# spell

name: Impart Mind
level: cleric 6, magus 5, sorcerer/wizard 6
school: transmutation
casting_time: 2 rounds
components: V, S, M (diamond dust worth at least 1,000 gp)
range: touch
target: permanent nonintelligent magic item touched
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
This spell grants the target magic item temporary intelligence by siphoning off a tiny portion of your own mind to infuse the object. Only permanent magic items may be enhanced by this spell—one-use items and charged items cannot be affected by impart mind. Intelligent magic items cannot be affected by impart mind.


name: Impede Speech
level: bard 2, sorcerer/wizard 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Will negates
spell_resistance: yes
description:
This minor curse interferes with the target’s ability to speak. On a failed save, the target has diﬃculty stringing words together. Only with great concentration can he communicate intelligibly. Speaking in combat becomes a move-equivalent action rather than a free action. If the target attempts to cast a spell with a verbal component, he has a 50% chance of making an error and losing the spell. Even if he can successfully cast a spell, doing so takes 1 round if the spell’s normal casting time is less than 1 round. If the spell’s casting time is usually 1 round or longer, its casting time doubles (up until the end of impede speech). Impede speech cannot be dispelled, but break enchantment, limited wish, miracle, remove curse, or wish can end it prematurely.


name: Impenetrable Veil
level: bard 6, mesmerist 6, psychic 9, sorcerer/wizard 9, spiritualist 6, witch 9
school: abjuration
casting_time: 1 standard action
components: V, S, M (dust from the Dimension of Dreams worth 1,250 gp)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You enchant the target so it is nearly impossible to detect by both magical and mundane means, granting it the following benefits. The target gains a bonus on Stealth checks equal to half your caster level, and can use Stealth to hide from all creatures attempting to perceive it, even when it lacks concealment or cover. It can attempt a Stealth check to avoid detection from creatures using blindsight, blindsense, or any ability that functions as either (such as lifesense or tremorsense). Furthermore, the target leaves no trail and cannot be tracked unless it chooses to leave a trail. If a creature attempts to discern the target’s presence or location using divination magic (including magic items with a divination aura such as a crystal ball), that creature must succeed at a caster level check with a DC equal to the target’s Stealth bonus to discern any information about the target, and on a failed check cannot do so for the spell’s duration.


name: Implant False Reading
level: mesmerist 2, occultist 2, psychic 2
school: illusion (glamer)
casting_time: 1 minute
components: V, S
range: touch
target: object touched
duration: 1 day/level
saving_throw: none; see text
spell_resistance: no
description:
You implant a false psychometric reading into an object, imbuing the item with misleading information that might be learned from the object reading spell or through the psychometry occult skill unlock. This information might fool enemies, create a false history, or pass on secret messages through objects to psychically attuned allies. You can implant any information you wish that could be implanted by the charge object spell, as well as up to one piece of information per 3 levels that could be attained using psychometry or the object reading spell. You can detail this information in any way you see fit, either making up a previous owner and circumstances involving the object from whole cloth, or attempting to emulate the biographical information and fictional accounts of a specific individual’s experience with the object.


name: Implant Urge
level: bard 1, medium 1, mesmerist 1, sorcerer/wizard 1, spiritualist 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level
saving_throw: Will partial
spell_resistance: yes
description:
You make the target unconsciously desire a goal you define when you cast this spell. The DC of any Diplomacy check to ask the target to act in a way that it believes will lead it toward that goal decreases by 5. The target takes a –2 penalty on saving throws against mind-affecting effects that compel it to act in a way that it believes will lead it toward that goal.


name: Implanted Projection
level: mesmerist 3, psychic 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: Yes
description:
This spell functions as telempathic projection, except its mood-altering effects remain dormant in the target’s mind. Upon casting this spell, the caster designates a command word or phrase, of which the target retains no memory. The next creature to speak the command word or phrase to the target triggers the implanted telempathic projection, treating the speaker as the original spellcaster.


name: Implosion
level: cleric/oracle 9
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one corporeal creature/round
duration: concentration (up to 1 round per 2 levels)
saving_throw: Fortitude negates
spell_resistance: yes
description:
This spell causes a destructive resonance in a corporeal creature’s body. Each round you concentrate (including the first), you can cause one creature to collapse in on itself, inflicting 10 points of damage per caster level. If you break concentration, the spell immediately ends, though any implosions that have already happened remain in effect. You can target a particular creature only once with each casting of the spell. Implosion has no effect on creatures in gaseous form or on incorporeal creatures.


name: Impossible Angles
level: medium 3, mesmerist 4, occultist 4, psychic 5, sorcerer/wizard 5
school: illusion (figment)
casting_time: 1 standard action
components: V, S, M (a melted prism)
range: medium (100 ft. + 10 ft./level)
area: contiguous area up to one 5-foot cube/ caster level (S)
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
You cause the surrounding area to appear to distort. The angles and corners of the area subtly twist and contort, creating unnatural and impossible shapes. Any creature entering the area must succeed at a Will save or become disoriented. Disoriented characters treat the area as difficult terrain and are sickened. In addition, whenever a disoriented creature uses an action to move (including taking a 5-foot step if it can do so in difficult terrain), roll 1d8 to see which direction it moves, in a similar manner to determining where a splash weapon lands on a miss. On a 1, the creature moves in its intended direction, with 2 through 8 rotating around the creature’s starting square in a clockwise direction. Only the creature’s first 5 feet of movement each round are affected in this way—it can move normally for any remaining movement, either from the same action or from later actions, as the creature acclimatizes to the distortion. An affected creature can attempt a new Will save each round to end the disoriented effect. A creature that leaves the area and re-enters must attempt the saving throw again, even if it succeeded at its initial save.


name: Imprisonment
level: sorcerer/wizard 9
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates; see text
spell_resistance: yes
description:
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the ground. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target’s name and some facts about its life, the target takes a -4 penalty on its save.


name: Improve Trap
level: antipaladin 2, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one trap
duration: instantaneous
saving_throw: negates (object)
spell_resistance: yes (object)
description:
When this spell is cast upon a trap, it improves one specific element of the trap chosen at the time of casting. The caster can improve the trap in any of the following ways (each one raises the trap’s CR by +1).


name: Incendiary Cloud
level: sorcerer/wizard 8, summoner 6
school: conjuration (creation) [fire]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level (D)
saving_throw: : Reflex half, see text
spell_resistance: : no
description:
An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.


name: Incendiary Runes
level: occultist 1, sorcerer/wizard 1 Saving Throw Reflex partial
school: abjuration [fire]
saving_throw: Reflex partial
spell_resistance: yes
description:
This spell functions as explosive runes, except it creates a small surge of flames rather than an explosion of force. The runes automatically deal 1d6 points of fire damage to any creatures and objects in adjacent squares, and those creatures and objects catch fire unless they succeed at Reflex saves.


name: Incessant Buzzing
level: antipaladin 1, bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: illusion (figment)
casting_time: 1 standard action
components: V, S, M/DF (insect wing)
range: medium (100 ft. +10 ft./level)
effect: 10-ft.-diameter sphere
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You summon an illusory swarm of angry wasps that fills a 10-foot-diameter sphere. You can summon it so that it shares an area with other creatures, and you can move it up to 40 feet each round as a move action. Creatures caught inside the swarm’s area of effect cannot use skills that require patience or concentration. Additionally, spellcasters within the area must succeed at a caster level check (DC = 20′ + level of spell to be cast) in order to cast spells. On a failed caster level check, the spell is lost. While the buzzing is unpleasant, it is not so loud as to drown out other noises or make communication difficult.


name: Incorporeal Chains
level: psychic 6, spiritualist 5
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one incorporeal creature/level, no two of which can be more than 30 ft. apart
duration: concentration
saving_throw: none
spell_resistance: yes
description:
You summon ghostly chains to bind incorporeal creatures. The chains’ CMB is equal to your caster level + your Intelligence modifier. Roll only once for the entire spell effect and apply the result to all targeted incorporeal creatures.


name: Infernal Challenger
level: cleric 3, sorcerer/wizard 3, summoner 3
school: conjuration (calling) [lawful]; see text
casting_time: 1 round
components: V, S, F/DF (an iron badge or medallion)
range: close (25 ft. + 5 ft./2 levels)
effect: one called bearded devil and testing ground; see text
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
This spell summons a bearded devil, causing it to appear where you designate. The area within a 50-foot radius of where the devil appears is ringed with a smoldering, red glow. This area is the testing ground. To successfully cast this spell, no creature other than the devil’s challenger (see below) can be within this area while the spell is being cast.


name: Infernal Healing
level: cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
school: conjuration (healing) [evil]
casting_time: 1 round
components: V, S, M (1 drop of devil blood or 1 dose of unholy water)
range: touch
target: creature touched
duration: 1 minute
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.


name: Inflict Critical Wounds
level: cleric/oracle 4, inquisitor 4, shaman 4, witch 5
school: necromancy
description:
This spell functions like inflict light wounds, except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).


name: Inflict Light Wounds
level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, witch 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will half
spell_resistance: yes
description:
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).


name: Inflict Moderate Wounds
level: antipaladin 3, cleric/oracle 2, inquisitor 2, shaman 2, witch 2
school: necromancy
description:
This spell functions like inflict light wounds, except that you deal 2d8 points of damage + 1 point per caster level (maximum +10).


name: Inflict Pain
school: enchantment [mind-affecting, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will partial; see text
spell_resistance: yes
level:
antipaladin 2, inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 3, spiritualist 2, witch 3

description:
You telepathically wrack the target’s mind and body with agonizing pain that imposes a –4 penalty on attack rolls, skill checks, and ability checks. A successful Will save reduces the duration to 1 round.


name: Inflict Serious Wounds
level: antipaladin 4, cleric/oracle 3, inquisitor 3, shaman 3, witch 4
school: necromancy
description:
This spell functions like inflict light wounds, except that you deal 3d8 points of damage + 1 point per caster level (maximum +15).


name: Influence Wild Magic
level: bard 2, cleric 2, druid 2, medium 2, mesmerist 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you Effect 20-foot-radius burst of stabilizing magic centered on you
duration: 10 minutes/level
saving_throw: none (harmless)
spell_resistance: no (harmless)
description:
This spell creates an area of stabilizing magical energy that emanates from you. Any creature within this area that fails a concentration check to cast a spell normally in an area of wild magic rolls twice to determine the wild magic effect and choose its preferred result.


name: Infuse Robot
level: cleric 7, druid 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one robot
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
If the targeted robot fails its Will saving throw, it transforms into a magical construct made of wood, stone, flesh, or bone. The robot’s statistics and abilities do not change, although it is now a magical construct rather than a technological one. It loses the robot subtype, but does not lose its Intelligence score (if any). You can issue mental commands to the infused robot as long as it stays within range of the spell; issuing commands in this manner is a free action for you. When the spell’s duration runs out, the robot transforms back to normal but is staggered for 1d4 rounds.


name: Infuse Self
level: alchemist 3, bard 3, bloodrager 3, magus 3, sorcerer/wizard 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 10 minutes/level (D)
description:
When you cast this spell, you assume the form of a native outsider from the following list: aasimar, aphorite, duskwalker, fetchling, ganzi, ifrit, oread, shabti, suli, sylph, tiefling, or undine. You gain a +2 size bonus to one physical ability score of your choice. If the race has resistance to one or more energy types, you gain energy resistance 5 to your choice of one of those types. If the race gains a racial bonus on saving throws or skills, you gain those bonuses. If the race has darkvision or low-light vision, you gain those qualities.


name: Inheritor’s Smite
level: cleric/oracle 2, inquisitor 2, paladin 2
school: transmutation
casting_time: 1 swift action
components: V, S, DF
range: personal
target: you
duration: see text
description:
You channel the power of righteousness into your weapon arm, allowing you to strike with great force. Your next melee attack (if made before the end of your next turn) gains a +5 sacred bonus on the attack roll. If the attack hits, you may immediately attempt a bull rush combat maneuver (with a +5 sacred bonus on your combat maneuver check) against the target without provoking an attack of opportunity; if your combat maneuver check exceeds the defender’s CMD by more than 5, you do not need to move with the target to push it back more than 5 feet.


name: Inner Focus
level: adept 2, antipaladin 1, cleric 2, druid 2, inquisitor 2, paladin 1, ranger 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level
saving_throw: none (harmless)
spell_resistance: no
description:
For the duration of this spell, you may ignore any divine focus components of your spells, allowing you to cast such spells without holding or revealing your holy or unholy symbol.


name: Innocence
level: bard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 minute/level (D)
description:
You surround yourself with an aura of innocence and trustworthiness. You gain a +10 competence bonus on Bluff skill checks to convince others of your innocence. They find it difficult to believe you capable of any wrongdoing. This bonus does not apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating secret messages via innuendo, nor does it apply to any use of the skill to convince anyone of anything other than your complete innocence and blamelessness.


name: Innocuous Shape
level: alchemist 4, psychic 4, shaman 4, sorcerer/wizard 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a handful of dandelion seeds)
range: touch
target: living creature touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell transforms a creature into a Medium or smaller animal or humanoid of no more than 1 Hit Die. If you use this spell to cause the target to take on the form of an animal, the spell functions as beast shape II. If the form is that of a humanoid, the spell can function as alter self, youthful appearance, or both, such that you can transform a creature into a generic, youthful humanoid of any type.


name: Insect Plague
level: cleric/oracle 5, druid 5, shaman 5, summoner 4, unchained summoner 5
school: conjuration (summoning)
casting_time: 1 round
components: V, S, DF
range: long (400 ft. + 40 ft./level)
effect: one swarm of wasps per three levels, each of which must be adjacent to at least one other swarm
duration: 1 min./level
saving_throw: none
spell_resistance: no
description:
You summon a number of swarms of wasps (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the wasp swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.


name: Insect Scouts
school: divination
casting_time: 1 round
components: S, M (a drop of honey)
range: close (25 ft. + 5 ft./2 levels)
effect: one insect scout/4 levels
duration: 1d6 hours, plus 1 hour/level; see text
saving_throw: none
spell_resistance: no
level:
antipaladin 4, bard 4, druid 2, inquisitor 3, psychic 4, ranger 2, shaman 2, sorcerer/wizard 3, summoner 3, witch 3

description:
This spell summons one or more vermin to investigate a single location or building you can see. Your scouts must spend 1d6 hours investigating the target location, but need no oversight. When done, they return unerringly to you with their findings, traveling up to 1 mile per caster level you have to rejoin their master. Each insect’s size is Fine. Each insect has 1 hit point, AC 20 (+2 Dexterity, +8 size), a movement speed of 5 feet, a climb speed of 5 feet, and a fly speed of 20 feet (perfect maneuverability). The insects use your saving throw bonuses, have a total Perception skill bonus equal to 5 + 1/2 your caster level, and can’t attack. Because of their incredibly small size and magical nature, they can attempt Stealth checks to avoid being noticed even if they lack a source of cover or concealment, and they have a total Stealth skill bonus equal to 18 + 1/2 your caster level.


name: Insect Spies
level: druid 3, ranger 3, sorcerer/wizard 4, summoner 3, witch 4
school: divination
casting_time: 1 round
components: V, S, M (a drop of honey)
range: close (25 ft. + 5 ft./2 levels)
effect: up to one insect spy/4 levels
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
You summon one or more glossy black beetles, which have a measure of intelligence and make for excellent spies. When they are in your presence, the insects obey your mental commands, and you can issue orders to any number of them as a single standard action, provided that you issue the same orders to each one. In order to issue different orders to different insects, you must spend a separate standard action for each set of orders. An insect in physical contact with you can answer simple questions about what it has observed, at a rate of one question per round. It can relate only what it perceived with its senses, and can’t repeat speech. It has difficulty making subjective judgments, and questions that demand such reasoning are unlikely to yield a clear answer.


name: Inspiring Recovery
level: cleric/oracle 6, hunter 4, inquisitor 6, paladin 4, ranger 4, warpriest 6
school: conjuration (healing) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
target: one target creature and all its allies within 60 feet; see text
duration: instantaneous and 1 minute
saving_throw: Will half (harmless)
spell_resistance: yes (harmless)
description:
You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death’s reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8).


name: Instant Armor
level: cleric/oracle 2, paladin 2, psychic 2
school: conjuration (creation) [force]
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level (D)
description:
You instantly wrap your body in a suit of armor made from opaque force. At your option, the armor can be decorated with your religion’s holy symbol in a prominent place, such as upon the breastplate or helm. While it exists, this armor replaces any garments or other sort of armor worn, magical as well as mundane. You lose access to, and all benefits from, armor replaced by this spell until the spell ends and the instant armor disappears.


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


name: Instant Enemy
level: ranger 3
school: enchantment
casting_time: 1 swift action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.


name: Instant Fake
level: bard 3, inquisitor 3, magus 4, mesmerist 3, occultist 3, ranger 3, sorcerer/wizard 4
school: illusion (figment)
casting_time: 1 standard action
components: V, S, M (a piece of costume jewelry)
range: 1 object touched
target: one object weighing no more than 1 lb./level
duration: 1 minute/level
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
You create an illusory duplicate of the target item. If you hold the charge on this spell, you can deliver it while touching an object you steal with Sleight of Hand or a steal combat maneuver; in this case, the illusion phases into existence exactly as you remove the genuine article, allowing you to instantaneously replace a protected or guarded item with no change in appearance, weight, or other factors.


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

description:
You touch a surface and produce a painted portrait of either yourself or a creature you can see without needing to attempt a Craft (painting) check. The surface to be affected must be relatively flat, such as a piece of paper or a wall. The image can be any color of your choice, but is monochromatic. While it is of too poor a quality to sell, it is otherwise accurate enough to recognize the subject or to serve as a target for the enter image spell. The portrait reflects your perception of the creature depicted, including any disguises, magical or mundane, that the subject is wearing at the time of the painting’s creation.


name: Instant Restoration
level: cleric 4, druid 4, shaman 4, summoner 4, witch 4
school: conjuration (healing)
casting_time: 1 immediate action
components: V, S, F/DF (a thimble of water and a seed)
range: close (25 ft. + 5 ft./2 levels)
target: one summoned creature you control
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
Instant restoration channels planar energy into a summoned creature. This spell can be cast as an immediate action when a summoned creature you control drops to 0 or fewer hit points.


name: Instant Suffocation
school: necromancy [death]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
This spell functions like slay living, and kills by immediate suffocation. Creatures that do not need to breathe are immune to this spell. The target is considered to have taken a dose of keif for the purpose of addiction and withdrawal effects.


name: Instigate Psychic Duel
level: medium 2, mesmerist 2, occultist 2, psychic 2, spiritualist 2
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level) Targets one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
You begin a psychic duel with a creature. This psychic duel takes place on a binary mindscape that includes only two minds: yours and the target’s. This spell ends and both minds return to their respective bodies if one of you drops below 0 hit points or if both of you agree to end the psychic duel (a free action that you can perform even if it isn’t your turn).


name: Instrument of Agony
level: cleric 2, inquisitor 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: weapon touched
duration: 1 minutes/level
saving_throw: Will negates (harmless, object), see text
spell_resistance: yes (harmless, object), see text
description:
You cause a weapon to exude a palpable aura of divine fury. While wielding this weapon, a creature gains a +2 morale bonus on Intimidate checks. When an attack made using the targeted weapon hits, the wielder can spend a free action to discharge the effect to inflict agony on the creature the weapon hit. If that creature has spell resistance, it applies against this effect. If the creature fails a Will save, it is nauseated for 1d4+1 rounds. If it succeeds at the saving throw, the creature is instead sickened for 1 round. The sickened condition created by the instrument is a mind-affecting effect.


name: Intellect Fortress I
level: psychic 4
school: abjuration
casting_time: 1 immediate action
components: V
range: 20 ft.
area: 20-ft.-radius emanation centered on you
duration: 1 round
saving_throw: none
spell_resistance: yes (harmless)
description:
Using the power of pure logic, you disrupt mental attacks. Intellect fortress I suppresses all effects with the emotion and fear descriptors for its duration.


name: Intensify Psyche
school: enchantment [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description: A sense of euphoria suffuses the target, amplifying all sensations, good or bad.
level:
arcanist 2, bard 1, cleric/oracle 2, medium 2, mesmerist 1, psychic 2, skald 1, sorcerer/wizard 2, spiritualist 2, warpriest 2, witch 2


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


name: Interposing Hand
level: magus 5, sorcerer/wizard 5
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a soft glove)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft. hand
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand–it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.


name: Interrogation
level: inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: necromancy [evil, pain]
casting_time: 1 round
components: V, S
range: touch
target: living creature touched
duration: 1 minute/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
You question the target, backed up by the threat of magical pain. You may ask one question per two caster levels. The target can either answer the question or take 1d4 points of damage plus your Wisdom bonus. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on Bluff checks to convince you when it is lying.


name: Inveigle Person
level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 4, witch 4
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, M (a drop of alcohol)
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
You cause the target to become extremely amiable. The target treats all other living creatures as if it were friendly toward them. Any overtly hostile or harmful act toward the target by any living creature ends the spell.


name: Investigative Mind
level: alchemist 2, bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level or until discharged
description:
Your mind is able to correlate information effectively. When attempting an Appraise, Knowledge, Linguistics, or Spellcraft check, you can roll twice and take the higher result. If you have an ability that allows you to roll twice, you cannot use that ability and this benefit on the same roll.


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


name: Invigorating Poison
level: alchemist 2, cleric 2, druid 2, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (an apple seed)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
The body of the target creature gains a metabolic response that allows it to benefit from normally deadly toxins. When a poison would cause ability damage to the target creature, the target instead gains a +4 alchemical bonus to that ability score. The spell then immediately ends, but the bonus lasts for a number of minutes equal to the amount of ability damage the poison would have caused. If the poison would deal more than one type of ability damage, each bonus has a separate duration.


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


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

description:
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.


name: Invisibility Alarm
level: alchemist 1, bard 1, inquisitor 1, psychic 1, ranger 1, sorcerer/wizard 1 Duration 10 minutes/level
school: abjuration
duration: 10 minutes/level
description:
This spell functions as alarm, except it is triggered only by invisible creatures entering or leaving the warded area. The spell has a different mental alarm depending on whether the invisible creature is entering or leaving the area. This spell does not aid you in sensing or pinpointing the location of an invisible creature within the spell’s area.


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

description:
A glamered bubble surrounds the target’s space, rendering her completely invisible underwater by hiding both the target and any water she displaces. Because of the bubble’s size limit, this spell works only on Medium or smaller targets. Other objects and creatures within the bubble’s space are also invisible while they stay in the space, which could reveal the spell’s existence to a canny observer who notices fish disappearing into the bubble and reappearing on the other side. Creatures inside the bubble can see each other, which allows foes who can pinpoint the bubble’s location (such as dragons) to stick their heads into the bubble in order to see the target. Any creature on the inside of the bubble that takes any action that would break invisibility pops the bubble and ends the spell early. On land, the bubble is clearly visible, acting much as invisibility does in the water. Unlike with invisibility, the inside of the bubble blocks light from escaping the bubble, meaning that light sources inside the bubble don’t illuminate past its edges, but also don’t reveal a telltale glow.


name: Invisibility Purge
level: cleric/oracle 3, inquisitor 3
school: evocation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level (D)
description:
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.


name: Invisibility Sphere
level: bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, unchained summoner 3
school: illusion (glamer)
components: : V, S, M
area: 10-ft.-radius emanation around the creature
description:
This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient at the time the spell is cast. The center of the effect is mobile with the recipient.


name: Invoke Deity
level: antipaladin 4, cleric 6, inquisitor 6, medium 4, occultist 6, paladin 4, ranger 4, witch 6
school: transmutation [see text]
casting_time: 1 round
components: V, S, M (incense worth 1,000 gp), F (a bejeweled holy symbol of your patron deity worth 2,500 gp)
range: personal
target: you
duration: 10 minutes/level
description:
By holding aloft a holy symbol and calling your deity’s name, you take on an aspect of that divinity. When you cast this spell, choose a domain offered by your deity. You gain that domain’s benefits from the list below, along with the listed physical changes; abilities that allow a saving throw use this spell’s DC. At any point during the duration of this spell, you can change which domain benefit you gain by concentrating for 1 round—this provokes attacks of opportunity and reduces the remaining duration of the spell by 10 minutes. If you have less than 10 minutes of the spell’s duration remaining, you cannot change the selected domain in this way. If you change your domain, all ongoing effects from your previously chosen domain end.


name: Invoke Primal Power
level: druid 5
school: transmutation
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
This spell must be cast as you activate wild shape to assume the form of an animal of at least Large size. When you assume the animal form, it takes on many of the primal characteristics of the savage, prehistoric creatures that dwell in the Realm of the Mammoth Lords. When this spell’s duration expires, you return to your natural form automatically-in effect, you shorten the duration of that use of wild shape to the duration of this spell when you cast invoke primal power.


name: Iron Body
level: sorcerer/wizard 8
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a piece of iron from an iron golem, a hero’s armor, or a war machine)
range: personal
target: you
duration: 1 min./level (D)
description:
This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.


name: Iron Stake
level: cleric 3, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a pinch of iron filings)
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous or 1 round/level; see text
saving_throw: Fortitude partial
spell_resistance: no
description:
This spell creates a 1-foot-long spike of cold iron that you fling at your target as a ranged touch attack. the stake is treated as a magic and cold iron weapon for the purpose of overcoming damage reduction, and deals 1d6 points of piercing damage for every 2 caster levels you have (maximum 10d6 at 20th level).


name: Ironbeard
level: antipaladin 1, cleric 1, magus 1, paladin 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1 armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance.


name: Ironskin
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, DF/M (a pinch of forge soot)
range: personal
target: you
duration: 1 minute/level (D; see text)
description: Your skin hardens and takes on the color and texture of rough iron.
level:
alchemist 2, antipaladin 2, bloodrager 2, cleric 2, druid 2, paladin 2, psychic 2, ranger 2, witch 2


name: Ironwood
level: druid 6
school: transmutation
casting_time: 1 minute/lb. created
components: V, S, F (wood to be transformed)
range: 0 ft.
effect: an object weighing up to 5 lbs./level
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.


name: Irradiate
level: cleric 3, druid 4, magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: special (see below)
duration: instantaneous
saving_throw: Fortitude partial (see below)
spell_resistance: no
description:
The spell’s area of effect floods with dangerous radiation. The strength of the radiation you create depends on your caster level, as detailed below. The central irradiated area is always a 10-foot-radius spread that expands normally per the rules for radiation areas of effect. Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The save to resist the radiation effects is set by the spell, not the standard save DC for radiation.


name: Irregular Size
school: transmutation [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: permanent
saving_throw: Fort negates
spell_resistance: yes
description: You curse a creature so one set of its limbs (typically its arms, legs, or wings) shrivels in size.
level:
antipaladin 3, bloodrager 4, cleric 3, medium 2, mesmerist 3, occultist 3, shaman 3, sorcerer/wizard 4, spiritualist 4, witch 3


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


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


name: Ja Noi Aspect
level: alchemist 3, bloodrager 3, druid 3, magus 3, ranger 3, sorcerer/wizard 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level (D; see below)
saving_throw: none
spell_resistance: yes (harmless)
description:
You gain some of the appearance and qualities of the ja noi, oni who take hobgoblin form. Your skin turns a fiery red color and you gain fast healing 3, although this ability cannot repair damage caused by acid or fire. You can dismiss this spell as an immediate action when you fail a Will saving throw; if you do, you can reroll your saving throw, but you must take the second result.


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


name: Jester’s Jaunt
level: bard 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: touch
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
You teleport the target to a space you can see within 30 feet of the target. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting.


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


name: Jolting Portent
level: cleric 7
school: evocation (electricity)
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level (D) see text
saving_throw: Fortitude negates (see text)
spell_resistance: yes
description:
The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Charisma (in the case of oracles) or Wisdom (in the case of clerics). If the target fails the saving throw, it takes 4d6 + your Charisma modifier (in the case of oracles) or Wisdom modifier (in the case of clerics) electricity damage. It takes no damage on a successful saving throw. You can dismiss this spell as an immediate action when its subject confirms a critical hit to negate the critical hit and daze the creature for 1 round. The attack still hits its target and deals normal damage. The effects of the daze occur after the attack.


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


name: Judgment Light
level: inquisitor 4
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: personal
area: 30-ft.-radius burst
duration: instantaneous, see text
saving_throw: see text
spell_resistance: yes
description:
An inquisitor may only cast this spell while she has a judgment active. When she does cast this spell, it causes one or more of the following effects based on the inquisitor’s active judgments.


name: Judgment Undone
level: cleric 9, psychic 9, shaman 9
school: necromancy
casting_time: 10 minutes
components: V, S, M (diamonds worth 50,000 gp), F (see text)
range: touch
target: one willing petitioner
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This powerful, elaborate, and risky spell returns a willing petitioner to its mortal life. This spell must be cast on the plane to which the petitioner was sent, and the petitioner must be present for the entire casting.


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

description:
The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.


name: Jungle Mind
level: druid 5, oracle 5, ranger 4
school: divination (scrying)
casting_time: 1 minute
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
You merge your mind into the jungle’s social hierarchy, mystically establishing yourself as a master of wild beasts and an apex predator. You attain knowledge about the general animal population in a radius of 1 mile as commune with nature, and you then select one type of animal (such as birds, cats, snakes, or fish). For the duration of the spell, you can sense the location, movement, and size of creatures of this type in the area, though you can’t discern species or individual identity. In addition, you improve the starting attitude of animals of the chosen type by one step for the duration of the spell.


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


name: Keen Edge
level: bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 min./level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.


name: Keen Senses
level: alchemist 1, druid 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, M/DF (a hawk ‘s feather)
range: touch
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The subject gains a +2 competence bonus on Perception checks and gains low-light vision. Subjects that have low-light vision double the distance they can see under the effects of this spell.


name: Keep Watch
level: inquisitor 1, magus 1, paladin 1, ranger 1, sorcerer/wizard 1
school: enchantment
casting_time: 1 standard action
components: V, S
range: touch
target: one creature touched/2 levels
duration: 8 hours or less; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.


name: Keif Addiction
level: sahir-afiyun 5
school: necromancy
casting_time: 10 minutes
components: V, M (a dose of keif)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 day/level or until discharged (D)
saving_throw: none
spell_resistance: yes
description:
This spell functions like geas/quest, except the only allowed command is “use keif or refined keif.”


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

description:
The target gains a +2 enhancement bonus to its Strength. Once per round as a free action, the target can choose to increase the enhancement bonus by 2 for 1 round; if it does so, it takes 1d6 points of nonlethal damage and the spell’s duration decreases by 1 additional round. For every 5 caster levels you have, the target can choose to increase the enhancement bonus by an additional 2, taking an additional 1d6 points of nonlethal damage and decreasing the duration by 1 additional round per increase to the Strength bonus, to a maximum enhancement bonus of +10 and 4d6 points of nonlethal damage at caster level 15th. The subject can’t spend more rounds than remain in the duration. When the spell ends, the subject becomes fatigued.


name: Ki Arrow
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: conjuration
casting_time: 1 standard action
components: S
range: touch
target: 1 arrow touched
duration: instantaneous
saving_throw: Fortitude (object)
spell_resistance: yes (object)
description:
You imbue an arrow with your power and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including your Strength bonus).


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


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


name: Kinetic Reverberation
level: alchemist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (rubber tree sap)
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
This spell converts the momentum and force from melee attacks made against the target of the spell, reflecting them back upon the attacker’s weapon. After making a successful melee attack against the target, an attacker must make a Fortitude saving throw for the weapon used. If the weapon fails the save, it takes damage equal to the damage rolled against the target. Creatures using natural attacks or unarmed strikes are unaffected by this spell.


name: King’s Castle
level: paladin 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell allows you to switch places with an ally. When you cast this spell, choose a single ally within range. You teleport to your ally’s space while your ally teleports to your former space.


name: Kiss of the First World
level: bard 4, druid 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (diamond dust worth 100 gp)
range: touch
area: living or undead creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell infuses a living creature with a surge of positive energy, filling the target with the raw energies of life. The exact effects of this spell vary, depending on the nature of the creature touched. Constructs are immune to the effects of this spell.


name: Knell of the Depths
level: druid 3, magus 2, shaman 3, sorcerer/wizard 3, summoner 3, witch 2
school: conjuration [curse, water]
casting_time: 1 round
components: V, S
range: touch
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
You invest a target with cursed elemental energy, causing nearby bodies of water to roil when the target draw nears and tendrils of water to drag it deeper under the waves.


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


name: Knock
level: inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one door, box, or chest with an area of up to 10 sq. ft./level
duration: instantaneous; see text
saving_throw: none
spell_resistance: no
description:
Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock (see table at right) with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access.


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


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

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


name: Know the Enemy
level: cleric/oracle 1, inquisitor 1, paladin 1, ranger 1
school: divination
casting_time: 1 minute
components: S, V, DF
range: personal
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make a Knowledge check regarding that creature type with a +10 insight bonus.


name: Lament of Summer’s Last Breath
level: bard 2, ranger 2
school: abjuration [fire, good]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft. radius spread centered on a creature, object, or point in space
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You wrap the target in a mantle of summery air, within which the ambient temperature never falls below 70 degrees Fahrenheit.


name: Languid Bomb Admixture
level: alchemist 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: Will negates (special, see below)
spell_resistance: yes
description:
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formulae with the words “bomb admixture” in their titles) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the those of the new one become active.


name: Languid Venom
level: alchemist 2, shaman 2, sorcerer/wizard 2
school: necromancy [poison]
casting_time: 1 standard action
components: V, S, M (herbs used in antitoxins worth 25 gp)
range: touch
target: one dose of poison or one venomous creature
duration: permanent until discharged (D)
saving_throw: Fort negates
spell_resistance: yes
description:
You greatly extend the time it takes for the poison you touch to take effect, giving that poison an onset time up to 1 hour per caster level. (You touch the poison’s container, so you don’t risk exposing yourself to a contact poison.) The target doesn’t attempt a saving throw when initially exposed to the languid venom, but instead saves at the end of the poison’s onset time.


name: Lash of the Astradaemon
level: cleric 6, magus 5, sorcerer/wizard 6, witch 6
school: necromancy [evil]
casting_time: 1 standard action
components: V, S
range: personal
duration: instantaneous
saving_throw: Fort negates (see text)
spell_resistance: yes
description:
You draw on the essence of astradaemons to cause one of your hands to elongate and sprout fearsome translucent claws that radiate a cold phosphorescence. You gain one claw attack, which is a primary natural attack that deals 1d6 points of slashing damage on a hit (1d4 for a Small spellcaster) and forces the creature struck to succeed at a Fortitude save against the spell (spell resistance applies) to resist gaining 1 negative level.


name: Lay of the Land
level: cleric 2, bard 2, druid 2, ranger 2, witch 2
school: divination
casting_time: 1 minute
components: V, S, M (a piece of soil from the land to be memorized)
range: personal
target: you
duration: 1 day
saving_throw: none
spell_resistance: yes
description:
In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area.


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

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


name: Lead Blades
level: ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 minute/level (D)
description:
Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades (see table below). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.


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


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


name: Legend Lore
level: bard 4, inquisitor 6, sorcerer/wizard 6, witch 6
school: divination
casting_time: see text
components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
range: personal
target: you
duration: see text
description:
Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4 x 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).


name: Legendary Proportions
level: alchemist 6, druid 7, shaman 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 1 standard action
components: V, S, M (a dinosaur bone and powdered amber worth at least 200 gp)
range: close (25 ft. + 5 ft./2 levels)
target: 1 creature (see text)
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: no
description:
You call upon the primordial power of ancient megafauna to boost the size of your target. Because of its connection to living creatures of the distant past, the spell does not function on outsiders, undead, and summoned creatures. Your target grows to legendary proportions, increasing in size by one category. The creature’s height doubles and its weight increases by a factor of 8. The target gains a +6 size bonus to its Strength score and a +4 size bonus to its Constitution score. It gains a +6 size bonus to its natural armor, and DR 10/adamantine. Its carrying capacity changes to reflect its new size. The creature’s equipment and weapons, if any, also increase in size. Any enlarged item that leaves the creature’s possession returns to its original size (though thrown weapons and ammunition deal damage at their enlarged size before returning to their true proportions).


name: Lend Judgment
level: inquisitor 1
school: divination
casting_time: 1 standard action
components: V, DF
range: touch
target: one ally
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of one of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you have multiple judgments active, the ally gains only one, chosen when you cast this spell.


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

description:
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).


name: Liberating Command
level: bard 1, cleric/oracle 1, druid 1, paladin 1, psychic 1, ranger 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).


name: Life Blast
level: druid 4, ranger 3, shaman 4
school: necromancy
casting_time: 1 standard action
components: V, S, M (a dead leaf)
range: 150 ft.
area: 150-ft. line
duration: instantaneous
saving_throw: Will half
spell_resistance: yes
description:
This spell must be cast in an area with vegetation or it has no effect. When you cast this spell, you draw the life force from the surrounding land and hurl it at your enemies, dealing 1d6 points of positive energy damage per caster level (to a maximum of 12d6 at 12th level) to any undead creatures in the spell’s area.


name: Life Bubble
level: cleric/oracle 5, druid 4, ranger 3, sorcerer/wizard 5
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a bit of eggshell)
range: touch
duration: 2 hours/level; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.


name: Life Channel
level: cleric 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one touched creature with negative energy affinity
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
When cast on a creature with negative energy affinity, the target is able to convert channeled positive energy into temporary hit points. When subject to an effect that heals hit points only to living creatures (such as cure light wounds or channel positive energy), the target gains a number of temporary hit points equal to half the number of hit points that the positive energy would normally heal. These temporary hit points go away at the end of this spell’s duration.


name: Life Conduit
level: summoner/unchained summoner 1
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
You utilize life conduit to share hit points with your eidolon. While this spell is active, you can spend a swift action to transfer 1d6 hit points between you and your eidolon, either taking damage yourself and healing your eidolon or healing yourself and damaging your eidolon. If your eidolon moves farther than 50 feet from you, this spell ends.


name: Life Current
level: cleric/oracle 3, druid 3, hunter 3, oracle 3, paladin 3, ranger 3, shaman 3, warpriest 3
school: conjuration (healing) [water]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: current or portion of current
duration: 1 round
saving_throw: Will half
spell_resistance: yes
description:
You infuse the current with positive energy. At the start of their turn when the current moves them, living creatures in the current’s area heal 1d6 hit points per 10 feet of the current’s speed (maximum 6d6). Undead creatures in the current instead take an equal amount of damage.


name: Life Pact
level: cleric/oracle 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, DF/M (a drop of blood from each target)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
You bind the life forces of the targets into a mystical pact. If any target is reduced to fewer than 0 hit points, that target automatically triggers the power of the pact. The triggering target drains 1 hit point from all other targets who have at least 1 hit point and are within 30 feet of the triggering target; these hit points are applied to the triggering target as magical healing. This healing can prevent the triggering creature from dying, if the attack would cause the target’s to have an amount of negative hit points equal to its Constitution score. This healing cannot raise the triggering creature above 1 hit point; any excess hit points drained from other targets are wasted.


name: Life Shield
level: cleric 3, druid 3, paladin 2
school: conjuration (healing)
casting_time: 1 standard action
components: S, DF
range: personal
target: you
duration: 1 minute/level or until discharged
description:
You surround yourself with a positive energy field that damages undead opponents. Each time an undead creature damages you with a melee attack, that creature takes an amount of positive energy damage equal to half the damage it dealt to you. This damage is calculated after applying your damage reduction, resistances, and other defenses. Once this spell has dealt 5 points of damage per caster level (maximum 50), it is discharged.


name: Life of Crime
level: antipaladin 4, bard 6, mesmerist 6, psychic 8, sorcerer/wizard 8
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a black mask)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
You unleash the basest instincts of iniquity in the target and cause them to become his overriding reason for being. The target neither gains nor provides benefit from teamwork feats or the aid another action and can’t willingly accept harmless magical effects from others.


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

description:
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.


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


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


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


name: Lightfingers
level: psychic 1, spiritualist 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
A flutter of subtle, telekinetic force causes your target to drop a single non-magical carried item weighing no more than 1 pound per caster level, such as a coin purse, a key ring, or a loose object in its pocket. The target must succeed at a Perception check against the spell’s save DC to notice the dropped item. You select what item the target drops as long as you can see both your target and the item you wish to affect. This use of the spell can’t cause a target to lose a held item or anything it is wearing, including jewelry.


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


name: Lightning Bolt
level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, M (fur and a glass rod)
range: 120 ft.
area: 120-ft. line
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.


name: Lightning Lash Bomb Admixture
level: alchemist 3
school: evocation [electricity]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: special, see below
spell_resistance: special, see below
description:
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formulae with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and those of the new one become active.


name: Lily Pad Stride
level: druid 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a frog’s leg)
range: long (400 ft. + 40 ft./level)
effect: trail of lily pads behind you
duration: 10 minutes/level (D); see text
saving_throw: none
spell_resistance: no
description:
Your every footstep creates aquatic plants capable of supporting your weight and that of any creature of your size or smaller that is following you. These lily pads only appear when you cross water or other liquids which do not immediately destroy plants. You can walk across these liquid surfaces without any fear of stumbling (though if knocked prone, dragged under, or otherwise pulled off your feet you still sink in the liquid). For the duration of the spell, any creature of your size or smaller can attempt to follow you by making a DC 10 Acrobatics check every round. Each such check allows it to move at half its normal land speed. If the creature takes a -5 penalty on its check it can move at its normal speed.


name: Limited Wish
level: sorcerer/wizard 7
school: universal
casting_time: 1 standard action
components: V, S, M (diamond worth 1,500 gp)
range: see text
duration: see text
saving_throw: none, see text
spell_resistance: yes
description:
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things. 


name: Limp Lash
level: sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (a dead wasp)
range: 20 ft.
target: 1 creature
duration: special (see below)
saving_throw: none
spell_resistance: yes
description:
You create a dark whip-shaped field of energy that wraps around an enemy’s neck, leaving everything except his head paralyzed until you let go of the whip or it is destroyed.


name: Line In The Sand
level: bloodrager 1, magus 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: 5 ft.
area: 5-ft. burst centered on you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You create a glowing crimson line around the area. Against creatures in the area, you can attempt a number of additional attacks of opportunity per round equal to your spellcasting ability score modifier (Intelligence for magi and wizards, Charisma for bloodragers and sorcerers), although this does not allow you to make more than one attack against a creature per action that provokes.


name: Linebreaker
level: alchemist 1, antipaladin 1, inquisitor 1, magus 1, paladin 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun.


name: Linked Legacy
level: bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level
saving_throw: none
spell_resistance: yes
description:
This spell helps build community and ensure a shared vision for the future. When any of the affected creatures succeeds at a Knowledge check to answer a question within its field of study or identify a monster and its special powers or vulnerabilities, as a free action the affected creature can share any information gained automatically with all targets of the spell. If any of the targets move out of the spell’s range, the spell ceases to function for all of them until they are all within close range of you again.


name: Lipstitch
level: sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: S, M (a bone needle and sinew thread)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
A rare spell without verbal components, lipstitch sews the target’s lips tightly together if it fails a saving throw, such that no clear speech, bite attacks, spellcasting, or use of command words is possible. The target takes 1d6 points of damage as the stitches weave through flesh. The victim can still make enough noise to be heard at a distance with a DC 10 Perception check.


name: Liquefy
level: alchemist 3, bard 3, druid 4, sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a specially prepared glass bottle )
range: close (25 ft. + 5 ft./2 levels)
target: 1 object weighing up to 1 pound/level
duration: 1 round/level (D)
saving_throw: Fort negates (object)
spell_resistance: no
description:
The object you target becomes a liquid version of itself and drips or runs like a thin oil until it pools on any flat surface. If the item has magical or alchemical properties, they become inert for the duration of the spell. If you are holding the item when you cast this spell, you can drain it into the bottle used as focus for the spell. Items with hit point damage or the broken condition regain 5 hit points/caster level if drained into a bottle in this way. The duration of temporary effects (such as applied poison or greater magic weapon) passes normally and may expire while the object is in liquid form. The liquid is clearly unsafe to drink, but if, for some reason, a creature does drink the liquid and the spell ends, the creature takes 3d6 points of damage, and brings up the solid version of the item as a standard action in a coughing fit.


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


name: Litany of Defense
level: antipaladin 2, inquisitor 2, paladin 2
school: transmutation
casting_time: 1 swift action
components: V, S, DF
range: personal
target: you
duration: 1 round
saving_throw: no
spell_resistance: yes
description:
Invoking this litany strengthens your defenses. Any enhancement bonus your armor has is doubled and you are immune to fear. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.


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


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


name: Litany of Eloquence
level: antipaladin 2, inquisitor 3, paladin 2
school: enchantment (charm) [language-dependent, mind-affecting]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: no
spell_resistance: yes
description:
Your litany is a fascinating diatribe of grace, causing your target to do nothing but listen. The target is fascinated. As usual, obvious danger prevents fascination and potential danger grants a save.


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


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


name: Litany of Madness
level: antipaladin 4, inquisitor 6
school: enchantment (charm) [language-dependent, mind-affecting]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 or more rounds (see below)
saving_throw: no, see below
spell_resistance: yes
description:
This litany is a sermon of madness. The target is confused. At the start of each of its turns, it can make a Will saving throw against the confused effect (DC of the spell). If the target fails the save, it continues to be confused. If it makes the save, the effect ends.


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


name: Litany of Righteousness
level: inquisitor 3, paladin 2
school: evocation [good, language-dependent]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
Calling down a litany of anathema, you make an evil more susceptible to the attacks of good creatures. If the target is evil, it takes double damage from attacks made by creatures with a good aura (from a class feature or as a creature with the good subtype). If the target also has the evil subtype; when it is hit with attacks made by creatures with a good aura, it is also dazzled for 1d4 rounds. If this spell targets a nonevil creature (or one that lacks the evil subtype), it has no effect, and the spell is wasted.


name: Litany of Sight
level: antipaladin 3, inquisitor 4, paladin 3
school: divination
casting_time: 1 swift action
components: V, S, DF
range: personal
target: you
duration: 1 round
saving_throw: no
spell_resistance: yes
description:
This litany reveals the unseen to you. You can see invisible creatures and objects within 30 feet. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.


name: Litany of Sloth
level: antipaladin 1, inquisitor 1, paladin 1
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
With a litany against the wages of sloth, you slow the target’s defenses. The target cannot make attacks of opportunity or cast spells defensively.


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


name: Litany of Truth
level: inquisitor 6, paladin 4
school: divination [language-dependent]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
With a tirade against deceit, you strip the target of any illusions cloaking it. Any illusion spells or effects affecting the target are suppressed for the spell’s duration. In addition, the target can’t benefit from concealment.


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


name: Litany of Warding
level: antipaladin 2, inquisitor 3, paladin 2
school: transmutation
casting_time: 1 swift action
components: V, S, DF
range: personal
target: you
duration: 1 round
description:
With this litany, you become more aware of your opponents. You can make two additional attacks of opportunity this round. Furthermore, you gain a +2 sacred bonus to AC against attacks of opportunity. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.


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


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


name: Liveoak
level: druid 6, shaman 7
school: transmutation
casting_time: 10 minutes
components: V, S
range: touch
target: tree touched
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
This spell turns an oak tree into a protector or guardian. The spell can only be cast on a single tree at a time; while liveoak is in effect, you can’t cast it again on another tree. Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.


name: Loathsome Veil
level: mesmerist 3, psychic 3, sorcerer/ wizard 3, witch 3
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a tangle of multicolored threads)
range: close (25 ft. + 5 ft./2 levels)
effect: transparent pattern 40 ft. long, 20 ft. high
duration: concentration + 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
This spell creates a transparent veil of shifting, multicolored strands of light that form into endlessly varied and alien patterns. One side of the veil, chosen by you at the time of casting, is harmless. The other side twists and turns into impossible shapes, affecting any creature with 60 feet who views the veil. The veil affects a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell are affected first. The effect is according to the creature’s HD.


name: Locate Creature
level: bard 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4
school: divination
components: : V, S, M (fur from a bloodhound)
duration: 10 min./level
description:
This spell functions like locate object, except this spell locates a known creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.


name: Locate Gate
level: bard 5, cleric 5, occultist 5, psychic 5, sorcerer/wizard 5, summoner 5
school: divination
casting_time: 1 standard action
components: V, S, F/DF (a small lodestone sphere)
range: long (400 ft. + 40 ft./level)
area: circle centered on you with a radius of 400 ft. + 40 ft./level
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
You sense the direction of the nearest teleportation circle (permanent or with a remaining duration), gate spell, or other effect which magically connects two different locations (for example, an active magic item, a creature’s special ability, or unique adventure location). Locate gate detects only spells or effects with a permanent or ongoing duration, not instantaneous effects like dimension door or teleport.


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

description:
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).


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


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


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


name: Lockjaw
level: druid 2, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (sticky tree gum)
range: touch
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
You give a creature the ability to use one of its natural attacks to firmly attach itself to an opponent. Choose one of the creature’s natural attacks (usually a claw or bite attack). The creature gains the grab ability with that natural attack, including the +4 bonus on combat maneuver checks to start or maintain a grapple. A creature with multiple natural attacks can strike at its grappled opponent with its other natural attacks, but cannot attack any other creature.


name: Locksight
level: alchemist 1, antipaladin 1, bard 1, inquisitor 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a small key)
range: touch
target: one creature
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target can observe for 1 full round a lock that he is aware of (or object that includes a lock, such as a chest or door) that is within 60 feet to automatically determine whether it is open, closed, or jammed.


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

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


name: Longstrider
level: druid 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of dirt)
range: personal
target: you
duration: 1 hour/level (D)
description:
This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.


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


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


name: Lost Passage (Samsaran)
level: bard 4, mesmerist 3, psychic 4, sorcerer/wizard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: one 30-ft. cube/level (S)
duration: 2 hours/level (D)
saving_throw: Will partial
spell_resistance: yes
description:
Creatures in the area of this spell are subject to a subtle enchantment that confounds their senses of direction, interferes with recognizing landmarks, and causes them to misjudge distances and angles. Creatures that enter the area must succeed at a new Survival check to avoid becoming lost immediately, whether or not they succeed at their saving throws. Those that fail the save take a penalty on such Survival checks equal to double your caster level, treat all squares they enter as difficult terrain for as long as they are in the area and for 1 hour per caster level thereafter, lose the benefit of all effects that allow them to ignore difficult terrain, and take a –4 penalty to Dexterity.


name: Lover’s Vengeance
level: bard 3, cleric/oracle 3, shaman 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 minute
components: V, M (a piece of jewelry worth at least 100 gp)
range: touch
target: creature touched
duration: up to 1 day/level (D) or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You inspire yourself or a lover to a vengeful rage against a chosen enemy, who must be a creature that has wronged you in some way.


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


name: Lunar Veil
level: cleric/oracle 7, sorcerer/wizard 7, witch 7
school: illusion (shadow) [darkness, shadow]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: 120-ft.-radius emanation
duration: 10 minute/level
saving_throw: Will negates, see text
spell_resistance: no
description:
You conjure a tremendous area of shadow to obscure moonlight within the area, creating something akin to a lunar eclipse. The light level is lowered by two steps (though unlike deeper darkness, areas of normal light or dimmer become normal darkness rather than supernaturally dark). Lycanthropes in the area must make a Will save every round or revert to their humanoid forms. In addition, lycanthropes attempting to assume animal or hybrid form within the affected area take a –5 penalty on Constitution checks to do so.


name: Mad Hallucination
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (phantasm)
casting_time: 1 standard action
components: V, S
range: close (20 ft.)
target: one humanoid creature
duration: 5 minute/level (maximum 1 hour)
saving_throw: Will negates
spell_resistance: yes
description:
This spell induces a hallucinogenic reality in the mind of your target. Surfaces seem to swim, and movement constantly distracts the eye. The target takes a –2 penalty on Will saving throws, caster level checks, Intelligence-based skill checks, and Wisdom-based skill checks.


name: Mad Monkeys
level: bard 3, druid 3, sorcerer/wizard 3, summoner/unchained summoner 3
school: conjuration (summoning)
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: swarm of monkeys
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys’ distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMB +10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.


name: Mad Sultan’s Melody
level: bard 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [mind-affecting, sonic]
casting_time: 1 standard action
components: V, S, F (masterwork flute, pipe, or string instrument)
range: close (25 ft. + 5 ft./2 levels)
target: one creature/2 levels, no two of which may be more than 30 ft. apart (see text)
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You imitate the mad cacophony created by the awful beings associated with the Outer God, Azathoth. This spell targets only creatures with the ooze type, creatures with the amorphous special ability, and non-bipedal creatures with a special association with the Outer Gods. This music draws the targets’ attention to the caster, as per the fascinate bardic performance. It affects mindless creatures despite the mindless quality typically granting immunity to mind-affecting effects, though it doesn’t ignore any other immunity to mind-affecting effects the creature might have. The caster doesn’t have to maintain the effect each round—the music continues for the duration of the spell. Creatures fascinated by mad sultan’s melody become immune to any other casting of the spell for 24 hours after the spell ends, and the spell ends if the fascination breaks on any of its targets for any reason (such as an attack).


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


name: Mage Armor
level: bloodrager 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: conjuration (creation) [force]
casting_time: 1 standard action
components: V, S, F (a piece of cured leather)
range: touch
target: creature touched
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: no
description:
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.


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


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


name: Mage’s Decree
level: bard 5, cleric 6, inquisitor 5, mesmerist 5, psychic 6, sorcerer/wizard 6, summoner 5, witch 6
school: evocation
casting_time: 1 standard action
components: V, S, F (a brass cone or trumpet)
range: up to 1 mile/level; see text
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You speak a short message (up to 25 words), and it is immediately transmitted to each target, who hear it as clearly as if you were standing next to them. By default, the spell targets every creature with an Intelligence score of 3 or greater that is within the spell’s range, but at your discretion, you can choose to restrict the spell to certain creatures, causing it to either only deliver its message to creatures meeting a certain criteria, or to deliver it to all creatures except those meeting that criteria.


name: Mage’s Disjunction
level: sorcerer/wizard 9
school: abjuration
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
area: all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)
duration: 1 minute/level
saving_throw: Will negates (object)
spell_resistance: no
description:
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. If an item’s saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.


name: Mage’s Faithful Hound
level: sorcerer/wizard 5, summoner 4, unchained summoner 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
range: close (25 ft. + 5 ft./2 levels)
effect: phantom watchdog
duration: 1 hour/caster level or until discharged, then 1 round/caster level; see text
saving_throw: none
spell_resistance: no
description:
You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.


name: Mage’s Lucubration
level: wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: instantaneous
description:
You instantly prepare any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The chosen spell is stored in your mind as through prepared in the normal fashion.


name: Mage’s Magnificent Enclosure
level: sorcerer/wizard 9
school: abjuration (force)
casting_time: 1 standard action
range: touch
area: immobile 10-ft.-radius emanation
duration: 1 round/level (D)
saving_throw: none
spell_resistance: see text
description: You call into being around you an invisible barrier of force within which magic cannot persist.
components:
V, S, M (a sphere of glass worth 100 gp and an iron nail, with which you pierce the glass on casting)


name: Mage’s Magnificent Mansion
level: sorcerer/wizard 7
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: extra-dimensional mansion, up to three 10-ft. cubes/level (S)
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.


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


name: Mage’s Private Sanctum
level: sorcerer/wizard 5
school: abjuration
casting_time: 10 minutes
components: V, S, M (a sheet of lead, a piece of glass, a wad of cotton, and powdered chrysolite)
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft. cube/level (S)
duration: 24 hours (D)
saving_throw: none
spell_resistance: no
description:
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.


name: Mage’s Sword
level: sorcerer/wizard 7
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a miniature platinum sword worth 250 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: one sword
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of ×2.


name: Magic Army
level: shaman 8, sorcerer/wizard 7
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
duration: 1 hour/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You imbue all manufactured weapons carried by allies within range with magic, granting each weapon a +1 enhancement bonus on attack rolls and damage rolls per 5 caster levels (maximum +4).


name: Magic Aura
level: bard 1, psychic 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, F (a small square of silk that must be passed over the object that receives the aura)
range: touch
target: one touched object weighing up to 5 lbs./level
duration: 1 day/level (D)
saving_throw: none; see text
spell_resistance: no
description:
You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.


name: Magic Boulder
level: cleric 2, druid 2 Target up to three boulders touched
school: transmutation [earth]
target: up to three boulders touched
description:
This spell works like magic stone, except you transmute as many as three boulders (rocks up to two size categories smaller than yourself) to use with the rock throwing ability or as siege engine ammunition. The boulder’s damage increases by one step, and the boulder gains a +1 enhancement bonus on attack and damage rolls.


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


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

description:
This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a non-lawful called creature.


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

description:
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature’s Spell Resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ Spell Resistance.


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

description:
This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a non-evil called creature.


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

description:
This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a non-chaotic called creature.


name: Magic Fang
level: druid 1, ranger 1, summoner/unchained summoner 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: living creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.


name: Magic Jar
level: alchemist 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, F (a gem or crystal worth at least 100 gp)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 hour/level or until you return to your body
saving_throw: Will negates; see text
spell_resistance: yes
description:
By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.


name: Magic Missile
level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.


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

description:
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Magic mouth can also be placed upon a tree, rock, or any other object or creature.


name: Magic Siege Engine
level: antipaladin 2, cleric 2, inquisitor 2, paladin 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one siege engine touched
duration: 1 minutes/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
This spell permits an indirect fire siege engine to bombard its targets with greater accuracy, delivering more damage. The siege weapon receives a +1 enhancement bonus on targeting rolls and damage rolls. If used on a direct fire siege weapon, this spell acts a magic weapon.


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


name: Magic Vestment
level: cleric/oracle 3, inquisitor 3, shaman 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: armor or shield touched
duration: 1 hour/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).


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

description:
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.


name: Magical Beast Shape
level: sorcerer/wizard 7
school: transmutation (polymorph)
description:
This spell functions as beast shape IV except you can assume the form of only a magical beast of a size between Diminutive and Huge. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, see in darkness, tremorsense 60 feet, blood drain, blood frenzy, breath weapon (if damage, up to 12d6 points), constrict, fast healing 5, ferocity, grab, hold breath, jet, no breath, poison, pounce, powerful charge, pull, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity to poison, you gain a +8 resistance bonus on saves against poison.


name: Magnetic Field
level: alchemist 6, cleric 7, magus 6, sorcerer/wizard 7, summoner 6, witch 7
school: abjuration
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: 30-ft.-radius emanation
duration: 1 round/2 levels (D)
saving_throw: Reflex negates (object; see text)
spell_resistance: yes (object)
description:
You create a spherical magnetic field that surrounds you to a range of 30 feet and follows you for the duration of the spell.


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


name: Majestic Image
level: bard 4, cleric 4, medium 4, mesmerist 4, occultist 4, sorcerer/wizard 4, spiritualist 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of paint and a ball of clay)
range: 200 ft./level
effect: transfer consciousness to an object bearing your likeness
duration: concentration
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You cast your consciousness into a single object within range that bears your likeness, as if choosing a specific image with the spell enter image. In addition to observing your surroundings, speaking, and manipulating the image you inhabit, however, you can converse with nearby creatures and use your normal social skills.


name: Major Creation
level: sorcerer/wizard 5, summoner/unchained summoner 4, witch 5
school: conjuration (creation)
casting_time: : 10 minutes
range: close (25 ft. + 5 ft./2 levels)
duration: see text
description:
This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.


name: Major Image
level: bard 3, magus 3, medium 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3
school: illusion (figment)
duration: Concentration +3 rounds
description:
This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.


name: Major Phantom Object
level: sorcerer/wizard 5
school: illusion (shadow) [shadow]
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: illusory, unattended, non-magical object, up to 1 cu. ft./level
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions as the major creation spell, except as noted above and the object created is a semi-real illusion. Any creature that interacts with the object may make a Will save, with success causing the object to cease to exist. A gnome casting this spell may make a Spellcraft check in place of any Craft check required to make a complex item.


name: Make Lost
level: bard 2, druid 2, ranger 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
You strip the targets of their senses of direction and recent memories of travel. They immediately forget the route they took in the last hour (but not details of encounters along the way) and become lost.


name: Make Whole
level: cleric/oracle 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one object of up to 10 cu. ft./level or one construct creature of any size
duration: instantaneous
saving_throw: : Will negates (harmless, object)
spell_resistance: : yes (harmless, object)
description:
This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on an object or construct creature (maximum 5d6).


name: Malediction
level: antipaladin 4, cleric 4, shaman 4, spiritualist 4, witch 4
school: necromancy [curse, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: 1 creature touched
duration: 1 minute and instantaneous (see text)
saving_throw: Will negates
spell_resistance: yes
description:
Channeling the blasphemy of fiends into your hand, you mark your target with a brief but fundamental corruption, causing its soul to be irretrievably damned should it die within the next minute. If you are lawful evil, souls are sent to Hell. If you are neutral evil, souls are sent to Abaddon. If you are chaotic evil, souls are sent to the Abyss.


name: Malediction (PZO9213)
level: cleric/oracle 4
school: necromancy [evil]
casting_time: 1 standard action
components: V, S
range: touch
target: 1 creature touched
duration: 1 minute and instantaneous (see text)
saving_throw: Will negates
spell_resistance: yes
description:
Channeling the blasphemy of the Pit into your hand, you mark your target with a brief but fundamental corruption, causing its soul to be irretrievably damned to Hell should it die within the next minute. Those killed while under the effect of this spell cannot be resurrected by normal means. Only a worshiper of Asmodeus (or of your deity, if you are not a worshiper of the Prince of Darkness) can return a soul damned by malediction to life. Spells like raise dead or resurrection cast by the worshipers of other deities automatically fail, though they do reveal that the target soul has met a perhaps undeserved torment in Hell. The spells miracle or wish return the victim of a malediction to life, regardless of the caster’s deity.


name: Malfunction
level: sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: one construct
duration: 1 round/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
This functions as confusion, except it only affects constructs, and instead of babbling incoherently, the construct takes no actions on its turn (but may still make attacks of opportunity).


name: Malicious Spite
level: bard 3, sorcerer/wizard 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (powdered turquoise worth 150 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
You invoke feelings of a driving malicious intent. The target’s malice is directed at a second individual as designated by you at the time of casting. Thereafter, the target attempts to slander, abuse, and even plot murder against the target of its spite. This loathing is not overt, and the target’s actions against the object of its spite remain subtle and indirect. The enchanted target remains within its financial and ethical means when acting against the second individual, though the malice toward this other person pushes the target to the limit of what it would do to a hated individual.


name: Mantle of Calm
level: cleric 3, inquisitor 3, mesmerist 2, paladin 3, psychic 3, shaman 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level (D)
saving_throw: none and Will negates (see text)
spell_resistance: no and yes (see text)
description:
You surround yourself with a mantle of calm serenity. You take a –2 penalty on attack rolls, and opponents gain a +2 bonus on saving throws against spells you cast. Any creature affected by a rage effect (barbarian’s rage, bloodrager‘s bloodrage, blood rage monster ability, rage spell, skald’s inspired rage raging song, and so on) that strikes you with a melee attack must attempt a Will saving throw, without the rage effect’s bonus to Will; failure means the rage effect ends (as if it were dispelled or the creature voluntarily ended it, as appropriate).


name: Mantle of Doubt
level: mesmerist 6, psychic 8
school: illusion (phantasm) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
You wrap your mind in phantasms of crippling doubt that assail any who dare harm you. When a creature within the mantle’s radius attacks you or attempts to affect you with a harmful effect, it must succeed at a Will save as these spectres of uncertainty force themselves into its mind. Ongoing effects trigger the mantle only if the creature consciously directs them against you. A given creature need only roll a saving throw against your mantle of doubt at most once per round. If the creature’s attack or effect against you was a psychic spell or spell-like ability, that creature’s save takes a –4 penalty. A creatures that fails its save against your mantle of doubt is affected for 1d4+1 rounds, during which time it is shaken, cannot flank, and no longer threatens creatures within its reach. In addition, it takes a –2 penalty on saves against mind-affecting effects, which stacks with the penalties for being shaken. If your mantle of doubt affects a creature that is already shaken, that creature’s fear level doesn’t increase. Instead, mounting doubts stagger the creature for 1 round and deal 1d4 points of Wisdom and Charisma damage to it.


name: Mantle of the Magic Warriors
level: druid 5, shaman 5, sorcerer/wizard 5
school: transmutation [good]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one good-aligned creature/3 levels
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You weave golden masks shaped like animals around the targets’ faces, imbuing each target with an animal spirit that matches her strength of character. Each target gains one animal special ability of your choice granted by beast shape I. You can choose a different special ability for each target.


name: Marching Chant
level: bard 2, cleric 2
school: transmutation
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: concentration
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You invigorate your allies, who can hustle as long as you continue to sing or chant (which requires your concentration). This movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. You can concentrate on this spell and hustle at the same time.


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


name: Marionette Possession
level: alchemist 3, mesmerist 3, psychic 3, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, F (a piece of paper with the target’s name)
range: medium (100 ft. + 10 ft./level)
target: one willing creature
duration: 10 minutes/level or until you return to your body
saving_throw: none
spell_resistance: yes
description:
You project your soul out of your body and into the body of a willing creature. This possession is blocked by protection from evil or a similar ward. The target’s soul shares its body with you; it is helpless but can still use its senses. You and the target’s soul can communicate telepathically as if using a common language.


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


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

description:
You cause the touched object to become lighter than air, such that it floats if not weighted down. The object is effectively weightless and, if left unattended, will rise to a number of feet off the ground equal to twice your caster level, and then remain floating at that height. The object can be pushed, dragged, carried, or otherwise moved normally, and it can be carried by the wind if not held or secured. The object is buoyant enough that it can carry an additional weight of up to 10 pounds per caster level with it, potentially allowing it to be used to carry small objects or creatures.


name: Mark of Justice
level: cleric/oracle 5, inquisitor 5, paladin 4, witch 5
school: necromancy [curse]
casting_time: 10 minutes
components: V, S, DF
range: touch
target: creature touched
duration: permanent; see text
saving_throw: none
spell_resistance: yes
description:
You mark a subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of undesirable behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse.


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


name: Mark of Spite
level: mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of blood)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
You must succeed at a ranged touch attack to place your mark on the victim. While the mark remains, you may injure yourself as a standard action, dealing a number of points of damage equal to 1d8 plus your Strength modifier. The recipient of the mark automatically takes twice the amount of damage that you deal to yourself, bypassing any damage reduction, immunities, or resistances.


name: Mark of the Reptile God
level: antipaladin 4, cleric 4, inquisitor 4, oracle 4
school: transmutation (curse)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Fort negates
spell_resistance: yes
description:
If you succeed at a ranged touch attack, you burn your handprint onto the flesh of a creature, dealing 1d6 points of acid damage.


name: Marks of Forbiddance
level: paladin 3
school: abjuration [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates; see text
spell_resistance: yes
description:
Marks of Forbiddance magically brand two creatures, preventing them from committing violence against one another. When you cast this spell choose one enemy and one ally within range. Both targets become branded with the sigil of forbiddance. Until the end of the spell’s duration, in order for the two targets to attack one another, even with a targeted spell, each attacker must attempt a Will save. If the save succeeds, that target can attack the other normally.


name: Martial Marionette
level: bard 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a marionette’s crossbar)
range: close (25 ft. + 5 ft./2 levels)
target: 1 creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
When you cast this spell, you take partial control of an opponent’s limbs, making it difficult for him to attack you. Any attacks made against you by the target of the spell take a –2 penalty due to the erratic and random motions the spell forces onto any efforts to strike you. In addition, any creature suffering the effects of this spell cannot flank you and cannot aid other opponents in flanking you.


name: Martial Telekinesis
level: magus 4, occultist 4, psychic 3, sorcerer/wizard 4, spiritualist 4 Duration instantaneous
school: evocation
duration: instantaneous
description:
You mingle the power of your mind and body to exert force beyond your reach. This spell functions as the combat maneuver version of telekinesis, except as noted above. Alternatively, you can inflict a telekinetic unarmed strike with this spell, using your own unarmed strike damage and applying your primary spellcasting ability score modifier to the damage in place of your Strength modifier.


name: Martyr’s Bargain
level: cleric 2, paladin 2
school: transmutation (good)
casting_time: 1 immediate action
components: V
range: personal
target: you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
Among the faithful followers of the gods of purity martyr’s bargain represents true faith and true sacrifice.


name: Mask Dweomer
level: occultist 1, psychic 1, witch 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (a piece of gauze)
range: touch
target: creatures or objects touched
duration: 1 day/level (D)
saving_throw: none; see text
spell_resistance: no
description:
You mask and manipulate a spell’s magic aura to make it harder to detect. Select one spell effect on the target creature or object. You must have either cast this spell yourself or have perceived it by means of detect magic or arcane sight.


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


name: Masochistic Shadow
level: antipaladin 4, bloodrager 4, magus 4, occultist 4, shaman 4, sorcerer/ wizard 4, witch 4
school: necromancy [evil, shadow]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates, then Reflex partial; see text
spell_resistance: yes
description:
You animate the target’s shadow with semi-living energies drawn from the Shadow Plane, instilling a maddening hunger for its owner’s life energy within it. If the target fails its Will save, it takes 1d4 points of Strength damage as a quasi-real shadow manifests in its space and attacks it. This shadow remains attached to the target and moves wherever the target moves.


name: Massacre
level: cleric 9, psychic 9, shaman 9, sorcerer/wizard 9, witch 9
school: necromancy [death]
casting_time: 1 standard action
components: V, S, M (a flask of ectoplasmic residue)
area: 60-ft. line
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
You unleash a wave of necromantic energy that snuffs out the life force of those in its path. This wave pulses out from you in a line 5 feet wide and 30 feet long. The wave visibly rips the souls from the bodies of those it passes through, which manifest as screaming, transparent versions of the affected creatures. The wave kills every living creature of 17 or fewer HD in the line, starting with the creature closest to you, to a maximum of 1d4 HD of creatures per caster level. No creature of 18 or more HD can be affected.


name: Masterwork Transformation
level: bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 hour
components: V, S, M (see below)
range: touch
target: one weapon, suit of armor, shield, tool, or skill kit touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.


name: Master’s Escape
level: cleric 4, druid 4, sorcerer/wizard 4, summoner 3, witch 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: you and one summoned creature you control
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master’s escape, you can teleport to your summoned creature’s space as a swift action, causing your summoned creature to teleport to your former space. If your summoned creature is reduced to 0 or fewer hit points before you can use this spell’s effect, you can teleport to a space that you can see within 30 feet as an immediate action. After using either of these effects, the spell ends. A summoner can target his eidolon with this spell.


name: Master’s Mutation
level: druid 5, sorcerer/wizard 5, summoner 5, witch 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: you and one summoned creature you control
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You can mold the ephemeral substance of the Outer Planes, mutating one summoned creature that you control to better suit your needs. Select up to two of the following abilities and grant them to the target for the spell’s duration: burrow 30 feet, climb 40 feet, constrict, darkvision 90 feet, ferocity, fly 60 feet (average maneuverability), grab, jet, low-light vision, poison, rake, scent, swim 60 feet, trample, trip, or water breathing.


name: Matchmaker
level: bard 2, mesmerist 2, sorcerer/wizard 3, witch 3
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: S, M (a rose petal)
range: medium (100 ft. + 10 ft./level)
target: two living creatures
duration: 1 hour/level
saving_throw: Will partial, see text
spell_resistance: yes
description:
You entice the target creatures to become romantically interested in one another. Each creature saves and applies spell resistance separately. Both must be affected for the spell to have an effect. If either creatures has a prior unfriendly or hostile attitude toward the other, it receives a +4 bonus on its saving throw.


name: Maze
level: sorcerer/wizard 8, summoner 6, witch 8
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: see text
saving_throw: none
spell_resistance: yes
description:
You banish the subject into an extra-dimensional labyrinth. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, freeing the subject.


name: Maze of Madness and Suffering
level: psychic 9, sorcerer/wizard 9, witch 9
school: conjuration (teleportation) [evil, mind-affecting]
casting_time: 1 standard action
components: V, S, M (an ornate puzzle box worth 1,000 gp and soaked in fresh blood)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: see text
saving_throw: Will partial, see below
spell_resistance: yes
description:
This spell works like maze, except the DC of the Intelligence check to escape is 22 and each round a creature remains in the maze a different effect occurs depending on which section of the maze it is in. Roll on the following table each time the creature attempts an Intelligence check to escape the maze to see which part of the maze it wanders through; if a creature doesn’t attempt an Intelligence check, it stays in the same section and suffers that section’s effects. Any conditions or damage taken persist for the listed duration even if the creature exits the maze before then, but conditions don’t stack with themselves.


name: Medusa’s Bane
level: sorcerer/wizard 4, witch 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (tiny fragment of a mirror )
range: personal
target: you
duration: 1 round/level
description:
This spell causes your eyes to take on a silvery mirror-like quality, transforming your eyes into metallic-looking orbs that reflect the world you see.


name: Meld into Stone
level: cleric/oracle 3, druid 3, psychic 3
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 min./level
description:
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of non-living gear merge with the stone. If either condition is violated, the spell fails and is wasted.


name: Memorize Page
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment [mind-affecting]
casting_time: 10 minutes
components: V, S, F (the page to be memorized)
range: touch
target: one living creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target gains a perfect memory of the page you used as a focus component. The target can visualize this page as easily as looking at it in person, including minute details visible to close scrutiny by the naked eye. The memory of the page includes text and images, such as a drawing or a map. Someone unfamiliar with the language on the page (or even an illiterate person) could relay what is written simply by copying the shapes of the letters so another person can read them.


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


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

description:
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.


name: Mental Block
level: bard 2, mesmerist 1, psychic 2
school: divination [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You lock access to the target’s procedural memories, preventing it from drawing upon its experience and expertise.


name: Merge with Familiar
level: shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: your familiar or spirit animal ; see text
duration: 1 hour/level (D)
saving_throw: Fort negates (harmless)
spell_resistance: yes
description:
As long as the target is at least one size category smaller than you are, it can merge harmlessly into your body while under the effect of this spell. For the duration of this spell, you and the target can separate or merge at will as a move action. While merged, your familiar or spirit animal can’t be targeted or affected by most attacks and effects, though it still suffers from ongoing effects and their durations continue. It can be the recipient of effects that originate from you.


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


name: Metabolic Molting
level: cleric 6, druid 6, shaman 6, witch 6
school: transmutation
casting_time: 10 minutes
components: V, S, M (a valuable gemstone worth at least 250 gp)
range: touch
target: willing creature or dead body touched
duration: see text
saving_throw: Will negates (harmless)
spell_resistance: no
description:
You encase the willing subject in a jeweled shell that has the same hardness and hit points as 5 inches of iron (hardness 10, hp 150). For 7 days, the subject enters a state of suspended animation (as per temporal stasis), during which it heals from even the most grievous wounds. Each day, the subject regains 5 hit points per Hit Die it has as well as recovering from 2 points of ability damage or ability drain from any ability score of its choice. After 7 days, the shell crumbles away and the subject emerges, its body’s severed limbs, broken bones, and ruined organs regrown (as per regenerate).


name: Meteor Swarm
level: sorcerer/wizard 9
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: four 40-ft.-radius spreads, see text
duration: instantaneous
saving_throw: none or Reflex half, see text
spell_resistance: yes
description:
Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.


name: Meticulous Match
level: bard 3, inquisitor 3, occultist 3, ranger 3, sorcerer/wizard 4, witch 4
school: divination
casting_time: 10 minutes
components: V, S
range: touch
target: two objects touched
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
You compare two similar items and know if they are identical to one another or not. The spell can indicate an identical match, a categorical match, or no match. For instance, blood samples are identical if they are from the same creature. They are categorical if they are from the same species. There is no match if they are from different species, or if one sample is merely stage blood.


name: Miasmatic Form
level: alchemist 4, sorcerer/wizard 4
school: transmutation [air, poison]
components: S, M (contact or inhaled poison worth 100 gp)
duration: 1 minute/level
saving_throw: none; see text
spell_resistance: no
description:
This spell functions like gaseous form, except the target’s vaporous body is dangerous to creatures that touch it. A creature can make a Fortitude save (DC 14 + your Intelligence modifier) on its turn to resist the vapors. When you cast this spell, you select one of the following options.


name: Microcosm
level: psychic 9
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one or more creatures
duration: permanent
saving_throw: Will partial (see text)
spell_resistance: yes
description:
You plunge the targets’ minds into a veiled immersive mindscape of your own design. You can affect any number of creatures whose combined total Hit Dice do not exceed 30.


name: Mighty Fist of the Earth
level: cleric 1, druid 1
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You create a fist-sized rock that flies toward one enemy. Make an unarmed strike attack roll against the target as if it were in your threatened area. If the attack is successful, the rock deals bludgeoning damage to the target as if you had hit the target with your unarmed strike. If you have a ki pool, as long as you have at least 1 point in your ki pool, the rock counts as a ki strike.


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


name: Mind Fog
level: bard 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: fog spreads in 20-ft. radius, 20 ft. high
duration: 30 minutes and 2d6 rounds; see text
saving_throw: Will negates
spell_resistance: yes
description:
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).


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


name: Mind Over Matter
level: mesmerist 2, psychic 2, spiritualist 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: one creature
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
You blur the lines between mind and body, reassigning ability damage or drain your target has taken to a corresponding ability score, as per the following table.


name: Mind Probe
level: medium 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 5
school: divination [mind-affecting]
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You gain access to the subject’s memories and knowledge. You can attempt to learn the answer to one question per round.


name: Mind Swap
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
level:
medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 6, spiritualist 4, summoner 5, witch 6

description:
This spell is similar to possession, except you switch minds with the target, so instead of the target’s soul sharing its body with yours and being unable to act, the target’s mind moves to your body and can control it as if you each had cast possession on the other.


name: Mind Thrust I
level: psychic 1
school: divination [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will half
spell_resistance: yes
description:
You divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information.


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


name: Mindlocked Messenger
level: bard 2, mesmerist 2, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one willing living creature
duration: permanent until discharged (see text)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You speak a short message (up to 10 words per caster level), implanting both it and the identity of the message’s intended recipient in the mind of a willing creature. The creature is aware of the message and who the recipient is. Any attempt to speak, write, or otherwise communicate the message to anyone other than its intended recipient causes the target to forget the message for 1d6 minutes. Attempts to read the target’s mind (such as with detect thoughts) or to force the target to reveal the message (such as with torture or magical compulsion) likewise cause temporary amnesia regarding the message.


name: Mindscape Door
level: medium 3, mesmerist 3, psychic 3, sorcerer/wizard 4
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one illusory portal
duration: 10 minutes/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
You or other creatures enter into or escape from a mindscape through an imaginary doorway. This doorway takes on any form of your choosing, but can be no larger than a 5-foot cube. This spell has different effects depending on whether you are inside a mindscape when you cast it.


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

description:
You charge yourself with violent psychic energy so attacks you make with weapons, natural weapons, and unarmed strikes cause the target to recall pain suffered in the past. Such attacks deal 1d4 points of nonlethal damage in addition to their normal damage, though creatures immune to mind-affecting or pain effects ignore this additional damage. In addition, when you confirm a critical hit, the target is confused for 1 round by the pain. Creatures immune to critical hits, mind-affecting, or pain effects ignore the confusion. Even if you confirm multiple critical hits while this spell is in effect, an individual creature can only be confused by a single casting of mindshock once.


name: Mindwipe
level: medium 4, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous; see text
saving_throw: Will negates
spell_resistance: yes
description:
You erase a portion of the target’s mind and experiences, inflicting 2 temporary negative levels on the target for 1 day per caster level. If the target is a spellcaster who must choose and prepare spells in advance, each negative level imposed by mindwipe also causes the target to lose one prepared spell from her highest level of spells known for each of her spellcasting classes for which she must prepare spells. These lost spells are no longer considered known by the target until the corresponding negative levels are removed.


name: Minor Creation
level: sorcerer/ wizard 4, summoner/unchained summoner 3, witch 4
school: conjuration (creation)
casting_time: 1 minute
components: V, S, M (a tiny piece of matter of the same sort of item you plan to create with )
range: 0 ft.
effect: unattended, non-magical object of nonliving plant matter, up to 1 cu. ft./level
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You create a non-magical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item.


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


name: Minor Image
level: bard 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: illusion (figment)
duration: concentration + 2 rounds
description:
This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.


name: Minor Phantom Object
level: sorcerer/wizard 4
school: illusion (shadow) [shadow]
casting_time: 1 minute
components: V, S
range: 0 ft.
effect: illusory, unattended, non-magical object of nonliving plant matter, up to 1 cu. ft./level
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions as the minor creation spell, except the object created is a semi-real illusion. Any creature that interacts with the object may make a Will save, with success causing the object to cease to exist. A gnome casting this spell may make a Spellcraft check in place of any Craft check required to make a complex item.


name: Miracle
level: cleric/oracle 9
school: evocation
casting_time: 1 standard action
components: V, S; see text
range: see text
duration: see text
saving_throw: see text
spell_resistance: yes
description:
You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.


name: Mirage
level: bard 3, druid 3, mesmerist 3, occultist 3, psychic 3, ranger 3
school: illusion (figment)
casting_time: 10 minutes
components: V, S, M (a pinch of sand and a drop of water)
range: long (400 ft. + 40 ft./level)
area: one 40-ft. cube/level (S)
duration: 2 hours/level (D)
saving_throw: Will disbelief (see below)
spell_resistance: yes
description:
You create an image of a pool of water, a group of standing stones, a cove, an island, or another simple land formation over a stretch of flat land or water. The image is purely visual, and structures, equipment, and creatures within the area are not hidden or changed in appearance.


name: Mirage Arcana
level: bard 5, sorcerer/wizard 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
area: one 20-ft. cube/level (S)
duration: concentration +1 hour/ level (D)
description:
This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can’t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).


name: Mirror Hideaway
level: occultist 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a glass or metal marble and a twisted loop of parchment )
range: touch
target: one mirror
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You transform a mirror into a portal to an extradimensional space. The space can hold as many as eight Medium creatures. Creatures that enter this space are hidden and beyond the reach of spells (including divinations), unless those spells work across planes. If the mirror is covered (such as by a cloth, or by being placed face down or against a wall), the portal becomes inactive. If the mirror is broken or moved more than 5 feet from where it was when you cast the spell, the spell ends; any creatures within the extradimensional space are expelled from it (see below) and become nauseated for 1d6 rounds.


name: Mirror Image
level: bard 2, bloodrager 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level
description:
This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.


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


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


name: Mirror Sight
level: sorcerer/wizard 3
school: divination (scrying)
casting_time: 10 minutes
components: V, S, F (a mirror)
range: see text
effect: magical sensor
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
This spell lets you look into a mirror near you and see an image that is reflected in another specific mirror (chosen by you) or an individual reflected in any other mirror.


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


name: Mirror Transport
level: sorcerer/wizard 4, witch 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a glass or metal marble and a twisted loop of parchment )
range: touch
target: one mirror
duration: 1 hour/level (D)
saving_throw: yes (object)
spell_resistance: yes (object)
description:
This spell functions as mirror hideaway, except any creature that enters the target mirror can spend a swift action to exit through another mirror within 500 feet as if using dimension door; this is a one-way transport. The creature can exit through a mirror only if it could fit through an opening the same size as the mirror. Each transport through the target mirror reduces the spell’s duration by 1 hour.


name: Mischievous Shadow
level: bard 4, magus 4, medium 3, shaman 4, sorcerer/wizard 4, spiritualist 4, summoner 4, witch 4
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a black candle )
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You direct spirits into the shadows of creatures. The shadows of creatures that fail their Will saving throws appear slightly different for the duration of the spell, bearing small horns, unusually long and slender arms, or other small discrepancies.


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

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


name: Miserable Pity
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: abjuration [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level and 1 minute; see text
saving_throw: Will negates (see text)
spell_resistance: yes
description:
This spell functions as sanctuary, except creatures attempting to attack the target who fail their saves also feel a strong sense of pity toward the target, as if it were weak, pathetic, and not a threat. If the target breaks the spell by attacking, any creature that failed its save against the spell gains a +2 morale bonus on attack rolls against the target for 1 minute.


name: Mislead
level: alchemist 6, bard 5, magus 6, sorcerer/wizard 6
school: illusion (figment, glamer)
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D) and concentration + 3 rounds; see text
saving_throw: none or Will disbelief (if interacted with); see text
spell_resistance: no
description:
You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.


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

description:
Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.


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


name: Modify Memory
level: bard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round; see text
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways.


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


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


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


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


name: Monstrous Extremities
level: bloodrager 3, cleric 3, sorcerer/wizard 3, witch 4
school: transmutation (polymorph)
casting_time: 1 minute
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
You change one of the extremities of the creature touched—arms or legs only—into another shape of approximately the same size and mass. You can choose a tentacle, a hoof, or a wing.


name: Monstrous Physique
level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 1 minute/level (D)
description:
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume has the aquatic subtype, you gain the aquatic and amphibious subtypes.


name: Moonstruck
level: bloodrager 4, druid 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pinch of powdered moonstone)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You invoke the mystical power of the moon to drive the target into a mad, bestial frenzy. If the target fails its save, it is dazed for 1 round, dropping held items as its nails and teeth elongate and sharpen. The target gains a bite attack and two claw attacks that deal damage appropriate for the creature’s size, and for the remainder of the spell’s duration the target behaves as if under simultaneous rage and confusion spells, attacking with its natural weapons in preference to other actions. During the final round of the spell’s duration, the target is again dazed as it returns to its normal state.


name: Morning Sun
level: cleric/oracle 7, druid 7, inquisitor 6, shaman 7
school: evocation [light]
casting_time: 1 standard action
components: V, S, M (500 gp worth of gold dust)
range: close (25 ft. + 5 ft./2 levels)
area: 60-ft. radius
duration: 1 minute/level (D)
saving_throw: Fort negates and Reflex half; see text
spell_resistance: no
description:
This spell conjures a miniature sphere of sunlight, approximately the size of a human fist, at a desired location within range.


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

description:
You imbue the target with an exaggerated sense of its own mortality and a drive for self-preservation.


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

description:
When you cast this spell, you create up to four motes that shed light or darkness in a 20-foot-radius, increasing or decreasing the illumination level by up to two categories. You decide whether each individual mote sheds light or darkness when the spell is cast.


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


name: Move Earth
level: druid 6, sorcerer/wizard 6
school: transmutation [earth]
casting_time: see text
components: V, S, M (clay, loam, sand, and an iron blade)
range: long (400 ft. + 40 ft./level)
area: dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
Move earth moves dirt (clay, loam, sand, and soil), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.


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


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


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


name: Murderous Crow (Orc)
level: antipaladin 1, cleric 1, paladin 1, sorcerer/wizard 1, summoner 1, witch 1
school: conjuration (summoning) [see text]
casting_time: 1 round
components: V, S, F (a crow’s feather)
range: medium (100 ft. + 10 ft./level)
effect: one crow
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You conjure a supernaturally vicious and clever crow to watch over you on the battlefield. Choose one of the following templates; the crow has that template and this spell gains the descriptor listed in parentheses: celestial (good), entropic (chaotic), fiendish (evil), or resolute (lawful). In addition to its normal abilities, the crow gains the Improved Steal feat as a bonus feat and gains an eye rake attack. If both of its claw attacks hit the same living foe in a single round, that foe must succeed at a DC 13 Reflex save or be blinded as the bird scratches and tears at the foe’s eyes. The blindness lasts for 1d4 days or until healed with remove blindness.


name: Music of the Spheres
level: bard 5, cleric 6
school: conjuration (healing) [sonic]
casting_time: 1 standard action
components: V, S, M (a stick of incense treated with special balms)
range: 20 ft.
area: 20-ft.-radius spherical emanation, centered on you
duration: concentration , up to 1 round per level
saving_throw: none
spell_resistance: yes (harmless)
description:
The music of the spheres is the harmonic constant that plays under and through all of reality. It is this constant song, this otherworldly music, that keeps the laws of reality constant and the connections between the planes of existence strong.


name: Mutagenic Touch
level: alchemist 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a whole fingernail)
range: touch
target: creature touched
duration: special (see below)
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
When you are under of the effects of your mutagen, you can cast this spell to safely pass it to another creature with a touch. You must make a successful touch attack against the target. On a hit, the effect of the mutagen passes to the target touched, though in a lesser form. The mutagen’s effect ends for you, and passes on to the creature touched, but the target only gets half of the alchemical bonus to the physical ability modifier you chose when took the mutagen, and twice the penalty to the corresponding mental ability score. If the target’s mental ability score drops below 3, the target is also confused for the remaining duration of the mutagen. The mutagen continues until the duration has ended. It can be ended earlier if the target drinks or is fed the contents of a vial of antitoxin, but with only 50% chance of success.


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


name: Naga Shape
level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you want to assume)
range: personal
target: you
duration: 1 minute/level (D)
description:
Whenever you cast this spell, you can assume the form of any type of Large naga (including most nagas, but not royal nagas), though not the form of a specific individual. In effect, you transform into a Large serpent, gaining a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Unlike with beast shape II, however, you keep your own head when using this spell and can cast spells with verbal and somatic components, even though the naga form doesn’t have hands.


name: Named Bullet
level: inquisitor 4, ranger 3, sorcerer/wizard 4, witch 4
school: divination
casting_time: 1 standard action
components: V, S, M/DF (an item from the selected creature or creature type)
range: touch
target: one piece of ammunition or one thrown weapon
duration: 10 minutes/level or until discharged
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or outsiders) or a specific creature you know and can name. When used against the selected creature, the ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet or less, the attack targets the selected creature’s touch AC. When the target hits the selected creature, you must overcome that creature’s spell resistance, or this spell has no effect. A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level (maximum 20), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical.


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


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


name: Nature’s Exile
level: druid 3, witch 3
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. Familiars, being magical beasts, are not affected by this spell, but animal companions are. If you have an animal companion, it does not become hostile, but as long as you remain cursed, your animal companion takes a -2 penalty on all attack rolls, skill checks, and saving throws. The target also takes a -10 penalty on Survival skill checks as the weather and environment themselves seem to conspire to cause trouble.


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


name: Nature’s Ravages
level: cleric 4, witch 3
school: necromancy
casting_time: 1 minute/HD of target
components: V, S, M/DF (dried maggots)
range: close (25 ft. + 5 ft./level)
target: corpse of creature whose total number of HD does not exceed your caster level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You greatly speed up the decomposition process of a nearby corpse and warp the fibers of time that permeate it, aging the corpse an additional amount of time equal to up to 1 day per 2 caster levels (maximum 10 days at 20th level). This spell prompts all the natural effects of the intended decomposition period, including crumbled clothing, rotted or liquefied flesh, maggot infestations, and the infiltration of any surrounding vegetation.


name: Nauseating Dart
level: druid 1, witch 1
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: one poisonous stinger
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: no
description:
You spit a poisonous stinger around the size of a quill at a creature within range, as though you had fired a dart from a blowgun. You must succeed at a ranged attack to hit your target. The stinger deals 1d2 points of piercing damage and poisons the target, causing it to become nauseated for 1 round unless it succeeds at a Fortitude save.


name: Nauseating Trail
level: alchemist 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M (a rotten egg or cabbage leaves)
range: medium (100 ft. + 10 ft./level)
target: one willing creature
duration: 1 round/level
saving_throw: none and Fort negates (see text)
spell_resistance: no
description:
The target exudes stinking vapors that fill its space. The vapors do not obscure sight, but it nauseates creatures as stinking cloud. The target is immune to these vapors. These vapors persist as the creature moves, filling every square it passes through until it has filled a number of squares equal to 4 × your caster level—if you move through more squares than that, the squares over that amount at not filled with the vapors. Each creature that enters or ends its turn in the area filled with these vapors must succeed at a Fortitude save or become nauseated as long as it remains in the square and for 1d4+1 rounds after it leaves.


name: Necromantic Burden
level: cleric/oracle 2, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 round
components: V, S, M/DF (a handful of knucklebones)
range: close (25 ft. + 5 ft./2 levels)
target: one undead creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
You make an undead creature more difficult for necromancers and clerics to control via effects such as Command Undead or control undead. If the target fails its Will save, the target’s effective number of Hit Dice is doubled for the purposes of determining whether it remains under the control of another creature. Regardless of the target’s actual Hit Dice, its effective HD cannot exceed twice your caster level. (For example, a 12th-level cleric could cast this spell to cause an undead creature with 15 HD to instead effectively have 24 HD for the purpose of controlling it.)


name: Necrostasis
level: cleric 2, inquisitor 2, shaman 2, sorcerer/wizard 3, spiritualist 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (a finger bone)
range: close (25 ft. + 5 ft./2 levels)
target: one undead creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You drain necromantic energy from an undead creature, inducing a sluggish stupor. The target becomes staggered. For the duration of the spell, dark wisps of energy seep out of the target creature.


name: Negate Aroma
level: alchemist 1, druid 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a pinch of alum)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents. When cast, the targeted creatures or objects lose all natural and unnatural odors. A creature under the effect of negate aroma cannot be tracked, located, or pinpointed by the scent special quality. In addition, this spell prevents the target creature from using the stench special ability and similar odor-based abilities (such as those possessed by troglodytes).


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


name: Nereid’s Grace
level: druid 1, witch 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
You radiate the unearthly grace of a nereid. If you’re not wearing armor, you gain a deflection bonus to your AC and CMD equal to your Charisma bonus (maximum +3). The maximum increases by 1 for every 6 levels you possess (maximum +6 at 18th level).


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

description:
The target’s buoyancy becomes and stays neutral, regardless of how dense the target and its gear are. Among other effects, the target neither sinks nor rises when it doesn’t attempt a Swim check, making it easier to stay put while performing demanding actions or when helpless or disabled, and the target can swim up and down with equal ease.


name: Neutralize Poison
level: alchemist 4, bard 4, cleric/oracle 4, druid 3, inquisitor 4, paladin 4, ranger 3, shaman 4, witch 4
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, M/DF (charcoal)
range: touch
target: creature or object of up to 1 cu. ft./level touched
duration: instantaneous or 10 min./level; see text
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.


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

description:
Your target’s vision becomes impaired as if the light level were one step lower, treating bright light as normal light, normal light as dim light, and dim light as darkness. In addition, the subject gains no benefit from darkvision, low-light vision, or the see in darkness ability. The subject gains a +4 bonus on saving throws to resist the blind or dazzled condition caused by bright light (such as flare). Remove blindness/deafness dispels night blindness.


name: Night Terrors
level: bard 6, mesmerist 6, psychic 6, sorcerer/wizard 6, witch 6
school: illusion (phantasm)) [emotion, evil, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a drop of black ink )
range: touch
target: intelligent creature touched
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
The target of this spell gains no benefit from normal or magical sleep, writhing in a series of nightmares that torture its psyche and diminish its ability to perform strenuous tasks. The target doesn’t heal ability or hit point damage naturally and can’t prepare spells or regain spell slots. After one night of poor sleep, the target is fatigued (or exhausted if it was fatigued before trying to rest). A creature affected by this spell doesn’t recover from the fatigued or exhausted condition inflicted by this spell after resting, nor do spells such as lesser restoration provide any respite. Each restless night, the target takes 1d4 points of Wisdom damage, which also can’t be recovered by magic while night terrors is active.


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


name: Nightmare
level: alchemist 5, bard 5, sorcerer/wizard 5
school: illusion (phantasm) [mind-affecting, evil]
casting_time: 10 minutes
components: V, S
range: unlimited
target: one living creature
duration: instantaneous
saving_throw: Will negates; see text
spell_resistance: yes
description:
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.


name: Nine Lives
level: cleric 8, witch 8
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a cat’s whisker)
range: touch
target: one creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Despite its name, this powerful ward does not grant the target multiple lives, but rather gives the target the ability to get out of trouble and relieves harmful effects and conditions. For the spell’s duration, the target can use any of the following abilities as an immediate action, but only up to a total of nine times, at which point the spell ends. 


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


name: Node of Blasting
level: medium 3, mesmerist 3, occultist 2, psychic 3
school: abjuration [mind-affecting]
casting_time: 1 standard action
components: V
range: touch
target: one touched object weighing no more than 10 lbs.
duration: permanent until discharged (D)
saving_throw: Will partial; see text
spell_resistance: no
description:
You imbue an object with psychic energy. The node of blasting unleashes a mental blast when a creature with a mind touches the object, dealing 6d6 points of damage to the creature touching the object and causing the creature to be staggered for 1 minute. A successful saving throw halves the damage and negates the staggered condition.


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

description:
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.


name: Numerological Resistance
level: cleric 3, sorcerer/wizard 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: see text
duration: see text
saving_throw: none
spell_resistance: no
description:
Numerological resistance allows numerologists to use the Path of Numbers to grant their allies resilience in the face of elemental dangers. Roll 5d8; this is your dice pool. You will use each die in the pool exactly once to customize numerological resistance.


name: Oasis
level: cleric 6, druid 5, sorcerer/wizard 6
school: transmutation
casting_time: 30 minutes
components: V, S, M/DF (1 gallon of water)
range: close (25 ft. + 5 ft./2 levels)
effect: water source similar to a natural spring
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This spell functions in any natural terrain on the Material Plane. It redirects the flow of water in the ground toward the surface at the designated point, creating a permanent water source similar to a natural spring. The spring discharges 5 gallons of pure drinking water per caster level each hour.


name: Oath of Anonymity
level: bard 0, inquisitor 0, medium 0, paladin 1, sorcerer/wizard 0
school: illusion (glamer)
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 10 minutes/level
description:
You swear an oath not to reveal your identity, magically preventing anyone from discovering it so long as you avoid revealing your face or other easily identifiable features. The spell distorts your voice and subtly alters your body language and the appearance of your gear and any animals you use, whether as companions, mounts, or otherwise. This spell does not make you appear to be a different creature type, nor does it change your apparent height or body type.


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


name: Oath of Peace
level: paladin 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 round/level
description:
Entreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but means you can’t attack for the duration of the oath. For as long as you are subject to this spell, you gain a +5 sacred bonus to AC and on saving throws, as well as DR 10/evil. If you make a direct or indirect attack or any show any hostility toward any creature, the spell immediately ends. 


name: Object Reading
level: medium 1, mesmerist 2, occultist 1, psychic 2, spiritualist 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: one touched object
duration: concentration , up to 1 round per level (D)
saving_throw: none
spell_resistance: no
description:
You read the psychic impressions left upon an object by emotionally or psychically charged events in the item’s history, or the information imprinted by the charge object or implant false reading spells. This spell returns the same information as the psychometry occult skill unlock, but gives 1 piece of information when cast and requires 1 round of concentration per additional piece of information instead of 1 minute. You must still attempt an Appraise check to see how much information you gain. You gain a +10 competence bonus on the check.


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

description:
This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).


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

description:
You make the touched poison difficult to detect or identify. Detect poison and similar effects detect an obscured poison only with a successful caster level check against a DC equal to 15 + your caster level (rolled secretly by the GM). Even if the poison is detected, the DC of Craft (alchemy) or Wisdom checks to identify the poison is increased by 10.


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

description:
You create a latent illusion that clouds the judgment and reading ability of any creature that examines a targeted text. While casting the spell, you can designate up to one creature other than yourself per level to be immune to the effects. All other creatures that read the text must succeed at a Will save or find it difficult to properly parse and decipher the contents. This increases the DC of Linguistics checks to decipher the text by an amount equal to your caster level (maximum +10), and it increases the DC of the Wisdom check to avoid drawing a false conclusion by an equal amount. Unaffected creatures gain a circumstance bonus equal to your caster level (maximum +10) on Bluff checks to deceive affected creatures about the text’s contents. The spell obscures any magical glyphs, runes, or symbols within the text, increasing the Perception DC to find such traps by an amount equal to half your caster level (maximum +5). Obscured script can be made permanent with a permanency spell by a caster of 10th level or higher for the cost of 5,000 gp.


name: Obscuring Mist
level: cleric/oracle 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1, unchained summoner 1, witch 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: 20 ft.
effect: cloud spreads in 20-ft. radius from you, 20 ft. high
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).


name: Obsidian Flow
level: druid 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: transmutation [earth, fire]
casting_time: 1 standard action
components: V, S, M/DF (a small piece of obsidian)
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius burst
duration: instantaneous
saving_throw: Reflex partial, see text
spell_resistance: no
description:
You convert a thin layer of the ground to molten glass that cools quickly. Creatures in the area take 1d6 points of fire damage per two caster levels (maximum of 10d6) and become entangled. Any creature within the area that makes a successful Reflex save takes half damage and is not entangled. An entangled creature can attempt to free itself by spending a move action to attempt a Strength check or Escape Artist check (the DC equals the spell’s saving throw DC).


name: Old Salt’s Curse
level: druid 5, witch 5
school: necromancy [curse]
casting_time: 1 standard action
components: V, S, M (a flask of seawater)
range: touch
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
You inflict a curse of the roiling sea upon the target, making it permanently sickened. Anytime the target is on or in the water more than a mile from shore, it also becomes staggered with seasickness. This curse cannot be dispelled, though remove curse or break enchantment can negate it. 


name: Oneiric Horror
level: bard 2, medium 1, mesmerist 2, psychic 2, sorcerer/wizard 3
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You cause the subject to believe it is being attacked by a creature out of its nightmares. Each round, the subject makes a full-attack action against the creature. A flying creature can still attempt a Fly check to hover. Each round on its turn after making a full attack against the imaginary creature, the subject can attempt a new saving throw to end the effect. The subject is fatigued for 1 minute after the spell ends.


name: Ooze Form
level: alchemist 5, magus 5, sorcerer/wizard 5
school: transmutation (polymorph)
casting_time: 1 standard action
range: personal
target: you
duration: 1 minute/level (D)
description:
You assume the form of a Small or Medium ooze. Regardless of the type of ooze you transform into, you gain base speed 10 feet, climb speed 10 feet, swim speed 20 feet, and blindsense 30 feet. You gain a +4 resistance bonus on saving throws against mind-affecting effects and poison. A wood or metal weapon that strikes you takes acid damage as if from your slam unless the wielder succeeds at a Reflex saving throw.


name: Open Arms
level: sorcerer/wizard 5
school: transmutation
casting_time: 1 immediate action
components: V, S, F (a magical or masterwork melee weapon)
range: touch
target: melee weapon touched
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
You cast this spell in response to a specific cavalier’s challenge, inquisitor’s judgment, or smite (such as a paladin’s smite evil) declared against you by an enemy creature. It can also be cast if a creature uses a spell that causes you to qualify as the creature’s favored enemy when you normally wouldn’t, such as instant enemy.


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


name: Open and Shut
level: bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
school: illusion (glamer)
casting_time: 1 swift action
components: V, S, F (a doornail, doorknob, or hinge)
range: touch
target: one door, window, or similar portal no more than 10 feet by 10 feet in area
duration: 1 round/level (D)
saving_throw: Will disbelief
spell_resistance: no
description:
You alter the appearance of a door and disguise whether it is open or closed. You can cause the touched door to appear closed regardless of whether it is open or closed, to appear open regardless of whether it is open or closed, or to appear to open or close. After you cast the spell, you can change between these options as a move action. Creatures using a move action to open or shut the door can attempt a Will save to disbelieve the illusion.


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


name: Opportunistic Loyalty
level: antipaladin 1, cleric 1, inquisitor 1, mesmerist 1, psychic 1, witch 1
school: enchantment (compulsion)
casting_time: 1 immediate action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
Cast this spell when a creature within range casts a spell that provides an effect for its allies (such as bless or prayer). You are considered an ally of the caster for the purposes of that spell. Although you are momentarily considered an ally, the caster need not target you if the spell requires that the caster select one or more allies to be affected by the spell (as does haste). This spell does not allow a target spell to affect more creatures than described in its target entry. If this spell would raise the total number of affected targets above that allowed by the target spell, opportunistic loyalty has no effect.


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


name: Oracle’s Burden
level: oracle 2
school: necromancy [curse]
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
You entreat the forces of fate to bestow your oracle’s curse upon another creature. The target creature suffers all the hindrances and none of the benefits of your oracle’s curse class feature. You still suffer all effects of your oracle’s curse.


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


name: Orb of the Void
level: cleric/oracle 8, sorcerer/wizard 8
school: necromancy
casting_time: 1 standard action
components: V, S, M (a black gemstone of any kind worth 50 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: 1-ft.-diameter sphere
duration: 1 round/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
You create a small weightless sphere of pure negative energy. As a move action, you can move it up to 30 feet per round in any direction. If it enters a space with a living creature, it stops moving for the round and that creature gains one negative level (Fortitude negates). Any creature passing through or ending its turn in the space occupied by the sphere gains one negative level (Fortitude negates). Twenty-four hours after gaining a negative level from the sphere, the subject must make a Fortitude saving throw (the DC of this save is equal to the DC of this spell) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.


name: Orchid’s Drop
level: alchemist 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a much-diluted drop of sun orchid nectar worth 500 gp)
range: personal
target: you
duration: 1 hour/level
description:
This extract, distilled from a much-diluted drop of the nectar of a sun orchid flower, can transform an alchemist’s mutagen into a potent healing tonic.


name: Order’s Wrath
level: cleric/oracle 4, inquisitor 4
school: evocation [lawful]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: non-lawful creatures within a burst that fills a 30-ft. cube
duration: instantaneous (1 round); see text
saving_throw: Will partial; see text
spell_resistance: yes
description:
You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.


name: Out of Sight
level: medium 3, mesmerist 3, psychic 4
school: enchantment [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a strip of black cloth)
range: personal
target: you
duration: 1 minute/level (D); see text
saving_throw: Will negates; see text
spell_resistance: yes; see text
description:
The spell inhibits the memories of creatures that perceive you. While creatures can perceive you normally, when a creature stops observing you, it must attempt a Will save (spell resistance applies). If it fails, it loses all memory of its awareness of you and your actions while you were under the effects of this spell. The spell’s duration listed above measures how long the out of sight effect lasts on you, but the memory alteration is instantaneous and can be reversed only by magic such as modify memory.


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

description:
You cause any diseased creatures in the area to become extremely contagious. Any affected creature is overcome by a fit of wracking coughs, causing it to become fatigued and exposing any creatures within 10 feet of the diseased creature to the diseases it carries. On a successful save, a creature is fatigued for 1 round and doesn’t have a chance to infect nearby creatures.


name: Overland Flight
level: alchemist 5, magus 5, shaman 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level
description:
This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).


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


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

description:
You deprive a creature of the blissful oblivion of unconsciousness, either to keep it going despite grievous injuries or to prolong its suffering. For the duration of the spell, the target gains the ferocity ability, allowing it to remain conscious and continue fighting even if its hit point total is below 0. The target is still staggered and loses 1 hit point each round, and the target still dies when its hit point total reaches a negative amount equal to its Constitution score.


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


name: Overwhelming Poison
level: antipaladin 4, cleric 6, druid 6, ranger 4, shaman 6, witch 6
school: necromancy [poison]
casting_time: 1 standard action
components: V, S, M (an adder’s fang)
range: close (25 ft. + 5 ft./2 levels)
target: one creature or one dose of poison ; see text
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
This spell increases the virulence of the targeted dose of poison, making the poison more difficult to resist. The poison is unaffected by delay poison, and the DC to remove it with neutralize poison is increased by 5. Additionally, the poison uses its own saving throw DC or overwhelming poison’s DC, whichever is higher.


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


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

description:
The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.


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

description:
You create an instinctual connection between the targets. Each can sense the others’ overall emotional states, which allows them to communicate basic emotional concepts (such as alerting each other of danger due to increased stress). Once the spell has been cast on the subjects, the distance between them and the caster doesn’t affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.


name: Page-Bound Epiphany
level: bard 2, cleric 2, magus 2, sorcerer/wizard 2
school: divination
casting_time: 1 round
components: V, S, F (a book with blank pages)
range: personal
duration: 1 round/level (see text)
saving_throw: none
spell_resistance: no
description:
You magically scour the world’s libraries for information that might refresh your memory about a topic. Upon casting this spell, the focus book’s pages fill with snippets and selections from countless books. You can spend up to 1 round per caster level (maximum 10) reading these notes. You may cease reading at any time, and when you do you can immediately attempt one Knowledge check with a +1 circumstance bonus for each round you spent studying the book (maximum +10). The writing disappears when the spell ends, and if you fail to succeed at a Knowledge check on the round you stop reading the notes, you don’t gain the benefits of this spell.


name: Pain Strike
level: bloodrager 3, psychic 2, sorcerer/wizard 3, witch 3
school: evocation [evil, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
Pain strike racks the targeted creature with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally, the affected creature is sickened for the spell’s duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the target.


name: Painful Revelation
level: antipaladin 2, bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: abjuration [mind-affecting, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one ongoing illusion effect
duration: 1 hour/level or until discharged
saving_throw: Will partial
spell_resistance: no
description:
You augment an ongoing illusion effect to strike out painfully at creatures that see through it. When a creature successfully disbelieves an illusion that is the target of painful revelation, it takes 1d6 points of nonlethal damage for every 2 caster levels you have (maximum 10d6) and is staggered for 1d4 rounds. A successful Will save reduces the nonlethal damage by half and negates the staggered effect. Once painful revelation has been triggered, the spell ends.


name: Paladin’s Sacrifice
level: paladin 2
school: abjuration
casting_time: 1 immediate action
components: V, DF
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
You open up a brief but powerful divine conduit between you and another creature, taking on the damage and any other effects that creature suffers. When a creature in range is hit by an attack or fails a saving throw, you can cast this spell and the wounds and/or effects are magically transmitted to you instead of the target. You are affected as if you were hit by the attack or failed the saving throw, taking all the damage and suffering all of the adverse effects. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects in any way.


name: Pale Flame
level: druid 2, hunter 2, shaman 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (caphorite shard)
range: 0 ft.
effect: flame in your palm
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: yes
description:
This spell functions as per produce flame, except that the flames never glow brighter than dim light, including any fires started by this spell. These flames cast light only half the distance of a torch and cannot be seen from more than 100 feet away. The flames deal 2d6 points of fire damage + 1 point per caster level (maximum +5). Against plants, this damage increases to 2d6 points + 2 points per caster level (maximum +10).


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

description:
You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural abilities of your half-elven form as well as all of your gear.


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


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


name: Parchment Swarm
level: magus 5, occultist 4, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: S, M (blank parchment or magic scroll ; see text)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Reflex half; see text
spell_resistance: yes
description:
When you cast this spell, you quickly tear a parchment into shreds, releasing the flying fragments to swarm around a target creature and deliver thousands of tiny paper cuts.


name: Particulate Form
level: cleric 7, occultist 5, psychic 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of fine sand)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: none (harmless)
spell_resistance: no
description:
The targets’ physical forms undergo a bizarre transformation. They look and function normally, but are composed of countless particles that separate and reconnect to remain whole. Each target gains fast healing 1 and is immune to bleed damage, critical hits, sneak attacks, and other forms of precision damage. The value of this fast healing increases by 1 at caster levels 10th, 15th, and 20th. Any target can end the spell effect on itself as a swift action; the target then regains 5d6 hit points and can attempt an additional saving throw against any one disease or poison affecting it (at the original save DC), ending that disease or poison with a successful saving throw.


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


name: Passing Fancy
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 4d4 rounds (D)
saving_throw: Will negates
spell_resistance: yes
description:
When you cast this spell, you dictate one specific topic or recent event and instill a magical obsession with that subject within the target. An affected creature becomes fascinated by the topic, and becomes completely focused on discussing the event with anyone nearby, possibly wandering off or distracting unaffected creatures.


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


name: Path of Glory
level: bard 2, cleric 2
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch (see text)
area: four 5-ft. squares/level (see text)
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You cause four 5-foot squares (one of which must be your space) to glow with dim illumination. Starting on your next turn, as a swift action you can extend the glowing area by an additional four 5-foot squares; each new square must be adjacent to a square that was previously glowing. Allies that end their turns on a glowing square (including one who falls unconscious in the square) are healed of 1 point of damage.


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


name: Pattern Recognition
level: sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 min./level
description:
Pattern recognition allows you to notice unusual breaks in the patterns of stones in a wall, boards in a ﬂoor, cracks in glass, trees in a forest, or similar interruptions. You gain an insight bonus equal to one-half your caster level (minimum +1, maximum +10) on Perception checks.


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


name: Peacebond
level: inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: abjuration
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one sheathed or slung weapon
duration: 1 minute/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You lock a weapon in place on its owner’s body, or within the weapon’s sheath or holster. Anyone who then tries to draw the weapon must spend a standard action and succeed at a Strength check (DC equal to the saving throw DC) to do so, provoking attacks of opportunity whether the attempt succeeds or fails.


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


name: Peerless Integrity
level: antipaladin 2, bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, DF
range: personal
area: 10-ft.-radius emanation centered on you
duration: 10 minutes/level
saving_throw: none or Will negates; see text
spell_resistance: none
description:
Peerless integrity conceals the alignment of creatures from divination magic. All creatures within the spell’s area, including you, appear to have lawful good auras for the purposes of divination spells and effects that reveal alignments (such as detect law and see alignment), instead of their actual alignments. If the caster of such divination magic succeeds at a Will save, the caster recognizes whether the readings are true or false. Any creature under the effects of this spell gains a +2 circumstance modifier on Bluff and Diplomacy checks.


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

description:
This spell creates an explosion of conjured metal pellets, striking everything within its area and dealing 1d8 points of piercing damage per two caster levels, maximum 5d8. This damage is subject to damage reduction. If the material component is made of cold iron (costing 50 gp), silver (costing 20 gp), or adamantine (costing 100 gp), the resulting blast can overcome damage reduction of the appropriate type. The pellets disappear after the spell is cast and the damage is dealt.


name: Penumbral Disguise
level: alchemist 3, bard 3, inquisitor 3, mesmerist 3, occultist 3, sorcerer/wizard 3, witch 3
school: conjuration [shadow]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
You mask your features with shadowy illumination, gaining a competence bonus equal to your caster level on Disguise checks and Stealth checks attempted while in normal light, dim light, or darkness. In addition, creatures that see you while you are in dim light or darkness are unable to discern any but the most general information about your appearance or actions. For example, they can determine your general shape (such as humanoid), as well as the gist of your actions (such as, “She was trying to break into the store”), but cannot determine your precise actions, your appearance, or any identifying information about you. In bright light, your normal appearance is revealed.


name: Perceive Betrayal
level: cleric 6, inquisitor 4, sorcerer/wizard 7, witch 6
school: divination
casting_time: 1 minute
components: V, S, M (12 drops of blood), F (a silver circlet worth 500 gp)
range: personal
target: you
duration: 1 hour/level
description:
By donning a silver circlet anointed with blood, you gain the ability to sense traitorous intent toward a single person to whom you defer, designated when you cast the spell. The spell alerts you when a creature with traitorous intent is within 200 feet, although it doesn’t identify the source. By concentrating, you can learn the strength of the greatest threat, based on the following categories.


name: Perceive Cues
level: alchemist 2, inquisitor 2, mesmerist 2, occultist 2, psychic 2, ranger 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of water)
range: personal
duration: 10 minutes/level
description:
Your senses become preternaturally keen, and you gain insight into subtle behavioral cues. For the duration of the spell, you receive a +5 competence bonus on Perception and Sense Motive checks.


name: Perfect Placement
level: bard 2, bloodrager 2, magus 3, psychic 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S, M (a chess piece)
range: close (25 ft. plus 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Affected creatures gain tactical knowledge and maximize their efficiency on the field of battle. Each gains a +1 insight bonus to AC and Reflex saves. Against attacks of opportunity, the insight bonus to AC increases to +3.


name: Permanency
level: sorcerer/wizard 5
school: universal
casting_time: 2 rounds
components: V, S, M (see tables below)
range: see text
target: see text
duration: permanent; see text
saving_throw: none
spell_resistance: no
description:
This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.


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


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


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


name: Pernicious Pranksters
level: bard 3, druid 5, occultist 3, shaman 5, sorcerer/wizard 5, witch 5
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M (three drops of honey rolled in a sycamore leaf)
range: close (25 ft. + 5 ft./2 levels) Effect fey pranksters
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You summon intangible forces of whimsy to perform a variety of tricks and pranks upon your foes. Each round on your turn (including the round you cast this spell), these incorporeal pranksters perform a single dirty trick, disarm, steal, or trip combat maneuver against one of your foes within the spell’s range. The whimsical forces have a bonus on combat maneuver checks equal to your caster level + your primary spellcasting ability score modifier (Intelligence for wizards, Charisma for sorcerers, etc.). Unless the target of the combat maneuver can see invisible creatures or forces, the spell gains an additional +4 bonus on combat maneuver checks.


name: Persistent Image
level: bard 5, sorcerer/wizard 5
school: illusion (figment)
duration: 1 min./level (D)
description:
This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.


name: Persistent Vigor
level: alchemist 4, cleric 4, inquisitor 4, shaman 4, witch 4
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (ginseng root shavings)
range: personal
target: you
duration: 1 round/level (D)
description:
You are filled with a persistent vigor. You gain fast healing 2 and are immune to bleed effects as well as the sickened and nauseated conditions. When you succeed at a saving throw against a disease or poison effect, that disease or poison effect ends (as if you had succeeded at enough saving throws to cure that effect).


name: Persuasive Goad
level: inquisitor 1
school: necromancy [pain]
casting_time: 1 standard action
range: close (25 ft. +5 ft./2 levels)
target: one creature
duration: instantaneous and 1 minute
saving_throw: Fortitude negates
spell_resistance: yes
description:
Your eyes flash and the target takes 1d6 points of nonlethal damage. For the next minute, you gain a +4 circumstance bonus on Intimidate checks against the target.


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


name: Phantasmal Killer
level: bloodrager 4, magus 4, sorcerer/wizard 4, witch 4
school: illusion (phantasm) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: instantaneous
saving_throw: Will disbelief, then Fortitude partial; see text
spell_resistance: yes
description:
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.


name: Phantasmal Putrefaction
level: medium 4, mesmerist 5, sorcerer/wizard 6, witch 6
school: illusion (phantasm)) [fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: Will disbelief, then Fortitude partial (see text)
spell_resistance: yes
description:
You implant within the minds of your targets the illusion that their skin is rotting away, large rents are appearing all over their bodies, and their internal organs are spilling out into a putrid halfliquid mass at their feet. Those who fail to disbelieve phantasmal putrefaction immediately take 1d4 points of Wisdom damage.


name: Phantasmal Reminder
level: antipaladin 3, bard 4, mesmerist 3, psychic 3, shaman 4, sorcerer/wizard 3, witch 3
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round (see text)
saving_throw: Will disbelief, then Fortitude partial; see text
spell_resistance: yes
description:
You create a memory loop of a successful attack made against the target, forcing its conscious mind to recall the details of the attack in such excruciating detail that its physical body is racked by the recollection. This spell can affect only a creature that has taken damage since the end of your last turn. The target first can attempt a Will save to recognize the attack as unreal. If it fails that saving throw, the target must succeed at a Fortitude save or take an amount of damage equal to 1d6 per caster level (maximum 10d6). Because the damage is a quasi-real memory of existing wounds, this damage can’t be reduced or prevented (such as by the shield other spell).


name: Phantasmal Revenge
level: sorcerer/wizard 7
school: illusion (phantasm) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch and unlimited; see text
duration: instantaneous
saving_throw: Will disbelief then Fortitude partial; see text
spell_resistance: yes
description:
When you cast this eerie spell upon a recently slain creature, you cause a ghastly, spectral image of it to rise up from its corpse, shrieking for vengeance before it vanishes in a burst of unnatural light. This phantom then unerringly seeks out the creature that killed it, as long as that creature is on the same plane, and tries to slay its killer in turn.


name: Phantasmal Web
level: bard 5, sorcerer/wizard 5
school: illusion (phantasm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level (D)
saving_throw: Will disbelief, then Fortitude partial; see text
spell_resistance: yes
description:
You implant within the minds of your targets the illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders. Those who fail to disbelieve the phantasmal web are treated as if in a web spell, but must also make a Fortitude save at the beginning of each turn or become nauseated for that round by the phantasmal spiders.


name: Phantom Blood
level: alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level
description:
You bolster your life energy. If the loss of hit points at the end of a temporary effect that modifies your Constitution (such as barbarian’s rage or bloodrager‘s bloodrage) would cause you to become unconscious or kill you, you gain temporary hit points equal to your caster level (maximum 10). Each casting of this spell grants you temporary hit points only once.


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


name: Phantom Driver
level: bard 3, sorcerer/wizard 3
school: conjuration (creation)
casting_time: 10 minutes
components: V, S
range: 10 ft.
effect: one quasi-real, humanlike creature
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You conjure a Small or Medium, quasi-real, humanlike creature (the exact physical features can be customized as you wish). This creation can drive any vehicle you command it to. This phantom creature does not fight, and while animals that power a muscle-propelled vehicle driven by the creature do respond to its commands, animals otherwise shun the creature and refuse to attack it.


name: Phantom Hunt
level: druid 4, ranger 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal (see text)
target: you and one animal companion within 30 ft.
duration: 1 hour/level (D)
description:
You affect yourself and a single animal companion within 30 feet of you. Both you and the animal companion gain darkvision to 100 feet, tremorsense to 20 feet, and a 40-foot enhancement bonus to movement. Furthermore, you can track while moving at full speed without taking any penalty. If you already have the ability to track at full speed, you gain a +4 bonus on Survival checks while tracking instead.


name: Phantom Limb
level: psychic 6, spiritualist 5
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: one creature
duration: 24 hours; see text
saving_throw: none
spell_resistance: yes
description:
This spell creates a semi-visible psychic manifestation that allows a creature to replace a missing body part or parts. This could be as simple as a missing finger or toe or as complex as one or more limbs or even a set of wings. The creature can use these ghostly appendages exactly as if they were the creature’s own limbs, including any natural attacks or other special abilities. This includes any extraordinary abilities granted by the appendages, but not supernatural ones.


name: Phantom Steed
level: bard 3, bloodrager 3, magus 3, sorcerer/wizard 3, summoner/unchained summoner 2
school: conjuration (creation)
casting_time: 10 minutes
components: V, S
range: 0 ft.
effect: one quasi-real, horse-like creature
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You conjure a Large, quasi-real, horse-like creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.


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


name: Phase Door
level: sorcerer/wizard 7, witch 7
school: conjuration (creation)
casting_time: 1 standard action
components: V
range: touch
effect: ethereal 5-ft.-by-8-ft. opening, 10 ft. deep + 5 ft. deep per three levels
duration: one usage per two levels
saving_throw: none
spell_resistance: no
description:
This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.


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


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


name: Phobia
level: bard 5, mesmerist 5, psychic 6, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a single white hair)
range: close (25 ft. + 5 ft./2 levels)
target: one intelligent creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
You instill the target with an intense, instinctual fear of a condition or circumstance, more powerful than the phobia lesser madness. You can name an energy type (acid, cold, electricity, fire, or sonic), a hazard (such as an avalanche or earthquake), or a single creature of the animal type or all vermin (applying when the target sees a swarm or a single Small or larger creature). Alternatively, you can name the following specific environments: darkness (darker than dim light, and you can’t apply this phobia to a creature with natural racial darkvision, see in darkness, blindsight, or similar senses), enclosed spaces (places that require the creature to squeeze),heights (10 times the target’s height, and you can’t apply this phobia to creatures with a natural fly speed), or water (you can’t apply this phobia to aquatic creatures or creatures with a natural swim speed).


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


name: Pied Piping
level: bard 6
school: enchantment (compulsion) [mind-affecting, sonic]
casting_time: 1 standard action
components: V or F (musical instrument)
range: 90 ft.
area: 90-ft.-radius emanation, centered on you
duration: concentration + 1 round/level
saving_throw: Will partial; see text
spell_resistance: yes
description:
You call forth a melody so compelling and attractive that creatures belonging to a group with a specific, identifiable physical trait (such as type, subtype, age, gender, or hair color) find it almost impossible not to approach and follow you. You choose the nature of the creatures you seek to attract when you cast the spell and, once you make this choice, cannot alter it. You can only use physical traits to determine your audience. You can never use social and other more voluntary criteria (such as alignment, religion, nationality, or class) to select targets for this spell.


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


name: Pierce Facade
level: alchemist 1, bard 1, cleric 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (an eagle’s eye)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target gains a +5 insight bonus on Perception checks to see through disguises. This bonus increases to +10 at caster level 7th.


name: Piercing Shriek
level: bard 2, psychic 2
school: evocation [pain, sonic]
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10ft./level)
target: one creature
duration: 1 round/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
You emit an ear-splitting shriek which can be heard only by the target of this spell; all other observers merely see you screaming silently. The target suffers wracking pain from the scream, gaining the staggered condition. This spell has no effect on deaf creatures and cannot penetrate an area of silence.


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

description:
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends.


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


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


name: Pinecone Bomb
level: druid 2, ranger 3, shaman 2, witch 2
school: evocation
casting_time: 1 standard action
components: V, S, M (a pinecone)
range: close (25 ft. + 5 ft./2 levels)
area: 10-ft.-radius spread
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
This spell infuses a small pinecone with power, causing it to detonate with explosive force when thrown.


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


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


name: Plague Carrier
level: cleric/oracle 4, druid 4, sorcerer/wizard 5, witch 5
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes
description:
The target’s natural attacks carry filth fever (DC 10 + 1/2 of the creature’s Hit Dice + creature’s Con modifier)


name: Plague Storm
level: cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 minute/level and instantaneous (see text)
saving_throw: Fortitude negates
spell_resistance: no
description:
You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen by you when you cast the spell and applies to all creatures that fail the save). The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. Use the disease’s listed frequency to determine further effects, but the disease’s save DC increases by +2.


name: Planar Adaptation
level: alchemist 5, cleric/oracle 4, sorcerer/wizard 5, summoner/unchained summoner 5
school: transmutation
casting_time: 1 standard action
components: V
range: personal
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). Planar adaptation has no effect when cast upon your native plane.


name: Planar Aegis
level: druid 5, occultist 4, ranger 3, sorcerer/wizard 5, summoner 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (a fistful of naturally occurring material from a plane)
range: personal
target: you
duration: 1 round/level (D)
description:
You draw motes of essence from material native to a plane that has elemental or energy essence traits, weaving the essence together into a shield of force. Choose an essence trait from the list below; the material component for this spell must come from a plane that has the essence trait you chose. Each essence trait has an associated damage type (see the table below). Any creature that hits you with a non-reach melee weapon, natural weapon, or unarmed attack takes 3d6 points of damage plus 1 point per caster level you have (maximum +20) of a type corresponding to the essence trait you chose. In addition, you take only half damage from attacks or effects of the associated damage type, and if such an attack or effect allows a saving throw for half damage, you take no damage on a successful saving throw.


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

description:
This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.


name: Planar Binding
level: sorcerer/wizard 6, summoner 5, unchained summoner 6
school: conjuration (calling) [see text]
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels); see text
target: one elemental or outsider with 6 HD or less
duration: instantaneous
saving_throw: Will negates
spell_resistance: no and yes; see text
description:
This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.


name: Planar Inquiry
level: cleric 3, druid 3, inquisitor 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (calling)
components: V, S, M (offerings worth 100 gp per HD of creature called)
effect: one called outsider who answers questions
duration: instantaneous; see text div style="clear:both"></div
description:
This spell calls a creature from another plane to your precise location, functioning like lesser planar ally except as noted. When you call a creature using planar inquiry, the only task that you can ask of the creature is for it to answer questions or gather information regarding a specific topic (a person, a place, or a thing). After hearing your request, if the creature has an appropriate Knowledge skill, it can attempt a check to provide the information it has. If it lacks such a skill, the called creature leaves for 1d4 hours to gather this information. Upon its return, you roll 1d20 + your caster level, and use the result to determine what information the creature has gathered about the subject (as if using Diplomacy). The called creature stays for up to 10 minutes as it relays this information to you, after which it departs to its home plane. If the creature is attacked or damaged at any time during the spell’s duration, the spell ends and the creature returns to the plane from which you summoned it.


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

description:
This spell helps creatures accustomed to the concrete reality of the Material Plane to navigate within the confusing realities of other planes. When cast, it functions as know direction, save that instead of revealing true north, it reveals the direction of the palace or demesnes most associated with that plane or demiplane’s ruling god or demigod, as well as a brief and generic vision of that entity’s appearance or holy symbol. The spell functions only within whatever plane or demiplane you are located in at the time; for instance, if cast within a specific demon lord’s Abyssal realm or on a given layer of Hell, it would point to the seat of power for that demon lord or archdevil. If a plane or demiplane has multiple gods or rulers, it reveals the directions of the closest three, allowing for triangulation.


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


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


name: Planeslayer’s Call
level: cleric 5, inquisitor 4, paladin 4
school: enchantment (compulsion) [mind-affecting, see text]
casting_time: 1 standard action
components: V, S, DF
range: 20 ft.
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
The magic of your allies in the area becomes more potent against certain outsiders. Chose one alignment subtype (chaotic, evil, good, or lawful). Against outsiders with that alignment component or subtype, your allies in the area gain a +2 bonus on caster level checks to overcome spell resistance, and their spells ignore the first 10 points of energy resistance (but not energy immunity).


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


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


name: Planned Assault
level: cleric/oracle 3, paladin 3, ranger 4 (Angradd)
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
area: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 minute/level or until discharged
saving_throw: none
spell_resistance: no
description:
This spell increases the effectiveness of a planned action. If the targets spend at least 1 minute studying a situation, they receive bonuses to their first actions in response to the situation. All targets must declare in advance what their intended actions are. If they perform those actions, they receive a +2 sacred bonus to AC, saving throws, and checks for the first round. This bonus increases to +4 at 10th level and +6 at 15th level.


name: Plant Shape
level: alchemist 5, sorcerer/wizard 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 1 min./level (D)
description:
When you cast this spell you can assume the form of any Small or Medium creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, grab, and poison. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has vulnerability to an element, you gain that vulnerability.


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


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


name: Pocketful of Vipers
level: druid 3, occultist 3, ranger 3, shaman 3, witch 3
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M (a snake scale and fang)
range: touch
target: object touched
duration: 1 hour/level or until discharged (D)
saving_throw: Fort negates (object)
spell_resistance: no
description:
You set a magical ward upon the object touched, which must be a container such as a pouch, bag, backpack, or pocket. If any creature opens the container without first speaking a command word, 1d3 summoned venomous snakes appear, slithering out of the container and attacking that creature for 1 round/level before disappearing. They attack other creatures only if they themselves are attacked.


name: Poison
level: antipaladin 4, cleric/oracle 4, druid 3, shaman 4, witch 4
school: necromancy [poison]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: living creature touched
duration: instantaneous; see text
saving_throw: Fortitude negates; see text
spell_resistance: yes
description:
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.


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


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


name: Poisonous Balm
level: cleric 4, druid 5, occultist 4, shaman 4, witch 5
school: conjuration (healing) [poison, ruse]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous, then 1 hour or until triggered plus 6 rounds; see text
saving_throw: Will partial (harmless), then Fort negates (see text)
spell_resistance: yes
description:
You mend the target’s injuries, curing 3d8 hit points + 1 point per caster level (maximum +15) as cure serious wounds, but leaving its body laced with a subtle toxin that remains inert until you activate it. A target that decides to attempt the Will save and succeeds is healed for half (as cure serious wounds) and negates the toxin. Otherwise, you can activate the toxin by concentrating on the spell as a standard action, at which point the victim takes 1d3 points of Strength damage per round for 6 rounds. Once the poison is active, the target can attempt a Fortitude save each round to negate that round’s damage and end the affliction. If you don’t trigger the poison for 1 hour, the spell ends and leaves the target unharmed.


name: Poisonous Cloud
level: bloodrager 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M (small drop of poison )
range: medium (100 ft. + 10 ft./level)
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: Fort negates; see text
description:
Poisonous cloud creates a bank of fog like that created by fog cloud, except that the vapors are toxic. The cloud deals 1d2 points of Constitution damage per round to living creatures that fail their Fortitude saves.


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


name: Polymorph
level: alchemist 5, sorcerer/wizard 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you choose)
range: touch
target: living creature touched
duration: 1 min/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell transforms a willing creature into an animal, humanoid or elemental of your choosing; the spell has no effect on unwilling creatures, nor can the creature being targeted by this spell influence the new form assumed (apart from conveying its wishes, if any, to you verbally).


name: Polymorph Any Object
level: sorcerer/wizard 8
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M/DF (mercury, gum arabic, and smoke)
range: close (25 ft. + 5 ft./2 levels)
target: one creature, or one non-magical object of up to 100 cu. ft./level
duration: see text
saving_throw: Fortitude negates (object); see text
spell_resistance: yes (object)
description:
This spell functions like greater polymorph, except that it changes one object or creature into another. You can use this spell to transform all manner of objects and creatures into new forms- you aren’t limited to transforming a living creature into another living form. The duration of the spell depends on how radical a change is made from the original state to its transmuted state. The duration is determined by using the following guidelines.


name: Polymorph Familiar
level: shaman 3, sorcerer/wizard 3, witch 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: close (25 ft. +5 ft./2 levels)
target: your familiar
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: yes (harmless)
description:
This spell functions as beast shape I, except it grants your familiar the form of any Small animal. Your familiar retains all of its special abilities and continues to grant you the special ability associated with its normal shape (such as a bat familiar’s bonus on Fly checks).


name: Polypurpose Panacea
level: alchemist 1, psychic 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: S
range: personal
target: you
duration: see below
description:
This creates one of several cantrip-level effects relating to your health, well-being, and entertainment. The panacea has no side effects (for example, the intoxication panacea does not cause a hangover). When you use polypurpose panacea, choose one of the following effects.


name: Positive Pulse
level: cleric 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1, witch 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 5-ft.-radius burst
duration: instantaneous plus 1 round (see text)
saving_throw: Will negates or Will negates (harmless); see text
spell_resistance: yes
description:
This spell causes a wave of positive energy to spread from a point you designate, damaging foes vulnerable to positive energy and bolstering living creatures. Each creature damaged by positive energy in the area (such as undead) must succeed at a Will save or take 1d6 points of damage, plus 1 point for every 2 caster levels (maximum +5). Haunts manifesting in the spell’s area also take this damage.


name: Possess Object
level: sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
target: one object; see text
duration: 1 hour/level or until you return to your body
description:
This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you.


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

description:
You attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be dead. Failure to take over a host ends the spell.


name: Possession Trap
level: sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, F (a gem or crystal worth at least 500 gp)
range: personal
target: you
duration: 24 hours or until activated (see text); 1 round/level
description:
You place a protective ward over your spirit that ensnares creatures attempting to possess you. Should a creature attempt to possess you (such as via magic jar or a similar effect) while you are under the effects of possession trap, that creature must first succeed at a Will save or its possession attempt is ruined and its spirit is shunted into this spell’s focus gem. The trapped creature is contained within the focus gem for 1 round per caster level, acting as though it were trapped in a magic jar for the duration of this effect. This effect fails if you are not carrying the focus gem during the time of the possession attempt.


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


name: Power Word Blind
level: sorcerer/wizard 7, witch 7
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature with 200 hp or less
duration: see text
saving_throw: none
spell_resistance: yes
description:
You utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected.


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


name: Power Word Stun
level: sorcerer/wizard 8, witch 8
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature with 150 hp or less
duration: See text
saving_throw: none
spell_resistance: yes
description:
You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.


name: Pox Pustules
level: druid 2, witch 2
school: necromancy [disease]
casting_time: 1 standard action
components: V, S, M (leaves from a toxic plant)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
You inflict a painful, itching rash on the target creature. The target is sickened and takes a -4 penalty to Dexterity (this penalty cannot lower Dexterity below 0). The target can spend a move action scratching furiously at the rash to remove the sickened condition (but not the Dexterity penalty) until the start of its next turn.


name: Pox of Rumors
level: bard 5, cleric 7, mesmerist 5, psychic 7, sorcerer/wizard 7, spiritualist 5, witch 7
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 8 hours
components: V, S, M (a physical connection to the target; see text)
range: see text
target: one creature
duration: 1 day/level
saving_throw: Will negates, then Will partial (see text)
spell_resistance: yes
description:
You curse the target to attract negative assumptions and rumors of a sort you specify when you cast the spell. If the target fails the initial save to negate the curse, every day that it spends in a settlement, it must attempt a Will save. If it fails, it accidentally says or does something that makes others assume the rumor you specified is true in some way that is unflattering or incriminating. If the creature is not aware of the nature of the rumors, it takes a –4 penalty on these secondary saves.


name: Prayer
level: cleric/oracle 3, inquisitor 3, paladin 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: 40 ft.
area: all allies and foes within a 40-ft.-radius burst centered on you
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.


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


name: Prehensile Pilfer
level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
The target’s tail moves and acts more quickly, almost with a mind of its own. When making a full-attack action, the target may use its tail to make a dirty trick or steal combat maneuver as a swift action. For the purpose of this attack, the target’s tail is a natural weapon with a reach of 5 feet. This spell has no effect on creatures lacking a prehensile tail. If the target already has an extra attack from haste or a similar effect, this spell only allows the tail to make dirty trick and steal combat maneuvers, but does not grant an extra attack.


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

description:
You imbue one or more objects with magic that dramatically slows down natural processes that lead to decay and spoilage.


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


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

description:
The target adapts incredibly quickly to changes in pressure, adjusting to 100 feet of new pressure (or the entire shift, in the case of an instantaneous shift within its native range) after just one successful Fortitude saving throw instead of the usual five.


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


name: Primal Regression
level: druid 6, mesmerist 5, psychic 6, shaman 6, witch 7
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature/2 levels, no two of which can be more than 30 feet apart
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell sequesters the targets’ ability for higher reasoning, allowing their darker impulses to come to the fore. An affected target becomes a ravening monster—savage, bloodthirsty, and brutish. Until the spell ends, the targets have all of the following benefits and drawbacks.


name: Primal Scream
level: bard 4
school: abjuration [mind-affecting, sonic]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level
description:
You voice a mighty yell from the depths of your soul, invigorating yourself and dispelling enchantment and paralysis effects. This functions as break enchantment, except it only affects you and only frees you from enchantment and paralysis effects. If the caster level check to break the hostile effect succeeds, you give voice to your scream and the spell takes effect normally; if not, this spell fails without further effect. You can cast this spell even when paralyzed or unable to speak because of an enchantment effect, but not in an area of silence, if you are unable to speak for reasons other than enchantments or paralysis (for example, if you are gagged), or if cast in an environment where speaking is not possible.


name: Prismatic Sphere
level: sorcerer/wizard 9
school: abjuration
components: : V
range: 10 ft.
effect: 10-ft.-radius sphere centered on you
description:
This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.


name: Prismatic Spray
level: sorcerer/wizard 7
school: evocation
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: see text
spell_resistance: yes
description:
This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.


name: Prismatic Wall
level: sorcerer/wizard 8
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: wall 4 ft./level wide, 2 ft./level high
duration: 10 min./level (D)
saving_throw: see text
spell_resistance: see text
description:
Prismatic wall creates a vertical, opaque wall- a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 rounds if it looks at the wall.


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


name: Produce Flame
level: druid 1, shaman 1
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: flame in your palm
duration: 1 min./level (D)
saving_throw: none
spell_resistance: yes
description:
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.


name: Profane Nimbus
level: antipaladin 4, cleric 5, inquisitor 5
school: evocation [evil]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level (D)
description:
You are surrounded by a nimbus of shadow shaped like your god’s unholy symbol or a symbol of your faith. Any good creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15).


name: Prognostication
level: cleric 6, inquisitor 6, medium 4, psychic 6, shaman 6, spiritualist 6, witch 6
school: divination
casting_time: 8 hours
components: V, S, M (rare incense and tonics worth 250 gp)
description:
You glimpse the future. Prognostication functions as divination except that the spell can see up to a year and a day into the future. Because of the increased unpredictability of the distant future, prognostication is significantly more cryptic than the already-cryptic divination spell.


name: Programmed Image
level: bard 6, sorcerer/wizard 6
school: illusion (figment)
components: V, S, M (fleece and jade dust worth 25 gp)
effect: visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
duration: permanent until triggered, then 1 round/level
description:
This spell functions like silent image, except that this spell’s figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.


name: Project Image
level: bard 6, sorcerer/wizard 7
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S, M (a small replica of you worth 5 gp)
range: medium (100 ft. + 10 ft./level)
effect: one shadow duplicate
duration: 1 round/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).


name: Prophetic Lore
level: sorcerer/wizard 6
school: divination
casting_time: see below
components: V, S, M (incense worth 150 gp), F (rare herbs and spices worth 250 gp)
range: personal
target: you
description:
You call to mind prophecies regarding a person, place, item, or event. These might be predictions made in the past, lost to history, or entirely new. If the person or item is present or if you are at the desired location, the casting time is 1d4×10 minutes; if you have general but specific information about the subject, the casting time is 1d4×2 hours. If you have only rumors, you cannot cast this spell with any effect.


name: Prosperous Room
level: bard 3, sorcerer/wizard 3
school: enchantment
casting_time: 1 day
components: V, S
range: touch
target: room you own; see text
duration: 1 day/level (D)
saving_throw: none
spell_resistance: yes
description:
The targeted room is enchanted to have magical appeal for customers, an increase in the workflow of its employees, or the generation of additional materials to work with. While this spell is in effect, the targeted room produces 1 more Goods, Labor, Influence, or Magic than it already does. If the room produces multiple types of capital, it produces an additional capital of each type. If the room generates gp, it generates 25% more.


name: Protection from Arrows
school: abjuration
casting_time: 1 standard action
components: V, S, F (a piece of tortoiseshell or turtle shell)
range: touch
target: creature touched
duration: 1 hour/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2

description:
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn’t grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.


name: Protection from Chaos
school: abjuration [lawful]
casting_time: 1 standard action
components: V, S, M/DF
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: no; see text
level:
bloodrager 1, cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.


name: Protection from Energy
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 10 min./level or until discharged
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bloodrager 3, cleric/oracle 3, druid 3, inquisitor 3, occultist 3, psychic 3, ranger 2, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3

description:
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.


name: Protection from Evil
school: abjuration [good]
casting_time: 1 standard action
components: V, S, M/DF
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: no; see text
level:
cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.


name: Protection from Good
school: abjuration [evil]
casting_time: 1 standard action
components: V, S, M/DF
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: no; see text
level:
antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by good creatures. The target receives a new saving throw against control by good creatures and good summoned creatures cannot touch the target.


name: Protection from Law
school: abjuration [chaotic]
casting_time: 1 standard action
components: V, S, M/DF
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: no; see text
level:
antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
This spell functions like protection from law, except you divide the duration in 1-minute intervals among the creatures touched.


name: Protection from Natural Attacks
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a scale from a lizard )
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, druid 4, hunter 2, investigator 3, psychic 4, ranger 2, shaman 4, spiritualist 3, summoner 3, summoner (unchained) 3

description:
Upon casting this spell, select one type of natural attack from the following: bite, claw, gore, hoof, pincers, slam, sting, swarm, tail slap, talon, tentacle, or wing. For the duration of the spell, the target gains DR 5/— against all attacks from natural weapons of the selected type.


name: Protection from Outsiders
level: cleric 2, inquisitor 2, paladin 2
school: abjuration [see text]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: no; see text
description:
This spell wards a creature from attacks by outsiders with a specific racial subtype, from mental control exerted by creatures of the chosen subtype, and from summoned creatures of that subtype. Only the subtypes of specific outsider races—angel, azata, demon, oni, psychopomp, protean, and so on—can be chosen as the subtype this spell protects against. Alignment subtypes or other general subtypes (like elemental, extraplanar, or native) cannot be selected. Outsiders without an outsider racial subtype (like genies, night hags, yeth hounds, or xills) are not affected by this spell.


name: Protection from Spells
level: sorcerer/wizard 8, summoner 6
school: abjuration
casting_time: 1 standard action
range: touch
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
components:
V, S, M (diamond worth 500 gp), F (One 1,000 gp diamond per target. Each subject must carry the gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.)

description:
The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).


name: Protection from Spores
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: no
level:
alchemist 2, cleric/oracle 2, druid 2, hunter 1, investigator 2, ranger 1, shaman 2, warpriest 2, witch 2

description:
With a touch, you bolster a creature’s body to protect it from the harmful effects of spores and similar afflictions. While under the effect of this spell, a creature is immune to the effects of brown mold, green slime, russet mold, yellow mold, and any similar hazard, provided the hazard is CR 6 or lower. Similarly, the creature is immune to poison, disease, and infestation attacks from all fungal creatures of CR 6 or lower, including effects such as basidirond spores, violet fungus rot, and the like. The target is immune to fungus-based toxins, such as striped toadstool. Against similar hazards or monsters of CR 7 or higher, the target gains a bonus on all saving throws against the effect equal to half your caster level. Protection from spores offers no protection against fungal infestations created by the seeded, or by the spell what grows within.


name: Protection from Technology
level: cleric 2, sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a pinch of powdered copper)
range: touch
target: creature touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless), see text
spell_resistance: no, see text
description:
This spell wards a creature from attacks by technological objects and creatures of the robot subtype, and protects against mental control from technological sources. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has two major effects.


name: Protective Penumbra
level: cleric/oracle 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: evocation [darkness]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
This spell keeps the target slightly in shadow. A target with light blindness, light sensitivity, or vulnerability to sunlight (such as vampires and wraiths) may ignore penalties from those qualities. The spell gives the target a +2 bonus on saving throws against nonmagical hazards related to bright light, such as glare or sunburn.


name: Protective Spirit
level: ranger 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 round/level
description:
A protective spirit is an invisible, mindless, shapeless force that hovers about you, defending you against unexpected attacks. When a creature makes an attack of opportunity against you, the protective spirit makes an immediate attack using your base attack bonus plus your Dexterity modifier. On a successful hit, the spirit does no damage, but it causes the attack of opportunity to automatically miss. A protective spirit can defend against a number of attacks of opportunity equal to your Dexterity bonus (minimum 1) per round.


name: Prying Eyes
level: sorcerer/wizard 5, witch 5
school: divination
casting_time: 1 minute
components: V, S, M (a handful of crystal marbles)
range: 1 mile
effect: 10 or more levitating eyes
duration: 1 hour/level; see text (D)
saving_throw: none
spell_resistance: no
description:
You create a number of semi-tangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.


name: Psychic Asylum
level: mesmerist 5, psychic 5, sorcerer/wizard 6
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 swift action
components: V, S
range: personal Target you
duration: instantaneous; see text
saving_throw: none
spell_resistance: no
description:
You retreat into a mindscape of your own making that allows you to perform a lengthy mental task in an instant.


name: Psychic Crush I
level: psychic 5
school: necromancy [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will partial and Fortitude partial; see text
spell_resistance: yes
description:
Using your psychic power, you invade the mind of the target and tear it asunder, causing massive internal damage to both its mind and body. If the target succeeds at the initial Will save, it is sickened for 1 round. If the target fails its Will save, it must attempt a Fortitude save (with a +4 circumstance bonus on this save if it has more than half its total hit points remaining). If it also fails the Fortitude save, the target is reduced to –1 hit points and is dying. If the target succeeds at its Fortitude save, it instead takes 3d6 points of damage + 1 point of damage per caster level, which cannot reduce the target below –1 hit point, and the target is sickened for 1 round. This attack has no effect on creatures without an Intelligence score.


name: Psychic Leech
level: bloodrager 3, magus 3, medium 3, mesmerist 2, psychic 2, sorcerer/wizard 3, spiritualist 2, witch 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 minute/level (D)
saving_throw: Will partial
spell_resistance: yes
description:
The target experiences feelings of ennui and lethargy, becoming fatigued for the spell’s duration. While the target is fatigued and is within the spell’s range, you gain a +2 enhancement bonus to Strength and Dexterity. On a successful save, the target is fatigued for only 1d4 rounds and you receive no bonus. This spell has no effect if it targets a creature that is already fatigued.


name: Psychic Reading
school: divination
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 round
saving_throw: none
spell_resistance: yes
level:
bard 2, inquisitor 2, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 2, spiritualist 1

description:
You are able to read a person’s surface thoughts and take cues from the person’s appearance, body language, and manner of speech to infer a great deal of information about the person, even if that person is in disguise (including polymorph effects). When casting the spell, attempt a DC 20 Sense Motive check with a bonus equal to your caster level.


name: Psychic Surgery
level: mesmerist 5, psychic 6
school: enchantment [mind-affecting]
casting_time: 10 minutes
components: V, M (diamond dust worth 250 gp)
range: touch
target: one willing and living creature
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
Psychic surgery cures the target of all Intelligence, Wisdom, and Charisma damage and restores all points permanently drained from the target’s Intelligence, Wisdom, and Charisma scores. It also eliminates all ongoing insanity, confusion, and fear effects. Psychic surgery can also remove other mental afflictions, including enchantment spells and abilities, and even instantaneous effects, but in this case, if dispel magic couldn’t remove the effect, psychic surgery works only if the spell level or equivalent spell level of the effect was 6th level or lower. Psychic surgery removes all effects magically altering the target’s memory, even instantaneous effects, and it can restore a memory to perfect clarity like the second use of modify memory.


name: Psychonaut Manifestation
level: psychic 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a small piece of psychoactive cactus)
range: personal
target: you
duration: 1 round/level (D)
saving_throw: see text
description:
You take a mental journey through the doors of perception to enter an altered state of consciousness. Despite this hallucinatory transmigration being entirely unreal, your mind and body fully react to it. You gain a +4 alchemical bonus to a random ability score, as well as a corresponding –2 penalty. If the bonus applies to Strength, the penalty applies to Intelligence, and vice versa. If the bonus applies to Dexterity, the penalty applies to Wisdom, and vice versa. If the bonus applies to Constitution, the penalty applies to Charisma, and vice versa. Each round as a standard action, you can explore the nooks and crannies of your imagination to further alter your corporal self. If you do so, attempt a Will save against the spell’s save DC. If you succeed, randomly select another ability score and change the alchemical bonus and associated penalty accordingly. If you fail, you are dazed for 1 round instead as your mind reels from learning unexpected truths about yourself.


name: Pugwampi’s Grace
level: bard 2, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pugwampi’s hair)
range: short (25 ft. + 5 ft./2 levels)
target: one creature (see below)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
The gremlins known as pugwampis infect those around them with a malignant form of unluck—an effect that this spell emulates. If the target fails its Will save, it becomes infused with the so-called “grace of the pugwampi.” A creature affected by this spell must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. As with the aura shed by actual pugwampies, this spell has no effect on animals, gremlins, or gnolls. The effects of this spell are negated as long as a target gains any sort of luck bonus to a d20 roll (such as those granted by a luckstone or divine favor), but the spell’s duration is not impacted by these effects. If the luck bonus goes away before the pugwampi’s grace effect ends, the unluck returns and remains until the spell’s normal duration runs out.


name: Punishing Armor
level: alchemist 1, bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level (D)
saving_throw: Fort negates; see below
spell_resistance: no
description:
You coat yourself with a thin layer of shimmering energy. Any creature dealing nonlethal damage to you immediately takes half the amount of nonlethal damage dealt. A successful Fortitude save made by the attacking creature negates this damage.


name: Pup Shape
level: druid 3, sorcerer/wizard 3, witch 3
school: transmutation (polymorph)
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
target: one animal
duration: 1 round/level
saving_throw: Fort negates (and Will special, see text)
spell_resistance: yes
description:
You transform the subject animal into a Small magical beast (or a magical beast one size category smaller than the original creature, whichever is smaller), creating a young magical version of itself for a short period of time. While in this form, the target has only 1 HD (maximum hit points), and the target takes a –4 penalty to Strength, Constitution, Intelligence and Wisdom (minimum 1). The creature also gains a +4 size bonus to Dexterity and a +2 natural bonus.


name: Purge Spirit
level: medium 2, occultist 2, psychic 3, sorcerer/wizard 4, spiritualist 2, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature or haunt
duration: instantaneous
saving_throw: Will partial
spell_resistance: yes
description:
Purge spirit rips away at the target’s spiritual substance, scattering it over a wide area and hampering the target’s ability to reform. The target takes 1d6 points of damage per caster level (maximum 10d6) and is staggered for 1 round. On a successful saving throw, the target takes half damage and is not staggered. This spell affects astrally projected creatures, ethereal creatures, haunts, incorporeal creatures, mediums channeling a spirit, and phantoms, and at the GM’s discretion can affect other spirits or creatures made of ectoplasm.


name: Purging Finale
level: bard 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, removing one of the following conditions on a creature within range affected by your bardic performance: cowering, dazzled, exhausted, paralyzed, shaken, or stunned.


name: Purified Calling
level: summoner/unchained summoner 4
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, M (a stick of incense)
range: personal
duration: 1 minute
description:
Your eidolon is restored to full health when you summon it. Upon casting this spell, you must immediately begin the ritual to summon your eidolon. Upon completion of the ritual, your eidolon appears at full hit points and without any damage or penalties to its ability scores, regardless of its previous condition. In addition, any temporary negative conditions affecting your eidolon are immediately removed.


name: Purify Body
level: alchemist 4, cleric/oracle 4, medium 4, paladin 4, psychic 5, warpriest 4
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous and 1 hour or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You align the target’s chakras and soothe any unwanted imperfections found within its physical form, leaving its body pristine and without any pain or weakness.


name: Purify Food and Drink
level: cleric/oracle 0, druid 0, shaman 0
school: transmutation
casting_time: 1 standard action
components: V, S
range: 10 ft.
target: 1 cu. ft./level of contaminated food and water
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.


name: Putrefy Food and Drink
level: witch 0
school: transmutation [poison]
casting_time: 1 standard action
components: V, S
range: 10 ft.
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.


name: Puzzle Box
level: bard 2, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels) or touch ; see text
target: one creature or one object up to 5 lbs./level
duration: 1 round/level or permanent; see text
saving_throw: Will negates or none
spell_resistance: yes
description:
This spell causes even commonly used objects to become conundrums. When cast on a creature, the target loses all weapon and shield proficiencies. The target also forgets how to use all spell-completion, spell-trigger, and use-activated magic items, as well as any mundane items used as part of a skill check, imposing a –5 penalty on all ability and skill checks attempted with such items. These effects last for 1 round per level. As a move action, the target can attempt a skill check to negate the effects of this spell for one object. Weapons, shields, and mundane objects require a successful Craft skill check of the type required to craft the item in question, with a DC equal to the spell’s save DC. Magic items require a successful Spellcraft or Use Magic Device skill check against the spell’s save DC.


name: Pyrotechnic Eruption
level: bloodrager 3, magus 4, occultist 4, sorcerer/wizard 4
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (a pinch of coal)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: see text
saving_throw: Reflex half (see text)
spell_resistance: yes
description:
The caster causes jets of flame to erupt from the ground and surround the target. The target takes 1d6 points of damage per caster level (maximum 15d6) unless it succeeds at a Reflex save for half damage. The blaze surrounds the target for the duration of the spell, forcing the creature to attempt a new save each round.


name: Pyrotechnics
level: bard 2, bloodrager 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (one fire source)
range: long (400 ft. + 40 ft./level)
target: one fire source, up to a 20-ft. cube
duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
saving_throw: Will negates or Fortitude negates; see text
spell_resistance: yes or no; see text
description:
Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.


name: Qualm
level: bard 2, inquisitor 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level or until discharged
saving_throw: Will negates
spell_resistance: yes
description:
The target is suddenly beset with unexplainable doubts about the effectiveness of its actions and the righteousness of its cause. The creature takes a –10 penalty on its ability checks, skill checks, and concentration checks, until the duration ends, or until it spends its entire turn doing absolutely nothing (it spends a full-round action gaining focus). Spending an entire turn doing nothing discharges the spell.


name: Quell Energy
level: druid 3, inquisitor 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will partial
spell_resistance: yes
description:
You reduce the target creature’s ability to tap into a single energy type (acid, cold, electricity, fire, or sonic) of your choice. This reduces damage of the selected type the creature deals with spells, spell-like abilities, and supernatural abilities by 10 points.


name: Quench
level: druid 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none or Will negates (object)
spell_resistance: no or yes (object)
description:
Quench is often used to put out forest fires and other conflagrations. It extinguishes all non-magical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.


name: Questing Stone
level: bard 4, sorcerer/wizard 4
school: divination
casting_time: 10 minutes
components: V, S, F
range: touch and unlimited
target: one ioun stone touched
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions like arcane eye, except that it uses an ioun stone as a visible scrying sensor. The ioun stone moves at the same rate as an arcane eye, and may pass through holes or spaces as small as 2 inches in diameter. It can enter another plane of existence using a gate or similar portal, but the caster loses contact with the sensor should this occur. The enhanced ioun stone has AC 24, 10 hp, hardness 5, fly speed 30 (perfect), and a +16 Stealth bonus. The stone does not provide you with its normal benefits while you are using it as a scrying sensor.


name: Quick Change
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level
level:
alchemist 2, bard 2, bloodrager 2, druid 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, ranger 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2, witch 2

description:
If you have the change shape special quality, you can revert to your true form as a swift action. If a creature is not aware of your true form, when you use this spell to revert to your true form and attack that creature in the same round, the creature is denied its Dexterity bonus to AC against your first attack.


name: Quick Throwing
level: antipaladin 2, bloodrager 2, magus 2, paladin 2, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
Those under the effects of this spell become faster in the use of thrown weapons. They can draw thrown weapons (including rocks if they have the rock throwing ability) on their bodies or within their space without the need for the Quick Draw feat, allowing them to make their full normal rate of attacks with such weapons. This has no effects on other forms of ranged weapon ammunition.


name: Quieting Weapons
school: illusion (glamer)
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: up to one natural or manufactured weapon per 3 caster levels
duration: 10 minutes/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
level:
bard 4, cleric 4, inquisitor 4, magus 4, occultist 4, psychic 4, ranger 3, sorcerer/wizard 4, spiritualist 4

description:
The target weapons and any ammunition they fire make no sound as part of their normal functions as a weapon. For instance, a firearm’s firing would not make an explosive sound, but if you cast this spell on a creature’s bite attack, it would not prevent it from vocalizing from its mouth. The first time a creature is struck by a weapon affected by this spell, it must succeed at a Will save (SR applies to this effect) or it becomes unable to make noise louder than a whisper (Perception DC 10 to hear) whether vocally or by other means for the duration of the effect. Because the creature can still whisper, this doesn’t interfere with verbal spell components. Whether it succeeds or fails its saving throw, the creature is immune to further effects from this casting of quieting weapons.


name: Quintessence
level: bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless) and Will disbelief; see text
spell_resistance: see text
description:
You draw forth the idealized image of the target creature or object, masking any flaws or damage. An injured or ill creature appears healthy, and a damaged object or one with the broken condition appears intact. However, a corpse masked by quintessence remains obviously dead, and a completely destroyed object can’t be made to seem whole.


name: Quintessence Mastery
level: cleric 8, sorcerer/wizard 8, witch 8
school: transmutation
casting_time: 1 round or 4 hours; see text
components: V, S, F (a staff crafted from the chosen plane’s material worth 2,500 gp)
range: personal or up to 10 10-ft. cubes/level (S)
effect: control over a plane’s terrain and traits
duration: 1 hour/level or 1 day/level; see text
description:
This spell grants the caster limited control over the quintessence of an Outer Planes. The control granted by quintessence mastery can take one of two forms, depending on the version of the spell cast. Both versions can be cast only on one of the nine Outer Planes, for it is these planes, not the Transitive or Inner Planes, that are comprised of quintessence.


name: Radiation Ward
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level (D)
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, arcanist 2, cleric/oracle 2, druid 2, hunter 1, ranger 1, shaman 2, sorcerer/wizard 2, warpriest 2

description:
A creature warded by this spell gains a +4 bonus on saving throws against radiation-based effects. In addition, the warded creature is immediately aware when it enters an area of radiation, as well as the radiation level (low, medium, high, or severe) suffusing the area.


name: Rage
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level (D)
saving_throw: none
spell_resistance: yes
level:
alchemist 3, bard 2, bloodrager 3, mesmerist 2, psychic 3, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3

description:
Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.


name: Raging Rubble
level: bard 3, bloodrager 3, cleric 3, druid 3, sorcerer/wizard 3, witch 3
school: transmutation [earth]
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: one swarm of stones
duration: concentration + 2 rounds
saving_throw: none
spell_resistance: yes
description:
You animate an area of rubble, gravel, or other small stones, creating a dangerous, rolling area of debris. The animated rubble has a space of 10 feet and acts like a swarm, damaging (1d6 hit points) and distracting (DC 12) anything within it. As a move action, you can direct the rubble to move up to 10 feet. If the rubble is attacked, treat it as a Medium animated object with the young creature simple template and the swarm subtype.


name: Raiment of Command
level: bard 2, sorcerer/wizard 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level
saving_throw: Will
spell_resistance: no
description:
You are cloaked in an illusion of authority. Others perceive you to be a legitimate figure of authority, such as a higher-ranking official, a religious figure, or a more powerful warrior. This illusion grants you a +5 bonus on all Diplomacy and Intimidate checks. If you attempt to disguise yourself as a specific authority figure whom you have met in person, you gain a +10 competence bonus on the Disguise check and any Bluff check related to impersonating that authority figure.


name: Rain of Arrows
level: sorcerer/wizard 8
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a quiver full of 20 arrows worth 1 gp)
range: long (400 ft. + 40 ft./level)
effect: 15-ft.-radius cloud of arrows
duration: instantaneous
saving_throw: Reflex halves
spell_resistance: no
description:
You point your finger and conjure a cloud of magical arrows that rain down on any creatures and objects in the indicated area.


name: Rain of Frogs
level: bard 3, druid 3, psychic 3, shaman 4, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M/DF (a square of red cloth)
range: close (25 ft. + 5 ft./2 levels)
effect: one swarm of poisonous frogs
duration: concentration + 2 rounds
saving_throw: none
spell_resistance: no
description:
This spell functions as summon swarm, except you summon a swarm of poisonous frogs. This swarm has the statistics of a centipede swarm, except it has the animal type and its poison deals Constitution damage instead of Dexterity damage.


name: Rainbow Pattern
level: bard 4, sorcerer/wizard 4
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V (bard only), S, M (a piece of phosphor), F (a crystal prism); see text
range: medium (100 ft. + 10 ft./level)
effect: colorful lights with a 20-ft.-radius spread
duration: Concentration +1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.


name: Raise Animal Companion
level: druid 5, paladin 4, ranger 4
school: conjuration (healing)
casting_time: 1 minute
components: V, S, M (a diamond worth 1,000 gp)
range: touch
target: dead animal companion or bonded mount
duration: instantaneous
saving_throw: none, see text
spell_resistance: yes (harmless)
description:
This spell functions as raise dead, but it only affects an animal companion, familiar, or paladin’s bonded mount.


name: Raise Dead
level: cleric/oracle 5, shaman 6, witch 6
school: conjuration (healing)
casting_time: 1 minute
components: V, S, M (diamond worth 5,000 gp), DF
range: touch
target: dead creature touched
duration: instantaneous
saving_throw: none, see text
spell_resistance: yes (harmless)
description:
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.


name: Rally Point
level: paladin 1
school: enchantment (compulsion) [emotion, good, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: 5 ft.
area: one 5-ft. square
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You create a spot that has the power to briefly hearten any good creature who comes into contact with it. A good creature who enters this square (even if simply as part of its normal move) gains a +2 morale bonus on attacks, saving throws, and 2 temporary hit points per caster level for 1 round. Nongood creatures gain no benefit from this spell.


name: Rampart
level: druid 7, sorcerer/wizard 7
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M (a handful of earth)
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none
spell_resistance: no
effect:
10-ft.-high earthen wall, in a line up to 10 ft. long/2 levels, or a circle with radius of up to 3 ft. + 1 ft./level

description:
You create a massive rampart of hard-packed earth and stone 5 feet thick. The rampart cannot be conjured so that it occupies the same space as another creature or object. Each 5-foot-wide section of the rampart has hardness 0 and 180 hit points. A section of the rampart whose hit points drop to 0 is breached. If a creature tries to break through the rampart with a single attack, the DC for the Strength check is 60. A creature can climb over the rampart with a DC 20 Climb check.


name: Rapid Repair
level: cleric/oracle 5, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: construct touched
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
The targeted construct gains fast healing 5. This does not stack with any fast healing the construct already has. Fast healing has no effect on a construct that has been brought to 0 hit points or destroyed.


name: Raven’s Flight
level: bard 3, druid 3, inquisitor 3, magus 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 swift action
components: V
range: personal
target: you
duration: 1 round
description:
You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn. You gain a fly speed of 50 feet with good maneuverability, and apply appropriate size modifiers (though your ability scores don’t change). Until the beginning of your next turn, you can take only the 5-foot step, move, run, or withdraw actions. If the spell is dispelled while you are still aloft, the power of flight dissipates slowly; you float downward 60 feet on your next turn, then fall any remaining distance.


name: Ray of Enfeeblement
level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: ray
duration: 1 round/level
saving_throw: Fortitude half
spell_resistance: yes
description:
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.


name: Ray of Exhaustion
level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of sweat)
range: close (25 ft. + 5 ft./2 levels)
effect: ray
duration: 1 min./level
saving_throw: Fortitude partial; see text
spell_resistance: yes
description:
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.


name: Ray of Frost
level: magus 0, sorcerer/wizard 0
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: ray
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.


name: Ray of Sickening
level: bloodrager 1, cleric/oracle 1, druid 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: necromancy
description:
This spell functions as ray of exhaustion, except the target is sickened if it fails its save and unaffected if it makes its save.


name: Read Magic
school: divination
casting_time: 1 standard action
components: V, S, F (a clear crystal or mineral prism)
range: personal
target: you
duration: 10 min./level
level:
antipaladin 1, bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, paladin 1, psychic 0, ranger 1, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

description:
You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).


name: Read Weather
level: bard 1, cleric/oracle 1, druid 1, ranger 1, shaman 1, witch 1
school: divination
casting_time: 1 minute
components: V, S, F (a set of marked sticks or bones worth at least 25 gp)
range: personal
target: you
duration: instantaneous
description:
This spell allows you to forecast the weather at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and so on. This forecast reveals only the weather that would arise naturally, and does not take into account any magical occurrences that might change the weather.


