oracle 6, inquisitor 6
school: abjuration
casting_time: 6 rounds
components: V, S, M (holy water and incense worth 1,500 gp, plus 1,500 gp per 60-foot cube), DF
range: medium (100 ft. + 10 ft./level)
area: 60-ft. cube/level (S)
duration: permanent
saving_throw: see text
spell_resistance: yes
description:
<p><i>Forbiddance</i> seals an area against all planar travel into or within it. This includes all teleportation spells (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport">teleport</a>), <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/p/plane-shift"><i>plane shifting</i></a>, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.</p><p>In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.</p><p style="margin-left:40px"><i>Alignments identical</i>: No effect. The creature may enter the area freely (although not by planar travel).</p><p style="margin-left:40px"><i>Alignments different with respect to either law/chaos or good/evil</i>: The creature takes 6d6 points of damage. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save halves the damage, and Spell Resistance applies.</p><p style="margin-left:40px"><i>Alignments different with respect to both law/chaos and good/evil</i>: The creature takes 12d6 points of damage. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save halves the damage, and Spell Resistance applies.</p><p>At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting. Adding a password requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">Dispel magic</a> does not dispel a <i>forbiddance</i> effect unless the dispeller’s level is at least as high as your caster level.</p><p>You can’t have multiple overlapping <i>forbiddance</i> effects. In such a case, the more recent effect stops at the boundary of the older effect.</p>


name: Force Anchor
level: inquisitor 2, magus 2, sorcerer/wizard 3, summoner 2
school: conjuration (creation) [force]
casting_time: 1 standard action
components: V, S, M (a twisted nail)
range: medium (100 ft. + 10 ft./level)
effect: one anchor of force
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
<p>You conjure an anchor of pure force that immediately skewers your target on a successful ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>. If it hits, the attack deals the target 1d4 points of force damage per 2 caster levels (max 5d4) and the anchor becomes firmly lodged in the target’s torso. The anchor has no weight, but its wide flukes prevent the target from moving through any space smaller than the creature’s size. The anchor also prevents <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> targets from moving through solid objects. Whenever the target moves through a square occupied by another creature, the square counts as 2 squares for the purpose of calculating movement, even if the square’s occupant is the target’s ally.</p>


name: Force Hook Charge
level: bloodrager 3, magus 3
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: close (25 feet + 5 feet/2 levels)
target: one creature or object within range and you
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You create a hook of force that strikes the target and drags you to a space adjacent to it. Make a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> against the target; if the touch attack succeeds, the target takes 1 point of force damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Whether or not the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> hits, the force hook drags you in a straight line to a square adjacent to the target. This movement provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> as normal. The pulling hook keeps you from falling as part of this movement; therefore you can use it to cross a pit or chasm, or reach a higher or lower elevation. If the line of effect from you to the target passes through an area that is too small to fit your body (such as a portcullis or arrow slit), the hook pulls you to that location and you take damage as if you had fallen the distance from your starting point to that location. If you are restrained, such as being chained to a wall, the hook pulls you to the maximum extent of your restraints but does not break the restraints.</p><p>If your travel to the destination is not blocked, you land on your feet, unharmed by the sudden motion. However, the spell does not guarantee you a safe landing space when you arrive. For example, if your target is flying or on a ledge with no room for you to stand, once the hook pulls you adjacent to the target, you begin to fall.</p><p>If you use this spell with your spell combat class ability, you can make your melee attack from your starting position or your ending position.</p>


name: Force Punch
level: bloodrager 3, magus 3, psychic 3, sorcerer/wizard 3, spiritualist 3
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>This spell charges your hand with telekinetic force. Your successful melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save negates the movement but not the damage.</p>


name: Force Sword
level: bloodrager 2, magus 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: 0 ft.
saving_throw: none
spell_resistance: yes
description:
<p>You create a +1 <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longsword">longsword</a> of pure force sized appropriately for you that you can wield or give to another creature like any other <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longsword">longsword</a>. At 8th level, the sword functions as a +2 <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longsword">longsword</a>.</p><p>At 13th level, it functions as a +3 <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longsword">longsword</a>. A force sword cannot be attacked or harmed by physical attacks, but <a href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/" style="font-style: italic">dispel magic</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate/" style="font-style: italic">disintegrate</a>, a <a href="https://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/sphere-of-annihilation" style="font-style: italic">sphere of annihilation</a>, or a <a href="https://www.d20pfsrd.com/magic-items/rods/rod-of-cancellation" style="font-style: italic">rod of cancellation</a> affects it.</p><p>If a creature you attack with the sword has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, you must attempt a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (1d20 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) against that <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> the first time the force sword strikes it. If you fail the check, the spell is dispelled. If you succeed, the weapon has its normal full effect on that creature for the duration of the spell.</p>


name: Forcecage
level: sorcerer/wizard 7
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (ruby dust worth 500 gp)
range: close (25 ft. + 5 ft./2 levels)
area: barred cage (20-ft. cube) or windowless cell (10-ft. cube)
duration: 1 round/level (D)
saving_throw: Reflex negates
spell_resistance: no
description:
<p>This spell creates an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).</p><p>Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.</p><p>Like a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/w/wall-of-force"><i>wall of force</i></a>, a <i>forcecage</i> resists <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>, although a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/m/mage-s-disjunction"><i>mage’s disjunction</i></a> still functions<i>.</i> The walls of a <i>forcecage</i> can be damaged by spells as normal, except for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">disintegrate</a>, which automatically destroys it. The walls of a <i>forcecage</i> can be damaged by weapons and supernatural abilities, but they have a Hardness of 30 and a number of hit points equal to 20 per caster level. Contact with a <i>sphere of annihilation</i> or <i>rod of cancellation</i> instantly destroys a <i>forcecage</i>.</p><p style="margin-left:40px"><i>Barred Cage</i>: This version of the spell produces a 20-foot cube made of bands of force (similar to a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/w/wall-of-force"><i>wall of force</i></a> spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined within the barred cage. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.</p><p style="margin-left:40px"><i>Windowless Cell</i>: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.</p><h3>By the way…</h3><p>The effects of this spell do not move if on a vehicle, unless specifically anchored to the vehicle. Otherwise, a vehicle running into the effects makes a ramming maneuver.</p>


name: Forced Mutation
level: cleric 3, inquisitor 3, magus 3, occultist 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a small piece of radioactive clay)
range: touch
target: living creature touched
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>The body of the target creature twists and distorts, reshaping into a grotesque figure. Because of the disfigurement, the creature takes a –4 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>. The creature also receives one of the following deformities (your choice) from the list in the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/mutant-cr-1/">mutant acquired template</a>: blind, deaf, fragile, fractured mind, lame, poor ability (applied to your choice of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>), spasms, and useless arm. The deformity is subject to all limitations described in the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/mutant-cr-1/">mutant template</a> (for example, this spell cannot impose the lame deformity on a creature with a base speed slower than 20 feet).</p>


name: Forced Quiet
level: bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation [sonic]
casting_time: 1 standard action
components: S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects decreases by 2. The target gains a +2 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> against sonic effects. The target gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks.</p>


name: Forced Repentance
level: inquisitor 4, paladin 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You force an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> creature that does not have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> subtype to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> and begins to loudly confess all of its sins and transgressions to the caster for the duration of the spell. The spell immediately ends if you move out of line of sight or if the target is attacked.</p>


name: Forceful Hand
level: magus 6, sorcerer/wizard 6
school: evocation [force]
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/i/interposing-hand"><i>interposing hand</i></a>, except that it can also pursue and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> one opponent you select.</p><p>The <i>forceful hand</i> gets one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> attack per round. This attack does not provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>. Its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">Combat Maneuver Bonus</a> for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> checks uses your caster level in place of its base attack bonus, with a +8 bonus for its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score (27), and a +1 bonus for being Large. The hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose. Directing the spell to a new target is a move action.</p><p><i>Forceful hand</i> prevents the opponent from moving closer to you without first succeeding on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> attack, moving both the <i>forceful</i> hand and the target closer to you. The <i>forceful hand</i> can instead be directed to interpose itself, as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/i/interposing-hand"><i>interposing hand</i></a> does.</p>


name: Forceful Strike
level: cleric 4, inquisitor 4, magus 4, paladin 4
school: evocation [force]
casting_time: 1 swift action
components: V, S
range: touch or reach of melee weapon
target: 1 creature
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You cast this spell as you strike a creature with a melee weapon, <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attack</a> to unleash a concussive blast of force. You deal normal weapon damage from the blow, but also deal an additional amount of force damage equal to 1d4 points per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum of 10d4). The force of the blow may be enough to knock the target backward as well. To determine if the target is pushed back, make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check with a bonus equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> to resolve a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> attempt against the creature struck. You do not move as a result of this free <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>, but it can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Push-Ex-">push</a> the target back if it defeats the target’s CMD. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves the force damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> effect.</p>


name: Foresight
level: druid 9, shaman 9, sorcerer/wizard 9, witch 9
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a hummingbird’s feather)
range: personal or touch
target: see text
duration: 10 min./level
saving_throw: none or Will negates (harmless)
spell_resistance: no or yes (harmless)
description:
<p>This spell grants you a powerful sixth sense in relation to yourself or another. Once <i>foresight</i> is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Surprise">surprised</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flat-Footed">flat-footed</a>. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves. This insight bonus is lost whenever you would lose a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus to AC.</p><p>When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves.</p>


name: Forest Friend
level: druid 2, ranger 2
school: abjuration:
casting_time: 1 round
components: V, S, M (a pinch of manure)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>While subject to this spell, the targets find that forested areas become helpful instead of hindering. The targets suffer no hindrances to movement and suffer no penalties on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> and <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks from undergrowth in forested terrain. Furthermore, forested overgrowth imposes a miss chance 10% lower than normal. When moving in and among trees, those subject to the spell gain a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks and <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> checks. <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">Rangers</a> in their <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-">favored terrain</a> can also add their <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-">favored terrain</a> bonus on such <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> and <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> checks.</p>


name: Forest’s Sense
level: druid 4, ranger 3, shaman 4
school: divination (scrying)
casting_time: 1 standard action
components: V, S
range: 1 mile/level
target: one creature
duration: 1 minute/level (D); see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>You can sense the location of a target creature within range if it is also within 10 feet of a living <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> or fungus. You must be able to target the creature by tangible qualities such as its build, clothing texture, size, or tracks, but you need not have line of effect to your target. the fungus or plants near the target serve as a scrying sensor for this spell. Your senses of hearing, smell, and touch extend to all fungus and plants within 10 feet of the target, allowing you to gauge the size and shape of nearby objects and potentially to overhear conversations in which the target is currently participating. Your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Scent-Ex-">scent</a> ability and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Tremorsense-Ex-"></a><a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Tremorsense">tremorsense</a> extend through this <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scrying">scrying</a> sensor if you have them, but any other special senses you might have do not. For 1 day after casting this spell, you gain a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks to track creatures you sensed via the spell. You can dismiss this bonus on <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks.</p>


name: Foretell Failure
level: bard 4, occultist 5, oracle 4, psychic 4, sorcerer/wizard 5, witch 4
school: divination
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: instantaneous
description:
<p>You cast this spell immediately before you would take an action that requires a d20 roll, such as a skill check, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, or ability check. The action must be something you can complete in a single round. The spell magically informs you whether the action will succeed if you roll a 10 or better on the d20 roll involved. If the action would be successful under those circumstances, you must take the action. If the action would not be successful, you can take a different action.</p>


name: Forgetful Slumber
level: bard 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, M (a few drops of river water)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell acts as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deep-slumber"><i>deep slumber</i></a> spell, but only affects one creature of 10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> or fewer. In addition, a creature affected by this spell awakens with no knowledge of the events that led to the spell’s casting. The target loses all memory from the 5 minutes prior to falling asleep. No effect short of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/m/miracle">miracle</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/w/wish">wish</a> can restore memories lost by this spell.</p>


name: Form Validation
level: alchemist 1, inquisitor 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M (a bit of hair, a fingernail, or a similar portion of a creature)
range: touch
target: creature touched
duration: instantaneous
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>To cast this spell, you must have a bit of hair, a fingernail clipping, or some other portion of a creature. The sample must be no more than 1 week old per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. As part of casting, you touch the target creature, and instantly know whether the target is the same creature the sample is from.</p><p>Note that if you wish to be discrete, you can cast the spell away from the target and hold the charge before touching the creature, so that the casting is not noticed. You can also use this spell to divine whether a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> body, or even partial remains from a body, belonged to the same person whose fingernail clipping or bit of hair you used when casting the spell.</p>


name: Form of The Alien Dragon I-III
level: alchemist 6, magus 6, psychic 7, sorcerer/wizard 6
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a scale of the dragon type you plan to assume)
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: see text
spell_resistance: no
description:
<p>You become a Medium esoteric or outer dragon.</p><p><a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/psychic">Psychics</a> can choose from the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric">esoteric dragon</a> (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric/esoteric-dragon-astral">astral</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric/esoteric-dragon-dream">dream</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric/esoteric-dragon-etheric">etheric</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric/esoteric-dragon-nightmare">nightmare</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric/esoteric-dragon-occult">occult</a>) forms only.</p><p>You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>, a fly speed of 60 feet (poor), <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> with a range of 60 feet, a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a>, and resistance to one form of energy or effect. You also gain one bite attack (1d8), two claw attacks (1d6), and two wing attacks (1d4). Your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a> and resistance depend on the type of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a>. You can use the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a> only once per casting of this spell. All breath weapons deal 6d8 points of damage unless noted otherwise and allow a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to halve the normal damage. In addition, some of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> types grant additional abilities, as noted below.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Dragon Type</th>
<th class="text">Additional Abilities</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric/esoteric-dragon-astral">Astral dragon</a><br/></td>
<td class="text">30-foot cone of force (damage dice are d4s instead of d8s), psychic resilience.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric/esoteric-dragon-dream">Dream dragon</a><br/></td>
<td class="text">30-foot cone of electricity, dream fortress, dreamsight.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric/esoteric-dragon-etheric">Etheric dragon</a><br/></td>
<td class="text">30-foot line of force (damage dice are d4s instead of d8s), <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/g/gaseous-form">gaseous form</a> (only when taking no actions other than move actions for a round, and only for a maximum of 1 round/<a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> for each casting of <i>form of the alien dragon</i>).</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-outer/outer-dragon-lunar">Lunar dragon</a></td>
<td class="text">60-foot line of cold, cold <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 20, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> 20 feet.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric/esoteric-dragon-nightmare">Nightmare dragon</a></td>
<td class="text">30-foot cone of acid, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-See-in-Darkness-Su-">see in darkness</a>, +4 on saves vs. <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-esoteric/esoteric-dragon-occult">Occult dragon</a><br/></td>
<td class="text">30-foot cone of cold or fire, +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saving throws against evil spells and effects, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> to AC increases to +6.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-outer/outer-dragon-solar">Solar dragon</a></td>
<td class="text">60-foot line of fire, fire <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 30, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> to cold.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-outer/outer-dragon-time">Time dragon</a></td>
<td class="text">30-foot cone of electricity, cold <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 20, +4 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> checks.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-outer/outer-dragon-void">Void dragon</a></td>
<td class="text">30-foot cone of cold, cold <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 20, +4 bonus on saves vs. emotion spells and effects.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-outer/outer-dragon-vortex">Vortex dragon</a></td>
<td class="text">30-foot cone of fire, fire <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 30, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> to cold.</td>
</tr>
</tbody>
</table><div style="margin-left:20px">


name: Form of the Dragon
level: alchemist 6, magus 6, sorcerer/wizard 6
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a scale of the dragon type you plan to assume)
range: personal
target: you
duration: 1 min./level (D)
saving_throw: see below
spell_resistance: no
description:
<p>You become a Medium chromatic or metallic <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons">dragon</a>. You gain a +4 size bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, a +2 size bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, a +4 natural armor bonus, fly 60 feet (poor), <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet, a breath weapon, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> depend on the type of dragon. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.</p><ul>
<li><b>Black dragon</b>: 60-foot line of acid, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> acid 20, swim 60 feet</li>
<li><b>Blue dragon</b>: 60-foot line of electricity, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> electricity 20, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> 20 feet</li>
<li><b>Green dragon</b>: 30-foot cone of acid, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> acid 20, swim 40 feet</li>
<li><b>Red dragon</b>: 30-foot cone of fire, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> fire 30, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilties-Ex-or-Su-">vulnerability</a> to cold</li>
<li><b>White dragon</b>: 30-foot cone of cold, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> cold 20, swim 60 feet, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilties-Ex-or-Su-">vulnerability</a> to fire</li>
<li><b>Brass dragon</b>: 60-foot line of fire, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> fire 20, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> 30 feet, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilties-Ex-or-Su-">vulnerability</a> to cold</li>
<li><b>Bronze dragon</b>: 60-foot line of electricity, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> electricity 20, swim 60 feet</li>
<li><b>Copper dragon</b>: 60-foot line of acid, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> acid 20, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/spider-climb"><i>spider climb</i></a> (always active)</li>
<li><b>Gold dragon</b>: 30-foot cone of fire, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> fire 20, swim 60 feet</li>
<li><b>Silver dragon</b>: 30-foot cone of cold, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> cold 30, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilties-Ex-or-Su-">vulnerability</a> to fire</li>
</ul><div style="margin-left: 40px"><a name="TOC-Form-of-the-Dragon-II"></a>


name: Form of the Exotic Dragon I-III
level: alchemist 6, druid 7, sorcerer/wizard 6
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a scale of the dragon type you plan to assume)
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: see below
spell_resistance: no
description:
<p>You become a Medium imperial or primal dragon.</p><p><a href="https://www.d20pfsrd.com/classes/core-classes/druid">Druids</a> can choose from the primal dragon (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-brine">brine</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-cloud">cloud</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-crystal">crystal</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-magma">magma</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-umbral">umbral</a>) forms only.</p><p>You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>, a fly speed of 60 feet (poor), <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> with a range of 60 feet, a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a>, and either resistance to one form of energy or some other bonus. You also gain one bite attack (1d8), two claw attacks (1d6), &amp; either a gore attack (1d8) if you assume the form of an imperial dragon or two wing attacks (1d4) if you assume the form of a primal dragon. Your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a>, and any other benefits you gain depend on the type of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a>. You can use the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a> only once per casting of this spell. All breath weapons deal 6d8 points of damage unless noted otherwise and allow a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to halve the normal damage. In addition, some of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> types grant additional abilities, as noted below.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Dragon Type</th>
<th class="text">Additional Abilities</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-brine">Brine dragon</a></td>
<td class="text">60-foot line of acid, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">acid resistance</a> 20, swim 60 feet.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-cloud">Cloud dragon</a></td>
<td class="text">30-foot cone of electricity, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">electricity resistance</a> 20, swim 40 feet.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-crystal">Crystal dragon</a></td>
<td class="text">30-foot cone of sonic (damage dice are d6s instead of d8s), sonic <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 20, climb 20 feet, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> 20 feet.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-imperial-forest">Forest dragon</a></td>
<td class="text">30-foot cone of piercing, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> 20 feet, climb 30 feet.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-magma">Magma dragon</a></td>
<td class="text">30-foot cone of fire, fire <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 30, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> to cold.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-imperial-sea">Sea dragon</a></td>
<td class="text">30-foot cone of fire, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">electricity resistance</a> 20, swim 40 feet.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-imperial-sky">Sky dragon</a></td>
<td class="text">30-foot cone of electricity, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">electricity resistance</a> 20, improve fly speed maneuverability to average.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-imperial-sovereign">Sovereign dragon</a></td>
<td class="text">30-foot cone of sonic (damage dice are d6s instead of d8s), <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> equal to 13 + the spell’s level.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-umbral">Umbral dragon</a></td>
<td class="text">30-foot cone of negative energy (damage dice are d6s instead of d8s; doesn’t heal undead creatures), cold <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 20, +4 on saves vs. death effects.</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-imperial-underworld">Underworld dragon</a></td>
<td class="text">30-foot cone of fire, fire <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 20, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> to cold, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> 20 feet.</td>
</tr>
</tbody>
</table><div style="margin-left:20px">


name: Fortune’s Path
level: bard 2, cleric 3, sorcerer/wizard 3
school: divination
casting_time: 10 minutes
components: V, S, M (incense worth 50 gp), F (silver mirror worth at least 100 gp)
range: personal
target: you
duration: instantaneous
description:
<p>You predict events in your near future. Visions of the foretold events appear in the mirror after you cast this spell. Roll d% and add your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10) to determine results this spell returns, as listed below.</p><table border="1" cellpadding="5" data-ognbot="1">
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Result</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">1–15</td>
<td class="text">The mirror is murky. You foresee nothing specific.</td>
</tr>
<tr>
<td class="text">16–35</td>
<td class="text">You inaccurately predict a major event similar to the major events described in the 76–100 result.</td>
</tr>
<tr>
<td class="text">36–50</td>
<td class="text">You accurately predict a minor event likely to happen in the following week with no context, such as the chance meeting of an acquaintance, discovery of interesting but inapplicable information, victory in a minor game of chance, or the like. Alternatively, you predict an event so likely to happen that it might be obvious, such as the birth of a child or the collapse of a poorly built structure.</td>
</tr>
<tr>
<td class="text">51–75</td>
<td class="text">You accurately predict a generally positive or negative event to happening in the following week in a broad category such as academic, battle, domestic, political, professional, romantic, social, or travel. The details of the prediction should provide enough context for you to determine how your actions in the past week have influenced the happening.</td>
</tr>
<tr>
<td class="text">76–100</td>
<td class="text">You accurately predict a major event likely to happen in the next week. For example, you might foresee an enemy ambush, the discovery of sought-after information, or inclement weather causing significant travel delay (though this spell would not show you the event’s exact details). At the GM’s discretion, the vision might depict the location of the event.</td>
</tr>
</tbody>
</table>


name: Foster Hatred
level: antipaladin 4, inquisitor 5, mesmerist 5, psychic 6, spiritualist 5
school: enchantment (compulsion) [emotion]
casting_time: 1 standard action
components: S, DF
range: close (25 ft. + 5 ft./2 levels)
target: any number of living creatures, no two of which can be more than 30 ft. apart
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You build upon your targets’ innate prejudice, stoking it from a simmer to the full flame of hatred. Choose a creature type (if you choose <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a>, you must also choose a subtype).</p><p>Targets who hold no ill will toward and have a completely positive opinion of the chosen creatures automatically succeed at their saving throws, while targets with a particular hatred toward the chosen creature (such as the <a href="https://www.d20pfsrd.com/races/core-races/dwarf">dwarf’s</a> hatred racial ability) take a –4 penalty on their saving throws. Targets that fail their saving throws become hostile toward all creatures of the chosen type and never treat them as allies for the spell’s duration. Affected creatures take everything creatures of the chosen type do in the worst possible light.</p><p>Since most creatures don’t hold ill-will toward their own race, you can use foster hatred toward a smaller subset of creatures of your chosen type, such as worshipers of Shelyn, in order to focus the hatred onto your chosen targets.</p>


name: Fox’s Cunning
level: alchemist 2, bard 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (hairs or dung from a fox)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>The target becomes smarter. 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-Intelligence-Int-">Intelligence</a>, adding the usual benefits to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>-based skill checks and other uses of the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier. Wizards (and other spellcasters who rely on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</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-Intelligence-Int-">Intelligence</a>, but the save DCs for spells they cast while under this spell’s effect do increase. This spell doesn’t grant extra skill ranks.</p><p><a name="TOC-Fox-s-Cunning-Mass"></a></p><p><b>Fox’s Cunning, Mass</b></p><div style="margin-left: 40px">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a>; <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-bard/">bard</a> 6, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 6, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 6, <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> 4, <a href="https://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained">unchained summoner</a> 6</p>
<p class="divider">EFFECT</p>
<p><b>Range</b> close (25 ft. + 5 ft./2 levels)<br/> <b>Target</b> one creature/level, no two of which can be more than 30 ft. apart</p>
<p class="divider">DESCRIPTION</p>
<p>This spell functions like <i>fox’s cunning</i>, except that it affects multiple creatures.</p>
</div>


name: Fractions of Heal and Harm
school: transmutation
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: instantaneous
level:
arcanist 3, bard 3, bloodrager 3, cleric/oracle 3, crimson assassin 3, skald 3, sorcerer/wizard 3, warpriest 3

description:
<p>This spell channels a portion of the next spell you cast into magic that heals you. The next instantaneous area damage spell of 3rd level or lower that you cast deals only 75% of its damage, but heals you of a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to the remaining 25% of the spell’s damage. For example, if you cast this spell and followed it with a <a href="https://www.d20pfsrd.com/magic/all-spells/f/fireball" style="font-style: italic">fireball</a> that would normally deal 40 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> of damage, the <a href="https://www.d20pfsrd.com/magic/all-spells/f/fireball" style="font-style: italic">fireball</a> instead deals 30 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> of damage and heals you of 10 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> of damage. The spell affected by this spell must be cast before the end of your next turn. This spell has no effect on spells that do not deal damage or spells higher than 3rd level. This <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> is treated as if you had been affected by a cure or inflict spell (whichever would heal you), and is treated as the same spell level as the area-affecting spell for the purpose of effects that relate to the spell level of cure or inflict spells.</p>


name: Free Spirit
level: bard 3, cleric 3, druid 3, medium 3, shaman 3, spiritualist 3, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>This spell allows you to gain the benefits of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement">freedom of movement</a> spell and a +4 bonus on saving throws against fear effects. The spell also makes you drunk.</p><p>For the duration of the spell, you take a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, ability checks, skill checks, and <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks. If you somehow remove or avoid these penalties, the spell’s duration ends.</p><div style="width:192px;margin:auto;font-size:12px;text-align:center">
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name: Free Swim
school: abjuration
casting_time: 1 standard action
components: V, S, M (a strip of kelp bound to the target), DF
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 3, cleric/oracle 3, druid 3, hunter 3, inquisitor 3, investigator 3, medium 3, mesmerist 3, occultist 3, psychic 3, ranger 3, skald 3, spiritualist 3, warpriest 3

description:
<p>The target can move and attack underwater normally without the usual penalties involved with underwater combat, as if under the effects of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement">freedom of movement</a>. However, the target doesn’t gain any protections against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Paralysis">paralysis</a>, and magical effects that impede movement (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/solid-fog">solid fog</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">slow</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/web">web</a>).</p>


name: Freedom
level: sorcerer/wizard 9
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels) or see text
target: one creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>The subject is freed from spells and effects that restrict movement, including <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/b/binding"><i>binding</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/e/entangle"><i>entangle</i></a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappling</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/i/imprisonment"><i>imprisonment</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/m/maze"><i>maze</i></a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralysis</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Petrified">petrification</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pinning</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/s/sleep"><i>sleep</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/s/slow"><i>slow</i></a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunning</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/t/temporal-stasis"><i>temporal stasis</i></a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/w/web"><i>web</i></a>. To free a creature from <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/imprisonment">imprisonment</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/maze">maze</a>, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/maze">maze</a>.</p>


name: Freedom of Movement
level: alchemist 4, bard 4, cleric/oracle 4, druid 4, inquisitor 4, ranger 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (a leather strip bound to the target), DF
range: personal or touch
target: you or creature touched
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, <i>solid fog</i>, <i>slow</i>, and <i>web</i>. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.</p><p>The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The <i>freedom of movement</i> spell does not, however, grant water breathing.</p>


name: Freedom’s Toast
level: bard 5, cleric/oracle 5, inquisitor 5, sorcerer/wizard 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M/DF (a small amount of ale in a flagon)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>When the caster hoists a flagon and delivers a toast to freedom, the target is transported up to 15 feet from its position to a space of your choice, though that space must be within your line of sight. If the target was <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> at the time of casting, you can choose for the target to be standing upon reaching the destination. Furthermore, if the target was bound with non-magical ropes, <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Manacles">manacles</a>, or other restraints, those restraints are not transported with the target, effectively freeing the target from those restraints. If the target is bound by magical restraints, you can bar those restraints from being transported with the target with a successful <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against a DC based on the restraints’ <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (DC = 11 + the restraining magic item’s or spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>).</p>


name: Freezing Sphere
level: magus 6, sorcerer/wizard 6
school: evocation [cold]
casting_time: 1 standard action
components: V, S, F (a small crystal sphere)
range: long (400 ft. + 40 ft./level)
duration: instantaneous or 1 round/level; see text
saving_throw: Reflex half; see text
spell_resistance: yes
description:
<p><i>Freezing sphere</i> creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per caster level (maximum 15d8) and is staggered for 1d4 rounds.</p><p>If the <i>freezing sphere</i> strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.</p><p>You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the <i>freezing sphere</i> bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.</p><h3>By the way…</h3><p>This spell can be used to attempt to trap a ship in ice by targeting the water around the ship rather than the ship itself. The ship’s speed is reduced to 0 for the duration of the spell unless the pilot of the ship makes a DC 25 sailing check to break free of the ice.</p>


name: Frightful Aspect
level: cleric 8, druid 8, sorcerer/wizard 8, witch 8, Mystery ascetic 8
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (the skin of a toad)
range: personal
target: you
duration: 1 minute/level
description:
<p>You become a larger, awful version of yourself. You grow to size Large, and take on features that horrify your enemies. You gain the following abilities: 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>, a +4 <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-Constitution-Con-">Constitution</a>, a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>, DR 10/magic, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> equal to 10 + half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>. Each time a creature <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> by this aura hits you with a melee attack, that creature becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura’s effect is a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fear">fear</a> and mind-affecting effect.</p>


name: Frigid Souls
level: cleric 4, druid 4, ranger 3, shaman 4, sorcerer/wizard 4, witch 4
school: necromancy (haunted) [cold, emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, DF/M (a bloody icicle)
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You harness fear of frozen environments into a <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> that withers defenses against the cold. Any creature that enters the affected area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> equal to 11 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> against any <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a> effect that provides resistance to or protection against cold damage or cold climates. This <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> cannot be voluntarily lowered. Once every 30 minutes as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> attempts a dispel check (1d20 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) against an active <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a> effect currently protecting a creature in the affected area against cold, even if it was active before the creature was haunted or it successfully bypassed the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> imposed by the haunt. Against creatures with multiple layers of protection, these dispel checks start with the highest-level <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a> effects and work their way down the list. Each time the haunt attempts a dispel check, the spell’s haunt-like manifestation occurs during that round.</p><p class="divider">HAUNT STATISTICS</p><p><b>Notice</b> <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC 25 (to feel a biting chill as if through the touch of a frozen hand); <b>hp</b> 2 hp/level; <b>Trigger</b> proximity; <b>Reset</b> none</p>


name: Frigid Touch
level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p><i>This spell causes your hand to glow with a pale blue radiance.</i></p><p>Your melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> deals 4d6 points of cold damage and causes the target to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round. If the attack is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 minute instead.</p>


name: Frost Fall
level: druid 2, sorcerer/wizard 2, witch 2
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 5-foot radius burst
duration: 1 round/2 levels
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it. Creatures that the spell initially damages must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round. The area remains chilled for the spell’s duration. Any creature that starts your turn within the spell’s area takes 1d6 points of cold damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw for half) but does not become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> even on a failed saving throw.</p>


name: Frost Mammoth
level: cleric 7, druid 7, shaman 7, sorcerer/wizard 7, summoner 6
school: conjuration (creation) [cold]
casting_time: 1 round
components: V, S, M (a fragment of mammoth tusk)
range: close (25 ft. + 5 ft./2 levels)
effect: one frost mammoth
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>A blast of snow suddenly fills an area with a space of 15 feet, immediately taking the shape of a woolly mammoth made of snow with tusks of solid ice. The mammoth has statistics identical to those of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/elephant/elephant-mastodon">mastodon</a>, except it also has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Cold">cold</a> subtype (and thus gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to cold and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> to fire). The frost mammoth obeys your telepathic commands. It allows you or anyone you designate to ride it, and it is treated as if combat trained. At 17th level, a frost mammoth you conjure deals an additional 1d6 points of cold damage with each physical attack.</p>


name: Frostbite
level: bloodrager 1, druid 1, magus 1, shaman 1, witch 1
school: transmutation [cold]
casting_time: 1 standard action
components: V, S
range: touch
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>Your melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> deals 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal</a> cold damage + 1 point per level, and the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a> even if it is already fatigued. You can use this melee touch attack up to one time per level.</p>


name: Frosty Aura
level: bloodrager 4, cleric 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
school: transmutation [cold]
casting_time: 1 standard action
components: V, S, M/DF (a chunk of ice or a few drops of water melted from glacier ice)
range: personal
target: you (see text)
duration: 1 minute/level
saving_throw: none (harmless, see text)
spell_resistance: no (harmless, see text)
description:
<p>The spell allows you to channel cold into your very being. If you don’t already have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Cold">cold subtype</a>, this spell grants you the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Cold">cold subtype</a>. If you already have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Cold">cold subtype</a>, you instead channel the frost from your being outward, creating a 10-foot-radius aura of cold centered on you. Creatures who enter or end their turns in the aura must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw or take 1d8 points of cold damage.</p><p>Multiple castings of this spell stack; you can cast it once on yourself to gain the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Cold">cold subtype</a>, then again to manifest the aura of frost around you.</p>


name: Frozen Note
level: bard 5
school: enchantment (compulsion) [mind-affecting, sonic]
casting_time: 1 standard action
components: V
area: 30-ft.-radius emanation centered on you
duration: concentration (up to 1 round/level); see text
saving_throw: Will partial; see text
spell_resistance: yes
description:
<p>You produce and sustain a single perfect musical note that holds nearby creatures, friend as well as foe, utterly spellbound until you stop singing. Affected creatures are both <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> and oblivious to their surroundings so long as you maintain the note.</p><p>Maintaining this note requires your absolute attention; if you take damage or take any other action, including moving from your current square, the spell instantly ends. Creatures that succeed in their initial Saving Throw must make a new one for each round they spend within the area of the spell until they fail and become captivated. Creatures with 4 or more Hit Dice greater than your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> are not affected by this spell. However, those with 4 or more Hit Dice less than your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> do not receive a Saving Throw to resist it. The note is so clear and flawless that less than extraordinary attempts to avoid hearing it merely grant targets a bonus on their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>. Targets get a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on their Saving Throw for each barrier between your voice and their ears. This includes such things as a creature stopping up its ears with wax, closing all windows and doors in a nearby building, or even crawling into a barrel and pulling down the top.</p><p>If a target that had previously made its Saving Throw loses the benefit of one or more of its barriers it must immediately make a new Saving Throw. Similarly, any target that had previously failed its Saving Throw gets a new save each time it gains the protection of a barrier.</p>


name: Full Pouch
level: alchemist 2, bard 2, druid 2, inquisitor 3, occultist 3, ranger 3, sorcerer/wizard 2
school: transmutation
casting_time: 1 swift action
components: V, S, M (alchemical reagents or herbs worth 1 gp)
range: touch
target: 1 object touched
duration: instantaneous
saving_throw: Fort negates (object)
spell_resistance: no
description:
<p>You cast this spell as you draw out a consumable alchemical item to use. The object must be an alchemical item, but not a dose of <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, a magic <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a>, or another type of consumable item. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality. Saves against the new alchemical item’s affects use the original item’s save DC or the save DC of this spell, whichever is higher.</p>


name: Fumblestep
level: mesmerist 1, sorcerer/wizard 1, spiritualist 1, witch 1
school: conjuration
casting_time: 1 standard action
components: V, S, M (a sharp pebble)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level or until discharged (see text)
saving_throw: none (see text)
spell_resistance: yes
description:
<p><i>Fumblestep</i> coats a target’s feet in slick ectoplasm that retains some psychic connection to your mind. While the spell remains in effect, the target creature takes a –1 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throws and <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks.</p><p>At any point during the spell’s duration while the target remains in range, you can discharge the spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, mentally tugging at the ectoplasm to perform a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>, using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> instead of your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, and using your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier, whichever is highest, instead of your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier. This <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> attempt does not provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> and cannot be affected by feats or other means of altering a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver’s</a> effects.</p>


name: Fumbletongue
level: bard 1, psychic 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. +5 ft./2 levels)
target: one creature
duration: 1d4 rounds
saving_throw: Will negates
spell_resistance: yes
description:
<p>This enchantment causes a creature to be unable to speak intelligibly. Any effort the target makes to talk, in any language, comes out as a useless mix of unconnected words and noises. Even magic words are affected to some extent; the target has a 20% spell failure chance for any spell it attempts to cast with verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, and a 20% chance to incorrectly use a command word to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> a magic item. This spell has no effect on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathic</a> communication, or the vocalizations of creatures that lack a spoken language.</p>


name: Funereal Weapon
level: cleric 1, inquisitor 1, occultist 1, paladin 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: weapon touched or 50 projectiles (all of which must be together at the time of casting)
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You imbue a weapon with a faint silvery glow that dimly illuminates a 5-foot square. An affected weapon also easily bypasses the physical defenses of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures, ignoring 5 points of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>, as long as the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> is not <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/epic. For example, attacks with a weapon affected by this spell completely ignore a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie’s</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5/slashing or reduce a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/lich">lich’s</a> <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 10/bludgeoning and magic.</p><p>You can’t cast this spell on a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapon</a>, such as an <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a>. Funereal weapon affects the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> of only <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures.</p>


name: Fungal Blisters
level: alchemist 2, druid 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level or until discharged (see text)
description:
<p>When you cast this spell, horrible, fungal growths sprout forth all over your body. You develop 1d2+1 of these blisters per 2 caster levels. Each time you are dealt more than 5 points of bludgeoning, piercing, or slashing damage from a single attack, one of these blisters bursts, releasing a cloud of harmful spores in a 5-foot-radius burst centered on you.</p><p>These spores enter the lungs of all living creatures within the cloud that need to breathe and deal 1d6+1 points of damage for every 2 caster levels you have (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fort</a> negates). This is a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> effect, and you and plants aren’t affected by the spores. It is possible for more than one blister to burst in a single round. If you are reduced to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, all remaining blisters burst, and the resulting spores deal the cumulative amount of damage.</p><p>You are not able to cast this spell while wearing heavy armor. If you don heavy armor during the spell’s duration, all remaining blisters burst as if you had been reduced to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>.</p>


name: Fungal Infestation
level: druid 3
school: necromancy [disease]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1d3 days
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You coat the target in necrotic fungus that makes its flesh soft and fragile. Toadstools, ringworm, and other disgusting fungal growths sprout from its skin. The target takes 1d3 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Charisma damage</a>. Any physical attack against the target automatically adds 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage.</p>


name: Furious Fire Barrage
level: bloodrager 4, magus 5, sorcerer/wizard 6
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (two balls of guano)
range: personal
duration: 1 round/level; see text
saving_throw: Reflex half
spell_resistance: yes
description:
<p>Upon casting this spell, you conjure forth one or two balls of flame, each resting in a free hand. As part of casting this spell or as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can throw one flame ball a maximum of 300 feet, dealing 1d6 points of fire damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have (maximum 10d6) to all creatures within a 10-foot-radius spread.</p><p>So long as the spell’s duration lasts, you can channel your anger as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> to create one new ball of flame, which can be thrown as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. You cannot create additional balls of flame while you are under the effects of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/c/calm-emotions">calm emotions</a> spell or are otherwise unable to feel anger or outrage.</p>


name: Fury of the Sun
level: druid 2, witch 2
school: transmutation [curse, fire]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You curse the target to suffer unbearable heat. On a failed saving throw, the target is immediately subjected to severe heat, takes 1d4 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>, and is suffering from heatstroke (<a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>). The target must save every 10 minutes as normal for severe heat (starting at DC 15 rather than the DC of this spell). Because this heat is internal, the target cannot avoid it using the normal methods for escaping heat dangers such as <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks or finding shade.</p>


name: Gallant Inspiration
level: bard 2
school: divination
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> or skill check. The creature gains a +2d4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> to the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> or skill check retroactively.</p><p>If the bonus is enough to turn the failure into a success, the roll succeeds.</p>


name: Garden of Peril
level: druid 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of spores)
range: medium (100 ft. + 10 ft./level)
effect: one poisonous mushroom/level, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: Fort negates
spell_resistance: no
description:
<p>Vividly colored poisonous mushrooms instantly spring into existence in squares you select. The mushrooms can appear on any solid surface, even growing horizontally from walls or upside down from the ceiling.</p><p>Once per round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, starting the round after you cast this spell, you can command the mushrooms to release poisonous spores. Each creature adjacent to a mushroom or in a mushroom’s square must then succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d4 rounds. The condition of creatures that fail multiple saving throws does not worsen, but each additional failed saving throw adds 1d4 rounds to the duration the creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>.</p><p>The mushrooms are Tiny and cannot provide <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a>, but they are fairly sturdy (AC 7, hp 30, break DC 20). Creatures can move through squares containing mushrooms as normal. When destroyed, a mushroom evaporates and releases one last cloud of spores.</p>


name: Garrulous Grin
level: antipaladin 2, bard 2, inquisitor 2, mesmerist 2, psychic 2, shaman 2, spiritualist 2, witch 3
school: necromancy [fear, mind-affecting]
casting_time: 1 round
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell plants a seed of supernatural fear deep in a subject’s mind, causing self-doubt, stuttering, and evasiveness.</p><p>Affected creatures have difficulty meeting anyone’s gaze and seem dishonest or guilty.</p><p>The target takes a –4 penalty on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> and <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks to convince another of the truth of her words, and on <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> or <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks to influence another creature’s attitude.</p>


name: Gaseous Form
level: alchemist 3, bard 3, magus 3, medium 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3
school: transmutation
casting_time: 1 standard action
components: S, M/DF (a bit of gauze and a wisp of smoke)
range: touch
target: willing corporeal creature touched
duration: 2 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, deflection bonuses, and armor bonuses from force effects still apply. The subject gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">DR</a> 10/magic and becomes immune to <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a>, sneak attacks, and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats <a href="https://www.d20pfsrd.com/feats/metamagic-feats/silent-spell-metamagic">Silent Spell</a>, <a href="https://www.d20pfsrd.com/feats/metamagic-feats/still-spell-metamagic">Still Spell</a>, and <a href="https://www.d20pfsrd.com/feats/general-feats/eschew-materials">Eschew Materials</a>. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the <i>gaseous form </i>spell takes effect.</p><p>A gaseous creature can’t run, but it can fly at a speed of 10 feet and automatically succeeds on all <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.</p>


name: Gate
level: cleric/oracle 9, sorcerer/wizard 9
school: conjuration (creation or calling)
casting_time: 1 standard action
components: V, S, M (see text)
range: medium (100 ft. + 10 ft./level)
effect: see text
duration: instantaneous or concentration (up to 1 round/level); see text
saving_throw: none
spell_resistance: no
description:
<p>Casting a <i>gate</i> spell has two effects.</p><p style="margin-left: 40px">First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.</p><p style="margin-left: 40px">Second, you may then call a particular individual or kind of being through the <i>gate</i>.</p><p>The <i>gate</i> itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.</p><p>A <i>gate</i> has a front and a back. Creatures moving through the <i>gate</i> from the front are transported to the other plane; creatures moving through it from the back are not.</p><div style="margin-left: 40px">
<p><strong><i>Planar Travel</i></strong>: As a mode of planar travel, a <i>gate</i> spell functions much like a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plane-shift">plane shift</a> spell, except that the <i>gate</i> opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a <i>gate</i> from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you–anyone who chooses to step through the portal is transported. A <i>gate</i> cannot be opened to another point on the same plane; the spell works only for interplanar travel.</p>
<p>You may hold the <i>gate</i> open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.</p>
<p><strong><i>Calling Creatures</i></strong>: The second effect of the <i>gate</i> spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the <i>gate</i> to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the <i>gate</i>, although they may choose to do so of their own accord. This use of the spell creates a <i>gate</i> that remains open just long enough to transport the called creatures. This use of the spell has a material cost of 10,000 gp in rare incense and offerings. This cost is in addition to any cost that must be paid to the called creatures.</p>
<p>If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total HD cannot exceed twice your caster level. In the case of a single creature, you can control it if its HD does not exceed your caster level. A creature with more HD than your caster level can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.</p>
<p>If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/planar-ally">lesser planar ally</a> spell for appropriate rewards. Some creatures may want their payment in “livestock” rather than in coin, which could involve complications. Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.</p>
<p>Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.</p>
</div><p><i>Note</i>: When you use a calling spell such as <i>gate</i> to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.</p>


