# spell

name: Thirsting Entanglement
level: druid 4, hunter 4, ranger 4, shaman 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: plants in a 40-ft.-radius spread
duration: 1 min./level (D)
saving_throw: Reflex partial; see text
spell_resistance: no
description:
This spell functions as entangle, except the plants latch on to targets and drain away their vitality. Any creature that fails a save to avoid becoming entangled or fails a check to break free takes 1d2 points of Constitution damage.


name: Thorn Body
level: alchemist 3, druid 4, shaman 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 round/level
description:
This spell causes spines to grow from your exposed skin, damaging creatures that strike you. Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage +1 point per caster level (maximum +15). Creatures using melee weapons with reach are unaffected by this spell. Creatures that successfully grapple you take 2d6 points of piercing damage +1 point per caster level (maximum +15). In addition, your natural attacks and unarmed strikes deal an additional 1d6 points of piercing damage.


name: Thorn Javelin
level: druid 1, ranger 1, shaman 1
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: javelin -like thorn
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
A wooden thorn the size of a javelin (appropriate for your size) appears in your open hand. You can wield this thorn as a javelin, and you are proficient in its use. Any creature struck by the javelin must succeed at a Fortitude save or be sickened for 1 round. If you throw the javelin, another one appears in your hand. Any javelin that leaves your grasp disappears at the end of your turn. Each javelin attack you make reduces the spell’s remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after that attack resolves.


name: Thorny Entanglement
level: druid 3, ranger 3, shaman 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF Reflex partial (see text) no
saving_throw: Reflex partial (see text)
spell_resistance: no
description:
This spell functions as entangle, except the plants also grow thorns and can fling them up to 15 feet. Any creature that moves within 15 feet of the spell’s area is attacked once on its turn by the animated plants. The plants use your caster level as their base attack bonus and add your spellcasting ability score modifier (Intelligence for witches; Wisdom for druids, rangers, and shamans) to the attack roll. A volley of thorns counts as a thrown weapon and deals 2d6 points of piercing damage on a successful hit. A creature that enters the spell’s area or ends its turn there automatically takes 2d6 points of piercing damage.


name: Thought Echo
level: mesmerist 1, psychic 1
school: illusion (glamer)
casting_time: 1 round
components: V
range: touch Target living creature touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
When you cast this spell, you establish a mental echo of up to 25 words. Any attempt to read the surface thoughts of the target creature reads only this mental echo unless the caster succeeds at a caster level check (DC = 11 + your caster level). If you cast thought echo on yourself, the DC is instead equal to 15 + your caster level. In addition, when casting this spell upon yourself, you can change the echoed thoughts by taking a standard action and concentrating.


name: Thought Shield
level: psychic 2
school: abjuration
casting_time: 1 immediate action
components: V
range: personal Target you
duration: 1 round
description:
Sensing an intrusion, you throw up a defense to protect your mind from attack or analysis. This grants you a +4 circumstance bonus on Will saving throws against mind-affecting effects. As long as this spell lasts, spells and effects that allow a creature to read your thoughts receive no information from you.


name: Thought Worm I
level: psychic 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You implant a minor suggestion within the target creature’s psyche that makes it less inclined to resist mental intrusion. The target creature takes a –2 penalty on Will saves against all mind-affecting spells and effects for the duration of the spell.


name: Thoughtsense
level: medium 4, mesmerist 4, psychic 4, sorcerer/wizard 5, spiritualist 4
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, M (a bit of dried brain tissue)
range: personal
target: you
duration: 1 minute/level div style="clear:both"></div
description:
You automatically detect and locate conscious creatures within 60 feet, as if you possessed the blindsight ability.


name: Threefold Aspect
level: druid 5, witch 4
school: transmutation
casting_time: 1 standard action
components: S, F (silver crescent worth 5 gp)
range: personal
duration: 24 hours (D)
description:
Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.


name: Threefold Face
level: arcanist 3, medium 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a three-pointed knot)
range: personal
target: you
duration: 9 minutes
description:
You grow two additional faces set equidistantly around your head, each embodying a different aspect of your personality that you choose (such as kindliness, joy, or wrath). You gain all-around vision and can’t be flanked. Effects that would blind you, deafen you, block your mouth, or otherwise affect your face, including beneficial effects that grant you exceptional vision, only affect a single face (for example, it would take three castings of blindness/deafness to blind you). You lose all-around vision if even a single face becomes blind. This spell doesn’t grant you additional magic item slots or additional heads. When threefold face ends, you gain all the conditions from all three faces, for good or ill.


name: Threefold Form
level: druid 9, psychic 9, witch 9
school: divination
casting_time: 1 standard action
components: V, S, F (a green, three-pointed knot made of mithral worth 729 gp)
range: personal
target: you
duration: 9 rounds
description:
You pull forth idealized versions of yourself at various ages from your mind, splitting into three copies of yourself.


name: Threefold Sight
level: arcanist 3, bard 3, medium 3, occultist 3, psychic 3, skald 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a three-pointed knot)
range: personal
target: you
duration: 3 minutes
description:
You view several possible futures at once, allowing you to thread a needle around disasters by taking a middle path.


name: Thunder Fire
level: bard 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a piece of spent thunderstone)
range: close (25 ft. + 5 ft./2 levels)
target: 1 loaded firearm
duration: instantaneous
saving_throw: Will negates (object), see text
spell_resistance: yes (object), see text
description:
The firearm targeted creates a thunderous report, even if the firearm is not loaded. Every creature within 15 feet of the creature wielding or carrying the firearm must succeed at a Fortitude save or be deafened for 1 minute. The creature wielding or carrying the firearm takes a –4 penalty on this saving throw, and his misfire range increases by 1 for 1d4 rounds. If the firearm was loaded when it was targeted by this spell, that ammunition is wasted.


name: Thundering Drums
level: bard 3
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: 15 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
You strike the ground in front of you, filling the area in front of you with the thunder of pounding drums. Any creature in the area takes 1d8 points of sonic damage per caster level (maximum 5d8) and is knocked prone. A successful Fortitude save halves the damage and negates being knocked prone.


name: Thunderous Footfalls
level: sorcerer/wizard 3, summoner 3
school: transmutation
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one Large or larger creature
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: no (harmless)
description:
This spell makes the target creature’s footfalls shake the ground violently as he trundles, which may knock down smaller creatures as he passes by, though it also makes the target slower on land. The target’s land speed is reduced by half (round down to the nearest 5-foot increment), but each time he moves overland adjacent to a creature that is at least one size category smaller than he is, that creature must succeed at a Fortitude saving throw or be knocked prone.


name: Thunderstomp
level: bloodrager 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1
school: evocation [earth]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
area: 60-ft. line
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature. Attempt the combat maneuver check to trip the target, but instead of your base attack bonus you can use your caster level, and instead of your Strength modifier you can use your spellcasting ability score modifier (Intelligence for magi and wizards; Wisdom for druids and rangers; Charisma for bloodragers and sorcerers). This does not provoke an attack of opportunity. This spell has no effect if you cannot reach the ground or floor, or if your target is not in contact with the ground or floor.


name: Tidal Surge
level: druid 5, shaman 5
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S
range: 30 ft. or 60 ft.; see text
area: cone-shaped burst or line; see text
duration: instantaneous
saving_throw: Reflex half
spell_resistance: no
description:
If you cast tidal surge on land, you create an onrushing surge of water 10 feet high in a 30-foot cone that deals 1d6 points of bludgeoning damage for every 2 caster levels you have (maximum 10d6 at 20th level) and extinguishes all non-magical fires in the area. Magical fire effects in the area of a tidal surge are affected as if you had cast dispel magic. In addition to taking damage, creatures that fail their Reflex saves are pushed 1d4×5 feet away from you, and Medium or smaller creatures are also knocked prone.


name: Time Shudder
level: magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a tiny hourglass )
range: 30 ft.
area: 30-ft.-radius emanation centered on you
duration: 1 round
saving_throw: none
spell_resistance: yes
description:
You cause a ripple in time that affects all creatures in the area. At the start of each creature’s turn, there is a 50% chance the creature is hasted (as haste); otherwise it is slowed (as slow).


name: Time Stop
level: sorcerer/wizard 9
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1d4+1 rounds (apparent time); see text
description:
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.


name: Timely Inspiration
level: bard 1
school: divination
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds. 


name: Tiny Hut
level: bard 3, sorcerer/wizard 3
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (a small crystal bead)
range: 20 ft.
effect: 20-ft.-radius sphere centered on your location
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.


name: Tireless Pursuit
level: inquisitor 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a hard biscuit)
range: personal
duration: 1 hour/level (D)
description:
You harden your body against the stresses of long travel. You halve the damage caused by hustling and forced marching. In addition, for the duration of the spell you ignore any fatigue caused by such travel. Once the spell ends, if you still have any nonlethal damage caused by the hustling or forced march, you become fatigued, or exhausted if already fatigued. 


name: Titanic Anchoring
level: antipaladin 3, bloodrager 3, cleric 3, magus 3, paladin 3, ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a shaving of oak root)
range: personal
target: you
duration: 1 round/level
description:
You become grounded and nearly immovable. You are immune to the pull and push special abilities, and all bull rush, grapple, overrun, reposition, and trip combat maneuvers made by creatures your size or smaller always fail. You gain a +10 bonus to your CMD against those combat maneuver checks made by creatures larger than you.


name: Toilsome Chant
level: bard 1
school: enchantment (compulsion)[mind-affecting]
casting_time: see text
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You can cast this spell as part of the action to begin an inspire competence bardic performance. The benefit of inspire competence persists for as long as is necessary to complete the target’s next skill check using the chosen skill (up to a maximum of 1 hour per caster level), even if you cease your bardic performance. 


name: Tomb Legion
level: cleric 8, sorcerer/wizard 8
school: necromancy [evil]
casting_time: 1 standard action
components: V, S
range: medium (100 f. + 10 f./level)
effect: 3 or more mummies , no 2 of which can be more than 30 ft. apart; see text
duration: 7 days or 7 months (D); see text
saving_throw: none
spell_resistance: no
description:
This spell functions like shambler, except that it calls into existence 1d4+2 mummies rather than shambling mounds.


name: Tongues
school: divination
casting_time: 1 standard action
components: V, M/DF (a clay model of a ziggurat)
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: no
level:
alchemist 3, bard 2, cleric/oracle 4, inquisitor 2, medium 2, mesmerist 2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3

description:
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.


name: Torpid Reanimation
level: antipaladin 4, cleric 4, occultist 4, shaman 4, sorcerer/wizard 5, spiritualist 4
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, M (an onyx gem worth at least 25 gp per HD of the undead )
range: touch Targets one or more corpses touched
duration: 1 day/ caster level and instantaneous (see text)
saving_throw: none
spell_resistance: no
description:
This spell works like animate dead except you set a specific condition for when the animation occurs and you do not immediately have control of the creatures. The condition can be simple, such as being touched, a certain word spoken, or on hearing a specific sound. You can also set a condition based on time, but it must occur within a number of days equal to your caster level. At any time, you can cause the animation to occur as a standard action.


name: Torrent of Elemental Rage
level: sorcerer/wizard 6
school: evocation [air, earth, fire, water]
casting_time: 1 standard action
components: V, S, M/DF
effect: persistent line of elements 30 ft. long
duration: concentration, 1 round/3 levels (see below)
saving_throw: Reflex half
spell_resistance: yes
description:
A shimmering torrent of raw elemental power springs into existence, originating from your outstretched palms. The blast resembles a horizontal whirlwind of howling winds, searing fame, and tumbling shrapnel of ice and metal. Any creature in the area of effect must make a Reflex save or take 8d6 points of damage from a variety of effects—2d6 points of fire damage, 2d6 points of cold damage, 2d6 points of sonic damage, and 2d6 points of slashing damage that overcomes adamantine damage reduction.


name: Touch Injection
level: alchemist 2, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
You must hold an elixir, infused extract, poison, or potion in hand as you cast this spell. The held substance drains from its container into a magical sac in your body. While the spell lasts, you can deliver the substance with a mere touch. To do so to an opponent, you must make a successful melee touch attack. If you hit, the substance takes effect immediately, despite any onset period, and that opponent receives the normal saving throw (if any) against the substance. In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance. If you miss, the substance remains in the magical sac for you to use later.


name: Touch of Blindness
level: antipaladin 1, bard 1, cleric 1, sorcerer/wizard 1, shaman 1, witch 1
school: necromancy [darkness, shadow]
casting_time: 1 standard action
components: V
range: touch
target: creature or creatures touched (up to one/level)
duration: 1 round/level (see text)
saving_throw: Fort negates
spell_resistance: yes
description:
A touch from your hand, which is engulfed in darkness, disrupts a creature’s vision by coating its eyes in supernatural darkness. Each touch causes the target to become blinded for 1 round unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per caster level. Any touch attack not used after 1 round per caster level is lost.


name: Touch of Bloodletting
level: antipaladin 2, bloodrager 1, cleric 1, druid 1, shaman 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell causes any existing wounds that the target possesses to bleed profusely. If the creature’s current total hit points are less than its maximum, this spell causes the creature to take 1 point of bleed damage each round and become exhausted for the duration of the spell. A successful DC 15 Heal check or any spell that cures hit point damage negates the effects of this spell.


name: Touch of Combustion
level: bloodrager 1, druid 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: instantaneous
saving_throw: Reflex negates; see text
spell_resistance: yes
description:
Your successful melee touch attack causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire damage. If it fails its saving throw, the target also catches on fire. If the target catches fire, on the first round thereafter, creatures adjacent to it (including you) must each succeed at a Reflex save or take 1d4 points of fire damage.


name: Touch of Fatigue
level: shaman 0, sorcerer/wizard 0, witch 0
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of sweat)
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration.


name: Touch of Idiocy
level: bloodrager 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: 10 min./level
saving_throw: no
spell_resistance: yes
description:
With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1.


name: Touch of Mercy
level: bard 2, cleric 2, sorcerer/wizard 2
school: enchantment (compulsion) [good, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
The target creature deals only nonlethal damage with all of its weapon attacks. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage. The weapon retains all of its other normal properties.


name: Touch of Slime
level: alchemist 4, bloodrager 4, druid 4, sorcerer/wizard 4, witch 4
school: conjuration (creation) [disease]
casting_time: 1 standard action
components: V, S, M (a drop of acid and a black glass sphere)
target: living creature touched
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime (Core Rulebook 416), dealing 1d3 points of Constitution damage per round. Anything that destroys green slime (scraping, freezing, burning, cutting, sunlight, or remove disease) destroys this slime. If the slime kills a creature, it consumes the body and then dies. It cannot transfer to a creature other than the original target, and dies if separated from the original target.


name: Touch of Truthtelling
level: cleric/oracle 1, inquisitor 1, paladin 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
description:
This spell functions identically to the spell zone of truth, except as noted above. The target momentarily takes on the semblance of a being of perfect order, like an archon or inevitable, so that all who can see the target know it is affected by the spell. This divine guise flickers over the target for only an instant and does not allow it to pass as a member of a different race.


name: Touch of the Sea
level: alchemist 1, bloodrager 1, druid 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a fish scale)
range: touch
duration: 1 minute/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
You cause webs to grow between the target’s fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.


name: Tough Crowd
level: bard 4, inquisitor 4, mesmerist 4, psychic 3, sorcerer/wizard 4, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: 1 creature/level
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You fortify your allies against attempts to control or mislead them. Each ally in the spell’s range gains a +4 insight bonus on the saving throw to resist the next enchantment or illusion spell cast on it. In addition, the DC of any Bluff, Diplomacy, Disguise, or Intimidate check to influence an affected character increases by 4 for the duration of the spell.


name: Tower of Iron Will I
level: psychic 5
school: abjuration
casting_time: 1 immediate action
components: V
range: 10 ft.
area: 10-ft.-radius emanation centered on you
duration: 1 round
saving_throw: none
spell_resistance: yes (harmless)
description:
You project a fortress of mental power that blocks out the psychic energy of others, granting mental strength and resiliency to all inside the area. All creatures inside the area gain spell resistance equal to 10 + double this spell’s level against psychic magic and any mind-affecting effects. Creatures inside the area don’t receive this protection against your spells or special abilities.


name: Toxic Blood
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, M ( vial of black adder venom)
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates; see text
spell_resistance: no
level:
alchemist 3, bloodrager 3, cleric 3, druid 3, investigator 3, magus 3, ranger 3, sorcerer/wizard 3, summoner 3, witch 3

description:
The target creature’s blood becomes poisonous. Anytime the target takes piercing or slashing damage, a spray of acidic blood spurts from its body in the direction of the opponent who inflicted the wound. This blood travels in a 10-foot line, striking the first creature or object it touches. A creature struck by the blood is exposed to black adder venom and must save against the poison as normal, with a DC equal to the spell’s DC.


name: Toxic Gift
level: antipaladin 2, sorcerer/wizard 3
school: necromancy [poison]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous; see text
saving_throw: Fortitude negates (see text)
spell_resistance: yes
description:
You can cast this spell only if you are currently poisoned. You draw upon the poison in your body and duplicate its effects in the target, which is affected by the same poison you are, except it uses this spell’s DC instead of the poison’s normal DC. If you are affected by more than one poison, you must choose one to afflict upon the target.


name: Toxic Rupture
level: druid 3, shaman 3, sorcerer/wizard 3, witch 3
school: necromancy [poison]
casting_time: 1 standard action
components: V, S, M/DF (a viper’s fang)
range: close (25 ft. + 5 ft./2 levels)
target: one poisonous creature
duration: instantaneous
saving_throw: Fort negates; see text
spell_resistance: yes
description:
With a squeezing hand gesture, you cause internal bleeding in the target creature’s venom glands or similar organs. The target must attempt a saving throw against its own poison using the DC for this spell. If it fails, the creature is poisoned and suffers the full effect of its poison. Any subsequent saving throws that the target must attempt against the poison use the normal DC for the poison rather than this spell’s DC.


name: Trace Teleport
level: psychic 4, sorcerer/wizard 5
school: divination
casting_time: 1 standard action
components: V, S, F (a magnifying lens)
range: 40 feet
area: 40-ft.-radius emanation centered on you
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
You immediately become aware of any teleportation effects that begin or end within the spell’s area. The spell’s area radiates from you and moves as you move. You know the exact origin point of any teleportation effect that originates within the spell’s area, and the exact end point of any teleportation effect that terminates within the spell’s area. Further, you can detect the lingering traces of any teleportation effect that occurred up to 1 hour previously, in the same fashion.


name: Track Ship
level: bard 2, cleric 2, sorcerer/wizard 2
school: divination (scrying) [travel]
casting_time: 1 standard action
components: V, S, F (piece of ship)
range: see text
effect: magical icon
duration: 1 hour/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
In order to cast this spell, you must have a piece of the ship you wish to track. Merchants often preserve slivers from their trade ships specifically for this purpose. You also need a nautical chart.


name: Tracking Mark
level: bloodrager 1, cleric/oracle 1, druid 1, paladin 1, ranger 1
school: evocation
casting_time: 1 standard action
components: S, DF
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You gain a supernatural ability to detect tracks and other clues left behind by the target. You treat the DCs of all Survival checks made to track the target as if they were 5 lower than normal, and you gain a +5 bonus on Perception checks made to notice the target if it is using Stealth or recognize it if it is using Disguise.


name: Trade Items
level: bard 3, mesmerist 3, sorcerer/wizard 4, summoner 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, F (any held object weighing no more than 5 lbs./level)
range: close (25 ft. + 5 ft./2 levels)
target: one object weighing no more than 5 lbs./level
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You cause the target object and the object used as a focus for the spell to immediately swap places. The target object appears in your hand (or falls to the ground in your square if you are unable to hold it). The stronger the connection between the two objects, the more difficult the spell is to resist, as indicated on the table below. The modifiers are cumulative.


name: Trail of the Rose
level: bard 2, cleric/oracle 2
school: illusion (phantasm)
casting_time: 1 standard action
components: S, V
range: touch
target: 1 rose touched
duration: 1 hour/level (D)
saving_throw: no
spell_resistance: no
description:
This spell creates an illusory trail in the form of a misty and visible scent coming from the rose used as this spell’s material component. When you cast this spell, the scent of the rose leaves a faint pink-tinged illusion that ripples and flows in the area. Only you and up to six creatures you designate upon casting the spell can see the illusion. To designate a creature, you must know it well. It is not enough simply to have met that creature once or heard of the creature. When you move, this illusory scent leaves a trail, though there are no telltale signs of which direction you moved if creatures designated by this spell find a middle section of the trail. This is typically used to create backtracking method for the caster’s handpicked allies, useful for navigating in and out of mazes or labyrinthine cave complexes without leaving behind an obvious trail.


name: Transfer Familiar
level: sorcerer/wizard 6, witch 6
school: evocation
casting_time: 1 standard action
components: V, S
range: touch
target: your familiar and one willing creature
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
You temporarily grant control of your familiar to another willing creature. You, your familiar, and the target creature must all be touching each other when you cast this spell. The target gains all the benefits and abilities normally associated with having a familiar, including the ability to share spells, speak with the familiar, and so on. You lose all of these benefits for the duration of the spell. If the target already has a familiar, the spell fails.


name: Transfer Regeneration
level: cleric 3, druid 3, psychic 3, shaman 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1 willing living creature
duration: 1 minute
saving_throw: none
spell_resistance: no
description:
You bestow your regenerative abilities on the target. Your regeneration stops functioning for the duration of the spell, and the target gains your regeneration. For example, if you have regeneration 5 (acid or fire), your target gains regeneration 5 (acid or fire). This regeneration overlaps (does not stack) with any regeneration the creature already has, including other castings of this spell. This spell has no effect if you don’t have the regeneration ability or your regeneration isn’t functioning when you cast the spell.


name: Transfer Tattoo
level: bard 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (tattooing needle)
range: touch
target: one magic tattoo
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
With this spell, you can transfer one magic tattoo from one creature to another. A target that isn’t willing to have his tattoo removed or to receive the transferred tattoo can resist this spell with a Fortitude save—if successful, the transfer fails and the caster of this spell is staggered for 1 round by the backlash of magical energy. A tattoo can be transferred from a dead creature in this manner to a living host, provided the body has been dead no longer than one hour per caster level.


name: Transfiguring Touch
level: alchemist 5, occultist 6, sorcerer/wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (alchemical reagents worth 1 gp or the value of the created material, whichever is more)
range: touch
target: object touched, up to 1 cubic foot per level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You create an alchemical residue on your hands that gradually converts a touched, unattended, non-magical object into iron, paper, or wood (your choice). The spell converts at most 1 cubic foot of material per caster level you have; if the object is larger than the maximum volume, the transfiguration stops once that amount of matter has been converted. If your caster level is at least 14th, you can opt to create lead. If your caster level is at least 19th, you can opt to create precious metals.


name: Transformation
level: alchemist 6, magus 6, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
range: personal
target: you
duration: 1 round/level
components:
V, S, M (a of bull’s strength , which you drink and whose effects are subsumed by the spell effects)

description:
You become a fighting machine – stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can’t cast spells, even from magic items.


name: Transmogrify
level: summoner/unchained summoner 4
school: transmutation
casting_time: 1 hour
components: V, S, M (a flask of quicksilver worth 1,000 gp)
range: touch
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: no
description:
Your eidolon’s form shifts and transforms. This spell allows you to change any of the eidolon’s evolutions by allocating its evolution pool on new evolutions. If you have the aspect or greater aspect ability, this spell also allows you to change the evolution points spent to modify you, including removing or adding points as allowed by those abilities.


name: Transmute Blood to Acid
level: sorcerer/wizard 9
school: transmutation [acid, pain]
casting_time: 1 standard action
components: V, S, M (a wax doll and a vial of acid worth 10 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: concentration (maximum 1 round/5 levels)
saving_throw: Fortitude half
spell_resistance: yes
description:
You transmute blood in the target’s body to acid, dealing 1d6 points of acid damage/2 levels (maximum 12d6) each round. The creature is staggered and sickened by the debilitating pain. A successful Fortitude save each round halves the damage and negates the staggered condition for 1 round. If this damage reduces the creature to 0 or fewer hit points, it dissolves, leaving only the barest trace of remains. A dissolved creature’s equipment is unaffected. Anyone who strikes the target with a non-reach melee weapon, natural weapon, or unarmed attack takes 3d6 points of acid damage as the acidic blood sprays on the attacker. If the attack is from a piercing or slashing manufactured weapon, the weapon also takes this damage.


name: Transmute Golem
level: alchemist 6, sorcerer/wizard 9
school: transmutation (polymorph)
casting_time: 8 hours
components: V, S, M (powdered metals with a variable cost, see text)
range: touch
target: golem touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You turn one type of golem into another. The golem must be willing—it must be commanded to transform by its master or must be a creature able to make informed decisions that opts to submit to the spell. You must provide various powdered metals with a value equal to 150% of the difference in creation costs between the old and new type of golem, even if the new golem type is cheaper to create. Both types of golems must share the same subtypes, if any. You cannot transmute a golem into a new type of golem with a CR higher than your caster level.


name: Transmute Metal to Wood
level: druid 7
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: all metal objects within a 40-ft.-radius burst
duration: instantaneous
saving_throw: none
spell_resistance: yes (object; see text)
description:
This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has Spell Resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.


name: Transmute Mud to Rock
level: druid 5, sorcerer/wizard 5
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M/DF (sand, lime, and water)
range: medium (100 ft. + 10 ft./level)
area: up to two 10-ft. cubes/level (S)
duration: permanent
saving_throw: see text
spell_resistance: no
description:
This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral).


name: Transmute Potion to Poison
level: alchemist 2
school: transmutation [poison]
casting_time: 1 standard action
components: S
range: personal
duration: 1 round then 1 minute/level; see text
description:
This extract causes you to take on a pale, sickly pallor for 1 round. During this time, if you consume a potion, it has no effect. Instead, your mouth fills with a vile poison that you can spit onto a weapon as a free action. If you do not spit out the poison in 1 round, it affects you instead. The effect of the poison depends on the level of spell contained in the potion consumed (see sidebar). If the poison is not used within 1 minute per caster level it becomes inert. You can only create one dose of poison in this way per casting of this spell.


name: Transmute Rock to Mud
level: druid 5, sorcerer/wizard 5
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M/DF (clay and water)
range: medium (100 ft. + 10 ft./level)
area: up to two 10-ft. cubes/level (S)
duration: permanent; see text
saving_throw: see text
spell_resistance: no
description:
This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.


name: Transplant Visage
school: transmutation [evil]
casting_time: 1 round
components: V, S, M (one corpse)
range: personal
target: you
duration: permanent
level:
alchemist 5, antipaladin 4, cleric/oracle 4, inquisitor 4, magus 5, shaman 4, sorcerer/wizard 5, witch 5

description:
This spell allows you to add a creature’s stolen face to or remove such a face that you’ve already applied from your own. Before casting this spell, you must remove the face and eyes of a creature that has been dead no longer than 1 minute per caster level and place it over your own. Once you cast transplant visage, the creature’s stolen skin magically melds with your own, making the expressions and eye color on your new face seem perfectly natural. Your new appearance grants you a +10 bonus on Disguise checks. Because the alteration made by transplant visage is permanent, there is no residual magical aura, and your new appearance is not recognized by detect spells. Transplant visage may be cast innumerable times, allowing a single caster to wear layers upon layers of stolen faces. However, only the topmost face is visible at any one time.


name: Transport via Plants
level: druid 6, shaman 7
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: unlimited
target: you and touched objects or other touched willing creatures
duration: 1 round
saving_throw: none
spell_resistance: no
description:
You can enter any normal plant (equal to your size or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The plants must be alive. The destination plant need not be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.


name: Trap Ward
level: sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (masterwork thieves’ tools worth 100 gp)
range: personal
target: you
duration: 10 minutes/level or until discharged
description:
The protection provided by this spell comes into play whenever the caster is subjected to the effects of a magical trap.


name: Trap the Soul
level: sorcerer/wizard 8, witch 8
school: conjuration (summoning)
casting_time: 1 standard action or see text
components: V, S, M (gem worth 1,000 gp per HD of the trapped creature)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent; see text
saving_throw: see text
spell_resistance: yes; see text
description:
Trap the soul forces a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane, it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.


name: Trapfinder’s Focus
level: alchemist 2, bard 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S, F (masterwork thieves’ tools worth 100 gp)
range: personal
target: you
duration: 1 minute/level (D)
description:
If you don’t have the trapfinding class ability, this spell grants you the trapfinding ability of a rogue of half your character level.


name: Treacherous Teleport
level: magus 6, occultist 6, psychic 6, sorcerer/wizard 6, spiritualist 6, summoner 6, witch 6
school: conjuration (teleportation) [ruse]
description:
This spell functions as teleport except that you can opt to intentionally cause any number of the creatures traveling with you to suffer a mishap or arrive in a specific different location you visualize simultaneously with the original destination, or both.


name: Treasure Stitching
level: bard 4, cleric/oracle 5, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (a piece of embroidered cloth no larger than 10-ft. square worth 100 gp)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 day/level (D)
saving_throw: Fortitude negates (object)
spell_resistance: yes (object)
description:
You can transform all objects placed on a cloth into an embroidered, two-dimensional representation, making it easy for you to store and transport the items. You can pile any amount or weight of objects on the cloth so long as the pile stays within the dimensions of the cloth (up to a 10-foot cube). 


name: Tree Shape
level: druid 2, ranger 3, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 hour/level (D)
description:
This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control. Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action (instead of as a standard action).


name: Tree Stride
level: druid 5, ranger 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 hour/level or until expended; see text
description:
When you cast this spell, you gain the ability to step into a tree, magically infusing yourself with the plant. Once within a tree, you can teleport from that particular tree to another tree. The trees you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.


name: Tremor Blast
level: adept 2, bloodrager 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You create a minor earthquake that can trip creatures. Attempt a single combat maneuver check and apply the result against the CMD of every creature in the area. If your roll equals or exceeds a creature’s CMD, that creature is knocked prone. This trip attack does not provoke an attack of opportunity (though you do provoke one for casting the spell), nor are you knocked prone if you fail the check by 10 or more. Unlike with a regular trip attack, you can trip any creature touching the ground, regardless of size. Improved Trip does not affect this spell in any way. Though the earthquake is small and focused on the ground, if the area is particularly unstable, the spell might cause items to topple, stones to shake loose from the walls or ceiling, and so on at the GM’s discretion.


name: Trial By Fire
level: antipaladin 3, cleric 3, inquisitor 3, paladin 3
school: evocation [fire]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: instantaneous
saving_throw: None
spell_resistance: yes
description:
You test a creature’s purity of convictions by exposing it to a sheet of divine fire. Unless the target’s alignment is within one step of your deity’s, the spell deals 1d6 points of damage per 2 caster levels (maximum 5d6 points of damage). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. Additionally, if the target has an element of its alignment that is in direct opposition to your (chaos opposes law and evil opposes good), you can also attempt an Intimidate check to demoralize the target as a free action.


name: Trial of Fire and Acid
level: bloodrager 3, cleric 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
school: evocation [acid, fire]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fortitude half (see text)
spell_resistance: no
description:
The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round.


name: Triggered Hallucination
level: bard 6, magus 6, mesmerist 6, occultist 6, psychic 6, sorcerer/wizard 6
school: illusion (phantasm) [mind-affecting]
components: V, S, M (jade dust worth 25 gp)
target: one creature
duration: permanent until triggered, then 1 minute/level
description:
This spell functions as audiovisual hallucination, except that this spell’s phantasm has no apparent effect until a specific condition occurs. You must overcome the target’s spell resistance to plant the triggered hallucination, but the target doesn’t attempt a Will save to disbelieve the illusion until the condition occurs (at which point it receives an automatic Will save, as with audiovisual hallucination). The phantasm can include auditory, olfactory, visual, tactile, and thermal elements, including intelligible speech.


name: Triggered Suggestion
level: bard 3, sorcerer/wizard 4, witch 4 Duration 1 day/level or until completed
school: enchantment (compulsion) [language-dependent, mind-affecting]
duration: 1 day/level or until completed
description:
This spell functions as suggestion, except you can use it only to specify a condition that triggers a special activity, and the subject does not remember that you made the suggestion. For example, you could use triggered suggestion on a palace guard to make him attack the king the next time he and the king are alone, and the guard would not remember the suggestion to do so until the trigger occurred.


name: True Appraisal
level: bard 1, cleric 1, inquisitor 1, occultist 1, witch 1
school: divination
casting_time: 1 standard action
components: V, F (gold coin)
range: personal
target: you
duration: 8 hours
saving_throw: none
spell_resistance: no
description:
You gain temporary insight into the value of objects. You gain a +5 competence bonus on Appraise checks, can attempt an Appraise check to determine an object’s value as a move action, and can take 10 on an Appraise check even if stress or distractions would normally prevent you from doing so. You know if you fail an Appraise check, and you never determine a wildly inaccurate price.


name: True Creation
level: artifice 8
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, M (5 x item value in misc. components)
range: 0 ft.
effect: unattended, nonmagical object, up to 1 cu. ft/level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You create a completely real, nonmagical, unattended object of any sort of matter. The volume of the item created cannot exceed 1 cubic foot per caster level. Complex items require successful Craft checks. Objects created can be used as material components.


name: True Form
level: druid 4, sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
True form removes any polymorph effect from a target creature, returning it to its true form, even against its will. Against creatures affected by polymorph spell effects (such as baleful polymorph or giant form), you must make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the polymorph immediately ends. 


name: True Prognostication
level: cleric 8, psychic 8, shaman 8, witch 8
school: divination
casting_time: 1 week
components: V, S, M (rare incense and tonics worth 1,000 gp)
description:
True prognostication functions as divination except that the spell can see up to 100 years into the future. Because of the extreme unpredictability of the far-distant future, true prognostication is incredibly cryptic when used to learn about events on such large a scale.


name: True Resurrection
level: cleric/oracle 9
school: conjuration (healing)
casting_time: 10 minutes
components: V, S, M, DF (diamond worth 25,000 gp)
description:
This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method).


name: True Seeing
school: divination
casting_time: 1 standard action
components: V, S, M (an eye ointment that costs 250 gp)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 6, cleric/oracle 5, druid 7, inquisitor 5, magus 6, shaman 5, sorcerer/wizard 6, summoner 5, unchained summoner 6, witch 6

description:
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.


name: True Skill
level: alchemist 1, bard 1, magus 1, medium 1, psychic 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: S, V
range: personal
target: you
duration: 1 minute/level
description:
When faced with an important situation, you grant yourself a magical edge to ensure your success. When casting this spell, select one skill for which you can attempt a skill check. The next time you attempt a skill check using the selected skill (before the spell’s duration ends), you gain an insight bonus on the check equal to 1/2 your caster level (minimum 1).


name: True Strike
level: alchemist 1, bloodrager 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, F (small wooden replica of an archery target)
range: personal
target: you
duration: see text
description:
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.


name: Truespeak
level: bard 4, cleric 6, sorcerer/wizard 5, witch 5
school: divination
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 minute/level
description:
You can communicate with any creature that is not mindless. As long as you can be heard, your speech is understandable to all creatures, each of which hears you as though you were conversing in its language or other natural mode of communication, and you hear their responses as though in your own native language. You may ask questions and receive answers, though this spell does not make creatures more friendly or cooperative than normal, and non-sentient creatures may give limited responses. While using truespeak, your language-dependent effects can affect any creature that is not mindless.


name: Tsunami
level: druid 9, shaman 9, sorcerer/wizard 9
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
effect: 10-ft.-deep wave 10 ft. wide/level and 2 ft. tall/level
duration: 5 rounds
saving_throw: see text
spell_resistance: no
description:
You create a massive wave of water that then moves in a straight line across water or land-you select the direction the wave travels (which must be perpendicular to its width), but once set in motion, the wave cannot change course. Over the surface of open water, the wave travels at a speed of 60 feet per round-on land or underwater, the wave travels at a speed of 30 feet per round.


name: Twilight Haze
level: mesmerist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: illusion (shadow) [darkness, shadow]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: fog spreads in 20-ft. radius
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You create a gray haze that obscures sight (as fog cloud) and causes the illumination level within it to drop one step (as darkness). Since this spell produces an illusion rather than a true physical fog, it is unaffected by wind and can be cast underwater.


name: Twilight Knife
level: bloodrager 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a small knife)
range: close (25 ft. + 5 ft./2 levels)
effect: floating knife of force
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
You create a darkly sinister floating knife that attacks the same creature as you each round. If you choose not to attack a creature, or you make an attack that affects multiple opponents, the knife makes no attack during that round.


name: Twin Form
level: alchemist 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (a blend of soil and the caster’s blood)
range: personal
duration: 1 round/level or until discharged (D)
description:
This extract splits a perfect double of yourself from your body, dressed and equipped exactly as you are. You are able to shift your consciousness from one body to the other once each round as a free action. This shift takes place either immediately before your turn or immediately after it, but not during the round. You may act normally in the body you inhabit. Your other self is treated as though dazed, except it may take a single move action each round during your turn. Your twin cannot speak while you are in your other body, and cannot flank, make attacks of opportunity, or otherwise threaten enemies. 


name: Twine Double
level: sorcerer/wizard 3
school: illusion (shadow)
casting_time: 10 minutes
components: V, S, M (cloth and twine)
range: 0 ft.
effect: one duplicate creature
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
As simulacrum, except you can only duplicate yourself, and the duplicate is created from cloth and twine rather than ice and snow. The double looks exactly like you except its eyes are balls of twine (DC 10 Perception check to recognize double’s strange eyes). It wears clothing and gear that appear exactly like what you are wearing at the time of casting. Its copies of your magic items are nonfunctional but radiate magic and have the same auras as your items. Its aura is identical to yours. Attempts to scry you while the double exists have a 50% chance of targeting the double instead of you.


name: Twisted Futures
level: bard 1, cleric 2, druid 1, shaman 1, sorcerer/wizard 2, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M (a small die with the faces scratched off)
range: close (25 ft. + 5ft./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
spell_resistance: yes
description:
By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures. A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result (like the swashbuckler’s charmed life ability) or to choose the die result in lieu of rolling (like the wizard’s prescience school power or the cyclops’s flash of insight ability). This doesn’t affect abilities that force a creature to take the lower of two rolls, such as ill omen or a pugwampi’s unluck aura. A cyclops can’t use its flash of insight ability to save against this spell.


name: Twisted Innards
level: alchemist 2, magus 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a cocoon tied with string)
range: personal
target: you
duration: 1 minute/level
description:
For the duration of this spell, your vital organs writhe, shift, and move about, making it difficult to strike you in a vulnerable area. While this spell is in effect, critical hits and sneak attacks against you have a 25% chance of failing to inflict any additional damage—though you still take the normal damage from the attack. At 7th level, the chance to ignore additional damage increases to 50%, while at 13th level the chance increases to 75%.


name: Twisted Space
level: magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a length of wire bent into a circle)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
You distort the space around a creature, twisting the path of its melee attacks unpredictably, but always toward a nearby creature that the target threatens. Until the start of your next turn, melee attacks made by the target creature affect a random target instead of their intended target.


name: Umbral Infusion
level: alchemist 4, antipaladin 4, cleric 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, witch 4
school: necromancy [shadow]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one mindless undead creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
You infuse the target mindless undead creature with power drawn from the Shadow Plane, immediately granting it the advanced creature simple template. It gains a +2 bonus on all rolls, including damage rolls, a +2 bonus to special ability DCs, a +4 bonus to AC and CMD, and 2 additional hit points per Hit Die. The undead creature’s destructive instincts take hold for the duration of this spell, and any attempts to control or command the undead creature have a 50% chance of failing; if uncontrolled, the undead creature attacks any living creatures it sees.


name: Umbral Strike
school: necromancy (shadow) [darkness]
casting_time: 1 standard action
components: V, S, M (a black crossbow bolt)
range: medium (100 ft. + 10 ft./level)
target: 1 creature
duration: 1 round/level
saving_throw: Fortitude partial
spell_resistance: yes
level:
cleric 7, druid 7, inquisitor 6, magus 6, occultist 6, psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, witch 7

description:
You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment).


name: Umbral Weapon
level: antipaladin 2, bard 2, magus 2, sorcerer/wizard 2, witch 2
school: illusion [cold, shadow]
casting_time: 1 standard action
components: V, S, M (a pair of miniature swords)
range: touch
target: melee weapon touched
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
A shadowy afterimage trails behind the targeted weapon, potentially damaging foes even when the weapon misses.


name: Unadulterated Loathing
level: antipaladin 2, bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
You fill the target with a terrible loathing aimed at a specific creature. At the time of the casting, you designate a single creature as the object of the target’s revulsion. Thereafter, the target does all it can to remain at least 60 feet away from the object of its loathing. As soon as the target moves within this range, it becomes nauseated until it can again get away from the object of its revulsion. If traveling beyond 60 feet of the object of its loathing would place the target in obvious physical danger, the target can attempt a second save to break the spell’s effect.


name: Unbearable Brightness
level: alchemist 4, sorcerer/wizard 4, witch 4
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: personal and 30 ft. (see text)
area: 30-ft.-radius emanation centered on you
duration: 1 round/level
saving_throw: none and Reflex partial (see text)
spell_resistance: no and yes (see text)
description:
Your body glows with a terrible light. Creatures within 30 feet of you that can see you are dazzled (no saving throw). Creatures with light sensitivity must succeed at a Reflex saving throw or be blinded. This light counts as daylight for the purpose of affecting darkness effects (and vice versa). If the emanation enters an area under the effect of magical darkness (or vice versa), both effects are temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Dazzled and blinded conditions from your light end when the spell ends or when the creature is out of line of sight.


name: Unbreakable Construct
level: sorcerer/wizard 5
school: abjuration
casting_time: 1 standard action
components: V, S, M (powdered adamantine worth 100 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one construct
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
This spell increases the target’s DR/adamantine by 5 or its hardness by 5. If the target does not have DR/adamantine or hardness, this spell has no effect.


name: Unbreakable Heart
level: bard 1, cleric/oracle 1, paladin 1, ranger 1, shaman 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: 1 creature
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage, or fear effects) or that would force him to harm an ally (such as confusion). If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this spell’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better result as his actual roll.


name: Uncanny Reminder
level: mesmerist 6, psychic 8, spiritualist 6, summoner 6, wizard/sorcerer 8
school: conjuration
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature Duration 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell creates an animated replica of the target drawn from the target’s subconscious. This living memory is an animated form of the target’s negative thoughts and emotions and is intent on destroying the target entirely. The living memory appears to be an exact replica of the target creature, but upon inspection it is obviously a construct. It uses the statistics of a clockwork angel except that it has an Intelligence of 10 and does not have the clockwork trait, the enhance weapon ability, or vulnerability to electricity. If the living memory is destroyed, it vanishes entirely, including any replicas of equipment.


name: Unconscious Agenda
level: bard 6, inquisitor 6, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 10 minutes
components: V
range: Close (25 ft. + 5 ft./2 levels)
target: One humanoid
duration: One week/level or until discharged (D)
saving_throw: Will negates
spell_resistance: yes
description:
This spell plants a subconscious directive in the target’s mind that forces him to act as you dictate when specific circumstances arise. The target humanoid can be either conscious or unconscious, but must understand your language. Upon casting this spell, you must state a course of action you wish the target to take. This course of action must be described in 20 words or fewer. You must then state the condition under which you wish the target to take this action, also describing it in 20 or fewer words. Actions or conditions more elaborate than 20 words cause the spell to fail. Unconscious agenda cannot compel a target to kill himself, though it can compel him to perform exceedingly dangerous acts, face impossible odds, or undertake almost any other course of activity. You cannot issue new commands to the target after the spell is cast.


name: Undead Anatomy
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 corporeal creature of the undead type, which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and darkvision 60 feet. 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, low-light vision, and scent.


name: Undead Beacon
level: antipaladin 2, cleric 2, inquisitor 2
school: necromancy (haunted) [emotion, evil, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You shroud an area in unclean influence, rendering those who pass through it and fail their Will saving throws more enticing to ravenous undead. When an affected creature comes within 60 feet of an undead creature, the spell immediately draws the undead creature’s attention, granting it a +4 bonus on Perception checks to notice the affected creature and on saving throws to resist spells that hide or disguise the affected creature (such as hide from undead). Once the undead creature notices the affected creature, it feels compelled to kill and devour the affected creature, and gains a +1 profane bonus on attack rolls made against the affected creature and a +1 profane bonus on saving throws against the affected creature’s spells and special abilities. The undead also ignores any concealment less than total concealment that an affected creature has. Each time the spell draws an undead creature’s attention to an affected creature, the spell’s haunt-like manifestation occurs during that round.


name: Undeath Inversion
level: cleric/oracle 4, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, F/DF (a gold piece with one scratched face)
range: close (25 ft. + 5 ft./2 levels)
target: one undead creature
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: yes
description:
You alter an undead creature’s energy affinity so that it takes damage from negative energy and gains healing from positive energy, as if it were a living creature. If the target was able to channel negative energy or produce negative energy effects (such as inflict spells), these abilities produce positive energy instead, healing living targets and harming the undead. The target cannot impose negative levels on other creatures for the duration of the spell. The target’s creature type does not change, and it is still considered an undead creature. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.


name: Undeath Sense
level: alchemist 2, cleric 2, inquisitor 2, paladin 2, shaman 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S, M/DF (ashes from an urn)
range: touch
target: creature touched
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
You grant the target the ability to pick up on the subtle scents and disturbances to the natural order that are specific to the living dead, granting the target the ability to sense the presence of undead creatures. The target is constantly aware of whether there are any undead auras within 60 feet of her in any direction. If at least one undead aura is present, the target can concentrate on the spell’s effects in order to gain more information on the auras present. This functions similarly to detect undead, except the number of rounds of concentration needed to learn about the undead auras is reduced by 1 (1 round to learn the number of auras, and 2 rounds to learn the strength and location of each aura).


name: Undetectable Alignment
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object
duration: 24 hours
saving_throw: Will negates (object)
spell_resistance: yes (object)
level:
alchemist 2, antipaladin 2, bard 1, cleric/oracle 2, inquisitor 2, mesmerist 1, paladin 2, psychic 2

description:
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.


name: Undetectable Trap
level: antipaladin 2, occultist 3, ranger 2
school: illusion (glamer)
casting_time: 10 minutes (see text)
components: V, S, M (a square of black silk worth 50 gp)
range: touch
target: trap touched
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
You shroud a single trap with a powerful illusion to make it more difficult to locate. Spells like detect magic can’t locate any magic aura from either the target trap or from undetectable trap. Furthermore, a character under the effect of the find traps spell doesn’t receive an automatic chance to locate the target trap when she comes within 10 feet of it, and the bonus on Perception checks from find traps doesn’t apply to attempts to notice the target trap. Add 1/2 your caster level to the DC for any creature without the trapfinding class ability to notice the target trap with Perception checks.


name: Undine’s Curse
level: sorcerer/wizard 1, witch 1
school: necromancy [curse, evil]
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 negates
spell_resistance: yes
description:
The target loses its body’s natural ability to breathe automatically. As long as it remains conscious and is able to take physical actions, it keeps breathing and is able to function normally. If it is ever unconscious (including sleeping) or unable to take physical actions, it stops breathing, must hold its breath, and might begin to suffocate.. Creatures that do not have to breathe are immune to this spell.


name: Unerring Tracker
level: alchemist 5, druid 6, occultist 4, ranger 4
school: divination
casting_time: 10 minutes
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
During this spell’s duration, you can touch the sign of a creature’s passage that you have identified using the Survival skill to make the other steps in the creature’s path perfectly clear to you, no matter how minute. This trail can’t be more than 24 hours old. You can follow the trail at any speed, provided you have line of sight to the trail. You can distinguish the trail of the particular creature followed even if it joins and splits with other trails. Once you have selected a trail to follow using this spell, it can’t be changed.


name: Unerring Weapon
level: bloodrager 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This transmutation grants a +2 bonus on attack rolls to confirm critical hits plus 1 additional bonus point per four caster levels (maximum total bonus +7). If the spell is cast on projectiles, the effect ends on a specific projectile whenever that projectile is used to make an attack, regardless of whether the attack hits. For this spell, shuriken are considered projectiles.


name: Unfetter
level: summoner/unchained summoner 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a broken chain)
range: medium (100 ft. + 10 ft./level)
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than 100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty, but if the spell expires while the eidolon is farther than 100 feet away, it immediately loses hit points as normal for distance and is possibly sent back to its home plane. While this spell is in effect, you cannot sacrifice hit points to prevent damage to your eidolon. Damage that would be transferred due to the life bond ability is not transferred. If you attempt to use the transposition ability while this spell is in effect, you must roll on the teleport mishap table, using the “studied carefully” row. 


name: Unflappable Mien
level: bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a diamond clasp, brooch , or pin worth at least 100 gp)
range: personal
target: you
duration: 10 minutes/level or until discharged; see text
description:
When a creature attempts to touch you with an attack (such as a touch attack, an unarmed strike, an attack with a natural weapon, or a grapple), it feels a field of force blocking its way. It can choose to abandon the attempt, losing its action, or to push through the ward. If it pushes through, you can trigger a wave of force against that creature. This discharges the spell, deals 1d4 points of force damage per caster level (maximum 10d4), and pushes the creature back 5 feet. If the creature cannot be pushed back 5 feet (if a solid surface is directly behind it, for example), it takes 2d4 additional points of force damage. A successful Fortitude saving throw halves the total amount of force damage the creature takes.


name: Unhallow
level: cleric/oracle 5, druid 5, inquisitor 5
school: evocation [evil]
casting_time: 24 hours
range: touch
area: 40-ft. radius emanating from the touched point
duration: instantaneous
saving_throw: see text
spell_resistance: see text
components:
V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the area)

description:
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.


name: Unhallowed Blows
level: antipaladin 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
school: transmutation [evil]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of dust from a destroyed undead creature)
range: close (25 ft. + 5 ft./2 levels)
target: one undead creature/level, no two of which can be more than 30 ft. apart
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell empowers the natural attacks or unarmed strikes of undead creatures, granting a +1 enhancement bonus on attack and damage rolls made by the target with its unarmed strikes or attacks with one natural attack. This spell can cause an undead creature’s unarmed strike to deal lethal damage, but in this case, the attack does not gain an enhancement bonus.


name: Unholy Aura
level: cleric/oracle 8
school: abjuration [evil]
casting_time: 1 standard action
components: V, S, F (a tiny reliquary worth 500 gp)
range: 20 ft.
duration: 1 round/level (D)
saving_throw: see text
spell_resistance: yes (harmless)
description:
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects:


name: Unholy Blight
level: cleric/oracle 4, inquisitor 4
school: evocation [evil]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius spread
duration: instantaneous (1d4 rounds); see text
saving_throw: Will partial
spell_resistance: yes
description:
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.


name: Unholy Ice Weapon
school: transmutation [cold, evil, water]
components: V, S, M (a flask of unholy water or 5 pounds of powdered silver worth 25 gp)
level:
cleric 2, inquisitor 2 Components V, S, M (a flask of unholy water or 5 pounds of powdered silver worth 25 gp)

description:
This spell functions as holy ice weapon, except the weapon is made of frozen unholy water, and instead deals additional damage to creatures that are susceptible to unholy water.


name: Unholy Sword
level: antipaladin 4
school: evocation [evil]
casting_time: 1 standard action
components: V, S
range: touch
target: melee weapon touched
duration: 1 round/level
spell_resistance: no
description:
This spell allows you to channel the powers of evil into your sword, or any other melee weapon you choose. The weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against good opponents). It also emits a magic circle against good effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one unholy sword at a time.


name: Unholy Ward
level: antipaladin 3, cleric 4, inquisitor 3, sorcerer/wizard 4
school: abjuration [evil]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level (D)
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
This spell grants you resistance to the holy powers of good-aligned deities and their servants. You resist 10 points of damage from holy sources (divine power damage from flame strike, additional damage from smite evil, channeled positive energy, etc.), provided they originate from a good-aligned source or a servant of a good-aligned god. You ignore a maximum of 10 points of damage per caster level, at which point the spell ends.


name: Universal Formula
level: alchemist 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (quicksilver and powdered platinum worth 100 gp)
range: personal
duration: instantaneous
description:
As you ingest this extract, it transforms into the appropriate extract for any formula you know of 3rd level or lower and takes effect immediately. If the chosen formula has an expensive material component, it must be provided along with the component for this formula. You may not create an infused extract with this formula.


name: Unlife Current
level: antipaladin 3, cleric 3, druid 3, hunter 3, oracle 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 up to 20 feet wide and 100 feet long
duration: 1 round
saving_throw: Will half
spell_resistance: yes
description:
This functions as life current except you infuse the current with negative energy, so it heals undead and harms living creatures.


name: Unliving Rage
level: mesmerist 2, cleric 2, sorcerer/wizard 3, witch 3
school: necromancy
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
description:
This spell functions as rage, except it affects only undead creatures and bolsters them with necromantic energy rather than emotion. Each affected creature gains a +2 profane bonus to Strength and Charisma, a +1 profane bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical to a barbarian’s rage.


name: Unnatural Lust
level: bard 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 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
saving_throw: Will negates
spell_resistance: yes
description:
Your target is filled with lust and desire for a single creature or object as designated by you at the time of casting. That creature or object must be within the spell’s range and perceivable by the target of the spell. The target is filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature or object, it receives a +4 bonus on its saving throw.


name: Unseen Crew
level: bard 4, sorcerer/wizard 5, summoner 5, witch 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M
range: long (400 ft. + 40 ft./level)
effect: one invisible sailor per level
duration: 1 day/level
saving_throw: none
spell_resistance: no
description:
An unseen crew member is an invisible, shapeless force that performs the duties of one crew member. It can tie off ropes, hoist sails, swab decks, and other such duties. An unseen crew member possesses no other skills. It cannot fight, speak, or even defend itself.


name: Unseen Engineers
level: sorcerer/wizard 3, summoner 2, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (materials required to construct the trap )
range: long (400 ft. + 40 ft. level)
effect: a team of tiny, invisible engineers
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
You conjure an invisible team of tiny engineers to construct a trap at alarming speed. Originating at your location, the team must remain within range of you or the spell ends. The engineers construct a mechanical trap of your choice. Construction takes a number of rounds equal to the trap’s challenge rating. The engineers must have the materials available. At the end of the construction time, use your Craft(traps) skill with a +5 bonus to determine the success of their work. If the engineers succeed, the trap is complete and the spell ends. If they fail, the materials are deposited at that location and the spell ends. If the spell’s duration ends before the trap is complete, the engineers automatically fail.


name: Unseen Servant
level: bard 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a piece of string and a bit of wood)
range: close (25 ft. + 5 ft./2 levels)
effect: one invisible, mindless, shapeless servant
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.


name: Unsettling Presence
level: bard 2, medium 1, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 hour/level (D) Saving Throw Will negates
spell_resistance: yes
description:
Those in this spell’s area who fail their Will saving throws harbor a faint sense of paranoia and evoke the same feeling in others for the duration of the spell. Domesticated animals (not including familiars and animal companions) don’t willingly approach affected creatures unless the animal’s master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. Affected creatures take a –4 penalty on Handle Animal, Ride, and wild empathy checks against familiars, animal companions, animal cohorts, and other permanent companions provided by class abilities for the spell’s duration. Anyone an affected creature interacts with must succeed at a Will save or have its initial attitude automatically worsened by one step for the spell’s duration.


name: Unshakable Chill
level: bloodrager 2, druid 2, sorcerer/wizard 2, witch 2
school: necromancy [cold]
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 10 minutes/level; see text
saving_throw: Fortitude negates (see text)
spell_resistance: yes
description:
The target is filled with an unshakable chill for the duration of the spell, and suffers from the effects of severe cold.


name: Unshakable Zeal
level: bard 5, inquisitor 6, psychic 7, spiritualist 6
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: S, F (a silver circlet)
range: touch Target creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You fill the target with boundless enthusiasm and faith in its ultimate triumph. Whenever the target fails an attack roll, a save, a skill check, a concentration check, or an ability check, the target receives a +4 morale bonus on its next attempt at the failed check within 1 round (this includes attack rolls against the same foe, saving throws against the same ability from the same foe, and so on). In addition, when the target would be affected by a fear or emotion effect, it can instead dismiss unshakable zeal without spending an action to negate the effect on itself.


name: Unspoken Name
level: cleric 3, inquisitor 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 minute
components: V, S
range: personal
target: you
duration: 24 hours or until discharged
description:
When you cast this spell, designate a word, phrase, or name. If a creature within 1 mile of you uses that word, phrase, or name to refer to you, you immediately learn that creature’s name, appearance, and location. This discharges the spell.


name: Untold Wonder
level: bard 4, cleric 5, mesmerist 4, paladin 3, psychic 5, sorcerer/ wizard 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You fill the target’s mind with childlike wonder, allowing that creature to marvel at things that would be debilitating to others.


name: Unwelcome Halo
level: cleric/oracle 1, paladin 1, sorcerer/wizard 1
school: evocation [light]
casting_time: 1 standard action
range: medium (100 ft. + 10 ft./level)
target: one nongood creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell causes the target to glow as if surrounded by a halo of light. This halo sheds normal light in a 20-foot radius from the creature, and increases the light level by one step for an additional 20 feet. This halo makes it impossible for the creature to gain concealment in non-magical darkness, and in dim or darker conditions, the creature’s glow can be seen even if it is not within direct line of sight.


name: Unwilling Shield
level: bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
school: necromancy
casting_time: 1 standard action
components: V, S, M (ruby dust worth 250 gp)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield other, the target shares the wounds that you receive. In addition, the link draws upon the target’s life force to supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage. 


name: Unwitting Ally
level: bard 0, psychic 1
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
You befuddle the target’s mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies’ ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell’s effect.


name: Urban Grace
level: alchemist 1, bard 1, ranger 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
You become one with the city around you, allowing you to move more easily through its crowds and buildings. For the duration of this spell, your base land speed increases by 10 feet. In addition, it does not cost you 2 squares of movement to enter a square with crowds, though the crowd still provides cover to you. This ability does not allow you to enter the space of enemy creatures without making the appropriate Acrobatics check. In addition, you receive a +4 circumstance bonus on Acrobatics checks made to move across uneven urban surfaces, such as roofs and broken pavement, and on Climb checks made to scale walls and other artificial surfaces. Whenever you make an Acrobatics check to make a long jump between two buildings or artificial structures, you are always treated as if you had a running start, regardless of the actual distance traveled.


name: Urban Step
level: bard 2, magus 3, occultist 3, sorcerer/wizard 3, summoner 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (scrap of cobweb)
range: medium (100 ft. + 10 ft./level)
target: two doors or other portals in range
duration: 1 round
description:
You set up a magical connection between two doors (or other physical portals, such as windows) that both must be within range, line of sight, and line of effect. During the spell’s duration, you can move through one of the two portals. When you do, you teleport to the other portal, emerging in either direction. Both portals must be open and unobstructed when you cast the spell and enter the first portal, and they both must be large enough for you to fit through, otherwise the spell ends and the teleportation fails. You can bring along objects as long as their combined weight doesn’t exceed your maximum load.


name: Utter Contempt
level: antipaladin 3, bard 4, sorcerer/wizard 6
school: enchantment [emotion]
casting_time: 1 standard action
components: V, S, M (spittle)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
You fill the target’s heart with malice for all other creatures. The target’s attitude toward all creatures other than itself worsens by two steps.


name: Vacuous Vessel
level: bard 0, sorcerer/wizard 0
school: illusion (glamer)
casting_time: 1 swift action
components: V
range: touch
target: container touched
duration: 1 round/level (D)
saving_throw: Will negates; see text
spell_resistance: yes; see text
description:
This spell makes a single bag, chest, sack, or other container look and feel empty. The container must be no larger than 1 cubic foot per caster level or the spell fails. Anyone peering into or reaching into the container must succeed at a Will save or perceive the container as being completely empty. All items within the container when the spell was cast are still present, but they can’t be noticed unless removed from the bag—such as by someone who can perceive them, or who upends the container.


name: Vampiric Hunger
level: antipaladin 3, cleric 3, druid 3, sorcerer/wizard 3, witch 3
school: necromancy (polymorph) [evil]
casting_time: 1 round
components: V, S
range: touch
target: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
The target of this spell grows the fangs of a vampire, as well as a thirst for blood. For the duration of this spell, the target gains the ability to drain an opponent’s blood during a grapple; if the target establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. Each round it drains blood in this way, the target heals 5 hit points or gains 5 temporary hit points for the duration of the spell (up to a maximum number of temporary hit points equal to its full normal hit points). If the target does not drain blood in this way while under the effects of this spell, it becomes exhausted at the end of the spell’s duration.


name: Vampiric Shadow Shield
level: magus 5, sorcerer/wizard 5
school: necromancy
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
This spell wreathes you in shadowy energy and damages those that make melee attacks against you. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of negative energy damage + 1 point per caster level (maximum +15). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage. When an attacker takes damage from the spell, you heal a number of hit points equal to 25% of the damage the spell dealt.


name: Vampiric Touch
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous/1 hour; see text
saving_throw: none
spell_resistance: yes
level:
antipaladin 3, bloodrager 3, magus 3, medium 3, mesmerist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3

description:
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the subject’s current hit points + the subject’s Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.


name: Vanish
level: bard 1, magus 1, psychic 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 round/level (up to 5 rounds) (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.


name: Veil
level: bard 6, sorcerer/wizard 6
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
duration: concentration + 1 hour/level (D)
saving_throw: Will negates; see text
spell_resistance: yes; see text
description:
You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.


name: Veil of Heaven
level: paladin 1
school: abjuration [good]
casting_time: 1 standard action
components: V, S, DF
range: personal or 5 ft.; see text
target: you or all creatures within 5 ft.; see text
duration: 10 minutes/level (D)
saving_throw: Will half
spell_resistance: none
description:
You surround yourself with a veil of positive energy, making it harder for evil outsiders to harm you. For the duration of this spell, you gain a +2 sacred bonus to AC and on saves. Both of these bonuses apply only against attacks or effects created by outsiders with the evil subtype. You can dismiss this spell as a swift action to deal 1d8 points of damage + 1 point per paladin level to all such outsiders within 5 feet. A Will save halves this damage.


name: Veil of Positive Energy
level: paladin 1
school: abjuration [good]
casting_time: 1 standard action
components: V, S, DF
range: personal or 5 ft.; see text
duration: 10 minutes/level (D)
description:
You surround yourself with a veil of positive energy, making it harder for undead creatures to harm you. When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal duration as a swift action on your turn to deal a number of points of positive energy damage equal to your level to all undead creatures within 5 feet of you.


name: Vengeful Comets
level: druid 3, sorcerer/wizard 3
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
effect: 1 comet per 4 levels
duration: 1 round/level or until completely discharged (see below)
saving_throw: none
spell_resistance: yes
description:
This spell causes a number of miniature comets (up to one per four caster levels) to orbit in the air above your head. Bits of snow and cold wind drift down from the orbiting comets, granting you a circumstance bonus equal to the number of comets on all saving throws against fire effects.


name: Vengeful Outrage
level: bard 5, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [emotion, language- dependent, mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
You place a magical command upon a creature to seek out and destroy a single enemy that has inflicted some perceived or actual harm to the target. You designate the enemy at the time of casting, which must be known by the target (such as “your brother’s murderer”) or can easily identify by sight (such as “the hill giant king”). The target is under the effect of a geas to find and capture or kill this enemy, and the target takes the penalties of that spell as long as it is not actively trying to reach the enemy. When the target enters combat with the enemy, it gains a +6 morale bonus to Strength and Constitution, a +3 morale bonus on Will saves, and is immune to the shaken and frightened conditions.


name: Vengeful Stinger
level: cleric/oracle 6, shaman 5, sorcerer/wizard 5, summoner 5, witch 5
school: transmutation (polymorph) [poison]
casting_time: 1 standard action
components: V, S, M (a living wasp ), DF
range: personal
target: you
duration: 1 round/level
saving_throw: Fort negates; see text
spell_resistance: no
description:
You grow a long, wasp-like tail complete with stinger that can strike those who dare attack you. While you are under the effects of this spell, when a creature adjacent to you hits you with a melee attack, you can make an attack of opportunity with your stinging tail, even if your opponent’s attack would not otherwise provoke an attack of opportunity. You must otherwise be eligible to make an attack of opportunity to use this ability. The attack is made with your full attack bonus, and with a +2 sacred bonus on the attack roll. The stinging tail is considered a light weapon with a critical range of 19–20/×2. On a successful hit, the target takes 1d8 points of damage plus an amount of damage equal your Strength modifier and must succeed at a Fortitude save or it takes 1d4 points of Dexterity damage. This poison damage is also modified on a confirmed critical hit.


name: Venomous Bolt
level: ranger 3
school: necromancy [poison]
casting_time: 1 swift action
components: V, S
range: 0 ft.
duration: instantaneous
saving_throw: Fortitude negates; see text
spell_resistance: yes
description:
You infuse a single arrow or crossbow bolt with natural venom as you fire it. In addition to its normal damage, anyone struck by this arrow or bolt is affected as if by the poison spell. If the arrow is not fired immediately, the spell ends with no effect. 


name: Venomous Promise
level: antipaladin 3, bard 3, mesmerist 3, shaman 3, witch 3
school: transmutation [language-dependent, poison]
casting_time: 1 standard action
components: S, M (a vial of poison )
range: touch
target: one creature
duration: permanent or until triggered
saving_throw: yes
spell_resistance: yes
description:
You guard your words and person with poisonous power. You can impart a short amount of information—up to 25 words—as you cast this spell, entwining your words with the poison provided as a material component. If your target reveals the information you impart (verbally, in writing, with gestures, or by having its mind read with spells like detect thoughts), the target is immediately exposed to the poison (and is allowed any saving throw the poison allows).


name: Ventriloquism
level: bard 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: illusion (figment)
casting_time: 1 standard action
components: V, F (parchment rolled into cone)
range: close (25 ft. + 5 ft./2 levels)
effect: intelligible sound, usually speech
duration: 1 min./level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).


name: Vermin Shape
level: alchemist 4, bloodrager 4, druid 3, magus 4, sorcerer/wizard 4, witch 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
description:
When you cast this spell, you assume the form of any Small or Medium creature of the vermin 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, scent, and lunge. You don’t gain full immunity to mind-affecting effects, but you do gain a +2 resistance bonus on all saving throws against such effects.


name: Verminous Transformation
level: alchemist 6, shaman 7, witch 7
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a handful of bat wings, insects, and rat tails)
range: personal
target: you
duration: 1 round/level (D)
description:
You partially transform your body into a swarm of bats, insects, rats, and spiders. As a standard action, you can send out a piece of your body to attack up to four Medium or smaller creatures (or one larger creature) within 10 feet of you. The creatures take 4d6 points of damage and must succeed at a Fortitude save or take 1d3 points of Constitution damage and 1d3 points of Strength damage; the ability damage is a poison effect. Abilities that protect against swarm attacks apply to this damage and spell resistance applies.


name: Vestment of the Champion
level: antipaladin 2, paladin 2
school: abjuration
casting_time: 1 standard action
range: touch
target: armor or shield touched
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
This functions as magic vestment, except it only affects armor or a shield you are wearing or carrying. If the armor or shield is worn or carried by anyone other than you, the spell has no effect, but resumes its effect when you are wearing or carrying it again.


name: Vex Giant
level: ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a fragment from a Large or larger weapon)
range: personal
target: you
duration: 1 round per level
description:
When you cast vex giant, your senses and reflexes become particularly honed against a single target within 60 feet, provided the target is at least one size category larger than you. You may select your focused foe as a free action when you cast this spell—switching your focus to a different foe within 60 feet is a move action. If a foe moves beyond 60 feet from you, you lose your focus on that foe, although you may regain it by moving within 60 feet and spending a move action. Although the name of the spell is vex giant, it works equally well on any foe that’s at least one size category larger than you.


name: Vexing Miscalculation
level: cleric/oracle 2, inquisitor 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:
You frustrate an opponent with ill fortune that leads even its most accurate attacks astray. The target is unable to score critical threats for the duration of this spell, even if the result of its roll would normally be a critical threat. If the creature rolls a natural 20, the attack still hits regardless of its opponent’s AC, but the hit is not eligible for a critical confirmation roll. Once a critical threat has been foiled by vexing miscalculation, the spell is discharged.


name: Vicarious View
school: divination (scrying)
casting_time: 1 standard action
components: V, S
range: touch
effect: magical sensor
duration: 1 minute/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
level:
bard 4, medium 3, mesmerist 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, witch 4

description:
You plant a scrying sensor on a touched creature, object, or point in space, allowing you to see and hear the creature, object, or point and its surroundings (approximately 10 feet in all directions). If the creature or object on moves, the sensor moves with it. Unlike other scrying spells, vicarious view doesn’t allow magically or supernaturally enhanced senses to work through it.


name: Vigilant Rest
school: abjuration
casting_time: 1 standard action
components: V, S, M (a handful of crushed glass)
range: touch
target: 1 living creature touched
duration: 8 hours (D)
saving_throw: Will (harmless)
spell_resistance: yes (harmless)
level:
antipaladin 3, bard 4, medium 3, mesmerist 4, occultist 3, paladin 3, psychic 4, ranger 3, shaman 4, spiritualist 4, witch 4

description:
While the target of this spell is asleep, she retains some of her normal powers of perception. While she tunes out harmless sounds such as the crackling of the campfire, crickets, or light breezes, she does not take the normal +10 modifier to the DC of Perception checks she attempts while asleep.


name: Village Veil
level: bard 5, cleric 5, sorcerer/wizard 5, witch 5
school: illusion (figment) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: one 10-ft. cube per level
duration: 1 day/level
saving_throw: Will disbelief
spell_resistance: no
description:
You throw an illusion over an area to make creatures that view or interact with it believe it has suffered some great catastrophe or calamity that renders it utterly worthless for their needs. You must set a few general guidelines when casting the spell as to the nature of this disaster (fire, tornado, bandit raid, plague, etc.), after which the illusion fills in the remaining details to make it seem realistic. When casting the spell, you can grant creatures with particular, clearly identifiable physical traits (race, gender, age category, etc.) immunity to this spell. This allows all such eligible creatures to perceive the true nature of the affected area instead of its illusory appearance. Creatures without this immunity that fail their saving throws always perceive the affected area as having absolutely nothing of interest or worth to them. Unless they have reason for suspicion, they always move on without closely investigating the area. Creatures with sufficient reasons for suspicion who do choose to investigate the area gain another saving throw, this one with a +2 bonus, as they enter the village and directly interact with the illusion.


name: Vine Strike
level: alchemist 2, antipaladin 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: Reflex negates (see text)
spell_resistance: yes
description:
Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target. While this spell is in effect, one of your natural attacks or unarmed strikes deals an additional 1d6 points of damage, and each creature hit with that natural weapon or unarmed strike must succeed at a Reflex save or be entangled for the duration of the spell; on a successful Reflex save, the creature is immune to the entangled effect for 1 round. A creature entangled by this spell can spend a standard action to remove the vines, but can be entangled again by further unarmed strikes.


name: Vinetrap
level: cleric/oracle 5, druid 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Reflex negates (see text)
spell_resistance: yes
description:
Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell, winding around limbs and armor and making it progressively more difficult for the subject to maneuver.


name: Violent Accident
level: cleric 2, mesmerist 2, occultist 2, witch 2
school: transmutation [curse]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 1 day or until discharged
saving_throw: Reflex half; see text
spell_resistance: yes
description:
You curse the target to suffer a violent accident within the next 24 hours. You have no control over the form the accident takes or when it strikes. The target can avoid being cursed with spell resistance when you cast the spell, but otherwise receives no saving throw. Regardless of the accident’s nature, it is magically empowered to deal an amount of damage equal to 1d8 × your caster level (maximum 5d8 points of damage), and the damage is of a type appropriate to the source of damage (such as fire for an explosion or bludgeoning for a falling object). When the accident occurs, the target can attempt a Reflex saving throw to reduce the damage by half. Although others might be surprised or inconvenienced by the accident, it damages only the target.


name: Violent Misfire
level: sorcerer/wizard 3
school: evocation
casting_time: 1 standard action
components: V, S, M (a small piece of flint)
range: close (25 ft. + 5 ft./2 levels)
target: one early or advanced firearm
duration: 1 round/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell creates a chaotic charge within the black powder loaded in a target firearm. The next time the target weapon fires during this spell’s duration, it automatically misfires. If this misfire causes the firearm to explode, the radius of the explosion is doubled and it deals maximum damage to all creatures in the radius. The firearm’s wielder also takes 1d6 additional points of fire damage per 2 caster levels (maximum 10d6) you have.


name: Virtue
level: cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic 0, shaman 0
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 min.
saving_throw: none
spell_resistance: yes (harmless)
description:
With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.


name: Virtuoso Performance
level: bard 4
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level
description:
While this spell is active, you may start a second bardic performance while maintaining another. Starting the second performance costs 2 rounds of bardic performance instead of 1. Maintaining both performances costs a total of 3 rounds of bardic performance for each round they are maintained. When this spell ends, one of the performances ends immediately (your choice).


name: Virulence
level: cleric/oracle 4, warpriest 4, witch 4
school: necromancy [evil]
casting_time: 1 standard action
components: V, S
range: 40 ft.
area: all living creatures within a 40-ft.-radius burst centered on you
duration: instantaneous
saving_throw: see text
spell_resistance: yes
description:
All living creatures within the area of effect, including yourself, must immediately attempt a saving throw with a –2 penalty against any and all diseases they have contracted, even if the onset time has not yet elapsed. On a failed saving throw, the affliction has its usual effect. A successful save does not count toward curing the affliction.


name: Virulent Miasma
level: antipaladin 2, arcanist 3, bloodrager 3, druid 3, hunter 3, sorcerer/wizard 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a dried scab from a diseased creature)
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)
spell_resistance: see text
description:
Virulent miasma creates fog like fog cloud, except that the vapors carry the taint of disease. Living creatures take a –4 penalty on saving throws against disease effects as long as they remain within the cloud and for 1d4+1 rounds after leaving. This effect of the spell allows a Fortitude save to negate it, and it is subject to spell resistance. A creature that succeeds at its saving throw against the fog (or ignores the fog due to spell resistance) is not affected and need not make further saves even if it remains in the fog.


name: Vision
level: shaman 7, sorcerer/wizard 7, witch 7
school: divination
casting_time: 1 standard action
components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
range: personal
duration: See Text
description:
This spell functions like legend lore, except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 + 1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. After this spell is complete, you are fatigued.


name: Vision of Hell
school: illusion (glamer) [evil, fear]
casting_time: 1 standard action
components: V, M (a pinch of brimstone)
range: medium (100 ft. + 10 ft./level)
effect: 50-ft.-radius emanation
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: no
level:
bard 3, bloodrager 3, cleric/oracle 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, witch 3

description:
You overlay a realistic illusion of a terrifying hellscape upon an area. Structures, equipment, and creatures within the area are not hidden, though environmental features take on an infernal appearance. While you are prepared for these images and are not affected by them, any other creature within the area must make a Will save or become shaken and also take a –2 penalty on saves versus fear effects; the fear and penalty persists as long as the creature remains in the area. Devils and any lawful evil creatures suffer no negative effects from this spell.


name: Visualization of The Body
level: cleric 2, druid 2, magus 2, ranger 2, shaman 2, wizard 2
school: transmutation [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 200 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
You focus your mind on one aspect of your body, aligning the energies within your body to enhance that element. Choose a single physical ability score (Constitution, Dexterity, or Strength).


name: Visualization of The Mind
level: cleric 2, shaman 2, wizard 2
school: transmutation [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 200 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
You enhance a single aspect of your mind, nurturing and empowering it. Choose a single mental ability score (Charisma, Intelligence, or Wisdom). You gain a +5 bonus on ability checks and skill checks associated with that ability score.


name: Vitriolic Mist
level: alchemist 4, bloodrager 4, sorcerer/wizard 4, summoner/unchained summoner 4
school: evocation [acid]
casting_time: 1 standard action
components: V, S, M (a piece of lemon rind)
range: personal
target: you
duration: 1 round/level (D)
description:
This functions as fire shield, except it wreathes you in yellow or green acidic mist instead of hot or cold flames. The spell deals acid damage to attackers and protects you against acid damage. This spell does not shed light. 


name: Vocal Alteration
level: alchemist 1, bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 minute/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
You alter the target’s voice to something else. For example, you could make the target’s voice high-pitched, husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise, the target gets a +10 bonus on the Disguise check when trying to fool a listener.


name: Volcanic Storm
level: bloodrager 4, druid 4, sorcerer/wizard 4, witch 4
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M/DF (obsidian and ash)
range: long (400 ft. + 40 ft./level)
area: cylinder (20-ft. radius, 40 ft. high)
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy ash rains down in the area. Creatures inside this area take a –4 penalty on Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the rock and ash disappear, leaving no aftereffects (other than the damage dealt).


name: Voluminous Vocabulary
school: divination
casting_time: 1 standard action
components: V, S, M (a quill)
range: touch
target: creature touched
duration: 8 hours (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 2, cleric 3, inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, witch 3

description:
You choose any language (except for secret languages, such as Druidic). The target gains the ability to speak, understand, read, and write that language. When you cast this spell, you can attempt a DC 15 Linguistics check. If you succeed, choose an additional language, plus one more language for every 10 by which your check result exceeded the DC.


name: Vomit Swarm
level: alchemist 2, witch 2
school: conjuration (summoning)
casting_time: 1 standard action
components: S
range: personal
effect: one swarm of spiders
duration: 1 round/level
description:
You vomit forth a swarm of spiders that attacks all other creatures within its area. The swarm begins adjacent to you, but if no living creatures are within its area, it moves in one direction of your choosing at its normal speed.


name: Vomit Twin
level: alchemist 3, magus 3, sorcerer/wizard 4, summoner 3
school: conjuration (creation, teleportation)
casting_time: 1 standard action
components: V, S
range: personal
effect: creates one ooze duplicate of the caster
duration: 1 round/level
description:
Upon casting this spell, you vomit forth a disgusting ooze copy of yourself into a single adjacent square. As long as the twin exists, whenever you take a move action to move, the twin can move as well, although it does not need to follow you and cannot take any other actions. On subsequent rounds, at the start of your turn, you can instantaneously exchange places with your twin, as if using teleport. This is not an action and does not provoke an attack of opportunity.


name: Vortex
level: druid 7, shaman 7, sorcerer/wizard 7
school: evocation [water]
casting_time: 1 standard action
components: V, S, M/DF (a stirring spoon)
range: long (400 ft. + 40 ft./level)
effect: whirlpool 50 ft. deep, 30 ft. wide at top, and 5 ft. wide at base
duration: 1 round/level (D)
saving_throw: Reflex negates, see text
spell_resistance: yes
description:
You create a powerful and immobile whirlpool in any body of liquid large enough to contain the spell’s effect. Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed.


name: Wail of the Banshee
level: shaman 9, sorcerer/wizard 9, witch 9
school: necromancy [death, sonic]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one living creature/level within a 40-ft.-radius spread
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.


name: Wake of Light
level: paladin 2
school: evocation [good]
casting_time: 1 standard action
components: V, S, DF
range: 120 ft.
effect: a 10-ft.-wide path in a straight line, up to 120 ft. long
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
You and your mount lay down a trail of glowing, heavenly mist behind you as you move that makes passage easier for good creatures but more difficult for evil creatures. This glowing trail of mist appears behind your mount in a straight line starting where you cast the spell and ending where your mount ends its movement. The mist takes the form of a path 10 feet wide and up to 120 feet long and always floats just above the ground, up to a height of 1 foot. Thereafter, the mist persists for 1 round per level. 


name: Walk the Plank
level: arcanist 5, sorcerer/wizard 5, summoner 5, summoner (unchained) 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a shark tooth and a splinter of a ship’s hull)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-by-20-ft. hole, 10 ft. deep/4 levels
duration: 1 round plus 1 round/level
saving_throw: Reflex negates (see text)
spell_resistance: no
description:
This spell functions as per create pit, except as noted here. All but the top 10 feet of the hole is filled with saltwater, reducing the fall damage for anyone falling into the pit to 1d3 points of nonlethal damage and allowing Huge or larger creatures at the water’s surface to simply pull themselves out of the pit as part of a normal move action, without a Climb check. Additionally, the pit contains a single advanced shark for every 4 caster levels you have (maximum four advanced sharks). If desired, when you cast the spell, you can substitute two of the summoned sharks for one great white shark. These sharks immediately attack any creature that falls into the pit, even you. If multiple creatures fall in the pit, the sharks attack randomly. When the spell ends, creatures inside the hole rise up with the bottom of the pit, as normal for create pit, but the conjured water and sharks vanish.


name: Walk through Space
level: alchemist 6, magus 6, sorcerer/wizard 7, summoner 6, witch 7
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (a wren’s egg)
range: personal
target: you
duration: 1 round/level
description:
When under the effects of this spell, you can teleport up to 30 feet as a move action. You must end this movement in an unoccupied space that you can stand on within line of sight. Alternatively, you can spend a move action to teleport to a standing position from lying prone. Teleporting does not provoke attacks of opportunity.


name: Wall of Blindness/Deafness
level: bard 4, cleric 5, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level
saving_throw: Fort negates
spell_resistance: yes
effect:
translucent wall 20 ft. long/level or a translucent ring with a radius of up to 5 ft./two levels; either form 20 ft. high

description:
You create a translucent wall of energy, within which can be seen indistinct images of faces with their eyes or ears sewn shut. When you create the wall, decide whether it blinds or deafens. Any creature that passes through the wall must save or become permanently blinded or deafened (as blindness/deafness).


name: Wall of Bone
level: antipaladin 4, bloodrager 4, cleric 4, psychic 4, sorcerer/wizard 4, spiritualist 4
school: necromancy
casting_time: 1 standard action
components: V, S, M (a polished humanoid femur)
range: close (25 ft. + 5 ft./2 level)
effect: solid wall of humanoid bones with an area of up to one 5-ft. square/level
duration: 1 minute/level
saving_throw: none
spell_resistance: yes; see text
description:
This spell creates a vertical wall of skeletal arms that attaches itself to any solid surface. The wall of bone works identically to wall of stone except as noted above and in this spell description. The wall of bone is 1 inch thick per 4 caster levels and composed of up to one 5-foot square per level. The wall created must be vertical, and must rest upon a firm foundation. It cannot be used to bridge a chasm, for instance, or to act as a ramp. Each 5-foot square of the wall has hardness 4 and 7 hit points per inch of thickness. A section of wall whose hit points drops to 0 is breached. If a creature tries to break through the wall with a single attack, the DC of the Strength check is equal to 15 + 2 per inch of thickness.


name: Wall of Brine (Merfolk)
level: druid 4, magus 4, ranger 3, shaman 4, sorcerer/wizard 4
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S, M/DF (a bit of coral)
range: medium (100 ft. + 10 ft./level)
effect: wall up to 10 ft./level long and 5 ft./level high (S)
duration: concentration + 1 round/level
saving_throw: none; see text
spell_resistance: yes
description:
You conjure a 5-foot-thick wall of seawater with a powerful current flowing toward one side of the wall, selected by you; a creature attempting to swim against this current must spend 4 squares of movement to enter a square of the wall. A creature that begins its turn in the wall is ejected in the direction of the current just before it acts. The wall provides cover against attacks from out of the water, as usual for a body of water. The water and the currents deflect physical ranged attacks into or through the wall, unless a weapon used is exceptionally massive (such as a siege engine). A creature submerged in the wall takes the usual penalties for underwater combat. The wall blocks gases and liquids and prevents water from mixing at its edges.


name: Wall of Clockwork
level: cleric 5, sorcerer/wizard 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: wall of bronze clockworks whose area is up to one 5-ft.-square/level (S)
duration: 1 minute/level
saving_throw: Reflex half or Reflex negates; see text
spell_resistance: yes
description:
An immobile, vertical wall of spinning cogs and gears springs into existence. Any creature passing through the wall takes 1d6 points of piercing and slashing damage per 2 caster levels (maximum 10d6); a successful Reflex save halves the damage.


name: Wall of Ectoplasm
level: cleric 5, psychic 5, sorcerer/wizard 5, spiritualist 5
school: evocation
casting_time: 1 standard action
components: V, S, M (small bit of gauze)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none, and Will negates; see text
spell_resistance: yes
effect:
opaque sheet of ectoplasm up to 10 ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level

description:
You draw forth a massive veil of ectoplasm that roils with restless spirits. Immovable once formed, the wall of ectoplasm is 1 inch thick per caster level and covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ectoplasm 100 feet long and 10 feet high, a wall 25 feet long and 40 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion and need not be anchored, but must be created continuous and unbroken. The wall can’t include squares that have creatures within them, even if the creatures are on the Ethereal Plane. The wall exists on both the Material Plane and Ethereal Plane, and blocks ethereal and incorporeal creatures from passing through it.


name: Wall of Fire
level: bloodrager 4, druid 5, magus 4, shaman 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M/DF (a piece of phosphor)
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level
saving_throw: none
spell_resistance: yes
effect:
opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high

description:
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.


name: Wall of Force
level: magus 5, sorcerer/wizard 5
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (powdered quartz)
range: close (25 ft. + 5 ft./2 levels)
effect: wall whose area is up to one 10-ft. square/level
duration: 1 round /level (D)
saving_throw: none
spell_resistance: no
description:
A wall of force creates an invisible wall of pure force. The wall cannot move and is not easily destroyed. A wall of force is immune to dispel magic, although a mage’s disjunction can still dispel it. A wall of force can be damaged by spells as normal, except for disintegrate, which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a wall of force has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a wall of force.


name: Wall of Ice
level: bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: evocation [cold]
casting_time: 1 standard action
components: V, S, M (a piece of quartz or rock crystal)
range: medium (100 ft. + 10 ft./level)
duration: 1 min./level
saving_throw: Reflex negates; see text
spell_resistance: yes
effect:
anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level

description:
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.


name: Wall of Iron
level: magus 6, sorcerer/wizard 6, summoner 5, unchained summoner 6
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a small iron sheet plus gold dust worth 50 gp)
range: medium (100 ft. + 10 ft./level)
effect: iron wall whose area is up to one 5-ft. square/level; see text
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.


name: Wall of Lava
level: druid 8, sorcerer/wizard 8
school: conjuration (creation) [earth, fire]
casting_time: 1 standard action
components: V, S, M/DF (a chunk of dried lava)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level (D)
saving_throw: see text
spell_resistance: no
description:
This spell creates a vertical wall of lava that is 1 inch thick for every 4 caster levels and composed of up to one 5-foot square per level. A wall of lava‘s maximum height cannot exceed half of its width (with a minimum height of 5 feet). The wall cannot be conjured so that it occupies the same space as a creature or object. A section of a wall of lava can be destroyed by damage (hardness 4, hp 90), but if a section is destroyed, the remaining lava in the wall immediately fills in any such hole created, reducing the wall’s overall size by one 5-foot square but remaining a contiguous barrier. Each time a weapon strikes a wall of lava, it takes 2d6 points of fire damage (or the creature who strikes the wall takes 2d6 fire damage if the attack was via an unarmed strike or natural attack).


name: Wall of Mist
level: magus 3, shaman 3, sorcerer/wizard 3
school: conjuration (creation) [air]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: wall of thin fog 10 ft. long/level or dense fog 5 ft. long/level; either form 20 ft. high
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
With a whispered incantation, you conjure a stationary vertical wall of misty vapor. The wall is straight, is 1 foot thick, and has a length up to 10 feet per caster level. The wall obscures vision, granting concealment (20% miss chance) against creatures on the other side of the wall. A creature that shares a square with the wall counts as being on neither side of the wall and neither benefits nor suffers from the concealment.


name: Wall of Nausea
level: bard 3, psychic 3, sorcerer/wizard 3
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: transparent wall whose area is up to one 10-ft. square/level
duration: 1 round/level
saving_throw: see text
spell_resistance: no
description:
You create a transparent, shimmering wall through which creatures and objects appear to be wildly distorted to viewers. Any creature that passes through the wall is immediately assailed by overwhelming vertigo, becoming nauseated for 1 round unless it succeeds at a Fortitude save; if nauseated, the creature must also succeed at a DC 12 Acrobatics check or fall prone. Creatures gain partial concealment (20% miss chance) against creatures on the other side of the wall.


name: Wall of Sound
level: bard 4, bloodrager 4, magus 4, sorcerer/wizard 5
school: evocation [sonic]
casting_time: 1 standard action
components: V, S, M (a tuning fork and a quartz crystal)
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level
saving_throw: none
spell_resistance: yes
effect:
translucent wall of sound up to 20 ft. long/level or a ring of sound with a radius of up to 5 ft./two levels; either form 20 ft. high

description:
A translucent barrier of pure sound springs into existence. This wall is silent except for a faint hum, but bursts with discordant noise when touched by an object or creature. The wall deflects arrows, bolts, loose debris, and Small or smaller flying creatures like a wind wall spell, except these things rebound harmlessly rather than being directed upward. The burst of discordant noise deals 2d4 points of sonic damage to creatures within 10 feet of the triggering object or creature; touching or passing through the wall deals 2d6 points of sonic damage + 1 point of sonic damage per caster level (maximum +20). If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. A silence spell suppresses the wall within its area, but the wall reappears when the silence ends.


name: Wall of Split Illumination
level: bard 3, cleric 3, sorcerer/ wizard 3, inquisitor 3, magus 3, occultist 3, shaman 3
school: evocation [darkness, light]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-high vertical sheet of illumination up to 5 ft. long/level
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
An immobile curtain of illumination springs into existence. When created, one side of the wall (designated by you) radiates bright light to a range of 60 feet away from that side while the other side radiates darkness to an equal distance. This effect alters the illumination level by up to two steps toward either bright light (the light side) or darkness (the dark side). The wall also obstructs vision through it, regardless of which side of the wall the viewer is on.


name: Wall of Stone
level: cleric/oracle 5, druid 6, magus 5, shaman 6, sorcerer/wizard 5, summoner 4, unchained summoner 5
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M/DF (a small block of granite)
range: medium (100 ft. + 10 ft./level)
effect: stone wall whose area is up to one 5-ft. square/level (S)
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.


name: Wall of Suppression
level: sorcerer/wizard 9
school: abjuration
casting_time: 1 standard action
components: V, S, M (powdered adamantine worth 1,000 gp)
range: medium (100 ft. + 10 ft./level)
effect: anti-magic wall occupying up to two 5 ft. cubes/level (S)
duration: 10 minutes/level; see text
saving_throw: none
spell_resistance: no
description:
You create a wall of glittering motes that suppresses or even negates any magical effect passing through it. The wall appears to have no actual substance and does not physically obstruct or impede anything attempting to move through it. However, the wall exerts a powerful anti-magical effect. Any magic item or magical spell or effect of your caster level or lower that passes through the wall is suppressed for 1 round per level.


name: Wall of Thorns
level: druid 5, shaman 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: wall of thorny brush, up to one 10-ft. cube/level (S)
duration: 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger. Any creature forced into or attempting to move through a wall of thorns takes piercing damage per round of movement equal to 25 minus the creature’s AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an AC of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)


name: Wandering Star Motes
level: bard 4, shaman 4, sorcerer/wizard 4, witch 4
school: illusion (pattern) [light, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a sprinkle of flash powder)
range: close (25 ft. + 5 ft./2 levels)
duration: 1/round per level
saving_throw: Will negates; see text
spell_resistance: yes
description:
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet.


name: Wandering Trail
level: druid 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: 1 mile/level
target: up to one creature/level within 180 feet
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
You cause the trail left by the targets within range to automatically reroute, potentially taking any course within the area. Your modification of the trail within the spell’s area can result in a trail at least half the original length or up to twice the original length. If the trail continues beyond the spell’s range, you must leave it connecting at that point on the edge of the spell’s range. If a tracking creature exceeds the DC of the skill check to follow the trail by an amount equal to your caster level, the tracker recognizes that the trail has been manipulated by this spell, although it cannot see the trail’s true nature unless it uses magical means, such as true seeing.


name: Wandering Weather
level: cleric 8, druid 8, shaman 8, sorcerer/wizard 8, witch 8
school: transmutation
description:
This spell functions as control weather except you can opt for the weather to remain centered on you as you move.


name: Ward of the Season
level: cleric 4, druid 3, ranger 3, shaman 3, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: one creature
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
This spell harnesses the power of the seasons to protect the target and grant a number of bonuses. This spell has one of four different effects. The caster of the spell can select any one of the following four effects, but can change the effect as a standard action that reduces the total remaining duration by 1 hour.


name: Ward the Faithful
level: inquisitor 3
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
area: 10-ft.-radius emanation from touched creature
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
All creatures within the area who worship the same god as you gain a +2 deflection bonus to AC and a +2 resistance bonus on all saves. At 12th level, these bonuses increase to +3. At 18th level, the bonuses increase to +4. 


name: Warding Weapon
level: bloodrager 1, magus 1, occultist 1, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: abjuration
casting_time: 1 standard action
components: V, S, F (one melee weapon you are proficient in and you are holding)
range: personal
target: you
duration: 1 round/level
description:
The focus of this spell flies upward above your head and takes a defensive position within your space. It lunges at opponents, as if guided by a martially trained hand, parrying and turning back melee attacks aimed at you, but does not strike back at any opponent nor does it damage them. The weapon serves only as a defense. While it protects you, you can cast spells without provoking attacks of opportunity, without the need to cast them defensively. A creature with the Disruptive feat can easily bypass this spell’s defenses. You provoke attacks of opportunity for casting spells against these creatures even when subject to this spell, though you can still choose to cast defensively.


name: Warp Metal
level: bloodrager 4, cleric 4, druid 4, medium 4, occultist 4, psychic 4, sorcerer/wizard 4
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (a twisted wire)
range: close (25 ft. plus 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You cause metal to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a successful Strength check to open, at your option). A vehicle grinds to a halt and ceases to operate. Warped ranged weapons are useless. A warped melee weapon imposes a –4 penalty on attack rolls.


name: Warp Wood
level: druid 2, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1 Small wooden object/level, all within a 20-ft. radius
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls.


name: Wartrain Mount
level: antipaladin 1, bard 2, druid 2, inquisitor 1, paladin 1, ranger 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 minute
components: V, S, M (a swatch of black cloth)
range: close (25 ft. + 5 ft./2 levels)
target: one indifferent or friendly animal
duration: 1 hour/level
saving_throw: none
spell_resistance: yes
description:
You instill the target animal with the combat training general purpose (see Handle Animal). This supersedes the animal’s previous trained purpose and any tricks it knows. When the spell ends, it reverts to its previous trained purpose and known tricks.


name: Watchful Eye
level: cleric/oracle 1, paladin 1 (Folgrit)
school: abjuration
casting_time: 1 standard action
components: V, S, F (a pair of silver or gold rings worth 10 gp, worn by both you and the target)
duration: 1 minute/level
description:
This spell emulates Folgrit’s motherly protection. It functions as shield other, except as noted above, and you must maintain line of effect to the target.


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

description:
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.


name: Water Shield
level: cleric/oracle 4, druid 3, sorcerer/wizard 4
school: evocation [acid, water]
casting_time: 1 standard action
components: V, S, M/DF (1 cup of water)
range: personal
target: you
duration: 1 round/level (D)
description:
This spell surrounds you in a spout of clear acid that aids in defecting attacks and damages creatures that attack you in melee. The constantly upward-rushing waters grant you a measure of protecting, shielding you so you only take half damage from acid and fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. 


name: Water Walk
level: cleric/oracle 3, medium 2, psychic 3, ranger 3, shaman 3, witch 3
school: transmutation [water]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creatures touched
duration: 10 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.


name: Water of Maddening
level: alchemist 2, antipaladin 2, cleric 3, druid 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (250 gp of powdered amber)
range: close (25 ft. + 5 ft./2 levels)
effect: up to 1 flask per 2 levels
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: no
description:
This spell generates what appears to be clear, pure water, but it is in fact a foul secretion known as water of maddening. The liquid functions in all the same ways as unholy water (see curse water).


name: Waterproof
school: abjuration [water]
casting_time: 1 standard action
components: V, S
range: touch
target: one touched creature, or one touched object of up to 10 lbs/level
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 1, bard 1, bloodrager 1, cleric 1, druid 1, magus 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1

description:
This spell renders a touched object waterproof for the duration of the spell. The object must be no larger than 10 pounds per caster level. The spell protects the object from any mundane liquids (such as alcohol or oil) but not from magically created liquids.


name: Wave Form
school: transmutation [water]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: instantaneous
saving_throw: see text
level:
arcanist 4, bloodrager 4, cleric 4, druid 4, hunter 4, oracle 4, shaman 4, sorcerer 4, warpriest 4, wizard 4

description:
You transform into a wave of frothing water up to 15 feet wide and 15 feet tall, as space permits, and then surge forth in a straight line in the direction of your choice, moving up to twice your base movement speed before immediately returning to your normal form. This movement does not provoke attacks of opportunity. While in wave form, you are immune to weapon attacks and attacks that target a specific number of creatures (since the spell is instantaneous, this is mainly relevant for readied actions and the like). All creatures and unattended objects in your path take 4d6 points of bludgeoning damage and are knocked prone. A successful Reflex save prevents a creature from being knocked prone.


name: Wave Shield
level: bloodrager 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
school: abjuration [water]
casting_time: 1 immediate action
components: V
range: personal
target: you
duration: 1 round or until discharged
description:
You create a rushing torrent of water in the rough outline of a shield. The water protects you from one physical or fire attack, granting you DR/— and fire resistance equal to half your caster level (minimum 1) on that attack. Once the spell has reduced the damage of one attack against you, it is discharged.


name: Waves of Blood
level: bloodrager 3, magus 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a drop of the caster’s blood)
range: 30 ft.
area: cone-shaped burst
duration: instantaneous and 1 round; see text
saving_throw: Reflex negates, Fort negates (see text)
spell_resistance: no
description:
You cause torrents of roiling blood to push your opponents away from you. This wave attempts a bull rush combat maneuver against all creatures within its area of effect, and you bull rush creatures of any size in this way. Attempt a single combat maneuver check and apply the result to each creature within the area. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush doesn’t provoke attacks of opportunity. Any creature in the area must also succeed at a Fortitude saving throw or become sickened for 1d6 rounds by the tide of blood.


name: Waves of Ecstasy
level: bard 6, cleric/oracle 7, sorcerer/wizard 7, witch 7
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: 1 round/level; see text
saving_throw: Will partial (see text)
spell_resistance: yes
description:
You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter.


name: Waves of Exhaustion
level: sorcerer/wizard 7, witch 7
school: necromancy
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: no
spell_resistance: yes
description:
Waves of negative energy cause all living creatures in the spell’s area to become exhausted. This spell has no effect on a creature that is already exhausted.


name: Waves of Fatigue
level: sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: no
spell_resistance: yes
description:
Waves of negative energy render all living creatures in the spell’s area fatigued. This spell has no effect on a creature that is already fatigued.


name: Weaken Powder
level: druid 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (an empty paper cartridge)
range: close (25 ft. + 5 ft./2 levels)
target: 1 loaded firearm
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
Ammunition in the target firearm generates less of an explosive charge when fired. With such ammunition, the firearm’s range increment is halved and the firer takes a –2 penalty on damage rolls. If aware of this spell’s effect prior to firing the altered ammunition (a DC 16 Spellcraft check to identify the spell being cast or similar effect), the firearm’s user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.


name: Weapon of Awe
level: cleric/oracle 2, inquisitor 2, paladin 2
school: transmutation [emotion]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no Saving Throw. 


name: Weapons Against Evil
level: cleric/oracle 1, inquisitor 1, paladin 1
school: transmutation
casting_time: 1 standard action
components: V, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fort negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
Each weapon this spell affects each shines with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures that have DR 5 or lower, as long as the damage reduction is not DR/epic.


name: Weaponwand
level: bard 1, cleric 1, inquisitor 1, magus 1
school: transmutation
casting_time: 1 round
components: V, S, F (a magic wand )
range: touch
target: one weapon
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.


name: Web
level: magus 2, sorcerer/wizard 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (spider web)
range: medium (100 ft. + 10 ft./level)
effect: webs in a 20-ft.-radius spread
duration: 10 min./level (D)
saving_throw: Reflex negates; see text
spell_resistance: no
description:
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn’t cause you to become grappled.


name: Web Bolt
level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: fist-sized blob of webbing
duration: 1 min./level
saving_throw: Reflex negates; see text
spell_resistance: no
description:
You launch a ball of webbing at a target, which must make a save or be affected as if by a web spell occupying only the creature’s space. If the creature saves or breaks free of the webbing, the remaining webs dissolve and the square is not considered difficult terrain. The spell has no effect if the target is not on or adjacent to a solid surface that can support the webbing.


name: Web Cloud
level: sorcerer/wizard 4, witch 4
school: conjuration (creation)
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
saving_throw: Reflex partial; see text
spell_resistance: no
description:
You create a cloud of flame-resistant strands of adhesive webbing that billows and flows much like a cloudkill spell. The cloud moves away from you at a rate of 10 feet per round, rolling along the surface of the ground.


name: Web Shelter
school: conjuration (creation)
casting_time: 1 minute
components: V, S, DF
range: close (25 ft. + 5 ft./two levels)
effect: 5 ft.–10 ft. diameter web sphere or 5 ft.–20 ft. hemisphere
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
level:
cleric/oracle 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2

description:
You create a shelter of slightly sticky webbing. The shelter has a hinged door large enough to accommodate a Medium creature. The opaque walls of the shelter measure 1 inch thick and provide total cover to anyone within it.


name: Weird
level: sorcerer/wizard 9
school: illusion (phantasm) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
description:
This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.


name: What Grows Within
school: necromancy [evil]
casting_time: 1 swift action
components: V
range: personal
effect: you
duration: 1 round/level
saving_throw: see text
spell_resistance: no
level:
arcanist 6, bard 6, cleric/oracle 6, druid 6, hunter 6, mesmerist 6, psychic 6, skald 6, sorcerer/wizard 6, warpriest 6, witch 6

description:
You infuse yourself with the essence of the Inmost Blot and gain a +3 profane bonus on Will saving throws for the spell’s duration. When you prepare what grows within for the first time, or the first time you use it via a spell-completion or spell-trigger item, you can thereafter be targeted by the infected dreams ability. As long as you are under the effects of what grows within, your mind-affecting spells carry this supernatural taint within them and can infect those who succumb to those effects. Whenever you successfully affect a creature with one of your mind-affecting spells (this requires the target to fail its saving throw against the spell if the spell allows a save, but automatically affects a target if the spell does not allow a saving throw), that target must also succeed at a Fortitude saving throw against what grows within or it immediately becomes afflicted by a lesser version of seeded infestation. This infestation does not expose the victim to infectious dreams, but it can ultimately result in that creature’s transformation into one of the seeded. Each time you affect a creature with what grows within in this manner, the remaining duration of what grows within is reduced by 1 round. If you affect multiple creatures in a round, you choose the order in which they must save against the effects of what grows within, and reduce the spell’s remaining duration by 1 round each time one of them is affected by the infestation.


name: Whip of Ants
level: bard 6, druid 6, sorcerer/wizard 6, summoner/unchained summoner 6, witch 6
school: conjuration (summoning)
description:
This spell functions as whip of spiders, except it summons army ants, and any creature you strike with the whip takes swarm damage as if it were attacked by an army ant swarm (3d6 points of damage plus poison and distraction). If you transform the whip into an army ant swarm, it has 16 hit points.


name: Whip of Centipedes
level: bard 5, druid 5, sorcerer/wizard 5, summoner/unchained summoner 5, witch 5
school: conjuration (summoning)
description:
This spell functions as whip of spiders, except it summons centipedes, and any creature you strike with the whip takes swarm damage as if it were attacked by a centipede swarm (2d6 points of damage plus poison and distraction). If you transform the whip into a centipede swarm, it has 10 hit points.


name: Whip of Spiders
level: bard 2, druid 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M/DF (a square of red cloth)
range: 0 ft.
effect: whiplike swarm
duration: 1 round/level (D (see text)
saving_throw: none
spell_resistance: yes
description:
You summon hundreds of Diminutive spiders, which cling together in the form of a whip made for a creature of your size. You can wield this object as if it were an actual whip, except you make a melee touch attack with it instead of a regular attack. Any creature you strike with the whip takes swarm damage as if it were attacked by a spider swarm (1d6 points of damage plus poison and distraction). The swarm whip is able to damage creatures with armor or natural armor, even if a normal whip could not. It cannot be used to make bull rush, grapple, or trip attacks, and (unlike a swarm) is subject to a miss chance for concealment and cover.


name: Whirlwind
level: druid 8, shaman 8
school: evocation [air]
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
effect: cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
duration: 1 round/level (D)
saving_throw: Reflex negates; see text
spell_resistance: yes
description:
This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone, even if it comes back within range.)


name: Whispering Lore
level: cleric 2, druid 1, psychic 1, ranger 1, witch 1
school: divination
casting_time: 1 full-round action
components: V, S, M/DF (an owl’s beak)
range: personal
target: you
duration: 10 minutes/level (D)
description:
Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it whispers information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water environment, you gain the bonus on Knowledge (nature) checks. If you are within an underground environment, you gain the bonus on Knowledge (dungeoneering) checks. If you are within an urban environment, you gain the bonus on Knowledge (local) checks. If you are on a plane other than the Material Plane, you gain the bonus on Knowledge (planes) checks. If you enter a new terrain, you lose the previous terrain’s skill bonus and gain the new bonus.


name: Whispering Wind
level: bard 2, inquisitor 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: 1 mile/level
area: 10-ft.-radius spread
duration: no more than 1 hour/level or until discharged (destination is reached)
saving_throw: none
spell_resistance: no
description:
You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.


name: Wicker Horse
level: occultist 2, shaman 2, summoner 2, summoner (unchained) 2, witch 2
school: conjuration (creation)
casting_time: 10 minutes; see text
components: V, S, M/DF (a reed or twig)
range: touch
effect: a horselike wicker construct
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
Reeds, grasses, creepers, or thin tree branches (your choice) that you touch animate, twisting and bending to form a wicker horse complete with a riding saddle. The object is animated, but retains a wickerlike appearance.


name: Widen Auras
level: antipaladin 2, paladin 2 Casting Time 1 standard action Components V
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 minute/level (D)
description:
The range of your antipaladin or paladin auras doubles. For example, if you’re a paladin, your aura of courage affects allies within 20 feet instead of within 10 feet.


name: Wilderness Soldiers
level: druid 2, ranger 2
school: transmutation:
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: 30-ft.-radius emanation, centered on you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You call on the plants nearby to aid you in combat. This spell is ineffective if no plants you can direct are within the area. You can spend a swift action and/or a standard action on each of your turns to direct one of the following attacks. The attack bonus or CMB for these attacks equals your base attack bonus + your Wisdom modifier. You grant a +1 bonus per three caster levels (maximum +5) on damage rolls due to this spell. Your wilderness soldiers never provoke attacks of opportunity, and they do not count as allies for flanking or other purposes.


name: Wind Blades
level: druid 5, magus 5, sorcerer/wizard 5, witch 5
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You harden the air around the target into jagged invisible blades that deal damage based on how fast the target moves. On its turn, the target takes 1d6 points of slashing damage if it moves at least 5 feet, plus 1d6 points of slashing damage for each additional 10 feet of movement. Movement that doesn’t pass through air (such as burrowing, swimming, or teleportation) doesn’t cause this damage. In areas of strong wind, the target takes damage on its turn, even if it doesn’t move. The wind deals 1d8 points of slashing damage for strong wind, plus 1d8 for every wind category above strong. This extra damage does not occur from instantaneous wind effects (such as gust of wind), only from wind effects that last at least 1 round.


name: Wind Walk
level: alchemist 6, cleric/oracle 6, druid 7, shaman 7
school: transmutation [air]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 hour/level (D); see text
saving_throw: no and Will negates (harmless)
spell_resistance: no and yes (harmless)
description:
You alter the substance of your body to a cloud-like vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.


name: Wind Wall
school: evocation [air]
casting_time: 1 standard action
components: V, S, M/DF (a tiny fan and an exotic feather)
range: medium (100 ft. + 10 ft./level)
effect: wall up to 10 ft./level long and 5 ft./level high (S)
duration: 1 round/level
saving_throw: none; see text
spell_resistance: yes
level:
bloodrager 3, cleric/oracle 3, druid 3, magus 3, ranger 2, shaman 3, sorcerer/wizard 3, summoner 2, unchained summoner 3

description:
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).


name: Winds of Vengeance
level: cleric/oracle 9, druid 9, shaman 9, sorcerer/wizard 9
school: evocation [air]
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level
description:
You surround yourself with a buffeting shroud of supernatural, tornado-force winds. These winds grant you a fly speed of 60 feet with perfect maneuverability. Neither your armor nor your load affects this fly speed. The winds shield you from any other wind effects, and form a shell of breathable air around you, allowing you to fly and breathe underwater or in outer space.


name: Windy Escape
level: bard 1, bloodrager 1, druid 1, magus 1, sorcerer/wizard 1 (sylph)
school: transmutation [air]
casting_time: 1 immediate action
components: V, S
range: personal
target: you
duration: instantaneous
description:
You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you.


name: Winged Sword
level: bloodrager 2, inquisitor 3, magus 2, occultist 2, paladin 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one melee weapon
duration: 10 minutes/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
The weapon targeted by this spell grows small feathered wings. For the duration of the spell, the weapon acts as if it had the throwing weapon special ability. This spell can be used in place of magic stone as a prerequisite for the throwing weapon special ability.


name: Winter Feathers
level: bloodrager 1, cleric 1, druid 1, inquisitor 1, ranger 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: feathered creature touched
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target’s feathers thicken and fluff up to ward against winter’s chill. The target suffers no harm from being in a cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected. This spell doesn’t provide any protection from cold damage, nor does it protect against other environmental hazards associated with cold weather (such as slipping on ice, blindness from snow, and so on).


name: Winter’s Grasp
level: druid 2, shaman 2, witch 2
school: conjuration (creation) [cold, water]
casting_time: 1 standard action
components: V, S, M/DF (ground glass)
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius spread
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
Ice encrusts the ground, radiating supernatural cold and making it hard for creatures to maintain their balance. This icy ground is treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of Acrobatics checks in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage and takes a –2 penalty on saving throws against spells with the cold descriptor for 1 round.


name: Wish
level: sorcerer/wizard 9
school: universal
casting_time: 1 standard action
components: V, S, M (diamond worth 25,000 gp)
range: see text
duration: see text
saving_throw: none, see text
spell_resistance: yes
description:
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects.


name: With the Wind
level: bloodrager 2, druid 2, magus 2, occultist 2, ranger 2, sorcerer/wizard 2, spiritualist 2
school: abjuration [air]
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:
You create eddies in the air around the subject that protect it from being checked or blown away. The target can’t be moved by winds of less than windstorm force unless it wishes to be.


name: Withdraw Affliction
level: psychic 6, shaman 6, spiritualist 5, witch 7
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: one afflicted creature
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You push your hand into the subject, then withdraw an affliction from the body of the sufferer as a tangible object.


name: Wither Limb
level: cleric 6, inquisitor 6, shaman 6, sorcerer/wizard 6, spiritualist 5, witch 6
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
You cause one limb of the target to shrivel and weaken. The target takes 2d6 points of damage. The points are permanently lost until the target’s limb is restored by heal, limited wish, miracle, regenerate, or wish. Wither limb affects only living creatures of the humanoid or monstrous humanoid type, or similar bipedal creatures at the GM’s discretion. You choose the limb affected.


name: Witness
level: bard 3, inquisitor 3, medium 3, mesmerist 3, occultist 3, psychic 3, witch 3
school: divination (scrying)
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: one living creature
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You link your senses to the target, allowing you to see and hear through its eyes and ears. As a move action you can shift your senses from yourself to the target or back again. When using the target’s senses, you are blind and deaf. When perceiving through the target, you use its normal and special senses (such as darkvision), not your own.


name: Wood Shape
level: druid 2, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.


name: Wooden Phalanx
level: cleric/oracle 9, sorcerer/wizard 9
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: three or more wood golems , no two of which can be more than 30 ft. apart (see text)
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You create 1d4+2 wood golems with the advanced template. The golems willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. You can only have one wooden phalanx spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.


name: Wooden Wing Shield
level: bloodrager 4, druid 4, magus 5, shaman 4, summoner 4
school: transmutation
casting_time: 1 immediate action
components: S
range: personal
target: you
duration: 1 round/level or until you move
description:
Your wings transmute into a wooden barrier resembling a tower shield to block attacks, granting you a +4 shield bonus to AC. If you move, the spell ends immediately.


name: Woodland Rune
level: druid 3, ranger 3, shaman 3, witch 3
school: abjuration
casting_time: 10 minutes
components: V, S
range: 0 ft.; see text
effect: one rune
duration: permanent until discharged (D)
saving_throw: Fort negates
spell_resistance: yes
description:
Created by Ghorus as a safety measure to limit his enemies’ movements, this spell allows you to inscribe a powerful rune on any surface. Woodland rune triggers when any non-plant creature (apart from the caster) moves within 30 feet of the rune. When it’s triggered, roots and branches sprout from the ground, catching all creatures within a 30-foot burst of the rune and hindering their movement as if they were moving through heavy undergrowth, though it does not provide concealment. Plant creatures and creatures under the effect of woodland stride or freedom of movement are not affected by this spell. In all other respects, this spell functions as symbol of death.


name: Word of Beckoning
level: psychic 7, sorcerer/wizard 7
school: conjuration (teleportation)
description:
This spell functions like sending, except the subject also receives knowledge of a command word that, when spoken, summons you to the open space nearest to the subject.


name: Word of Chaos
level: cleric/oracle 7, inquisitor 6
school: evocation [chaotic, sonic]
casting_time: 1 standard action
components: V
range: 40 ft.
area: non-chaotic creatures in a 40-ft.-radius spread centered on you
duration: instantaneous
saving_throw: none or Will negates; see text
spell_resistance: yes
description:
Any non-chaotic creature within the area of a word of chaos spell suffers the following ill effects, depending on their HD.


name: Word of Recall
level: cleric/oracle 6, druid 8
school: conjuration (teleportation)
casting_time: 1 standard action
components: V
range: unlimited
target: you and touched objects or other willing creatures
duration: instantaneous
saving_throw: none or Will negates (harmless, object)
spell_resistance: no or yes (harmless, object)
description:
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.


name: Word of Resolve
level: paladin 1
school: abjuration
casting_time: 1 immediate action
components: V, DF
range: close (25 ft. + 5 ft./2 levels)
target: one ally
duration: instantaneous
saving_throw: Will negate (harmless)
spell_resistance: yes (harmless)
description:
You focus your aura on one ally, allowing it to reroll a failed saving throw against a charm or fear effect with a +4 sacred bonus. If you do not have the aura of courage class ability, this spell has no effect on the target’s fear. If you do not have the aura of resolve class ability, this spell has no effect on any charm effects on the target.


name: World Wave
level: druid 9, sorcerer/wizard 9
school: transmutation [earth, water]
casting_time: 1 standard action
components: V, S, DF
range: see text
effect: see text
duration: 1 round/level or 1 hour/level; see text (D)
saving_throw: none
spell_resistance: yes
description:
You cause any sort of natural terrain (including water, forest, desert, tundra, and so on) to surge beneath your feet and safely propel you with devastating force over great distances. This wave of terrain undulates as it passes over the world, harmlessly lifting or stretching objects, creatures, and phenomena with a connection to nature but tearing through and damaging anything else it encounters. When you cast the spell you must choose the wave’s type, either a tsunami or a swell. If you choose a tsunami, you create a 30-foot-high tidal wave of earth or water hurtling across the landscape that lasts for 1 round per level. If you choose a swell, you create a more controlled and gentle 5-foot-high wave that lasts for 1 hour per level. Regardless of its form or composition, the crest of the wave extends 10 feet in front of and behind you, and 5 feet per level to both your left and right. You can stand or sit on the crest of this wave without any fear of falling off it and can even lie down and sleep (or take any other actions you could take if standing on solid ground) as it travels. You can grant up to one additional creature per level the ability to safely accompany you on this wave.


name: Wrath
level: inquisitor 1
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a thorny vine)
range: personal
duration: 1 minute
description:
You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 morale bonus on attack rolls and weapon damage rolls against that designated creature for every three caster levels you have (at least +1, maximum +3). You also receive this bonus on caster level checks made to overcome the creature’s Spell Resistance, if any. At 12th level, you gain the benefits of the Improved Critical feat on attack rolls made against the designated creature. This effect doesn’t stack with any other effect that expands the threat range of a weapon. 


name: Wrathful Mantle
level: cleric/oracle 3, paladin 3
school: evocation [force, light]
casting_time: 1 standard action
components: V, S, DF
range: touch or 5 ft.; see text
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
A shimmering mantle of light shrouds the subject, light like a torch. The subject of the spell gains a +1 resistance bonus on all saving throws per four caster levels (maximum +5 at 20th level). The subject can end the wrathful mantle at any time as a swift action to deal 2d8 points of force damage to all creatures within 5 feet. 


name: Wrathful Weapon
level: cleric 4
school: transmutation [see text]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: melee weapon touched (see text)
duration: 1 minute/level
saving_throw: Will (harmless, object)
spell_resistance: yes (object)
description:
You grant the targeted weapon one of the following weapon special abilities: anarchic, axiomatic, holy, or unholy. If anarchic, this spell has the chaos descriptor; if axiomatic, the law descriptor; if holy, the good descriptor; and if unholy, the evil descriptor. If the caster attempts to place a special ability on a weapon that already has that special ability, the spell fails.


name: Wreath of Blades
level: bloodrager 4, magus 4, sorcerer/wizard 5, summoner/unchained summoner 5, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S, F (four mithral daggers, each worth at least 502 gp each)
range: personal
target: you
area: 5-foot-radius emanation centered on you
duration: 1 round/level
saving_throw: Reflex half (special, see below)
spell_resistance: no (special, see below)
description:
The daggers serving as focus of this spell take on a deadly sharpness as they animate and spin around you, creating a 5-foot-radius emanation of spinning mithral blades that moves with you. Any creature that starts its turn within the area of the spinning blades takes 1d4 points of damage for every two caster levels (maximum 10d4 at 20th level) and the damage bypasses DR/silver. Furthermore, the daggers ward off some attacks, in a way similar to the warding weapon spell. While subject to this spell, you do not provoke attacks of opportunity for casting spells, even from creatures with the Disruptive feat. Creatures with the Spellbreaker feat can easily bypass this defensive property, though they still take damage from the spell. Your casting (even failing to cast defensively) still provokes attacks of opportunity from creatures with that feat. Lastly, the blades that serve as the focus for this spell can be enchanted for greater effect. When all of the blades share the same enhancement bonus and special weapon qualities, a creature that is damaged by this spell is also treated as if hit by one of these weapons. For example, if a 12th-level magus casts this spell using four +1 frost mithral daggers as focus, the damage dealt by the blades would be 6d4+1 plus 1d6 cold damage, as long as the daggers were commanded to be sheathed in ice. No matter the modifications made to the focus weapons, they must always be mithral daggers. No other type of weapons can serve as a focus for this spell.


name: Yellow Sign
level: arcanist 9, bard 6, cleric/oracle 9, skald 6, sorcerer/wizard 9, witch 9
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 minutes
components: V, S, M (ochre and sulfur, plus powdered gold worth a total of 15,000 gp)
range: 0 ft.; see text
effect: one symbol
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions as per symbol of death, save that creatures that succumb to this spell become dominated (as per dominate monster) by Hastur. This causes such creatures to seek to aid any obvious minions or worshipers of Hastur in sight, and any true worshiper of Hastur can command the affected creatures as if that worshiper had been the one to dominate them. In the case of conflicting commands issued from different true worshipers of Hastur, the commanders must attempt opposed Charisma checks, with the winner being able to command the targets for that round. If no worshipers or agents of Hastur are in sight, an affected creature can act normally. When affected by this spell’s Yellow Sign in this way, the effects last for 1 round per level. Once triggered, the Yellow Sign remains active for 10 minutes per caster level.


name: Youthful Appearance
level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
description:
You make your target look like a younger version of itself. You select how much younger it looks (for example, “10 years” or “as a young adult”). You cannot otherwise change details of the target’s appearance other than those directly associated with aging (for example, gray hair returns to its original color). The target cannot appear so much younger that it changes size. This spell does not affect any age-based modifications to ability scores or other age-related effects.


name: Zephyr’s Fleetness
level: ranger 3
school: transmutation [air]
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You can call upon the spirits of the air to grant agility to your allies. Each target gains a +30 foot enhancement bonus to its land speed and fly speed (if any). Each target can also move (and charge) through difficult terrain without penalty.


name: Zone of Foul Flames
level: druid 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a sliver of tree bark from a burnt tree)
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius spread
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell creates a zone where magical fire effects twist and lash out against those who create the effects. A zone of foul flames looks unremarkable to the casual observer, but a Perception check (DC = 20 + the caster’s level) reveals a faint rippling effect in the area, as if of heat distortions in the air.


name: Zone of Silence
level: bard 4
school: illusion (glamer)
casting_time: 1 round
components: V, S
range: personal
area: 5-ft.-radius emanation centered on you
duration: 1 hour/level (D)
description:
By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell’s area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful DC 20 Linguistics check to read lips can still reveal what’s said inside a zone of silence.


name: Zone of Truth
level: cleric/oracle 2, inquisitor 2, medium 2, paladin 2, psychic 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.


