# spell

name: Deceptive Redundancy
level: bard 5, mesmerist 5, psychic 5, sorcerer/wizard 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
duration: 10 minutes/level or until triggered, then 1 round/level
saving_throw: none
spell_resistance: no
description:
You create a contingent ward that defies those who would dispel your magic, convincing them that their spell worked.


name: Decollate
level: alchemist 4, antipaladin 4, cleric 5, psychic 6, sorcerer/wizard 5, spiritualist 4, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, F (a red wax pencil)
range: touch
target: one willing humanoid or monstrous humanoid creature
duration: 24 hours
saving_throw: none
spell_resistance: yes (harmless)
description:
A thin red line circles the target’s neck. The target’s head becomes detachable so long as she removes it willingly. While the target’s head is detached, she gains DR 2/— and immunity to decapitation effects and other effects that require their target to have a head or a particular facial feature. The target is blind so long as she has no head, but she gains blindsense to a distance of 15 feet. The target hears normally even without its head.


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

description:
Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a –2 penalty on all rolls and to its Armor Class and CMD for 1 minute.


name: Decrepit Disguise
level: bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./level)
target: one object of no more than 10 cu. ft./level
duration: 1 day/level
saving_throw: none (object) or Will disbelief (if interacted with)
spell_resistance: no
description:
You make an object seem like a worthless version of itself. A masterwork or magic sword could seem to be a useless, rusting, discarded blade, and a luxurious throne could appear to be a decrepit wooden chair. If used against an attended object, the wielder can immediately attempt a Will save to disbelieve the effect. Decrepit disguise counters and dispels quintessence.


name: Deeper Darkness
level: antipaladin 3, cleric/oracle 3, inquisitor 3, shaman 3
school: evocation [darkness]
duration: 10 min./level (D)
description:
This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell’s confines.


name: Defending Bone
level: cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, F (a Medium creature’s skull or femur), DF
range: personal
target: you
duration: 1 hour/level or until discharged
saving_throw: none
spell_resistance: no
description:
You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks.


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


name: Defensive Grace
level: investigator 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (a living fly)
range: personal
target: you
duration: 1 round/level (D; see below)
description:
Each round you can roll an inspiration die without expending a use of inspiration and gain the result as a dodge bonus to AC for that round. You are immune to precision damage (including the extra damage from the precise strike deed, sneak attack, studied combat, and studied strike).


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


name: Deflect Blame
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 immediate action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
You can cast this spell immediately after attacking a creature, causing that creature to believe that a different creature that threatens it was responsible for the attack rather than you.


name: Deflection
level: sorcerer/wizard 7
school: abjuration [force]
casting_time: 1 standard action
components: V, S, M (a piece of rubber dipped in glue)
range: personal
duration: 1 round/level
description:
You surround yourself in a whirling barrier of force that sends any attack that misses you hurling back toward its source.


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


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


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


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


name: Delay Pain
level: bard 2, cleric/oracle 2, bloodrager 2, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment [emotion]
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level
saving_throw: Will negates
description:
You override the target’s ability to feel pain. Pain effects (such as pain strike and symbol of pain) do not affect the target until this spell’s duration has expired. This does not negate any physical damage, ability damage, or ability drain that a pain effect has already done, but it does negate ongoing penalties from pain while the spell lasts.


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


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


name: Delayed Consumption
level: alchemist 5
school: transmutation
casting_time: 1 standard action
components: S
range: personal
duration: 1 day/level (D) or until discharged
description:
When you consume this extract, you quickly consume another extract of your choice-this second extract’s effects do not come into effect until a later point. You must consume this second, companion extract on the round following delayed consumption or waste the extract. The companion extract can be no higher than 4th level, and you must pay any costs associated with the companion extract when you consume it.


name: Delectable Flesh
level: druid 7, shaman 7, sorcerer/wizard 6, witch 6
school: transmutation [mind-affecting, polymorph]
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
Choose a creature within range as the object of hunger. All other creatures within 15 feet of the target that can see or smell the target’s delectable flesh must succeed at a Will save or spiral into a depraved state from which they gain a single purpose—to consume as much of the target’s delicious flesh as possible. the creature chosen as the target of this spell is not affected by this depravity.


name: Delusional Pride
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute
saving_throw: Will negates
description:
The target becomes so distracted by an overblown sense of its worth that it takes a –2 penalty on attacks and skill checks. However, this feeling also gives the target a +2 morale bonus on saves against charm and compulsion effects.


name: Demand
level: sorcerer/wizard 8, witch 8
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 Minutes standard action
components: V, S, M/DF (fine copper wire)
range: See Description
target: 1 Creature
duration: 1 round
saving_throw: Will partial
spell_resistance: yes
description:
This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject’s Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.


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

description:
A creature that fails its save uses an immediate action to hand you whatever object it’s currently wielding or holding. If the target doesn’t have an immediate action available, it uses a move action at the beginning of its next turn to hand you the object. If it’s currently holding or wielding more than one item, determine randomly which item it gives you. If you’re no longer adjacent to the creature when it has to give you the item, the spell ends with no effect. A creature that isn’t holding an item when you cast this spell is unaffected.


name: Demanding Message
level: bard 3, medium 3, mesmerist 3, occultist 4, psychic 3, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [language-dependent, mind-affecting]
duration: 10 minutes/level, then 1 hour/level or until completed (D); see text
saving_throw: Will negates (see text)
spell_resistance: yes; see text
description:
This spell initially functions as message (allowing no save or spell resistance). Once during the message effect, you can concentrate as a standard action to issue a suggestion to one target as part of delivering a message. Spell resistance and a Will save apply to the suggestion, and it lasts for 1 hour per level or until completed.


name: Denounce
level: bard 4, inquisitor 4
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft.-radius burst
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
You speak out against a single creature within line of sight and turn possible allies against it by drawing upon the power of your voice and conviction. Creatures in the area who can see the denounced creature must make a Will Saving Throw or have their starting attitude toward the denounced creature worsened by two levels (see Diplomacy skill or table on this page for details). For example, creatures previously indifferent to the subject turn unfriendly.


name: Depilate
level: bard 1, druid 1, sorcerer/wizard 1, witch 1
school: necromancy
casting_time: 1 round
components: S, M (a sliver of cow’s tongue)
range: medium (100 ft. + 10 ft./level)
target: one creature with hair or fur
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
This simple jinx causes a target’s hair or fur to fall out in patchy clumps, leaving the creature disheveled and less commanding.


name: Desecrate
level: antipaladin 2, cleric/oracle 2, inquisitor 2
school: evocation [evil]
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation
duration: 2 hours/level
saving_throw: none
spell_resistance: yes
description:
This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.


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

description:
You create a one-handed object that you might expect to see in your current surroundings, which you can then use as an improvised weapon. The spell conjures such an object near your hand such that you can retrieve it as you complete the spell.


name: Destablize Powder
level: sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a few drops of liquor)
range: close (25 ft. + 5 ft./2 levels)
target: 1 loaded firearm
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell makes the ammunition in the target firearm is prone to misfire. Increase the misfire range by 1 + 1 per five caster levels (maximum +5) for the ammunition currently loaded into that firearm. If aware of this spell’s effect prior to firing the altered ammunition (a DC 17 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: Destroy Robot
level: druid 5, sorcerer/wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S, F/DF
range: close (25 ft. + 5 ft./2 levels)
target: one robot (see below)
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
You attempt to destroy any one robot in range. When you cast this spell, your hand crackles with electricity.


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


name: Detect Aberration
level: druid 1, psychic 1, ranger 1
school: divination
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: cone-shaped emanation
duration: concentration , up to 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions like detect animals or plants, except it detects creatures of the aberration type.


name: Detect Animals or Plants
level: druid 1, psychic 1, ranger 1, shaman 1
school: divination
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: cone-shaped emanation
duration: concentration, up to 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.


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

description:
This spell functions as detect thoughts except that you sense significant anxieties of creatures with an Intelligence score of 1 or higher, regardless of whether they are conscious or not.


name: Detect Chaos
level: cleric/oracle 1, inquisitor 1, shaman 1
school: divination
description:
This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.


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

description:
This spell functions as per detect magic, except that it detects only charm, compulsion, and possession effects. You immediately detect the strength and location of each such aura on all creatures in the area. You can attempt to identify the properties of each aura (see Spellcraft). In addition to noticing the targets of these effects, you can recognize when creatures in the area are using these effects on others by attempting a Sense Motive check as a standard action (DC = 20 + caster level). If you succeed, you can attempt a Spellcraft check to identify what magic it is using (even if the target is not in the area).


name: Detect Demon
level: cleric 1, inquisitor 1, paladin 1
school: divination
casting_time: 1 standard action
components: V, S, DF
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 10 minutes/level (D)
saving_throw: none (see text)
spell_resistance: no
description:
You sense the presence of a specific kind of evil—that of demons, their servants, and the Abyss. The amount of information revealed depends on how long you study a particular area or subject.


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

description:
This spell functions as detect thoughts, except you sense significant desires of creatures with an Intelligence score of 1 or higher, regardless of whether they are conscious or not.


name: Detect Evil
level: cleric/oracle 1, inquisitor 1, shaman 1
school: divination
casting_time: 1 standard action
range: 60 ft.
area: cone-shaped emanation
duration: concentration, up to 10 min./ level (D)
saving_throw: none
spell_resistance: no
description:
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.


name: Detect Fiendish Presence
level: bard 0, cleric 0, magus 0, sorcerer/wizard 0, witch 0
school: divination
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions like detect evil, except that it detects only outsiders with the evil subtype, as well as the lingering effects caused by their gifts, presence, and spells. It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords.


name: Detect Good
level: cleric/oracle 1, inquisitor 1, shaman 1
school: divination
description:
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.


name: Detect Law
level: cleric/oracle 1, inquisitor 1, shaman 1
school: divination
description:
This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.


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

description:
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.


name: Detect Mindscape
level: medium 2, mesmerist 2, psychic 2, sorcerer/wizard 3
school: divination
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 minute/level (D)
saving_throw: Will negates; see text
spell_resistance: no
description:
This spell functions similarly to detect thoughts, allowing you to sense when one or more creatures’ consciousnesses are inside a mindscape. The amount of information revealed depends on how long you study a particular subject.


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

description:
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


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


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


name: Detect Relations
level: bard 2, cleric 2, inquisitor 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S, F/DF (a seed)
duration: concentration , up to 1 min./level (D)
saving_throw: Will negates; see text
spell_resistance: no
description:
You can determine whether or not two or more creatures are related by blood. The amount of information gleaned depends on how long you study a particular area or set of subjects.


name: Detect Scrying
level: bard 4, inquisitor 4, shaman 4, sorcerer/wizard 4, witch 4
school: divination
casting_time: 1 standard action
components: V, S, M (a piece of mirror and a miniature brass hearing trumpet)
range: 40 ft.
area: 40-ft.-radius emanation centered on you
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
 You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area.


name: Detect Secret Doors
level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.


name: Detect Snares and Pits
level: druid 1, ranger 1
school: divination
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped emanation
duration: concentration, up to 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.


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

description:
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.


name: Detect Undead
level: alchemist 1, cleric/oracle 1, inquisitor 1, paladin 1, psychic 1, shaman 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (earth from a grave)
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 minute/ level (D)
saving_throw: none
spell_resistance: no
description:
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.


name: Detect the Faithful
level: antipaladin 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1
school: divination
casting_time: 1 standard action
components: V, S, DF
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
You can detect other worshipers of your deity (mortal worshipers, outsider servants, and so on). The amount of information revealed depends on how long you focus on a particular area or subject.


name: Determine Depth
level: bard 2, druid 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: solid surface touched
duration: concentration , up to 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
With a touch, you can determine the exact thickness of a wall, ceiling, or other solid barrier, measuring from the point you are touching to the direct opposite side of the barrier in a straight line. You can only detect depths or widths of up to 10 feet per caster level (maximum 200 feet at 20th level); amounts in excess of this limit are detected as being the maximum you are able to detect. So, for example, a 5th-level wizard using this spell on a 60-foot-thick wall would detect that the wall is 50 feet thick.


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


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


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


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


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


name: Die for Your Master
level: antipaladin 4, druid 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion)
casting_time: 1 immediate action
components: V, S
range: touch
target: your animal companion , familiar , or fiendish servant
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This spell allows your companion or familiar to intercept any attack that targets you, including those that do not require attack rolls (e.g., chain lightning, hold monster, and magic missile).


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


name: Dimensional Anchor
level: cleric/oracle 4, inquisitor 3, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: ray
duration: 1 min./level
saving_throw: none
spell_resistance: yes (object)
description:
A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.


name: Dimensional Blade
level: antipaladin 4, bloodrager 4, cleric 6, inquisitor 5, magus 5, paladin 4, sorcerer/wizard 6
school: transmutation
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: 1 round
description:
This spell gives you the power to turn one melee weapon in your hand into a two-dimensional object with length and height but no width. A sword becomes a flat image of a sword, a mace is reduced to a flat outline, and so on. The magic of the spell allows the weapon to be wielded by you normally, creating just enough depth to grasp it.


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


name: Dimensional Lock
level: cleric/oracle 8, sorcerer/wizard 8, summoner 6, Bloodline accursed 8
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius emanation centered on a point in space
duration: 1 day/level
saving_throw: none
spell_resistance: yes
description:
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.


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


name: Dirge of the Victorious Knights
level: bard 6
school: illusion (shadow)
casting_time: 1 round
components: V, S, F (a medal from a dead Hellknight or a copy of an opera script, either worth at least 100 gp)
range: 120 ft.
effect: 120-ft. line, 10 ft. wide
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
By performing part of an opera, you call forth spectral illusions of mounted knights to trample your foes under the hooves of their glorious steeds.


name: Disable Construct
level: alchemist 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: construct touched
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: no
description:
You can make a melee touch attack to send a pulse into the target, interfering with the magic that endows it with life. If the construct fails its saving throw, it becomes helpless, but it receives a new save each round at the end of its turn to shake off the effect. If the construct is normally immune to magic, the pulse is less effective and the construct receives a +4 bonus on its saving throw.


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


name: Discern Location
level: cleric/oracle 8, shaman 8, sorcerer/wizard 8, summoner 6, witch 8
school: divination
casting_time: 10 minutes
components: V, S, DF
range: unlimited
target: one creature or object
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.


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


name: Discern Value
level: bard 3, sorcerer/wizard 3
school: divination
casting_time: 1 standard action
components: V, S, F (platinum monocle worth 100 gp)
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
You can quickly analyze the monetary value of objects and identify which are most valuable to an average trader.


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


name: Discordant Blast
level: bard 4
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: 10 ft. or 30 ft.
area: see text
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You create a wave of thunder and force, either in a 10-foot radius burst centered on you or in 30-foot cone-shaped burst.


name: Discovery Torch
level: bard 2, cleric 3, inquisitor 2
school: evocation [light]
casting_time: 1 round
components: V, S
range: touch
target: object touched
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
An object you touch emanates a 20-foot radius of bright light. The effect looks like a regular flame but creates no heat and uses no oxygen. Allies within the area of this light gain a +2 enhancement bonus on Perception and Sense Motive checks, as well as on Knowledge checks to identify monsters that are also within the area and their special powers and vulnerabilities.


name: Disfiguring Touch
level: bloodrager 2, cleric/oracle 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 day/level
saving_throw: Will negates
description:
With a touch, you cause the victim of this spell to suffer a painful curse that causes it to grow hideously disfigured.


name: Disguise Self
level: alchemist 1, antipaladin 1, bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 min./level (D)
description:
You make yourself – including clothing, armor, weapons, and equipment – look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.


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


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


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


name: Dispel Chaos
level: cleric/oracle 5, inquisitor 5, paladin 4, shaman 5
school: abjuration [lawful]
description:
This spell functions like dispel evil, except that you are surrounded by constant, blue lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.


name: Dispel Good
level: antipaladin 4, cleric/oracle 5, inquisitor 5, shaman 5
school: abjuration [evil]
description:
This spell functions like dispel evil, except that you are surrounded by dark, wavering unholy energy, and the spell affects good creatures and spells rather than evil ones.


name: Dispel Law
level: antipaladin 4, cleric/oracle 5, inquisitor 5, shaman 5
school: abjuration [chaotic]
description:
This spell functions like dispel evil, except that you are surrounded by flickering, yellow chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.


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

description:
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.


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

description:
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.


name: Disrupt Link
level: antipaladin 2, bard 3, inquisitor 3, sorcerer/wizard 2, witch 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
The target has her link with her bonded creature temporarily severed. If the subject has a familiar, she loses the benefits of the alertness, deliver touch spells, empathic link, scry on familiar, share spells, and speak with master abilities. If the target has an animal companion, she loses the benefits of the link, share spells, and devotion abilities. The target and her familiar or animal companion also lose any other abilities (such as those from archetypes or feats) that rely on the two having a connection.


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


name: Dissolution
level: alchemist 4, sorcerer/wizard 5, spiritualist 6, summoner 6
school: transmutation
casting_time: 1 standard action
components: V, S, M ( vial of alchemical reagents worth 50 gp)
range: touch
target: Tiny or smaller object touched
duration: 10 minutes/level (D)
saving_throw: Fort negates (object)
spell_resistance: no
description:
You touch a Tiny or smaller item, causing the item to vanish as if it did not exist at all. The item doesn’t take damage or otherwise gain any condition; it simply ceases to be visible to or interact with the world in any way, as if it no longer existed. The oil vanishes with the item and leaves no residue, nor does it affect surfaces that handle or hold the item during its application. No spell or ability short of miracle or wish can locate or affect the item while it is under the effect of this spell. Though the item seems to not exist while under the effects of this spell, its own reality is consistent (it ages normally, and any ongoing effects upon it continue normally). The target object can be one size larger than Tiny for every 5 caster levels above 5th you possess.


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


name: Divide Mind
level: psychic 9
school: enchantment [mind-affecting]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 minute
saving_throw: none
spell_resistance: no
description:
You partition your mind to maximize your mental power. Until the spell ends, you roll twice and use the higher result for all Will saves, Intelligence checks, and Intelligence-based skill checks. In addition, as a swift action you can have your second mind perform any purely mental action that normally requires a standard action or a move action. This includes casting psychic spells, using spell-like abilities, and concentrating on spells.


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


name: Divine Arrow
level: paladin 2
school: transmutation [good]
casting_time: 1 standard action
components: V, S
range: touch
target: one projectile
duration: 1 round/level or until discharged
saving_throw: none
spell_resistance: no
description:
You imbue a projectile, such as an arrow or shuriken, with holy energy so that it deals extra damage to undead equal to that dealt by your lay on hands feature. This extra damage is not multiplied on a critical hit. Although this spell does not expend a daily use of your lay on hands class feature, you must have at least one daily use available to cast this spell. If the projectile hits a target or is destroyed before the duration ends, the spell is discharged.


name: Divine Favor
level: cleric/oracle 1, inquisitor 1, paladin 1
school: evocation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute
description:
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.


name: Divine Illumination
level: cleric 3, inquisitor 3, paladin 2
school: conjuration [good, light]
casting_time: 1 minute
components: V, S, DF
range: medium (100 ft. +5 ft./level)
duration: 1 minute/level
saving_throw: Will partial
spell_resistance: yes
description:
With this spell, you create shafts of blue light that illuminate all undead creatures in the area. Affected undead take a –20 penalty on all Stealth checks. Invisible undead are not made visible by this effect, but the light does make it easy to pinpoint the exact squares in which such undead are located (they still retain the 50% miss chance granted by invisibility). This spell increases light levels by one step in a 5-foot radius around an affected undead creature. Once an undead is affected, it remains illuminated as long as remains within the spell’s range, even if it leaves the spell’s original radius, until the spell’s duration ends.


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


name: Divine Pursuit
level: inquisitor 5
school: transmutation
casting_time: 1 standard action
range: personal
target: you
duration: 1 minute/level; see text
description:
Select one creature within 60 feet that you have damaged. If that creature has a burrow, climb, fly, or swim speed, you gain that form of movement for the duration of the spell at the same speed and maneuverability as the selected creature. If this gives you the burrow or swim speed, you can breathe while burrowing or swimming. If the creature moves 1,000 feet or more from you, the spell ends. If the creature has more than one of these types of movement, you select one from the types available to the creature.


name: Divine Transfer
level: paladin 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
With a single touch, you transfer some of your life essence to the subject, transferring your hit points and your resolve. When you touch the subject you can transfer up to a number of hit points equal to your Constitution score to the target. These hit points heal the subject, but cannot raise the subject’s hit points higher than its normal hit point total. In addition, the subject gains damage reduction/evil equal to your Charisma bonus (if any) for the duration of the spell.


name: Divine Trident
level: cleric 2, druid 2, witch 2
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, DF
range: 0 ft. trident -like bolt of electricity
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: yes
description:
A 4-foot-long, blazing, forked bolt of electricity springs forth from your hand. You wield this spear-like bolt as if it were a trident (you are considered proficient with the bolt). Attacks with the trident are melee touch attacks. The bolt deals 1d8 points of electricity damage + 1 point per 2 caster levels (maximum +10). Since the bolt is immaterial, your Strength modifier does not apply to the damage. The bolt can ignite combustible materials such as parchment, straw, dry sticks, and cloth.


name: Dominate Animal
level: druid 3, shaman 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one animal
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell allows you to enchant the targeted animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.


name: Dominate Monster
level: sorcerer/wizard 9, summoner 6, witch 9
school: enchantment (compulsion) [mind-affecting]
target: one creature
description:
This spell functions like dominate person, except that the spell is not restricted by creature type.


name: Dominate Person
level: bard 4, mesmerist 4, shaman 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.


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


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


name: Draconic Reservoir
level: alchemist 3, bloodrager 3, sorcerer/wizard 3
school: evocation [acid, cold, electricity, or fire]
casting_time: 1 standard action
components: V, S, M (a scale from dragon that produces the energy you seek to absorb)
range: touch
duration: 10 minutes/level or until discharged; see text
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
Draconic reservoir functions as protection from energy, absorbing 6 points of one type of energy damage per caster level (acid, cold, electricity, or fire, maximum 60 points). Each round, as a swift action, the subject can release 1d6 points of the absorbed energy and apply it to any melee attack, as if using an acidic, flaming, frost, or shock weapon. The first creature the subject strikes with this attack takes the energy damage in addition to any other consequences of the attack. 


name: Draconic Suppression
level: sorcerer/wizard 5, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one dragon
duration: 1 round/level (D)
saving_throw: Fort negates
spell_resistance: yes
description:
A dragon that fails its saving throw cannot use its breath weapon for the duration of the spell and is treated as one age category younger for determining which special abilities it can use. For example, an ancient green dragon would revert to the special abilities of a very old dragon and lose access to its miasma ability and its dominate person spell-like ability. This spell has no effect on a dragon’s armor class, feats, frightful presence, hit points, physical attacks, saving throws, senses, size, skills, spellcasting, or statistics.


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


name: Dragonvoice
level: alchemist 2, bard 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of dragons.


name: Dragon’s Breath
level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
school: evocation [acid, cold, electricity, or fire]
casting_time: 1 standard action
components: V, S, M (a dragon scale)
range: 30 ft. or 60 ft.
area: cone-shaped burst or line
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell’s effect and energy type depend on the type of dragon scale used:


name: Drain Construct
level: sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one construct
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: no
description:
You weaken a target construct, temporarily sapping its animating force and limiting its normal functionality. If the construct fails its saving throw, for the duration of this spell, it loses any damage reduction and fast healing it had and its base speed is reduced by half.


name: Drain Poison
level: alchemist 3, antipaladin 3, cleric 3, druid 3, ranger 3, witch 3
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, M/DF (the fang of a poisonous creature)
range: touch
target: one weapon or a single piece of ammunition
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
By touching a weapon against the fang of a poisonous creature and casting this spell, you drain 1 dose of the creature’s poison, which is magically applied to your weapon without risk of poisoning yourself. The poison remains on the weapon until either it strikes a creature, you touch the weapon, or you wipe off the poison. It otherwise functions exactly like a dose of a manufactured poison applied to a weapon. You can use this spell with natural as well as manufactured weapons. This spell does not prevent you from exposing yourself to the poison if you roll a natural 1 on an attack roll while the poison is applied to your weapon.


name: Dread Bolt
level: cleric/oracle 2
school: evocation [evil]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: arrow-shaped projectile of evil energy
duration: instantaneous (1d4 rounds)
saving_throw: Will partial (see text)
description:
You unleash a crackling missile of darkness from your unholy symbol at any one target in range as a ranged touch attack.


name: Dreadscape
level: bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4
school: illusion (phantasm)) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pinch of black sand)
range: close (25 ft. + 5 ft./2 levels)
target: up to one creature/level, no two of which can be more than 30 feet apart
duration: 10 minutes/level
saving_throw: Will negates
spell_resistance: yes
description:
Your targets see their surroundings as a nightmarish reflection of the world around them. Buildings and furnishings take on a dirty, ruined appearance. Even allies appear foreign and hostile, with friendly speech turning into garbled mockery and threats.


name: Dream
level: alchemist 5, bard 5, sorcerer/wizard 5
school: illusion (phantasm) [mind-affecting]
casting_time: 1 minute
components: V, S
range: unlimited
target: one living creature touched
duration: see text
saving_throw: none
spell_resistance: yes
description:
You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.


name: Dream Council
level: bard 6, medium 4, mesmerist 5, psychic 6, sorcerer/wizard 7
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: unlimited
target: one or more living creatures
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions as dream, but you and the target of your dream can converse in a limited fashion as long as the recipient is also asleep. You can send or receive a number of dream messages equal to your caster level. Each message can be up to 25 words long or a single vague image that can’t convey fine details such as words. You can send and receive these dream messages with a single target or multiple targets, but each message you send or receive counts against the total number of messages allowed. Sending a message takes 1 round. The spell ends and you wake up when you run out of messages.


name: Dream Dalliance
level: mesmerist 3, psychic 4, sorcerer/wizard 4
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous
saving_throw: Will disbelief, then Will partial (see text)
spell_resistance: yes
description:
You create a comforting phantasm, which leeches onto the psyche of a nearby target. The creature can attempt a Will saving throw to prevent the phantasm from entering its psyche, but otherwise it takes up permanent residence in the creature’s mind. The phantasm fills its target’s dreams with happy visions, comforting manifestations of loved ones, and incredible vistas, feeding the target a perfect fantasy life it never wishes to leave. After the target’s next night’s sleep, the target must succeed at a Will saving throw to wake up; otherwise, it remains asleep for the rest of the day and following night. Each night it must succeed at a new saving throw or remain asleep for days or weeks on end as it slowly starves to death (presuming it normally needs to eat to survive). Loud noises, jostling, and even pain won’t rouse the slumbering target. Dealing 1 point of damage per the target’s Hit Die awakens the target, but it awakens fatigued and takes a –2 penalty on all saving throws against spells and effects that may put it back to sleep until the phantasm has been banished.


name: Dream Feast
level: cleric/oracle 1, druid 1, ranger 1, shaman 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The next time the target sleeps (within the next 8 hours), she dreams of a rich feast with her favorite foods and drinks. When she awakens, she is sated as if she had eaten a nutritious meal, regardless of what she dreamed she ate. The target must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects.


name: Dream Scan
level: bard 6, medium 4, mesmerist 5, psychic 5, sorcerer/wizard 6
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S
range: unlimited
target: one living creature
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions as dream, but rather than sending a message to a sleeping target, you can instead read the target’s thoughts. The target must be asleep for you to perform a dream scan, though if the target isn’t asleep, you can wait in a trance until your target falls asleep. Once the target is asleep, You can concentrate in order to read its surface thoughts as if using detect thoughts. You can continue concentrating for up to 1 minute per caster level.


name: Dream Shield
level: alchemist 2, bard 2, medium 2, mesmerist 2, psychic 3, shaman 2, sorcerer/wizard 4, witch 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (hollow glass ball or dreamcatcher)
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
You ward the target’s mind against intrusion and influence while she is unconscious. While sleeping, the target is protected against divinations such as nondetection and gains spell resistance equal to 10 + your caster level against mind-affecting effects. In addition, the subject immediately receives another saving throw (if one was allowed to begin with) against any spell or effect that would possess or exercise direct mental control over her. This functions in all respects like the second property of protection from evil but it applies regardless of the alignment of the creature or object that created the possession or mental influence effect.


name: Dream Travel
level: mesmerist 6, psychic 6
school: conjuration (teleportation) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: you and one creature/level
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You and the other targets of the spell are physically drawn from the Material Plane into the Dimension of Dreams on a voyage into the dreams of a creature you designate. In the Dimension of Dreams, you move through a swirling sea of thoughts, desires, and emotions created by the minds of dreamers everywhere to reach your destination dreamscape. Reaching the destination dreamscape takes 1 hour. At any point before the spell’s duration ends, you can dismiss the spell to return to where you started on the Material Plane. The connection between dreams and reality is inherently tenuous, and your ability to arrive precisely where you mean to is dependent on your familiarity with the dreamer you’re trying to find. To determine how accurate your arrival is at the end of your dream travel, roll d% on the following table.


name: Dream Voyage
level: psychic 9
school: conjuration (teleportation) [mind-affecting]
casting_time: 1 standard action
components: V, S,
range: touch
target: You and one creature per level
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions as dream travel, but you and your companions travel through the Dimension of Dreams in a fantastical vehicle of your own devising that halves the travel time. Only you can pilot the vessel, and you can do so even if you aren’t inside it. Your psychic vehicle buffers minds from the intense emotional tides of the Dimension of Dreams, rendering everyone inside immune to harmful emotion and fear effects.


name: Dress Corpse
level: cleric 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (a pickled herring)
range: touch
target: corpse touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You cause the flesh and bones of a corpse to shift themselves to suit a narrative of your choosing. This spell can hide or create telltale wounds, bruising, and other subtle clues as to the nature of the target’s death, and the final hours leading up to it, allowing you to make the corpse appear to have died in just about any way.


name: Drunkard’s Breath
level: bard 2, cleric 2
school: conjuration (creation)
range: 30 ft.
area: cone-shaped burst
description:
This spell emanates from your mouth and functions like stinking cloud, except as noted above. The effect is barely visible and does not obscure vision. The nausea effect resembles that of an extreme hangover. This is a poison effect.


name: Duelist’s Feint
level: bard 2
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: 20 ft.
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
With a lascivious wink and a sensuous sway, you flood a foe’s mind with lustful thoughts of you, distracting your target and rendering that creature vulnerable to your attacks.


name: Duelist’s Parry
level: bard 1, magus 1
school: transmutation
casting_time: 1 immediate action
components: V, S
range: personal
target: you
duration: instantaneous
description:
Originally designed by a magus who had long admired swashbucklers for their ability to deflect blows, duelist’s parry has swiftly gained popularity among bards and magi alike.


name: Dungeonsight
level: bard 4, cleric 5, inquisitor 4, sorcerer/wizard 5
school: divination
casting_time: 1 standard action
components: V, S, F (a small glass orb worth 150 gp)
range: personal
area: 60-ft.-radius emanation
duration: instantaneous
description:
You receive a clear and memorable view of the layout of chambers, barriers, and connecting passages within the area of effect.


name: Duplicate Familiar
level: alchemist 4, sorcerer/wizard 5, witch 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (alchemically preserved mockingfey feathers), F ( familiar )
range: touch
effect: temporary duplicate of familiar touched
duration: 10 minutes/level
saving_throw: Fort negates
spell_resistance: no
description:
You create a duplicate of a familiar. The familiar’s master can use the duplicate as if it were his familiar in all respects, though he doesn’t gain the bonus special ability from more than one familiar at a time. When the spell’s duration expires, the familiar duplicate shrivels into nothing, even if petrified or otherwise transformed.


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


name: Dust of Twilight
level: bard 2, bloodrager 2, sorcerer/wizard 2
school: conjuration [darkness]
casting_time: 1 standard action
components: V, S, M (coal dust)
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: Fortitude negates ( fatigue only)
spell_resistance: no
description:
A shower of iridescent black particles clings to and extinguishes torches, lanterns, sunrods, and similar mundane light sources and dispels any spell of 2nd level or lower with the light descriptor (as dispel magic). Creatures in the area must make a Fortitude save or become fatigued.


name: Dwarven Veil
level: cleric 2, paladin 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 10 minutes/level
saving_throw: Will negates
spell_resistance: yes (harmless)
description:
This spell enhances the target’s dwarven or dwarf-like qualities, making it appear more attractive, personable, and worthy of respect and admiration by dwarves. The target is still recognizable as itself.


name: Dweomer Retaliation
level: sorcerer/wizard 3
school: abjuration
casting_time: 1 immediate action
components: V
range: Long (400 f. + 40 f./level)
target: one creature you counterspelled since your last turn
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You may only cast this spell immediately after successfully counterspelling an opponent. Drawing upon the residual energy of the countered spells, you gain a number of temporary hit points equal to the level of the countered spell plus your Charisma or Intelligence modifier (for sorcerers and wizards, respectively); your counterspelled opponent takes damage equal to this amount.


name: Eagle Aerie
level: druid 6, summoner/unchained summoner 6
school: conjuration (summoning) [good]
casting_time: 1 round
components: V, S, DF
range: long (400 ft. + 40 ft./level)
effect: summoned eagles
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
You summon a flight of giant eagles (one per three caster levels, maximum of six) to ferry you and your allies across the skies. The eagles avoid combat if possible but defend themselves if attacked; if the eagles attack, the remaining duration of the spell changes from 1 hour per level to 1 round per level (so if the spell had 5 full hours left, the eagles remain in combat for 5 rounds before the spell ends).


name: Eagle Eye
level: druid 2, psychic 2, ranger 2, shaman 2
school: divination
casting_time: 1 minute
components: V, S, DF
range: long (400 ft. + 40 ft./level)
effect: magical sensor
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
Eagle eye creates a magical sensor directly above you. The sensor can appear anywhere above you, to a maximum height equal to the spell’s range. You can see from this vantage as if you were actually there, rotating your viewpoint 360 degrees.


name: Eaglesoul
level: cleric 6, paladin 4, summoner 5
school: conjuration (summoning) [good]
casting_time: 1 standard action
components: V, S, M (vellum inscribed with good outsider’s name)
range: personal
target: you
duration: 1 hour/level (see below)
description:
When you cast this spell, you beseech a good-aligned outsider for their aid against evil. The outsider infuses a small portion of its own power into you, making you a powerful force for good. You gain a +2 morale bonus on all Perception checks made against evil creatures, a +2 bonus on Initiative checks, and detect evil as a constant spell-like ability.


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

description:
The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, paladins, and sorcerers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase.


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


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


name: Ears of the City
level: bard 1, cleric 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a small piece of a brick)
range: touch
target: one creature
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.


name: Earsend
level: alchemist 4, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, M (butterfly wing)
range: close (25 ft. + 5 ft./2 levels)
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
You cause one of your ears to tear itself free of your body and transform into a fly-like magical creature you control. This functions like skinsend, except your ear is a Fine construct with a fly speed equal to your base speed and a bonus on Fly checks equal to half your caster level. Your sense of hearing functions from your animated ear as if it were connected to your head, allowing you to hear as well as you normally could from your animated ear’s vantage point.


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


name: Earthquake
level: cleric/oracle 8, druid 8, shaman 8
school: evocation [earth]
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: 80-ft.-radius spread (S)
duration: 1 round
saving_throw: see text
spell_resistance: no
description:
When you cast earthquake, an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.


name: Echo
level: bard 1, druid 1, medium 1, mesmerist 1, occultist 1, psychic 1, ranger 1, spiritualist 1, witch 1
school: illusion (figment)
casting_time: 1 standard action
components: S, F (a conch shell)
range: close (25 ft. + 5 ft./2 levels) or long (400 ft. + 40 ft./level); see text
area: one 10-ft. cube/level (S)
duration: 1 round/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: yes
description:
You cause a sound heard in the target area up to 1 round ago and lasting up to 1 round in duration to repeat at a regular interval. the original sound need not have come from the area, but it echoes from the target area at its original full volume. Any special effects of the sound are not duplicated by this spell. If the area is naturally prone to echoes, such as a space surrounded on at least two sides by cliffs or high river banks, the spell’s range is long. Otherwise, the spell’s range is close.


name: Echolocation
level: alchemist 4, bard 4, druid 4, sorcerer/wizard 5
school: transmutation [sonic]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 10 minutes/level
description:
You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet. The echo-producing noises are too high-pitched to be heard by most creatures, and can only be detected by dragons, other creatures with this ability (such as bats), and creatures with hearing-based blindsense or blindsight. You cannot use this ability if you are deaf, and cannot detect anything in an area of silence.


name: Ectoplasmic Eruption
level: psychic 7, spiritualist 6
school: evocation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 30-ft.-radius burst
duration: 1 round/level
saving_throw: Reflex half and Will partial; see text
spell_resistance: yes
description:
A cascading avalanche of pale, swirling ectoplasmic matter erupts from a point you select. All creatures in the area when the spell is cast take 6d6 points of bludgeoning damage and are entangled for a number of rounds equal to your caster level.


name: Ectoplasmic Hand
level: occultist 5, psychic 5, spiritualist 4
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
effect: one ectoplasmic appendage
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
You draw forth a ghostly, animated hand through the ectoplasmic veil to manipulate objects, attack creatures, and deliver touch spells at a distance. The hand remains tethered to you by tendrils of ectoplasm. The ectoplasmic hand and its tether have hardness 10 and hit points equal to 10 + your caster level. The tether can be damaged or sundered anywhere along its length, ending the spell. The ectoplasmic hand has improved evasion, uses your save bonuses, and has an AC of 24 (+6 natural armor, +8 size). The ectoplasmic hand moves up to 30 feet per round, and on each of your turns you can spend a move action to move it an additional 30 feet. If you spend a swift action, the ectoplasmic hand can make an attack using your base attack bonus, modifying its attack rolls and damage rolls with your spellcasting ability score (the ability score that determines your spell save DCs). It deals 1d6 points of damage with a slam attack, and it can wield any light or one-handed weapon. The ectoplasmic hand threatens and can flank targets.


name: Ectoplasmic Snare
level: magus 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: entangling web of ectoplasm
duration: concentration , up to 1 round/level (D)
saving_throw: Reflex partial; see text
spell_resistance: yes
description:
You unleash a writhing tendril of ectoplasm to grapple or entangle a target creature. You must make a ranged touch attack to strike a target. If you hit, the target can attempt a Reflex save. On a successful save, the target is entangled for the duration of the spell and suffers no other effects. If the target fails this saving throw, the tendril is more restrictive, making the target grappled and dealing it 1d6+4 points of bludgeoning damage. Each round when you concentrate to maintain the spell, the snare attempts a grapple combat maneuver check to maintain the grapple. As normal when grappling, the snare gains a +5 bonus on grapple combat maneuver checks against opponents it is already grappling. The snare’s CMB is equal to 6 + your caster level, and its CMD is equal to 16 + your caster level. Since the ectoplasm passes between planes, this spell affects incorporeal and ethereal creatures normally.


name: Effortless Armor
level: cleric 2, inquisitor 2, magus 2, paladin 2, psychic 2, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
Armor you wear no longer reduces your speed. You also reduce the armor’s armor check penalty by 1 + 1 per five caster levels (maximum 5).


name: Ego Whip I
level: psychic 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will partial
spell_resistance: yes
description:
You can use your psychic power to overwhelm the target’s ego, leaving the target feeling hopeless and unsure of itself. Choose Intelligence, Wisdom, or Charisma. The target takes a –2 penalty to that ability score, and is also staggered for the first round it’s affected. A successful Will save negates the staggered effect and reduces the duration of the penalty to 1 round.


name: Eldritch Conduit
level: sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a small mirror)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
area: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
If the target of this spell fails to resist its effects with a Will save, he becomes outlined in faint radiance, as if via faerie fire. At any time before the eldritch conduit expires, you may cast another spell with an area effect of cone, cylinder, line, or sphere and use the subject of the eldritch conduit as the point of origin for that spell. Doing so ends the spell immediately. The target must be within close range (25 feet + 5 feet/2 levels) in order for you to use the conduit—if the target moves out of range, the eldritch conduit effect persists but cannot be utilized by you until you get back within range.


name: Elemental Assessor
level: cleric/oracle 6, sorcerer/wizard 6
school: evocation [acid, cold, electricity, fire]
casting_time: 1 standard action
components: V, S, M/DF (four needles)
range: close (25 ft. + 5 ft./2 levels)
effect: one elemental ray
duration: 1d4+1 rounds (see text)
saving_throw: none
spell_resistance: yes
description:
Azata champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target.


name: Elemental Aura
level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
school: evocation [acid, cold, electricity, or fire]
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 round/level (D)
saving_throw: Reflex half; see text
spell_resistance: yes
description:
This spell forms an aura of energy around you, damaging all those that come near you. Choose an energy type: acid, cold, electricity, or fire. Creatures adjacent to you when this spell is cast and at the start of your turn take 2d6 points of energy damage of the selected type. This aura has an additional effect, depending upon the type of energy chosen.


name: Elemental Body
level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (the element you plan to assume)
range: personal
target: you
duration: 1 min/level (D)
description:
When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.


name: Elemental Mastery
level: bloodrager 4, druid 4, magus 4, ranger 4, sorcerer/wizard 4
school: transmutation [see text]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
You gain mastery over the element matching the elemental essence in your blood (fire for ifrits, earth for oreads, air for sylphs, and water for undines). If you are a suli, you can choose any one of the four options as you cast this spell, but the duration is reduced to 1 round per level. Your mastery gives you an insight bonus to your speed or a new movement mode, depending on the element you master, and grants one additional benefit. This spell’s descriptor matches the chosen element.


name: Elemental Speech
level: bard 3, cleric/oracle 3, druid 2, sorcerer/wizard 2
school: divination [air, earth, fire, or water]
casting_time: 1 standard action
components: V, S, M (iron filings)
range: personal
duration: 1 minute/level
description:
This spell enables you to converse with creatures associated with a chosen element, including but not limited to true elemental creatures. This spell gains the elemental subtype based on the version of the spell you cast. Elemental speech does not guarantee a friendly reaction; it merely enables communication. You may converse with all creatures of the selected type with an Intelligence score of 1 or greater, even if they do not understand one another. 


name: Elemental Swarm
level: druid 9, shaman 9, witch 9
school: conjuration (summoning) [see text]
casting_time: 10 minutes
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: two or more summoned creatures, no two of which can be more than 30 ft. apart
duration: 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose any plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.


name: Elude Time
level: alchemist 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 500 gp)
range: personal
duration: up to 1 minute/level; see text
description:
You place yourself in a state of suspended animation, similar to temporal stasis. At the time of casting, you choose when the stasis will expire, up to the maximum duration of the spell.


name: Emblem of Greed
level: cleric 6, inquisitor 6, magus 6, medium 6, shaman 7, sorcerer/wizard 6
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a masterwork or magical melee weapon)
range: touch
target: 1 masterwork melee weapon touched
duration: 1 minute/level
saving_throw: none (object)
spell_resistance: no
description:
You transform one melee weapon into a burning glaive. The target of your spell must be a masterwork or magical melee weapon appropriate to your size. The weapon becomes a glaive appropriate to your size and has a +1 enhancement bonus and the flaming weapon special ability. When wielding the glaive, you are considered proficient with it and use your caster level as your base attack bonus (which may give you multiple attacks). When you reach caster level 14th, the glaive gains the spell-storing weapon special ability. When you reach caster level 17th, it loses the flaming weapon special ability, and gains the flaming burst weapon special ability. The glaive’s enhancement bonus increases to +2 at caster level 15th, and +3 at caster level 19th.


name: Embrace Destiny
level: oracle 1, sorcerer/wizard 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (see text)
description:
Upon completing this spell, roll a single d20 and record the result. At any point during the duration of this spell, you may use that roll for a single ability check, attack roll, initiative check, saving throw, or skill check, using the recorded result in place of a roll. This spell cannot be used to replace a roll that has already been made; the recorded result must be used instead of a roll. Once you have used this recorded result or the duration of the spell ends, the spell’s effect ends. You can’t have more than one instance of embrace destiny active on you at the same time.


name: Emergency Force Sphere
level: sorcerer/wizard 4
school: evocation [force]
casting_time: 1 immediate action
components: V
range: 5 ft.
effect: 5-ft.-radius hemisphere of force centered on you
duration: 1 round/level (D)
saving_throw: None
spell_resistance: no
description:
As wall of force, except you create a hemispherical dome of force with hardness 20 and a number of hit points equal to 10 per caster level. The bottom edge of the dome forms a relatively watertight space if you are standing on a reasonably flat surface. The dome shape means that falling debris (such as rocks from a collapsing ceiling) tend to tumble to the side and pile up around the base of the dome. If you make a DC 20 Craft (stonemasonry), Knowledge (engineering), or Profession (architect or engineer) check, the debris is stable enough that it retains its dome-like configuration when the spell ends, otherwise it collapses.


name: Emotive Block
level: mesmerist 2, psychic 3, spiritualist 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You create an emotional block in the target’s mind, adding an emotion component to each spell or spell-like ability he uses. This is in addition to any other components the spell already requires, and doesn’t replace the somatic component. The target’s spell-like abilities require this emotion component, even though they normally don’t need spell components.


name: Empathy Conduit
level: shaman 5, sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, F (a glass rod)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You make a conduit between the targeted master and her familiar, allowing you to target the master or the familiar with your spells in order to affect the other. If the master succeeds at its save to resist this spell but the familiar fails, you can choose to have your spells that target the master affect the familiar instead. If the familiar resists but the master doesn’t, your spells that target the familiar can affect the master instead. If both the familiar and the master fail to resist this spell, you can affect either the familiar or the master when you target either with a spell. When you target the master to affect her familiar or vice versa, the target attempts a save (if one is allowed) with its own saving throw bonus, but the other creature is affected by the spell.


name: Empower Holy Water
level: alchemist 2, bard 2, paladin 1
school: transmutation [good]
casting_time: 1 standard action
components: V, S
range: touch
target: one or more vials of holy water
duration: 1 minute/level
saving_throw: none (object)
spell_resistance: no
description:
You empower a vial of holy water to deal additional damage to undead creatures. You can empower one vial of holy water at 4th level, two at 8th level, and three at 12th level. When thrown at an undead creature, the affected vial of holy water deals an amount of bonus damage equal to your caster level (maximum +10) on a direct hit, and half that amount of bonus damage (maximum +5) to creatures caught in the splash area. This additional damage is positive energy damage, and has no effect on living creatures.


name: Enchantment Foil
level: alchemist 4, cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level (see text)
description:
You gain a +4 bonus on saving throws against enchantment effects. If you succeed at a save against an enchantment effect, you identify the effect as if you had succeeded at a Spellcraft check to do so. Furthermore, you can choose to act as if you had failed your saving throw. If you do so, you gain a +20 bonus on Bluff checks to convince others that you failed your save and are under the enchantment’s effects. A creature that attempts to use magic to detect this ruse or to make you speak truthfully about it must succeed at a caster level check (DC 15 + your caster level) to do so.


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

description:
Your irises take on a purplish tinge and you can see whether creatures within 60 feet of you are affected by an enchantment effect. To your eyes only, a creature under the effects of an enchantment spell glows with a simple white light around its head. You can immediately discern whether the brightness of the light is faint, moderate, strong, or overwhelming depending on the highest spell level of enchantment currently in effect (as per detect magic). Enchantments of the charm or compulsion subschool glow with a scarlet or emerald hue, respectively.


name: Endothermic Touch
level: druid 1, shaman 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a small bit of snakeskin)
range: touch
target: one living creature that has the dragon type or the reptilian subtype
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
This spell slows the metabolism and other bodily functions of a creature for a short amount of time.


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

description:
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature’s equipment is likewise protected.


name: Enemy Hammer
level: sorcerer/wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (puppet strings)
range: long (400 ft. + 40 ft./level)
duration: 1 round/level (D)
saving_throw: Fortitude partial
spell_resistance: yes
description:
You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell and once you select that creature you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature both it and the creature take damage based on the creature’s size.


name: Enemy Insight
level: ranger 2
school: divination
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
You forge a mental bond between yourself and the other targets, each of which must have an Intelligence score of 3 or higher. Choose one of your favored enemy types (such as goblinoids or magical beasts). You grant the targets half your favored enemy bonus against that type of creature. If any target moves out of range, the spell ends for it.


name: Enemy’s Heart
level: adept 2, antipaladin 2, cleric 2, witch 2
school: necromancy [death, evil]
casting_time: 1 full-round action , special see below
components: V, S, M (target creature’s heart)
range: touch
target: living creature touched
duration: concentration /1 minute per HD of the subject; see text
saving_throw: none
spell_resistance: yes
description:
You cut out an enemy’s heart and consume it, absorbing that enemy’s power as your own. As part of casting this spell, you perform a coup de grace with a slashing weapon on a helpless, living adjacent target. If the target dies, you eat its heart to gain the spell’s benefits. If the target survives, the spell is not wasted and you can try again as long as you continue concentrating on the spell. When you consume the heart, you gain the benefits of a death knell spell, except you gain 1d8 temporary hit points +1 per Hit Die of the target, and the bonus to Strength is a profane bonus.


name: Energy Drain
level: cleric/oracle 9, shaman 9, sorcerer/wizard 9
school: necromancy
saving_throw: Fortitude partial; see text for enervation
description:
This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.


name: Energy Hack
level: sorcerer/wizard 4
school: transmutation [acid, cold, electricity, or fire; see below]
casting_time: 1 immediate action
components: V
range: personal
target: you
duration: 1 round/level (see below)
description:
You can cast this spell only when you take 10 or more points of acid, cold, electricity, or fire damage from a spell or spell-like ability—this spell has the same energy descriptors as the damaging effect. When you use a spell or spell-like ability with the acid, cold, electricity, or fire descriptor or use an arcanist exploit, arcane school power, bloodline power, magus arcana, or hex that deals acid, cold, electricity, or fire damage, you can choose to change the energy type and descriptor to match one of the descriptors of energy hack.


name: Energy Siege Shot
level: sorcerer/wizard 5, summoner 5
school: transmutation [variable]
casting_time: 10 minutes
range: close (25 ft. + 5 ft./2 levels)
target: one Large siege engine
duration: 10 minute/level
saving_throw: Fort negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
This spell transforms any ammunition fired by the target ranged siege engine into ammunition made of pure energy. When casting the spell, the caster picks a one of the following energy types: acid, cold, electricity, fire, sonic, or force. The ammunition within the siege engine now deals that type of energy damage on a hit, though the amount of damage dealt by the ammunition does not change, nor does it change any of the other effects of the ammunition. Unlike other forms of energy damage, this energy damage does full damage to objects.


name: Enervation
level: bloodrager 4, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: ray of negative energy
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Special Abilities). Negative levels stack.


name: Enhance Water
level: bard 1, cleric/oracle 1, paladin 1
school: transmutation
casting_time: 1 round
components: V, S
range: touch
target: 1 pint of water/level
duration: instantaneous
saving_throw: Fort negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
This spell transforms water into an alcoholic beverage, typically ale, beer, mead, or wine. The alcohol is of middling quality but perfectly drinkable. The spell also serves to remove poisons, diseases, minerals, and other toxins from the water as it transforms. The more contaminants that exist in the water, the darker the ale or the more full-bodied the wine becomes. The beverage’s alcohol content is not affected by the presence or absence of contaminants.


name: Enhanced Diplomacy (3.5E)
level: cleric 0, druid 0
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies.


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

description:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.


name: Enlarge Tail
level: alchemist 1, antipaladin 1, druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: your tail
duration: 1 hour/level
description:
When attacking with your tail or tail weapons, you gain 5 feet of reach, a +1 bonus on attack rolls, and a +2 bonus on damage rolls.


name: Enlightened Step
level: cleric 6, druid 6, shaman 6
school: transmutation [air, meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 600 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
Through careful regulation of your body’s mystical energies, thoughtful control of your poise and balance, and the focus in your mind on the surety of each and every step you take, you are able to make your steps lighter than air.


name: Enshroud Thoughts
level: alchemist 2, bard 2, inquisitor 2, medium 2, mesmerist 2, psychic 2, ranger 3, shaman 2, witch 2
school: abjuration [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You become warded against the mental prying of others, including the effects of divination spells such as detect thoughts and seek thoughts, as well as enchantment spells such as modify memory and memory lapse. If another creature attempts to target you with a mind-affecting spell that detects or alters your thoughts or memories, the caster must succeed at a caster level check against a DC equal to 11 + your caster level or the spell fails. Only spells that detect or alter your thoughts or memories are blocked by this spell; effects such as clairaudience/clairvoyance, detect evil, and locate creature continue to affect you as normal.


name: Entangle
level: druid 1, ranger 1, shaman 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: plants in a 40-ft.-radius spread
duration: 1 min./level (D)
saving_throw: Reflex partial; see text
spell_resistance: no
description:
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.


name: Enter Image
level: bard 2, cleric/oracle 3, medium 3, mesmerist 2, occultist 2, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a drop of paint and a ball of clay)
range: 50 ft./level
effect: transfer consciousness to any object bearing your likeness
duration: concentration
saving_throw: none
spell_resistance: no
description:
You gain a dim impression of the activities around any object bearing your face or form and can also project your consciousness into one such object at a time, allowing you to observe or even interact with nearby creatures. This spell allows you to leave your body and subconsciously monitor the immediate area around any depiction of your image whether one, hundreds, or even thousands. Each such image has the full range of your normal senses (sight, hearing, smell, etc.) and you can make a Perception check to notice anything occurring nearby. The DC of this check is always 10 greater than what it would be if you were actually present at that location, so even if you would normally notice something automatically (such as talking, normally a DC of 0), you would need to make a DC 10 Perception check to notice it.


name: Enthrall
level: bard 2, cleric/oracle 2, inquisitor 2, psychic 2, shaman 2, witch 2
school: enchantment (charm) [language-dependent, mind-affecting, sonic]
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 hour or less
saving_throw: Will negates; see text
spell_resistance: yes
description:
If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.


name: Entice Fey, Lesser
level: bard 4, druid 5, medium 3, ranger 4, shaman 5
school: conjuration (calling)
casting_time: 10 minutes
components: V, S, M (offerings worth 500 gp plus payment, see text), DF
range: close (25 ft. + 5 ft./2 levels)
effect: one called fey with 6 Hit Dice or fewer
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This spell functions as lesser planar ally, except that you entice a fey of 6 HD or fewer to lend you its aid with an offering of music or something else it finds appealing. Like lesser planar ally, this spell is unpredictable, and the fey who answers the calling is up to the whims of nature and the fey, not your own choice.


name: Enticing Adulation
level: bard 3, sorcerer/wizard 4, witch 4
school: enchantment [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a lock of your hair)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 10 minutes/level
saving_throw: Will negates
spell_resistance: yes
description:
A targeted creature that fails its saving throw is filled with a deep desire to protect and care for you, fawning over your needs and ensuring your comfort. If another creature harms you, the target is immediately overcome with rage and is compelled to attack the aggressor, gaining a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to its Armor Class. These bonuses last until the instigating creature is defeated or retreats, or the target of the spell is killed or rendered unconscious.


name: Entrap Spirit
level: medium 4, occultist 5, psychic 5, spiritualist 4
school: necromancy
casting_time: 1 standard action
components: V, S, F (a small silver mirror)
range: close (25 ft. + 5 ft./2 levels)
target: incorporeal creature or haunt
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You trap the target in the mirror used as the spell’s focus. The target cannot be affected by any means while inside the mirror.


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


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


name: Epidemic
level: cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: living creature
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
The target contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (Core Rulebook 557), as the spell contagion. However, the disease is highly contagious, and any creature that touches the infected target, is touched by the target, or spends more than an hour in a confined space with the target must make a save against the disease’s normal DC (not the spell DC) or contract the disease. If the initial target overcomes the disease by making the required number of saving throws, it remains a carrier of the disease for a length of time equal to the disease’s frequency, and can continue to infect others during this time.


name: Erase
level: bard 1, psychic 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one scroll or two pages
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.


name: Erase Impressions
level: medium 3, mesmerist 4, occultist 3, psychic 5, spiritualist 4
school: abjuration
casting_time: 1 round
components: V, S
range: touch
target: object touched
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You banish psychic impressions from the object touched, rendering it devoid of recent history. You choose how much time to erase, up to a maximum of 1 day per caster level.


name: Eroding Ray
level: cleric 2, druid 2, wizard/sorcerer 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: ray
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You can fire one ray, plus one additional ray for every 4 levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and can target only a construct or an object. If a ray hits, the target begins to crumble, taking 2d6 points of damage. This damage ignores hardness and damage reduction.


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


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

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


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


name: Ether Step
level: magus 5, sorcerer/wizard 6, summoner 5
school: transmutation
casting_time: 1 immediate action
components: S
range: personal
target: you
duration: see text
description:
You step into the Ethereal Plane long enough to dodge a blow or confound a spell; you must cast ether step after you are targeted by an attack or effect but before you learn the results of the attack or effect. This spell functions as ethereal jaunt, except that you become ethereal until the beginning of your next turn. On the turn after you cast this spell and return to your starting point, you can take only move actions or free actions.


name: Ethereal Envelope
level: psychic 5, spiritualist 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: S, M (empty crystal box)
range: personal
target: you
duration: 1 hour/level (D)
description:
You place yourself into a cataleptic meditative state and shunt yourself to the Ethereal Plane, where your body is cocooned within a folded ripple of misty space, with total cover from creatures on the Ethereal Plane. While inside your ethereal envelope, you are treated as being asleep for most purposes.


name: Ethereal Envelopment
level: psychic 7, spiritualist 5
school: conjuration (teleportation)
casting_time: 1 standard action
components: S, M (empty crystal box)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates, see text
spell_resistance: yes
description:
This spell is similar to ethereal envelope, but it allows you to shunt an unwilling creature to the Ethereal Plane and seal it there within a cocoon of misty ethereal fibers. If the target fails its save, it’s forced into a cataleptic meditative state as if unconscious. However, each round at the end of its turn, it can attempt a Will save to awaken itself from this meditation.


name: Ethereal Fists
level: magus 4, spiritualist 3
school: transmutation
casting_time: 1 standard action
components: S
range: personal
target: you
duration: 1 minute/level (D)
description:
Your hands reach simultaneously into the Ethereal and Material planes, allowing you to deal normal damage with claws, unarmed strikes, and touch spells or effects to ethereal creatures.


name: Ethereal Jaunt
level: cleric/oracle 7, sorcerer/wizard 7, summoner 5, unchained summoner 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
You become ethereal, along with your equipment. For the duration of the spell, you are in the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.


name: Etherealness
level: cleric/oracle 9, shaman 9, sorcerer/wizard 9
school: transmutation
casting_time: 1 Standard Action
components: V, S
range: touch; see text
duration: 1 min./level (D)
spell_resistance: yes
description:
This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.


name: Etheric Shards
level: occultist 4, psychic 5, spiritualist 4
school: evocation [force]
casting_time: 1 standard action
components: S, M ( broken glass)
range: medium (100 ft. + 10 ft./level)
area: one 10-ft. cube/level
duration: 1 hour/level (D)
saving_throw: Reflex partial or Reflex negates (see text)
spell_resistance: no
description:
You harden interpenetrated ethereal substance into deadly transdimensional razors that are invisible to normal sight.


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


name: Euphoric Tranquility
level: bard 6, cleric/oracle 8, druid 8, sorcerer/wizard 8
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a poppy flower)
range: touch
duration: 1 round/level
saving_throw: none and Will partial (see below)
spell_resistance: yes
description:
A creature under the effect of this enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it. Until the end of the spell’s duration, the creature’s speed is halved, and it cannot make attacks or cast spells. If the creature is attacked, it gets a Will Saving Throw. If the Saving Throw succeeds, the creature can make act normally for 1 round. If the Saving Throw fails, the creature moves half its speed away from the attacker as its next action.


name: Evaluator’s Lens
level: inquisitor 2, occultist 3, sorcerer/wizard 3, summoner 2, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 minute/level or until discharged
description:
You summon an insubstantial lens of force 4 inches in diameter that hovers in front of your face. When you attempt a saving throw against a spell with the figment or pattern descriptor, you can roll twice and take the higher result. You gain a +10 enhancement bonus on Appraise checks to appraise the worth of an item viewed through the lens, and you never judge an item’s value wildly inaccurately. If you successfully identify that the item has magical properties, you can immediately attempt a Spellcraft check to determine the item’s properties, as if you had cast detect magic on the item and examined it for 3 rounds. This spell cannot determine the properties of artifacts.


name: Evolution Surge
level: summoner/unchained summoner 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a chameleon scale)
range: touch
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
This spell functions as lesser evolution surge (see below), except that you can grant any evolution whose total cost does not exceed 4 evolution points.


name: Excruciating Deformation
level: bloodrager 3, psychic 3, sorcerer/wizard 3, witch 3
school: transmutation (polymorph) [evil, pain]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
Your touch attack causes your target to become painfully malformed. Its limbs twist and buckle, while its body contorts uncontrollably, shifting and warping. Each round the target suffers excruciating pain and takes 2d6 points of nonlethal damage, 1 point of Dexterity damage, and 1 point of Constitution damage, and its speed is reduced by 10 feet. Once per round as a free action on its turn, the target can attempt a new Fortitude saving throw to resist the spell for 1 round.


name: Expeditious Construction
level: druid 1, sorcerer/wizard 1
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M (a handful of earth or stone)
range: close (25 ft. + 5 ft./2 levels)
effect: a low wall 10 feet long per 3 levels (minimum 10 feet) (S)
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet). Each square of the structure can appear only in unoccupied spaces atop earthen or stone surfaces able to support it. The wall grants cover as per a low wall and can be climbed with a successful DC 5 Climb check.


name: Expeditious Excavation
level: bloodrager 1, druid 1, sorcerer/wizard 1
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (tiny shovel)
range: close (25 ft. + 5 ft./2 levels)
area: dirt in a 5-ft. cube
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
You can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling.


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

description:
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).


name: Expel Blood
level: sorcerer/wizard 7, summoner 6, witch 7
school: conjuration [evil, water]
casting_time: 1 round
components: V, S, M (a drop of blood from each of three different creatures)
range: close (25 ft. + 5 ft./2 levels)
target: one Small or larger living creature
duration: instantaneous and 1 round/level; see text
saving_throw: Fort negates
spell_resistance: yes
description:
You animate a portion of the target’s blood, causing it to force itself out of the victim’s body and form a corrupted water elemental. The target takes 2d4 points of Constitution damage unless it succeeds at a Fortitude saving throw. Additionally, if the target fails the saving throw, blood (or an analogous internal fluid, such as ichor) pours from the target’s body and pools in an empty adjacent square of your choice. The fluids immediately form into a fiendish water elemental of the same size as the target (but not larger than a Large fiendish water elemental). This fiendish water elemental does not have the vortex ability, but it has the blood drain special attack, which deals 1d3 points of Constitution damage at the end of the water elemental’s turn if it grapples a foe. The elemental gains Improved Grapple as a bonus feat. You have no control over the fiendish water elemental once it is summoned, though the water elemental does not attack you under any circumstances.


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


name: Explode Head
level: magus 6, psychic 5, sorcerer/wizard 6
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living corporeal creature
duration: instantaneous
saving_throw: special; see text
spell_resistance: yes
description:
You cause incredible pressure to build in the target’s head; this spell works only on a creature that has a head and would die from the loss of a head. The spell kills any such target that has 20 hit points or fewer, exploding its head and spreading debris in a 10-foot radius.


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


name: Explosive Runes
level: sorcerer/wizard 3
school: abjuration [force]
casting_time: 1 standard action
components: V, S
range: touch
target: one touched object weighing no more than 10 lbs.
duration: permanent until discharged (D)
saving_throw: see text
spell_resistance: yes
description:
You trace mystic runes upon a book, map, scroll, or similar object bearing written information. The explosive runes detonate when read, dealing 6d6 points of force damage. Anyone next to the explosive runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw).


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


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

description:
The target’s buoyancy becomes and stays swiftly rising, regardless of how dense the target and its gear are. Among other effects, the target needs to succeed at a DC 20 Swim check to submerge itself and to stay submerged.


name: Extreme Flexibility
level: alchemist 2, bloodrager 2, magus 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
You gain a +1 dodge bonus to AC, a +4 circumstance bonus on Escape Artist checks and combat maneuver checks to escape a grapple, and +4 circumstance bonus to your CMD against grapple attempts.


name: Eyebite
level: alchemist 6, bard 6, sorcerer/wizard 6, witch 6
school: necromancy [emotion, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
Each round, you can target a single living creature, striking it with waves of power. Depending on the target’s HD, this attack has as many as three effects.


name: Eyes of The Void
level: alchemist 4, antipaladin 4, sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of dried carrot or an agate)
range: personal
target: you
duration: 1 minute/level
description:
You gain darkvision, the ability to see 60 feet even in total darkness, including that created by deeper darkness. Darkvision is black-and-white only, but otherwise like normal sight. While affected, your eyes turn completely black (but appear white to anyone viewing you with darkvision).


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

description:
You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.


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


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


name: Face of the Devourer
level: adept 1, antipaladin 1, cleric/oracle 1, druid 1, sorcerer/wizard 1
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
You transform the target’s face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling from its misshapen mouth. You do not choose what shape the target’s face takes, and the shape is different every time you cast the spell. This transformation does not interfere with the target’s senses or its ability to breathe, though it might prevent it from speaking. The target gains a +4 circumstance bonus on Intimidate checks.


name: Faerie Fire
level: druid 1
school: evocation [light]
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: creatures and objects within a 5-ft.-radius burst
duration: 1 min./level (D)
saving_throw: none
spell_resistance: yes
description:
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.


name: Fairness
level: cleric/oracle 1, inquisitor 2, paladin 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature per level
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
Humanoid creatures affected by this spell must trade fairly with others to the best of their knowledge. If they know the fair value (or even an estimated fair value) of a good or service, they cannot participate in a trade if it would benefit one side unfairly, and must attempt to stop such trades from occurring, preventing them from cheating another while under the influence of this spell.


name: Fairy Ring Retreat
level: druid 7, shaman 7, witch 7
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: extradimensional meadow, up to three 10-ft. cubes/level (S)
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
You conjure up an extradimensional meadow that can be accessed from a single entrance on the plane from which the spell was cast. The entry point looks like a circle of toadstools enclosing a 10-foot square. Only those you designate can enter the meadow before you do, and the portal is shut and made invisible behind you when you enter. You can open it again from your own side at will. Once a visitor has passed through the entry point, they find themselves in an idyllic twilight meadow surrounded by an impassable grove of fruit and nut trees. The atmosphere is clean, fresh, and warm.


name: Fallback Strategy
level: cleric/oracle 1, inquisitor 1, paladin 1, magus 1
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute/level or until discharged; see text
description:
While this spell is active, you may reroll one attack roll, combat maneuver check, or skill check before the result of the roll or check is known. You must take the result of the reroll, even if it’s worse than the original roll. Once the reroll is used, the spell ends. You can have no more than one fallback strategy active on you at the same time.


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


name: False Alibi
level: bard 3, cleric/oracle 3, inquisitor 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, M (emerald dust worth 100 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: permanent; see text
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions similarly to modify memory, except you can modify the target’s memory only in a specific way.


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


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


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

description:
You interfere with attempts to predict the target’s future by preventing divinations from revealing what the target will do and what will befall the target while under the spell’s effects.


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


name: False Resurrection
level: cleric 7, shaman 8, witch 8
school: conjuration (calling) [chaotic, evil, ruse]
casting_time: 1 minute
components: V, S, M (diamond worth 10,000 gp), DF
range: touch
target: dead creature touched
duration: 1 day/level
saving_throw: none
spell_resistance: yes (harmless)
description:
This spell functions as resurrection except that instead of recalling the dead soul to life, the spell calls a shadow demon with the advanced simple template to possess the body. If you fail to overcome the subject’s spell resistance, the subject’s soul can negate the calling and gain the option to return to life (as resurrection) in the restored body. The possession otherwise functions (as possession) except that the subject’s soul is not present to resist. When false resurrection ends or the demon is removed from the subject, the demon returns to the Abyss, leaving the body alive but soulless (like that created by clone). If the soul hasn’t been returned to life already, it has the option to return in the now-empty body if it still lives (as resurrection). If the body was killed, the demon is sent back to the Abyss but the subject remains dead.


name: False Vision
level: bard 5, sorcerer/wizard 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (crushed jade worth 250 gp)
range: touch
target: one creature
area: 40-ft.-radius emanation
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
This spell creates a subtle illusion, causing any divination (scrying) spell used to view anything within the area of this spell to instead receive a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren’t concentrating, the image remains static.


name: Familiar Double
level: witch 7
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S, M (a small replica of you worth 5 gp)
range: medium (100 ft. + 10 ft./level)
effect: one shadow duplicate
duration: 1 round/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
This spell functions as project image, except the image appears in your familiar’s square and moves when your familiar moves.


name: Familiar Figment
level: sorcerer/wizard 2, witch 2
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: touch
target: your familiar
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You create an illusory duplicate of your familiar that moves erratically around your familiar’s space, frequently moving through the familiar’s body with a blurring effect that makes it indistinguishable from the real creature.


name: Familiar Melding
level: shaman 4, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: your familiar
duration: 1 hour/level or until you return to your body
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
You project your soul into your familiar, taking over its body while leaving its consciousness intact. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.


name: Fastidiousness
level: bard 1, cleric 1, mesmerist 1, occultist 1, paladin 1, psychic 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 24 hours
description:
While protected by fastidiousness, your person and your equipment stay clean and dry. Dust and moisture slough off immediately; even when you are completely soiled, your appearance reverts to a pristine state over the course of 1 minute.


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


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

description:
Each target that fails its saving throw gains light blindness, as per the universal monster rule. When exposed to bright light, affected targets are blinded for 1 full round and are dazzled in successive rounds. If you cast this spell in the presence of bright light, any target that fails its save is blinded immediately, and dazzled starting at the beginning of its first turn.


name: Fearsome Duplicate
level: bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: monstrously distorted duplicate of you
duration: 1 minute/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
You create a larger and far more menacing version of yourself that you can send forth, manipulate like a puppet, and use to interact with others. You can make the duplicate up to two size categories larger than you are and determine a theme as to how it alters your original appearance. However, this duplicate always retains some vestiges of your actual appearance. Creatures who already know you gain a +2 bonus on saving throws made to disbelieve this spell. Your duplicate has no actual substance, and you cannot use it to alter its surroundings or to attack or otherwise harm creatures it encounters. You can use the duplicate to speak, and interact verbally with creatures using the Bluff, Diplomacy, and Intimidate skills, and you gain a +2 competence bonus on Intimidate checks when using that skill through the duplicate.


name: Feast On Fear
level: bard 4, shaman 5, sorcerer/wizard 5, witch 5
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
Each round as a standard action, you can target a single living creature of up to 9 HD and strike it with terrifying waves of power. If the target fails its saving throw, it becomes panicked for 1d4 rounds, and you gain 5 temporary hit points (which disappear after 1 hour). After the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time.


name: Feast of Ashes
level: druid 2, psychic 2, witch 2
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a pinch of ash)
range: close (25 ft. + 5 ft/2 levels)
duration: 2 days/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
You curse the target with a hunger no food can assuage. On a failed Saving Throw, the target begins to starve. The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of eating can counter the effect and, further, even attempting to eat causes the target to become nauseated for 1 round unless they make a DC 12 Fortitude save. The target still experiences the other normal effects of anything consumed (such as poisons or potions).


name: Feather Fall
level: bard 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: transmutation
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: until landing or 1 round/level
saving_throw: Will negates (harmless) or Will negates (object)
spell_resistance: yes (object)
description:
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.


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


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


name: Ferment
level: alchemist 1, bard 1, cleric 1, druid 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of ale , mead , or wine )
range: touch
target: object touched
duration: 10 minutes/level
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
This spell temporarily imbues a potable liquid (including elixirs, extracts, potions, and poisons) with an intoxicant.


name: Fester
level: inquisitor 3, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (rotted meat)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level or 1 round; see text
saving_throw: Fortitude partial
spell_resistance: yes
description:
Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. In addition, any healing provided by effects that ignore Spell Resistance (such as fast healing, regeneration, and some spells) are halved. If the target succeeds on a Fortitude Saving Throw, fester lasts only a single round.


name: Fey Form
level: alchemist 3, bloodrager 3, druid 3, magus 4, shaman 3, sorcerer/wizard 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 1 minute/level (D)
description:
You assume the form of a Small or Medium creature of the fey type. Your base speed changes to match the new form’s base speed, with a maximum speed of 60 feet (even if the chosen fey form has a base speed in excess of that speed). If the form you assume has any of the following abilities, you gain those abilities: climb speed 30 feet, fly speed 30 feet (average maneuverability), swim speed 30 feet, darkvision 60 feet, low-light vision, scent, and boot stomp. If the form you assume has the aquatic subtype, you can breathe air and water. If the creature has any weaknesses, you gain those weaknesses. If a listed ability depends on an item (as is the case with boot stomp), this spell transforms the nearest counterpart among your worn gear into that item.


name: Fey Gate
level: bard 6, cleric 8, druid 8, sorcerer/wizard 8, summoner 6, witch 8
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level; see text
saving_throw: none
spell_resistance: no
description:
This spell functions as the planar travel function of gate, except it can be used to travel only between points on the Material Plane and the Fey World, and it comes with additional dangers.


name: Fickle Winds
level: cleric/oracle 5, druid 5, ranger 3, sorcerer/wizard 5
school: transmutation [air]
casting_time: 1 standard action
components: : V, S
duration: 1 minute/level (D)
saving_throw: none (see text)
spell_resistance: yes
description:
You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.


name: Fiendish Wrath
level: alchemist 3, bard 3, bloodrager 3, mesmerist 3, psychic 4, sorcerer/wizard 4, summoner 3, witch 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one willing living creature per 3 levels, no two of which can be more than 30 ft. apart
duration: concentration + 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
Each affected creature flies into a combat frenzy. The target gains a +2 morale bonus to Strength and Constitution, and a +1 morale bonus on Will saves. If an affected creature strikes an enemy with two claw attacks or two unarmed strikes while in this frenzy, it can use the rend ability, dealing an additional amount of damage equal to its claw or unarmed strike damage plus 1-1/2 times its Strength bonus.


name: Fiery Body
level: sorcerer/wizard 9
school: transmutation [fire]
casting_time: 1 standard action
components: V
range: personal
duration: 1 minute/level
description:
This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells that affect your physiology or respiration. You take only half damage from acid or electricity. You take 150% as much damage from cold than normal.


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


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


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

description:
You instantly learn many of the target’s weaknesses, as if you had made an appropriate Knowledge skill check with a result equal to 20 + your caster level. Additionally, your first melee or ranged attack roll against the creature before the end of your next turn gains a +5 insight bonus. If the creature is polymorphed, disguised, or hidden by an illusion and you are not aware of it’s true form, this spell fails as if the target has spell resistance you failed to penetrate (the GM may have you attempt a caster level check to conceal the true reason for the spell’s failure).


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


name: Find Traps
level: cleric/oracle 2, inquisitor 2, psychic 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level
description:
You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks made to find traps while the spell is in effect. You receive a check to notice traps within 10 feet of you, even if you are not actively searching for them. Note that find traps grants no ability to disable the traps that you may find.


name: Find the Path
level: bard 6, cleric/oracle 6, druid 6, inquisitor 6, shaman 6, witch 6
school: divination
casting_time: 3 rounds
components: V, S, F (a set of divination counters)
range: personal or touch
target: you or creature touched
duration: 10 min./level
saving_throw: none or Will negates (harmless)
spell_resistance: no or yes (harmless)
description:
The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter’s cabin is not prominent enough, but a logging camp is. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.


name: Finger of Death
level: druid 8, sorcerer/wizard 7
school: necromancy [death]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
This spell instantly delivers 10 points of damage per caster level. If the target’s Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.


name: Fins to Feet
level: druid 3, shaman 3, sorcerer/wizard 3, witch 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: willing creature touched
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: yes
description:
You transform the target’s fins, flippers, or tail into legs and feet, allowing it to walk on land. The target loses its swim speed but gains a base speed appropriate for a humanoid of its size (speed 30 if a Medium or larger creature, speed 20 if Small). If the creature is immersed in water for 1 round, the transformation reverts, allowing it to swim normally. One round after leaving the water, the transformation occurs again, allowing it to walk.


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


name: Fire Seeds
level: druid 6, shaman 6
school: conjuration (creation) [fire]
casting_time: 1 standard action
components: V, S, M (acorns or holly berries)
range: touch
duration: 10 min./level or until used
saving_throw: none or Reflex half; see text
spell_resistance: no
description:
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.


name: Fire Shield
level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: evocation [fire or cold]
casting_time: 1 standard action
components: V, S, M (phosphorus for the a firefly or glowworm for the
range: personal
target: you
duration: 1 round/level (D)
description:
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield.


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


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


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


name: Fire Trail
level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
school: transmutation [fire]
casting_time: 1 standard action
components: V, S
range: personal
effect: trail of flame that follows the caster’s movements; see text
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
When you cast this spell, flammable liquid oozes from your pores, dripping onto the ground and spontaneously combusting. The flame does not harm you. During this spell’s duration, each time you leave your space, you create a trail of fire that burns within the spaces you move through for 1 round before it burns out. You can leave up to 60 feet of flame trail each round, assuming you are Small or Medium. If you are larger than Medium, the maximum trail length is reduced based on your size. If you are Large, you can leave a trail up to 30 feet long (and 10 feet wide), and if you are Huge, you can leave a trail up to 15 feet long (and 15 feet wide); even larger casters can only leave a trail up to 10 feet long (and as wide as your space) each round. You choose where to leave a flame trail. Creatures that start their turn adjacent to the flame trail take 1d6 points of fire damage. Creatures that start their turn within the flame trail or that enter an area of flame take a number of points of fire damage equal to 1d6 + 1 per caster level (maximum +10). If a creature moves into an area of the flame trail multiple times in a round, it takes this damage each time it enters the area of the flame trail. Flammable objects in or adjacent to the fire trail catch fire.


name: Fire Trap
level: druid 2, sorcerer/wizard 4
school: abjuration [fire]
casting_time: 10 minutes
components: V, S, M (gold dust worth 25 gp)
range: touch
target: object touched
duration: permanent until discharged (D)
saving_throw: Reflex half; see text
spell_resistance: yes
description:
Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap spell can ward any object that can be opened and closed.


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


name: Fire of Judgment
level: paladin 3
school: evocation
casting_time: 1 swift action
components: V, S
range: special; see text
duration: 1 round/level
saving_throw: Will partial
spell_resistance: yes
description:
After casting this spell, the next creature you attack using your smite evil class ability is engulfed in flames of positive energy. At the start of its turn, the target takes 1d6 points of damage, and takes an additional 1d6 points of damage each time it attacks a creature other than you. If the creature is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature this damage increases to 1d10. With a successful Saving Throw, a creature is affected by this spell for only 1 round. This damage is divine in nature and bypasses any DR the creature possesses.


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


name: Fireball
level: bloodrager 3, magus 3, sorcerer/wizard 3
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (a ball of bat guano and sulfur)
range: long (400 ft. + 40 ft./level)
area: 20-ft.-radius spread
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.


name: Firebelly
level: alchemist 1, cleric/oracle 1, druid 1, paladin 1
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute/level
saving_throw: Reflex half; see text
spell_resistance: yes; see text
description:
A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of fire damage (Reflex half, SR applies). Each time you use this breath weapon, reduce the remaining duration of the spell by 1 minute.


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


name: Firefall
level: bloodrager 4, magus 4, sorcerer/wizard 4
school: transmutation [fire]
casting_time: 1 standard action
components: V, S, M (one fire source)
range: long (400 ft. + 40 ft./level)
duration: instantaneous
saving_throw: Will negates and Reflex negates; see text
spell_resistance: no
description:
Firefall causes a fire to erupt into a geyser of dazzlingly bright liquid flame. The spell uses one fire source, which is immediately extinguished. A fire larger than a 20-foot cube is only partly extinguished. Magical fires are not extinguished, but a creature of the fire subtype used as the source takes 1 point of damage per caster level (no Saving Throw).


name: Firestream
level: bloodrager 3, magus 3, sorcerer/wizard 3
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: 20 ft.
area: 20-ft. line
duration: concentration , up to 1 round/level; see text
saving_throw: Reflex half
spell_resistance: yes
description:
A rushing stream of fire sprays from your outstretched hand, dealing 2d6 points of fire damage to every creature in the area. Each round you continue to concentrate on the spell, you can select a new area for it to affect.


name: Firewalker’s Meditation
level: cleric 4, druid 4, paladin 3, shaman 4, wizard 4
school: abjuration [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 400 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
You focus your mind on blocking out pain, allowing your body to endure punishments that would be otherwise unbearable.


name: Fire’s Friend
level: alchemist 2, bloodrager 2, magus 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (a flame of any size)
range: personal
target: you
duration: 1 round/level
description:
You cloak yourself in flames that do not harm you or your carried equipment but damage other creatures and objects. The flames cast light as a torch. Any creature that attacks you with a non-reach melee weapon or that begins its turn engaged in a grapple with you takes 1d6 points of fire damage and must succeed at a Reflex save or catch fire. The creature can negate the damage (and avoid catching fire) with spell resistance.


name: First World Revisions
level: alchemist 2, antipaladin 3, cleric 2, medium 2, psychic 2, sorcerer/wizard 3, witch 2
school: transmutation (polymorph)
target: willing wayang touched div style="clear:both"></div
description:
This spell functions as ancestral regression, except as noted above and as follows. The wayang loses her darkvision racial trait and gains the low-light vision racial trait in its place. The alignment and personality of the wayang are not affected by the transformation, but the spell conceals her alignment as per undetectable alignment. Unlike ancestral regression, this spell grants the target a +20 bonus on Disguise checks to pass as a gnome; even though the wayang appears as a gnomish analog of herself, the differences between gnomes and wayangs are great enough that she cannot be mistaken for a gnome by other wayangs who know her.


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


name: Flame Blade
level: druid 2, shaman 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, DF
range: 0 ft.
effect: sword-like beam
duration: 1 min./level (D)
saving_throw: none
spell_resistance: yes
description:
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.


name: Flame Steed
level: bloodrager 3, cleric 4, druid 4, paladin 3, shaman 4, witch 4
school: conjuration (creation)
casting_time: 10 minutes
components: V, S
range: 0 ft.
effect: one quasi-real creature suitable for a mount
duration: 1 hour/level (D)
saving_throw: none, see text
spell_resistance: no
description:
You conjure a Large, quasi-real creature made of flame. It functions like phantom steed, except as follows.


name: Flame Strike
level: cleric/oracle 5, druid 4, inquisitor 5, shaman 5
school: evocation [fire]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: cylinder (10-ft. radius, 40-ft. high)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.


name: Flames of the Faithful
level: inquisitor 2
school: transmutation [fire]
casting_time: 1 standard action
components: V
range: touch
duration: 1 round/level
saving_throw: Fortitude negates (object, harmless)
spell_resistance: yes (object, harmless)
description:
With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the flaming property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the judgment class feature, your weapon gains the flaming burst property instead.


name: Flaming Aura
level: bloodrager 4, cleric 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
school: transmutation [fire]
casting_time: 1 standard action
components: V, S, M/DF (a small piece of charcoal )
range: personal
target: you (see text)
duration: 1 minute/level
saving_throw: none (harmless, see text)
spell_resistance: no (harmless, see text)
description:
The spell allows you channel fire into your very being. If you don’t already have the fire subtype, this spell grants you the fire subtype. If you already have the fire subtype, you instead channel the flames from your being outward, creating a 10-foot-radius aura of fire centered on you. Creatures who enter or end their turns in the aura must succeed at a Fortitude saving throw or take 1d8 points of fire damage.


name: Flaming Sphere
level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M/DF (tallow, brimstone, and powdered iron)
range: medium (100 ft. + 10 ft./level)
effect: 5-ft.-diameter sphere
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes
description:
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.


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


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


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


name: Flash Flood
level: druid 6, shaman 6, sorcerer/wizard 6
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S, M (water-smoothed pebble)
range: 60 ft.
area: cone-shaped burst
duration: instantaneous and 1 round per level; see text
saving_throw: Reflex partial, see text
spell_resistance: no
description:
You call forth a fast-moving wave that batters all creatures in its path and leaves the target area flooded. Each creature in the area must succeed at a Reflex save or take 1d6 points of bludgeoning damage per 2 caster levels (maximum 10d6).


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

description:
You cheat the laws of time and enter into combat before reverting back to your original position. As part of the action to cast the spell, you make a charge attack against an enemy. You make this charge attack normally, accounting for terrain, obstacles, attacks of opportunity, attack rolls, and damage rolls. At the end of your charge action, you instantly teleport back to your original location as a free action. Any damage or conditions dealt by you or to you during this action are real and remain when you return to your original location.


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


name: Fleeting Defect
level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one solid object that does not have the broken condition, or one construct
duration: 1 minute/level (D)
saving_throw: Fort negates” (harmless, object); see text
spell_resistance: no
description:
You cause a single object to temporarily gain the broken condition. The target must be a single solid object, regardless of its composition, weighing up to 10 pounds per caster level.


name: Fleeting Memory
level: bard 3, mesmerist 2, occultist 3, psychic 3, sorcerer/wizard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will partial
spell_resistance: yes
description:
You create a gap in the target’s memory, preventing the target from remembering anything that happens from the moment you cast this spell until the moment its complete duration ends.


name: Flesh Puppet
level: antipaladin 2, cleric 3, occultist 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 4
school: necromancy [evil]
casting_time: 1 round
components: V, S, M (an onyx worth 25 gp and a silken string)
range: touch
target: one corpse touched
duration: permanent (D)
saving_throw: none
spell_resistance: no
description:
You animate one corpse that has been dead no more than 48 hours. It rises as a zombie that is magically tethered to you and obeys your commands. As noted in animate dead, you can’t control more than 4 HD per caster level worth of undead in total, nor can a single casting create more than 2 HD per caster level.


name: Flesh Wall
level: cleric 6, shaman 6, sorcerer/wizard 6, spiritualist 5, summoner 5, witch 6
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, M (one corpse for every 5-ft. square of the wall), DF
range: medium (100 ft. + 10 ft./level)
effect: a wall of corpses with an area of up to one 5-ft. square/level (S)
duration: concentration + 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You animate corpses, forming them into a wall of joined flesh and limbs. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall can’t be created so that it occupies the same space as a creature or another object.


name: Flesh to Ooze
level: sorcerer/wizard 6
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (alchemical reagents worth 100 gp)
range: close (25 f. + 5 f./2 levels)
target: 1 creature or see text
duration: permanent
saving_throw: Fortitude negates, Will partial, see text
spell_resistance: No
description:
This functions like baleful polymorph, except the target becomes an ooze. A creature of 3 HD or less becomes a gray ooze, 4–9 HD becomes a gelatinous cube or ochre jelly, and 10+ HD becomes a black pudding. Alternatively, instead of a creature you may target a quantity of inert flesh (such as that created by the stone to flesh spell) of sufficient mass, which becomes an ooze of your choice.


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


name: Fleshcurdle
level: sorcerer/wizard 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (scrap of pickled flesh)
range: close (25 ft. + 5 ft./2 levels)
target: one living or undead creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
You warp the target creature’s flesh, discoloring it and causing it to become misshapen and impairing its function. When you cast this spell, you must choose one of three types of effects to inflict on the target—movement, attacks, or defense.


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

description:
This spell functions as summon swarm, except that living and undead creatures that fail their saving throw against the swarm’s distraction find that their limbs twist and spasm, as their bodies become susceptible to transmutations. Such creatures take a –4 penalty to Dexterity and on saving throws against transmutation effects for 1 hour per caster level.


name: Fleshworm Infestation
level: cleric/oracle 4, inquisitor 4, sorcerer/wizard 4, witch 4
school: conjuration (summoning) [evil]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level (D)
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
With a touch, you cause an infestation of ravenous worms to manifest in the target’s flesh. The target must make a Fortitude save every round. Failure means it takes 1d6 hit points of damage and 2 points of Dexterity damage, and is staggered for 1 round. If it makes the save, it takes no hit point or Dexterity damage and is only sickened for 1 round rather than staggered. Fleshworm infestation cannot be ended early by remove disease or heal, as the infestation starts anew if the current worms are slain. Protection from evil negates this spell’s effects for as long as the two durations overlap. Dispel evil automatically ends a fleshworm infestation.


name: Flexible Fury
level: bard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
You swap one of your current rage powers for another rage power you qualify for. If the rage power granted by this spell has a use limitation (such as once per rage or a number of times per day), any uses of that rage power count toward that limit (including for later castings of this spell).


name: Flexile Curse
level: bard 3, cleric 5, inquisitor 3, psychic 5, sorcerer/wizard 5, witch 3
school: transmutation [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
You curse your target with a withering aura that degrades its armor and shield (if any). This reduces the hardness, armor bonus, and enhancement bonus of any armor or shield worn by the target by 1. For every hour the target wears a suit of armor or a shield, the hardness, armor bonus, and enhancement bonus are reduced by an additional 1. If the armor or shield’s hardness is reduced to 0, anytime the target of the curse is struck while wearing that item, there is a 20% chance that it gains the broken condition. If the enhancement bonus of magic suit of armor or shield is reduced to 0, the armor or shield loses any other special abilities it had.


name: Flickering Lights
level: bard 2, cleric 2, inquisitor 2, magus 2, occultist 2, shaman 2, sorcerer/wizard 2
school: evocation [darkness, light]
casting_time: 1 round
components: V, S, M (a patch of white cloth and a patch of black cloth)
range: medium (100 ft. + 10 ft./level)
area: contiguous area consisting of one 10-foot cube/level (S)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You cause the illumination in the area to seem to flicker erratically, fluctuating between absolute darkness and blinding brightness.


name: Floating Disk
level: magus 1, psychic 1, sorcerer/wizard 1
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (a drop of mercury)
range: close (25 ft. + 5 ft./2 levels)
effect: 3-ft.-diameter disk of force
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.


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


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


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

description:
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.


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


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


name: Fog Cloud
level: druid 2, magus 2, shaman 2, sorcerer/wizard 2, unchained summoner 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft. level)
effect: fog spreads in 20-ft. radius
duration: 10 min./level
saving_throw: none
spell_resistance: no
description:
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).


name: Follow Aura
level: inquisitor 2
school: divination [chaotic, evil, good, or lawful]
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 10 minutes/level (D)
description:
Choose one alignment type: chaotic, evil, good, or lawful. You gain the ability to follow the trail of a strong or overwhelming aura of that alignment (see detect evil). This is treated as tracking using the scent special quality, except you are following the traces of their aura upon the ground rather than their scent, and you receive no bonus on Perception checks. At 10th level, you can track the trail of creatures with a moderate alignment aura as well.


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


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


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

description:
You cast this spell on one or more gold pieces, which make those who have them more vulnerable to your magics. A creature with one or more of these gold pieces in its possession must attempt a Will save (at this spell’s save DC) the first time the creature is forced to attempt a saving throw against a spell, spell-like ability, or supernatural ability you create. If the creature fails, it takes a –2 penalty on all saving throws against your magic effects as long as the gold piece is in its possession. Additionally, if it fails a saving throw against a magic ability of yours that is not harmless and has a duration, the duration is doubled for that creature.


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


name: Fool’s Teleport
level: mesmerist 3, psychic 4, sorcerer/wizard 4
school: illusion (glamer)
casting_time: 1 standard action
components: V
range: personal and touch
target: you and other touched willing creatures
duration: 1 minute/level
saving_throw: Will negates (harmless); see text
spell_resistance: no
description:
This spell instantly renders you unseen as per invisibility, but creates a visual and auditory display that makes it appear as if you had teleported away. You can affect one additional Medium or smaller creature or its equivalent per 3 caster levels (a Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth). All creatures to be affected must be in contact with one another, and at least one of those creatures must be in contact with you.


name: Forbid Action
level: cleric/oracle 1, inquisitor 1, psychic 1
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
range: close (25 ft. +5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the target not take actions that fall into one of the following options.


name: Forbiddance
level: cleric/oracle 6, inquisitor 6
school: abjuration
casting_time: 6 rounds
components: V, S, M (holy water and incense worth 1,500 gp, plus 1,500 gp per 60-foot cube), DF
range: medium (100 ft. + 10 ft./level)
area: 60-ft. cube/level (S)
duration: permanent
saving_throw: see text
spell_resistance: yes
description:
Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.


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


name: Force Hook Charge
level: bloodrager 3, magus 3
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: close (25 feet + 5 feet/2 levels)
target: one creature or object within range and you
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You create a hook of force that strikes the target and drags you to a space adjacent to it. Make a ranged touch attack against the target; if the touch attack succeeds, the target takes 1 point of force damage per caster level. Whether or not the touch attack hits, the force hook drags you in a straight line to a square adjacent to the target. This movement provokes attacks of opportunity as normal. The pulling hook keeps you from falling as part of this movement; therefore you can use it to cross a pit or chasm, or reach a higher or lower elevation. If the line of effect from you to the target passes through an area that is too small to fit your body (such as a portcullis or arrow slit), the hook pulls you to that location and you take damage as if you had fallen the distance from your starting point to that location. If you are restrained, such as being chained to a wall, the hook pulls you to the maximum extent of your restraints but does not break the restraints.


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


name: Force Sword
level: bloodrager 2, magus 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: 0 ft.
saving_throw: none
spell_resistance: yes
description:
You create a +1 longsword of pure force sized appropriately for you that you can wield or give to another creature like any other longsword. At 8th level, the sword functions as a +2 longsword.


name: Forcecage
level: sorcerer/wizard 7
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (ruby dust worth 500 gp)
range: close (25 ft. + 5 ft./2 levels)
area: barred cage (20-ft. cube) or windowless cell (10-ft. cube)
duration: 1 round/level (D)
saving_throw: Reflex negates
spell_resistance: no
description:
This spell creates an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).


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


name: Forced Quiet
level: bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation [sonic]
casting_time: 1 standard action
components: S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4 circumstance bonus on Stealth checks.


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


name: Forceful Hand
level: magus 6, sorcerer/wizard 6
school: evocation [force]
description:
This spell functions as interposing hand, except that it can also pursue and bull rush one opponent you select.


name: Forceful Strike
level: cleric 4, inquisitor 4, magus 4, paladin 4
school: evocation [force]
casting_time: 1 swift action
components: V, S
range: touch or reach of melee weapon
target: 1 creature
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
You cast this spell as you strike a creature with a melee weapon, unarmed strike, or natural attack to unleash a concussive blast of force. You deal normal weapon damage from the blow, but also deal an additional amount of force damage equal to 1d4 points per caster level (maximum of 10d4). The force of the blow may be enough to knock the target backward as well. To determine if the target is pushed back, make a combat maneuver check with a bonus equal to your caster level to resolve a bull rush attempt against the creature struck. You do not move as a result of this free bull rush, but it can push the target back if it defeats the target’s CMD. A successful Fortitude save halves the force damage and negates the bull rush effect.


name: Foresight
level: druid 9, shaman 9, sorcerer/wizard 9, witch 9
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a hummingbird’s feather)
range: personal or touch
target: see text
duration: 10 min./level
saving_throw: none or Will negates (harmless)
spell_resistance: no or yes (harmless)
description:
This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.


name: Forest Friend
level: druid 2, ranger 2
school: abjuration:
casting_time: 1 round
components: V, S, M (a pinch of manure)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
While subject to this spell, the targets find that forested areas become helpful instead of hindering. The targets suffer no hindrances to movement and suffer no penalties on Acrobatics and Stealth checks from undergrowth in forested terrain. Furthermore, forested overgrowth imposes a miss chance 10% lower than normal. When moving in and among trees, those subject to the spell gain a +5 circumstance bonus on Acrobatics checks and Climb checks. Rangers in their favored terrain can also add their favored terrain bonus on such Acrobatics and Climb checks.


name: Forest’s Sense
level: druid 4, ranger 3, shaman 4
school: divination (scrying)
casting_time: 1 standard action
components: V, S
range: 1 mile/level
target: one creature
duration: 1 minute/level (D); see text
saving_throw: Will negates
spell_resistance: yes
description:
You can sense the location of a target creature within range if it is also within 10 feet of a living plant or fungus. You must be able to target the creature by tangible qualities such as its build, clothing texture, size, or tracks, but you need not have line of effect to your target. the fungus or plants near the target serve as a scrying sensor for this spell. Your senses of hearing, smell, and touch extend to all fungus and plants within 10 feet of the target, allowing you to gauge the size and shape of nearby objects and potentially to overhear conversations in which the target is currently participating. Your scent ability and tremorsense extend through this scrying sensor if you have them, but any other special senses you might have do not. For 1 day after casting this spell, you gain a +5 insight bonus on Survival checks to track creatures you sensed via the spell. You can dismiss this bonus on Survival checks.


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


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


name: Form Validation
level: alchemist 1, inquisitor 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M (a bit of hair, a fingernail, or a similar portion of a creature)
range: touch
target: creature touched
duration: instantaneous
saving_throw: none
spell_resistance: yes (harmless)
description:
To cast this spell, you must have a bit of hair, a fingernail clipping, or some other portion of a creature. The sample must be no more than 1 week old per caster level. As part of casting, you touch the target creature, and instantly know whether the target is the same creature the sample is from.


name: Form of the Dragon
level: alchemist 6, magus 6, sorcerer/wizard 6
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a scale of the dragon type you plan to assume)
range: personal
target: you
duration: 1 min./level (D)
saving_throw: see below
spell_resistance: no
description:
You become a Medium chromatic or metallic dragon. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.


name: Fortune’s Path
level: bard 2, cleric 3, sorcerer/wizard 3
school: divination
casting_time: 10 minutes
components: V, S, M (incense worth 50 gp), F (silver mirror worth at least 100 gp)
range: personal
target: you
duration: instantaneous
description:
You predict events in your near future. Visions of the foretold events appear in the mirror after you cast this spell. Roll d% and add your caster level (maximum 10) to determine results this spell returns, as listed below.


name: Foster Hatred
level: antipaladin 4, inquisitor 5, mesmerist 5, psychic 6, spiritualist 5
school: enchantment (compulsion) [emotion]
casting_time: 1 standard action
components: S, DF
range: close (25 ft. + 5 ft./2 levels)
target: any number of living creatures, no two of which can be more than 30 ft. apart
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You build upon your targets’ innate prejudice, stoking it from a simmer to the full flame of hatred. Choose a creature type (if you choose humanoid or outsider, you must also choose a subtype).


name: Fox’s Cunning
level: alchemist 2, bard 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (hairs or dung from a fox)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
The target becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell’s effect do increase. This spell doesn’t grant extra skill ranks.


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

description:
This spell channels a portion of the next spell you cast into magic that heals you. The next instantaneous area damage spell of 3rd level or lower that you cast deals only 75% of its damage, but heals you of a number of hit points equal to the remaining 25% of the spell’s damage. For example, if you cast this spell and followed it with a fireball that would normally deal 40 hit points of damage, the fireball instead deals 30 hit points of damage and heals you of 10 hit points of damage. The spell affected by this spell must be cast before the end of your next turn. This spell has no effect on spells that do not deal damage or spells higher than 3rd level. This healing is treated as if you had been affected by a cure or inflict spell (whichever would heal you), and is treated as the same spell level as the area-affecting spell for the purpose of effects that relate to the spell level of cure or inflict spells.


name: Free Spirit
level: bard 3, cleric 3, druid 3, medium 3, shaman 3, spiritualist 3, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
This spell allows you to gain the benefits of a freedom of movement spell and a +4 bonus on saving throws against fear effects. The spell also makes you drunk.


name: Free Swim
school: abjuration
casting_time: 1 standard action
components: V, S, M (a strip of kelp bound to the target), DF
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 3, cleric/oracle 3, druid 3, hunter 3, inquisitor 3, investigator 3, medium 3, mesmerist 3, occultist 3, psychic 3, ranger 3, skald 3, spiritualist 3, warpriest 3

description:
The target can move and attack underwater normally without the usual penalties involved with underwater combat, as if under the effects of freedom of movement. However, the target doesn’t gain any protections against grapple, paralysis, and magical effects that impede movement (such as solid fog, slow, and web).


name: Freedom
level: sorcerer/wizard 9
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels) or see text
target: one creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
The subject is freed from spells and effects that restrict movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.


name: Freedom of Movement
level: alchemist 4, bard 4, cleric/oracle 4, druid 4, inquisitor 4, ranger 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (a leather strip bound to the target), DF
range: personal or touch
target: you or creature touched
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.


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


name: Freezing Sphere
level: magus 6, sorcerer/wizard 6
school: evocation [cold]
casting_time: 1 standard action
components: V, S, F (a small crystal sphere)
range: long (400 ft. + 40 ft./level)
duration: instantaneous or 1 round/level; see text
saving_throw: Reflex half; see text
spell_resistance: yes
description:
Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per caster level (maximum 15d8) and is staggered for 1d4 rounds.


name: Frightful Aspect
level: cleric 8, druid 8, sorcerer/wizard 8, witch 8, Mystery ascetic 8
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (the skin of a toad)
range: personal
target: you
duration: 1 minute/level
description:
You become a larger, awful version of yourself. You grow to size Large, and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell resistance equal to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack, that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura’s effect is a fear and mind-affecting effect.


name: Frigid Souls
level: cleric 4, druid 4, ranger 3, shaman 4, sorcerer/wizard 4, witch 4
school: necromancy (haunted) [cold, emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, DF/M (a bloody icicle)
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You harness fear of frozen environments into a haunt that withers defenses against the cold. Any creature that enters the affected area must succeed at a Will save or gain spell resistance equal to 11 + your caster level against any abjuration effect that provides resistance to or protection against cold damage or cold climates. This spell resistance cannot be voluntarily lowered. Once every 30 minutes as an immediate action, the haunt attempts a dispel check (1d20 + your caster level) against an active abjuration effect currently protecting a creature in the affected area against cold, even if it was active before the creature was haunted or it successfully bypassed the spell resistance imposed by the haunt. Against creatures with multiple layers of protection, these dispel checks start with the highest-level abjuration effects and work their way down the list. Each time the haunt attempts a dispel check, the spell’s haunt-like manifestation occurs during that round.


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


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


name: Frostbite
level: bloodrager 1, druid 1, magus 1, shaman 1, witch 1
school: transmutation [cold]
casting_time: 1 standard action
components: V, S
range: touch
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.


name: Frosty Aura
level: bloodrager 4, cleric 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
school: transmutation [cold]
casting_time: 1 standard action
components: V, S, M/DF (a chunk of ice or a few drops of water melted from glacier ice)
range: personal
target: you (see text)
duration: 1 minute/level
saving_throw: none (harmless, see text)
spell_resistance: no (harmless, see text)
description:
The spell allows you to channel cold into your very being. If you don’t already have the cold subtype, this spell grants you the cold subtype. If you already have the cold subtype, you instead channel the frost from your being outward, creating a 10-foot-radius aura of cold centered on you. Creatures who enter or end their turns in the aura must succeed at a Fortitude saving throw or take 1d8 points of cold damage.


name: Frozen Note
level: bard 5
school: enchantment (compulsion) [mind-affecting, sonic]
casting_time: 1 standard action
components: V
area: 30-ft.-radius emanation centered on you
duration: concentration (up to 1 round/level); see text
saving_throw: Will partial; see text
spell_resistance: yes
description:
You produce and sustain a single perfect musical note that holds nearby creatures, friend as well as foe, utterly spellbound until you stop singing. Affected creatures are both paralyzed and oblivious to their surroundings so long as you maintain the note.


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


name: Fumblestep
level: mesmerist 1, sorcerer/wizard 1, spiritualist 1, witch 1
school: conjuration
casting_time: 1 standard action
components: V, S, M (a sharp pebble)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level or until discharged (see text)
saving_throw: none (see text)
spell_resistance: yes
description:
Fumblestep coats a target’s feet in slick ectoplasm that retains some psychic connection to your mind. While the spell remains in effect, the target creature takes a –1 penalty on Reflex saving throws and Acrobatics checks.


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


name: Funereal Weapon
level: cleric 1, inquisitor 1, occultist 1, paladin 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: weapon touched or 50 projectiles (all of which must be together at the time of casting)
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You imbue a weapon with a faint silvery glow that dimly illuminates a 5-foot square. An affected weapon also easily bypasses the physical defenses of undead creatures, ignoring 5 points of an undead creature’s damage reduction, as long as the damage reduction is not DR/epic. For example, attacks with a weapon affected by this spell completely ignore a zombie’s DR 5/slashing or reduce a lich’s damage reduction to DR 10/bludgeoning and magic.


name: Fungal Blisters
level: alchemist 2, druid 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level or until discharged (see text)
description:
When you cast this spell, horrible, fungal growths sprout forth all over your body. You develop 1d2+1 of these blisters per 2 caster levels. Each time you are dealt more than 5 points of bludgeoning, piercing, or slashing damage from a single attack, one of these blisters bursts, releasing a cloud of harmful spores in a 5-foot-radius burst centered on you.


name: Fungal Infestation
level: druid 3
school: necromancy [disease]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1d3 days
saving_throw: Fortitude negates
spell_resistance: yes
description:
You coat the target in necrotic fungus that makes its flesh soft and fragile. Toadstools, ringworm, and other disgusting fungal growths sprout from its skin. The target takes 1d3 points of Charisma damage. Any physical attack against the target automatically adds 1d6 points of bleed damage.


name: Furious Fire Barrage
level: bloodrager 4, magus 5, sorcerer/wizard 6
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (two balls of guano)
range: personal
duration: 1 round/level; see text
saving_throw: Reflex half
spell_resistance: yes
description:
Upon casting this spell, you conjure forth one or two balls of flame, each resting in a free hand. As part of casting this spell or as a standard action, you can throw one flame ball a maximum of 300 feet, dealing 1d6 points of fire damage per caster level you have (maximum 10d6) to all creatures within a 10-foot-radius spread.


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


name: Gallant Inspiration
level: bard 2
school: divination
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively.


name: Garden of Peril
level: druid 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of spores)
range: medium (100 ft. + 10 ft./level)
effect: one poisonous mushroom/level, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: Fort negates
spell_resistance: no
description:
Vividly colored poisonous mushrooms instantly spring into existence in squares you select. The mushrooms can appear on any solid surface, even growing horizontally from walls or upside down from the ceiling.


name: Garrulous Grin
level: antipaladin 2, bard 2, inquisitor 2, mesmerist 2, psychic 2, shaman 2, spiritualist 2, witch 3
school: necromancy [fear, mind-affecting]
casting_time: 1 round
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
This spell plants a seed of supernatural fear deep in a subject’s mind, causing self-doubt, stuttering, and evasiveness.


name: Gaseous Form
level: alchemist 3, bard 3, magus 3, medium 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3
school: transmutation
casting_time: 1 standard action
components: S, M/DF (a bit of gauze and a wisp of smoke)
range: touch
target: willing corporeal creature touched
duration: 2 min./level (D)
saving_throw: none
spell_resistance: no
description:
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.


name: Geas/Quest
level: bard 6, cleric/oracle 6, inquisitor 5, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [curse, language-dependent, mind-affecting]
casting_time: 10 minutes
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 day/level or until discharged (D)
saving_throw: none
spell_resistance: yes
description:
This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.


name: Genesis
level: artifice 9
school: conjuration (creation)
casting_time: 1 week (8 hours/day)
components: V, S, M (small crystalline sphere worth 25,000 gp)
range: 180 ft.
effect: a demiplane on the Ethereal Plane centered on you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You create an immobile, finite demiplane with limited access. Demiplanes created by this spell are very small. At first, the demiplane grows at a rate of 1-foot-radius per day, up to a 180-foot radius. You determine the environment in the demiplane, reflecting most any desire you can visualize, such as atmosphere, water, temperature, and the shape of the terrain. The spell cannot create life, nor can it create buildings. If desired, these must be brought in by some other fashion.


name: Geniekind
level: cleric 5, druid 5, sorcerer/wizard 5, summoner 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a pinch of dust, embers, wind-blown sand or drops of water, depending on the genie type)
range: personal
target: you
duration: 1 round/level
description:
Upon casting this spell, you must choose one type of genie to transform into, selecting from djinni, efreeti, marid, or shaitan. You retain your basic physical appearance but shift in some way to become more akin to the genie type you chose. While under the effects of geniekind, you gain a +2 racial bonus on all saving throws against paralysis, poison, sleep, and stunning effects, and a +4 enhancement bonus to your natural armor bonus. You also gain a +2 enhancement bonus to Constitution and a +5 bonus on all Diplomacy checks made when interacting with creatures of the same elemental subtype as your chosen genie. In addition, you gain other abilities depending upon the type of genie you choose to assume the form of, as detailed below.


name: Genius Avaricious
level: cleric 6, sorcerer/wizard 6
school: conjuration (creation) [evil]
casting_time: 10 minutes
components: V, S, M (valuable offerings; see text), F (one gold coin)
range: touch
effect: a vestige of the archdevil Mammon imbues a coin with a negotiable degree of power
duration: instantaneous (see text)
saving_throw: none
spell_resistance: no
description:
Casting this spell constitutes performing a rite of sacrifice to the archdevil Mammon, making an offering to the Lord of Erebus and channeling a measure of his disembodied might into a single coin. The power and abilities of this vestige correspond directly to the value of the offering, allowing for three distinct effects.


name: Gentle Breeze
level: druid 1, shaman 1, sorcerer/wizard 1, witch 1
school: evocation (air)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object
duration: 1 hour (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You create a light wind that blows only against the target, from a direction of your choice. The breeze grants the target a +2 circumstance bonus on saves against very hot conditions, severe heat, and saves against clouds, vapors, and gases (such as cloudkill, stinking cloud, and inhaled poisons). There must be air present to use this spell.


name: Gentle Repose
level: cleric/oracle 2, shaman 2, sorcerer/wizard 3, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (salt and a copper piece for each of the corpse’s eyes)
range: touch
target: corpse touched
duration: 1 day/level
saving_throw: Spell Resistance negates (object)
spell_resistance: yes (object)
description:
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant.


name: Geomessage
level: arcanist 4, bard 3, hunter 3, medium 3, occultist 3, ranger 3, skald 3, sorcerer/wizard 4
school: illusion (figment)
casting_time: 1 minute
components: V, S, M (a scrap of vellum)
range: touch
target: surface touched
duration: 1 day/level
saving_throw: none
spell_resistance: no
description:
You create a written message of 50 words or fewer, or else an image, a drawing, or a similar diagram. The figment hangs invisible and obscured upon the target surface for the duration of the spell. Another casting of geomessage is needed to cause the figment to arrange itself into the intended message.


name: Getaway
level: bard 6, sorcerer/wizard 6
school: conjuration [teleportation]
casting_time: 1 minute
components: V, S, M (a brass doorknob)
range: unlimited
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
Getaway teleports you and allies you designate at the time of casting to a predetermined location. You must initially cast the spell at that location-all creatures affected by the spell must be present at that time and within 30 feet of you. At any time before the spell’s duration expires, you may trigger the spell as a swift action. At this time, all affected creatures (or their remains and gear) within 30 feet of you are teleported to the location where you first cast the spell. Creatures more than 30 feet away from you are left behind. Selected creatures within 30 feet of you who do not wish to travel with you at that time can simply choose not to go. You can be transported any distance within a plane but cannot travel between planes.


name: Geyser
level: druid 4, magus 5, sorcerer/wizard 5
school: conjuration (creation) [fire, water]
casting_time: 1 standard action
components: V, S, M/DF (a piece of lava rock)
range: long (400 ft. + 40 ft./level)
effect: spout of boiling water filling a 5 ft. square and spraying upward 10 ft./2 levels
duration: concentration + 1 round/level
saving_throw: Reflex partial (see below)
spell_resistance: no
description:
You cause a column of boiling water to spring forth from any horizontal surface, knocking over creatures directly over it and exposing nearby creatures to searing droplets as its spray falls back to the ground.


name: Ghost Brand
level: bard 4, occultist 3, spiritualist 4, witch 4
school: transmutation [shadow]
casting_time: 10 minutes
components: V, S, M (a branding iron and a strip of white silk worth 10 gp)
range: touch
target: one willing creature and one object touched
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
You alter the fundamental substance of a single object up to 2 cubic feet per level in size and at least one size category smaller than the target creature, causing it to become shadowy and intangible, as though made out of quasi-real shadowstuff. You link the intangible item to the target’s flesh by making a brand shaped like the item on the target’s skin. The intangible item merges with the target’s flesh and is contained within the target’s body, moving with the target wherever it goes. The creature can retrieve the item or reabsorb it as a full-round action, and can do so as many times as it wants. When worn or wielded by the target, the item regains its solidity and functions normally, though the target can’t drop or remove the item (other than by using the full-round action), nor can it be disarmed or stolen. If the item is destroyed, the spell ends. If the ghost brand spell is dispelled while the object is inside the target’s body, the object bursts out of the target’s flesh, dealing 3d6 points of piercing and slashing damage to the target that bypasses DR, as well as 1d6 points of bleed damage.


name: Ghost Sound
level: bard 0, magus 0, psychic 0, sorcerer/wizard 0
school: illusion (figment)
casting_time: 1 standard action
components: V, S, M (a bit of wool or a small lump of wax)
range: close (25 ft. + 5 ft./2 levels)
effect: illusory sounds
duration: 1 round/level (D)
saving_throw: Will disbelief
spell_resistance: no
description:
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.


name: Ghost Whip
level: cleric 2, inquisitor 2, magus 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: evocation
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: whip of flexible ectoplasm
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
A white, 15-foot-long lash of ghostly evanescence appears from your hand. This weapon is treated as a ghost touch whip with no enhancement bonus. You can wield it as a whip as if you were proficient. Attacks with a ghost whip are resolved as incorporeal touch attacks. The whip affects only creatures you attack with it, passing through objects and other creatures in its path and thereby allowing you to ignore cover between you and your target. When a ghost whip attack passes through total cover, the target is treated as having total concealment (50% miss chance). Against incorporeal and undead creatures, a ghost whip deals lethal damage and can be used to perform drag or reposition combat maneuvers (in addition to a whip’s normal disarm and trip maneuvers). A ghost whip cannot be disarmed or sundered.


name: Ghost Wolf
level: bloodrager 4, sorcerer/wizard 4, summoner 2
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, F ( dire wolf tooth)
range: 0 ft.
target: one quasi-real wolflike creature
duration: 1 hour/level (D) or 1 round/level; see text
saving_throw: none (see description)
spell_resistance: no
description:
This spell conjures a Large, quasi-real, wolflike creature made of roiling black smoke. It functions as phantom steed, except as noted above. In addition, the creature radiates an aura of fear. Any creature with fewer than 6 Hit Dice within 30 feet (except the ghost wolf‘s rider) must make a Will save or become shaken for 1d4 rounds (this is a mind-affecting fear effect). A creature that makes its Will save is unaffected by the steed’s fear aura for 24 hours.


name: Ghostbane Dirge
level: bard 2, cleric/oracle 2, inquisitor 2, paladin 1, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (an old reed from a wind instrument)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.


name: Ghostly Disguise
level: alchemist 2, bard 2, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minute/level (D)
description:
You make yourself—including clothing, armor, weapons, and equipment—appear translucent like a ghost. Any mundane or magical disguise on you is affected by this illusion as well; for example, if you are disguised as the king or a sahuagin, you look like a ghostly version of the king or a sahuagin. Your ghostly form may have a pale green, blue, or violet coloration, or a muted version of your normal appearance.


name: Ghoul Army
level: cleric 5, sorcerer/wizard 5, witch 5
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, M/DF (a handful of ghoul’s teeth)
range: 5 feet
effect: 1d4+1 ghouls and 1 ghast
duration: 1 round/level
saving_throw: Fortitude half (see text)
spell_resistance: no
description:
By scattering a handful of ghoul’s teeth across the ground, you cause 1d4+1 ghouls led by a single ghast to rise up from the ground around you. The ghouls and their ghast leader must appear in squares adjacent to you, but after that they follow your spoken commands unerringly.


name: Ghoul Hunger
level: antipaladin 2, cleric/oracle 2, sorcerer/wizard 2, witch 2
school: necromancy [evil, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 round/level; see text
saving_throw: Will negates; see text
spell_resistance: yes
description:
You awaken an unnatural hunger in the target, compelling it to fall upon a nearby helpless or dead humanoid creature and begin eating its flesh. The target defends itself normally but takes no other actions while eating. The target does not take extraordinary risks to satisfy this urge (it wouldn’t jump over a pit or swim through lava to reach a suitable victim). If the target can’t fulfill this urge on its next turn, the spell fails. Each round on its turn, the target can attempt a new saving throw to end the effect.


name: Ghoul Touch
level: bloodrager 2, sorcerer/wizard 2
school: necromancy [poison (stench aspect only)]
casting_time: 1 standard action
components: V, S, M (cloth from a ghoul or earth from a ghoul’s lair)
range: touch
target: living humanoid touched
duration: 1d6+2 rounds
saving_throw: Fortitude negates
spell_resistance: yes
description:
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.


name: Giant Form
level: alchemist 6, sorcerer/wizard 7
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 1 min./level (D)
description:
When you cast this spell you can assume the form of any Large humanoid creature of the giant subtype (those are: frost giant, fire giant, cyclops, ettin, hill giant, ogre, stone giant, or troll). Once you assume your new form, you gain the following abilities:


name: Giant Vermin
level: cleric/oracle 4, druid 4, shaman 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 min./level
saving_throw: none
spell_resistance: yes
description:
You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider). The number of vermin which can be affected by this spell depends on your caster level, as noted on the table below.


name: Gift of the Deep
level: cleric 4, sorcerer/ wizard 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one non-mutated sahuagin /level, no two of which can be more than 30 ft. apart
duration: 1 minute/level (D)
saving_throw: Fortitude negate (harmless)
spell_resistance: yes (harmless)
description:
You give the targets the appearance and many of the abilities of sahuagin mutants, with effects as described below. Choose one benefit for all targets of this spell. This spell has no effect on sahuagin that are already mutants or already under the effects of gift of the deep.


name: Gilded Whispers
level: cleric 4, sorcerer/wizard 3
school: divination
casting_time: 1 round
components: V, S, M (100 gp of powdered gemstones)
range: touch
target: a gold or platinum coin
duration: 1 day/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
Developed by priests to catch thieves and skimmers, gilded whispers later spread to other faiths and was adapted to the arcane arts. This spell is most commonly used to track bribes and illicit purchases back to their ultimate source.


name: Gird Ally
level: cleric 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one summoned creature you control/level, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonus to their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 deflection bonus at 18th level). A summoner can target his eidolon with this spell.


name: Glibness
level: bard 3
school: transmutation
casting_time: 1 standard action
components: S
range: personal
target: you
duration: 10 min./level (D)
description:
Your speech becomes fluent and more believable, causing those who hear you to believe every word you say. You gain a +20 bonus on Bluff checks made to convince another of the truth of your words. This bonus doesn’t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.


name: Glide
level: druid 2, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a leaf )
range: personal
duration: until landing or 1 minute/level (D)
description:
You take no damage from falls (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.


name: Glimpse The Hidden
level: alchemist 3, inquisitor 3, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S, M (a pinch of magnesium and platinum)
range: touch
target: creature touched
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell functions as see invisibility, except as noted here. This spell cannot be made permanent.


name: Glimpse of The Akashic
level: psychic 8
school: divination
casting_time: 1 full-round action
components: V, S
range: personal
target: you
duration: 1 day or until discharged (see text)
description:
You expand your consciousness in an attempt to tap into the perfect knowledge contained within the Akashic Record.


name: Glimpse of Truth
school: divination
casting_time: 1 standard action
components: V, S, M (a tourmaline costing 50 gp)
range: personal
target: you
duration: 1 round
description: This spell functions like true seeing, except as noted above.
level:
alchemist 5, cleric 4, druid 5, inquisitor 4, magus 5, medium 3, occultist 4, psychic 4, shaman 4, sorcerer/wizard 5, spiritualist 5, witch 5


name: Glitterdust
level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (ground mica)
range: medium (100 ft. + 10 ft./level)
area: creatures and objects within 10-ft.-radius spread
duration: 1 round/level
saving_throw: Will negates (blinding only)
spell_resistance: no
description:
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.


name: Globe of Invulnerability
level: sorcerer/wizard 6
school: abjuration
casting_time: 1 standard action
components: V, S, M (a glass or crystal bead)
range: 10 ft.
area: 10-ft.-radius spherical emanation, centered on you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.


name: Globe of Tranquil Water
level: cleric 4, druid 4, shaman 4, sorcerer/wizard 5, witch 4
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a glass globe)
range: 20 ft.
area: 20-ft.-radius emanation, centered on you
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move. The bubble blocks all natural and magical precipitation such as rain, snow, and hail (including spells such as ice storm). This bubble also pushes out any fog or mist within the area, though it does not affect temperature and can’t block natural or magical lightning.


name: Gloomblind Bolts
level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
school: conjuration (creation) [shadow]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: one or more bolts of energy
duration: instantaneous
saving_throw: Reflex negates; see text
spell_resistance: yes
description:
You create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane. You can fire one bolt, plus one for every four levels beyond 5th (to a maximum of three bolts at 13th level) at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and require a ranged touch attack to hit. Each bolt deals 4d6 points of damage to a living creature or heals 4d6 points of damage to an undead creature. Furthermore, the bolt’s energy spreads over the skin of creature, possibly blinding it for a short time. Any creature struck by a bolt must succeed at a Reflex saving throw or become blinded for 1 round.


name: Glue Seal
level: bard 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one object or one 5-ft. square
duration: 1 minute/level (D)
saving_throw: see text
spell_resistance: no
description:
You cover a solid surface with a layer of sticky glue. Anyone in the area when the spell is cast must attempt a Reflex save. Those who fail become entangled, but can break free by succeeding at a combat maneuver check or an Escape Artist check as a standard action against the DC of this spell. The area of the spell is considered difficult terrain. A creature moving through the glue must succeed at a combat maneuver check or an Escape Artist check as part of its move action (DC = the spell’s DC). Creatures that fail lose their movement and become entangled in the first square they enter.


name: Glyph of Warding
level: cleric/oracle 3, inquisitor 3, witch 3
school: abjuration
casting_time: 10 minutes
components: V, S, M (powdered diamond worth 200 gp)
range: touch
duration: permanent until discharged (D)
saving_throw: see text
spell_resistance: no (object) and yes; see text
description:
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.


name: Golden Guise
level: bard 2, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (10 gold pieces)
range: close (25 ft. + 5 ft./2 levels)
target: one object weighing no more than 5 lbs./level
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
You cause an object to briefly transform into gold. Affected items gain the properties of gold until the spell expires. Weapons reduce their hardness by half and gain the fragile quality, while piercing and slashing weapons take a –2 penalty on damage rolls (minimum 1 damage). This spell increases the affected item’s armor check penalty by 2 and decreases its armor or shield bonus by 2. Gold armor has hardness 5.


name: Good Hope
level: bard 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.


name: Goodberry
level: druid 1, shaman 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 day/level
saving_throw: none
spell_resistance: yes
description:
Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.


name: Grand Destiny
level: alchemist 5, bard 4, medium 4, mesmerist 5, sorcerer/wizard 5, summoner 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: one willing creature
duration: 10 minutes/level or until discharged
saving_throw: none (harmless)
spell_resistance: yes (harmless)
description:
You inspire the target with the power to seize a grand destiny. The target gains a +4 competence bonus that it can choose to apply before rolling any attack roll, caster level check, saving throw, or skill check. The spell ends once the bonus has been applied to two rolls. At 12th level and 15th level, the bonus can be applied an additional time before the spell is discharged. A subject can be under the effect of only one grand destiny spell at a time.


name: Grappling Scarf
level: bard 1, inquisitor 1, occultist 1, skald 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, F ( scarf )
range: personal
target: you
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
A scarf you are wearing frays at the end into hook-like shapes and can extend to incredible lengths. Although your scarf retains its weight, its frayed ends function as a grappling hook that can be thrown with a range increment of 20 feet. Your scarf elongates to 100 feet the first time it is thrown during the spell duration.


name: Grasp
school: divination
casting_time: 1 immediate action
components: V
range: personal
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
level:
arcanist 0, bard 0, cleric/oracle 0, druid 0, hunter 0, magus 0, psychic 0, skald 0, sorcerer/wizard 0, warpriest 0, witch 0

description:
You can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.


name: Grasping Depths
level: cleric 5, inquisitor 6, shaman 6, spiritualist 5, witch 6
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a vial of sea water)
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: see text
saving_throw: Will partial; see text
spell_resistance: yes
description:
You call upon the restless souls of those who died at sea. This spell can be cast only on an area of deep water. When a creature enters the area, the haunt manifests, automatically grabbing the creature and dragging it under the water on initiative count 10. Each round, the haunt deals 1d6 points of nonlethal damage as it drags its victim down 10 feet; a successful DC 15 Swim check reduces the descent to 5 feet and negates the nonlethal damage.


name: Grasping Hand
level: sorcerer/wizard 7
school: evocation [force]
description:
This spell functions as interposing hand, except that it can also grapple one opponent you select. The grasping hand gets one grapple attack per round. This attack does not provoke an attack of opportunity. Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +10 bonus for its Strength (31) score and a +1 bonus for being Large (its Dexterity is 10, granting no bonus on the Combat Maneuver Defense). The hand holds but does not harm creatures that it grapples. Directing the spell to a new target is a move action. The grasping hand can instead be directed to bull rush a target, using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does.


name: Grasping Tentacles
level: bloodrager 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (creation)
description:
This spell functions as black tentacles, except the tentacles blindly grasp at the targets’ eyes and ears, and tug at their hair, clothes, and equipment. Instead of grapple attempts, the tentacles attempt dirty trick combat maneuver checks (CMB = your caster level + 4 [the tentacles’ Strength bonus] + 1 [the tentacles’ size bonus]). Roll on the following table to determine the effect of a successful dirty trick combat maneuver check.


name: Grasping Vine
level: alchemist 2, druid 2, occultist 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
You cause a long, thin vine to sprout from your body—typically from the center of your chest or from the palm of an outstretched hand. As a standard action, you can direct the end of the vine to move to any square within 20 feet of you and perform one of the following tasks: deliver a touch spell that you cast after the vine has grown, pick up an unattended object weighing 20 pounds or less, give a held object to another creature, attempt to disable a trap or lock using your Disable Device modifier with a –2 penalty, or perform any other task that the GM deems reasonable. the vine does not threaten squares and cannot make attacks of opportunity, nor can it wield weapons.


name: Grave Words
level: medium 0, occultist 0, psychic 0, spiritualist 0
school: necromancy [language-dependent]
casting_time: 1 minute
components: S
range: touch
target: one dead creature
duration: 1 round
description:
With this spell and a touch, you can force a corpse talk to you, but you can’t ask it specific questions or communicate with it at all. The corpse will start babbling for 1 round, spitting out random sentences. There is a 10% chance this information is of some use to the caster, but it is difficult to distinguish whether the information is useful (the GM makes the percentile roll in secret).


name: Gravel Vortex
level: arcanist 4, druid 4, hunter 4, sorcerer/wizard 4
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M (handful of pebbles)
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:
You create a hail of tiny pieces of rock and dust that batter and scrape against all things in the area, dealing 5d6 points of bludgeoning damage. This damage is dealt only once, on the round the spell is cast. For the remaining duration of the spell, fine dust rains down in the area. Creatures other than stone giants 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 spell’s duration, the gravel and dust disappear, leaving no trace of their presence.


name: Gravity Bow
level: ranger 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 minute/level (D)
description:
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.


name: Gravity Sphere
level: druid 6, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (a marble)
range: medium (100 ft. + 10 ft./level)
effect: 30-ft.-radius sphere of altered gravity
duration: 1 round/level (D)
saving_throw: none (see text)
spell_resistance: no
description:
You affect the local gravity field in a 30-foot-radius sphere around the spell’s designated point of origin. Creatures in the affected area can be weighed down by high gravity, lightened by low gravity, or left to float in an area with no gravity, depending on the effect you choose for your gravity sphere.


name: Grease
level: bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (butter)
range: close (25 ft. + 5 ft./2 levels)
target: one object or 10-ft. square
duration: 1 min./level (D)
saving_throw: see text
spell_resistance: no
description:
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.


name: Green Caress
level: druid 6, ranger 4, shaman 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (pinch of moss or a kudzu leaf)
range: touch
target: one living creature
duration: 7 days (see text)
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
You cause the target to transform into a plant over time. You must succeed at a melee touch attack to infect the target. If the target succeeds at its Fortitude saving throw, it takes 1d4 points of ability damage to each physical ability score (Strength, Dexterity, and Constitution) and the spell ends. If the target fails its saving throw, it takes 1d4 points of ability damage to each physical ability score immediately and continues to take 1d4 points of ability damage to each of its physical ability scores every day, until the spell expires.


name: Greensight
level: druid 2, ranger 2, shaman 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a leaf)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
The target of this spell gains the ability to see up to 60 feet through thick plant matter as though it were transparent. Greenery, leaves, and vines—even lichen, moss, and slime—offer no concealment to the recipient’s sight, though her vision still can be blocked by solid wood, such as trees or wooden structures. Undergrowth does not grant concealment to a creature against a target of the effects of greensight.


name: Grim Stalker
level: cleric 7, magus 6, shaman 7, sorcerer/ wizard 7, summoner 6, witch 7
school: necromancy (haunted) [death, emotion, fear, mind-affecting]
casting_time: 1 minute
components: V, S, DF/M (a hound’s fang)
range: touch
target: one object touched
duration: 1 day/level (D)
saving_throw: Will negates (object); see text
spell_resistance: yes (object)
description:
You bind spirits of ill fate to an object, focusing their wrath onto the next creature that touches the object. When a creature touches the target object, it can attempt a Will save to negate the spell’s effect. Although a successful save prevents the creature from becoming haunted, the haunt still resides within the object, and targets either the next creature to touch the object or the same creature again if it still holds the object after 24 hours. The haunt remains within the object until a creature fails its save or the spell’s duration ends.


name: Groundswell
level: cleric 2, druid 2, magus 2, ranger 2
school: transmutation [earth]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
This spell allows the target to cause the ground to rise up beneath him. As a swift action, the target can cause the ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The groundswell precludes flanking from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the ground returns to its normal elevation at the end of his turn; otherwise, it remains in place until the target moves or uses a swift action to return the ground to normal. A groundswell cannot increase elevation of the ground beyond 5 feet.


name: Grove of Respite
level: druid 4, ranger 4, shaman 5
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, M/DF (a leaf or blade of grass and a drop of water)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-radius grove
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
You conjure a sheltered grove of trees surrounding a shallow spring. The grove appears from nowhere even in the most barren, rocky soil regardless of season, but the spell must be cast outside on open ground.


name: Guardian Armor
school: conjuration (teleportation)
casting_time: 1 immediate action
components: V, S, F (armor worn)
range: close (25 ft. + 5 ft./2 levels)
target: one willing creature; see below
duration: instantaneous
saving_throw: none
spell_resistance: yes
level:
antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, magus 1, occultist 1, paladin 1, sorcerer/wizard 1

description:
This spell teleports the suit of armor you are wearing off of your body and onto an ally within range; the target must be the same size and general shape as you. This armor appears on the target’s body fully formed and properly donned, granting the creature the immediate benefit of its protection. If the target of guardian armor was already wearing armor, the armor wearing it is removed from the target’s body and falls undamaged into an adjacent square.


name: Guardian Monument, Lesser
school: abjuration
casting_time: 1 full round
components: V, S, F (an unattended, non-magical object)
range: touch
area: 40-ft. radius from touched object or 60-ft. radius from touched object; see text
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes
level:
bard 3, inquisitor 3, magus 3, occultist 3, paladin 3, psychic 3, shaman 4, sorcerer/wizard 3, witch 3

description:
You touch an unattended, non-magical object to create a touchstone for humans defending the area. Such human defenders are protected by a shimmering aura as long as they are in the area.


name: Guardian Wasps
level: druid 3, psychic 3, ranger 3, sorcerer/wizard 3
school: conjuration (summoning)
casting_time: 10 minutes; see text
components: V, S, M (a glob of spiced honey)
range: close (25 ft. + 5 ft./2 levels)
effect: swarm of wasps that builds a nest; see text
duration: 1 day/level
saving_throw: none
spell_resistance: no
description:
You summon a wasp swarm that builds a 10-foot-by-10-foot nest in the place you designate—typically under the eaves of a house, amid the rafters of a tavern, or in another obscured place. The wasp swarm takes the spell’s casting time to build its nest; if the swarm is disrupted in any way (such as by being attacked) before you finish casting this spell, the wasps disappear and the spell fizzles.


name: Guardian of Faith
level: cleric 4, paladin 4
school: abjuration [see text]
casting_time: 1 standard action
components: V, S, M ( parchment with a holy text written on it)
range: close (25 ft. + 5 ft./2 levels)
target: one ally
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
The target gains the benefit of shield of faith and your choice of protection from chaos, evil, good, or law. As a move action, the target can transfer this spell to a touched ally, who becomes the new target of the spell.


name: Guarding Knowledge
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (see text)
range: personal
target: you
duration: 1 minute/level (D)
level:
alchemist 3, arcanist 3, bard 3, cleric/oracle 3, inquisitor 2, investigator 3, occultist 3, psychic 3, skald 3, sorcerer/wizard 3, warpriest 3

description:
Upon casting this spell, choose a specific variety of monster (red dragon rather than dragon) and one of its special attacks that you have successfully identified with a Knowledge check or otherwise researched, such as a cockatrice’s petrification ability or a spider swarm’s poison.


name: Guards and Wards
level: sorcerer/wizard 6, witch 6
school: abjuration
casting_time: 30 minutes
range: anywhere within the area to be warded
area: up to 200 sq. ft./level (S)
duration: 2 hours/level (D)
saving_throw: see text
spell_resistance: see text
components:
V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood), F (a small silver rod)

description:
This powerful spell is primarily used to defend a stronghold or fortress by creating a number of magical wards and effects. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.


name: Guiding Star
level: cleric/oracle 3, psychic 3, ranger 2, shaman 2, witch 3
school: divination
casting_time: 1 minute
components: V, S, M (a spool of thread or string)
range: personal
duration: 1 day/level (D)
description:
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as “very familiar” for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.


name: Gullibility
level: antipaladin 3, bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one creature
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You befuddle the target’s mind, making it more willing to believe even the most outlandish tales. The target takes a –10 penalty on Sense Motive checks for the spell’s duration. In addition, creatures that attempt to lie to or deceive the target gain a +10 bonus on their Bluff checks, as if the target wanted to believe them and was drunk or impaired simultaneously.


name: Gust of Wind
level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: 60 ft.
effect: line-shaped gust of severe wind emanating out from you to the extreme of the range
duration: 1 round
saving_throw: Fortitude negates
spell_resistance: yes
description:
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.


name: Gusting Sphere
level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: 5-ft.-diameter sphere of air
duration: 1 round/level
saving_throw: Fort negates (object) or Reflex negates; see text
spell_resistance: yes
description:
A swirling ball of wind rolls in whichever direction you point, hurling those it strikes with great force. The sphere is treated in all ways as an area of severe wind, applying a –4 penalty on ranged weapon attacks that pass through it. The sphere moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space containing a Medium or smaller creature, it stops moving for that round and generates a sharp thrust of wind to bull rush the creature. The sphere’s CMB for bull rush combat maneuvers uses your caster level in place of its base attack bonus, with a +2 bonus for its Strength score (14). Whether or not the bull rush is successful, the creature takes 1d6 points of nonlethal bludgeoning damage from the attack. If the bull rush fails, the creature is still subject to the severe winds from the sphere as long as they remain in the same square as it. A gusting sphere rolls over objects or barriers that are less than 4 feet tall.


name: Hag’s Seasoning
level: antipaladin 2, bloodrager 2, druid 3, shaman 3, witch 3
school: transmutation [curse]
casting_time: 1 standard action
components: S, M (a handful of spices)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent (D)
saving_throw: none
spell_resistance: yes
description:
You render the affected creature supernaturally delicious, making it the preferred target for animalistic monsters, as well as biting insects, stray animals, and vermin. A creature that makes a successful bite attack against or otherwise ingests a portion of the victim (such as with drain blood or swallow whole) gains a number of temporary hit points equal to half your caster level. These temporary hit points last for 1 hour. A creature cannot gain temporary hit points from this spell more than once per day, no matter how many times it bites your target or how many different cursed targets it bites.


name: Hairline Fractures
level: cleric/oracle 1, druid 1, shaman 1, witch 1
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (a broken twig)
range: touch
target: 5-foot-square section of stone or a creature with the earth subtype
duration: 1 round/level
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
With a single touch, you create temporary hairline fractures in a piece of stone or a creature with the earth subtype. If you cast this spell on a section of stone, you reduce its hardness to 5 and its hit points to 10/inch of thickness. If you cast this spell on a creature with the earth subtype, that creature takes a –2 penalty to AC for the spell’s duration. Make whole reverses this spell’s effect.


name: Half-Blood Extraction
level: alchemist 5, cleric 5, druid 5, sorcerer/wizard 5, witch 5
school: transmutation
casting_time: 1 hour
components: V, S, M/DF (oils and poisons worth 3,000 gp)
range: touch
target: willing half-orc touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You transform the target half-orc into a full-blooded orc. The target loses all of its half-orc racial traits and gains the orc racial traits.


name: Halfling Vengeance
level: antipaladin 1, cleric 2, inquisitor 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: one Small or smaller creature touched
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You grant the touched target the ability to ascertain the weaknesses of foes. The target deals an additional 1d6 points of precision damage on successful attacks with daggers or slings against foes within 30 feet, as long as the attacked foe is denied its Dexterity bonus to Armor Class or is flanked by the target. This additional damage increases by 1d6 for every 4 caster levels you have beyond 3rd, to a maximum of 5d6 at 19th level. This bonus damage is precision damage and stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.


name: Hallow
level: cleric/oracle 5, druid 5, inquisitor 5
school: evocation [good]
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
description: Hallow makes a particular site, building, or structure a holy site. This has four major effects.
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 included in the area), DF


name: Hallucinatory Decor
level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
school: illusion (glamer)
casting_time: 1 minute
components: V, S
range: medium (100 ft. + 10 ft./level)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
You transform the decor of a courtyard, structure, or other edifice to meet your highest standards and personal tastes.


name: Hallucinatory Terrain
level: bard 4, sorcerer/wizard 4
school: illusion (glamer)
casting_time: 10 minutes
components: V, S, M (a stone, a twig, and a green leaf)
range: long (400 ft. + 40 ft./level)
area: one 30-ft. cube/level (S)
duration: 2 hours/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.


name: Hallucinogenic Smoke
level: cleric 4, witch 4
school: conjuration [poison]
casting_time: 1 standard action
components: S, M (tobacco leaves, ingested)
range: personal
target: you
duration: 3 rounds/level or until discharged; see text
saving_throw: Fortitude partial
spell_resistance: yes
description:
Dark gray smoke seeps from your eyes, ears, and mouth for the spell’s duration, though the smoke doesn’t significantly hamper your vision. Upon casting the spell, you may immediately exhale the smoke in a 30-foot cone or do so in a later round as a standard action, ending the spell. Each living creature caught within the cone must succeed at a Fortitude save or be nauseated for 1 round per caster level as it is wracked with waves of nausea and disorienting visions. If it succeeds at its Fortitude save, the creature is instead sickened for 1d4 rounds.


name: Halt Undead
level: inquisitor 3, sorcerer/wizard 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a pinch of sulfur and powdered garlic)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
This spell renders as many as three undead creatures immobile. A non-intelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.


name: Hammer of Mending
level: cleric/oracle 6, sorcerer/wizard 5, summoner 5
school: transmutation
casting_time: 1 standard action
components: V, S, F (a small mithral hammer worth 300 gp), DF
area: 30-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
Upon striking a piece of solid ground with the spell’s focus or a holy symbol, you let out a wave of energy that repairs items within its burst.


name: Handy Grapnel
level: inquisitor 1, ranger 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (an arrowhead)
range: touch
target: one ropelike object, length up to 50 ft. + 5 ft./level
duration: 1 minute/level (D)
saving_throw: Fort negates (object)
spell_resistance: no
description:
You cause the target rope to shrink and reshape itself into an arrow, bolt, or similar piece of ammunition, which you can shoot at any Medium or larger object. With a successful attack roll against an AC equal to 5 plus the hardness of the target object, the handy grapnel strikes and embeds itself in that object with the strength of an iron grappling hook.


name: Hardening
level: artifice 7, sorcerer/wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one item of a volume no greater than 10 cu. ft./level
duration: permanent
saving_throw: none
spell_resistance: yes (object)
description:
This spell increases the hardness of materials by 1 point per 2 caster levels. The hardening spell does not in any way affect resistance to other forms of transformation.


name: Harm
level: cleric/oracle 6, inquisitor 6, shaman 7, witch 7
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will half; see text
spell_resistance: yes
description:
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target’s hit points to less than 1.


name: Harmless Form
level: druid 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: one willing animal companion, familiar , or spirit animal
duration: 8 hours (D)
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
You transform the target into a harmless animal of the same approximate body type. The form assumed must be one considered unobtrusive by local communities, such as a cat, a dog, a hunting hawk, a horse, or a rat. This transformation can reduce the target by up to two size categories, but cannot make an animal smaller than Tiny. It cannot increase the size of the target or give it new natural attacks or new forms of movement. The spell otherwise functions as beast shape II.


name: Harrowing
level: bard 3, shaman 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 10 minutes
components: V, S, F (a Harrow deck)
range: touch
target: one creature
duration: 1 day/level or until fulfilled
description:
You use a Harrow deck to tell a fortune for yourself or someone else. If you cast harrowing on another creature, you must remain adjacent to the target for the duration of the casting time. A harrowing must describe one set of events or course of action (for example, “hunting down the pirate king,” or “traveling to Viperwall to search for a magic sword”) that the target of the spell intends to undertake at some point during the spell’s duration. If you have access to a Harrow deck, draw nine cards when this spell is cast. If you do not have a Harrow deck, you can simulate the draws by rolling a d6 and a d10 for each of the nine cards.


name: Harvest Knowledge
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a piece of lodestone)
range: touch (see text)
target: one creature or object; see text
duration: concentration , up to 1 minute/level
saving_throw: Will negates; see text
spell_resistance: no
level:
alchemist 4, antipaladin 4, bard 4, inquisitor 4, mesmerist 4, psychic 4, sorcerer/wizard 4, witch 4

description:
You touch a creature and temporarily absorb its knowledge for yourself. If the target fails its saving throw, you can sort through its lore and memories. You can retrieve one answer to a specific question per minute, as through sifting through the creature’s surface thoughts with detect thoughts. Alternatively, you can tap into the target’s learned experiences and attempt one Knowledge check in a skill in which the target has at least 1 rank, using the target’s total skill modifier. Each Knowledge check requires 1 minute and allows the target another Will save to resist the effect. If the target successfully resists, the spell does not end, but you are unable to attempt another Knowledge check for that skill using this spell. You can also use this spell against targets trapped in magic items or spells that hold their bodies or souls, such as an iron flask or the spell trap the soul, by touching the associated receptacle.


name: Harvest Season
level: druid 2, shaman 2
school: abjuration
casting_time: 1 minute
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one plant
duration: instantaneous; see text
saving_throw: none
spell_resistance: no
description:
You cause an explosive burst of growth in a single plant, causing it to grow through a cycle of flower, fruit, or grain production as appropriate. If the plant is not one that normally produces food fit for humanoid consumption, it produces edible flowers under the effect of this spell. The plant produces enough food to nourish one Medium creature per caster level. Food harvested through this spell rots if not eaten within 24 hours. This spell nourishes, fertilizes, and pollinates the plant, and doesn’t harm the plant in any way. This spell has no effect on plant creatures.


name: Haste
school: transmutation
casting_time: 1 standard action
components: V, S, M (a shaving of licorice root)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 3, bloodrager 3, magus 3, medium 2, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 2, unchained summoner 3

description:
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.


name: Hasten Judgment
level: antipaladin 4, cleric 5, druid 5, inquisitor 4, sorcerer/wizard 6, spiritualist 4, witch 5
school: necromancy (curse)
casting_time: 1 standard action
components: V, S, M (2 silver pieces)
range: touch
target: one living or corporeal undead creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
This potent curse weighs upon the target’s soul, hastening a living creature’s journey to Purgatory upon death or weakening an undead creature’s animating force. A living creature that dies during the spell’s duration cannot be affected by breath of life or similar effects, and the period during which attempts to restore the target to life can succeed is reduced to 1 hour/level (for raise dead), 1 day/level (for resurrection), or 10 days/level (for true resurrection). Reincarnate and similar effects work normally on a creature killed under this spell’s effects.


name: Haunted Fey Aspect
level: bard 0, psychic 0, sorcerer/wizard 0
school: illusion (glamer)
casting_time: 1 standard action
components: S
range: Personal
target: You
duration: 1 round/level (D)
description:
You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.


name: Haunting Choir
level: bard 3
school: necromancy [mind-affecting, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft.-radius emanation
duration: concentration + 2 rounds
saving_throw: Will negates
spell_resistance: yes
description:
You create a spectral choir and conduct its tortured, ghostly moans, deluding listeners into believing they are suffering the torments of the dead. The transparent singers occupy a 10-foot cube, but they are intangible and do not interfere with creatures in any physical way, nor can they be attacked. Creatures within 30 feet of the choir experience wracking pain that causes them to take a –2 penalty on attack rolls, skill checks, and ability checks. Individuals who exit the area of effect take these penalties for an additional 2 rounds before the delusion wears off.


name: Haunting Mists
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (figment) [fear, shadow]
casting_time: 1 standard action
components: V, S
range: 20 ft.
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 minute/level (D)
saving_throw: Will partial (see text)
spell_resistance: no
description:
An illusion of misty vapor inhabited by shadowy shapes arises around you. It is stationary. The illusory mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). All creatures within the mist must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts as long as the creature remains in the mist.


name: Haunting Reminder
level: antipaladin 1, bard 2, inquisitor 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: enchantment [fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 12 hours + 2 hours/level or until triggered, then 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
As part of casting this spell, you can attempt a single Intimidate check to make the target act friendly to you. If you succeed, the target assists you normally, but it remains fearful of your retribution even after its attitude shifts to unfriendly. If the creature reports your coercion to authorities, attacks you, or otherwise acts in a purposeful way that threatens you or your objectives (at the GM’s discretion), the spell triggers, inflicting the creature with the unshakable certainty that you will find and punish it. This imposes the shaken condition on the creature for 1 day per caster level; during this time, the creature takes a -2 penalty on saving throws against spells you cast with the fear descriptor.


name: Haze of Dreams
level: bard 1, cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, witch 1
school: enchantment (charm) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, M (pinch of sand)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You fill an enemy’s head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.


name: Heal
level: alchemist 6, cleric/oracle 6, druid 7, inquisitor 6, shaman 7, witch 7
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.


name: Heal Mount
level: paladin 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: your mount touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell functions like heal, but it affects only the paladin’s special mount (typically a horse).


name: Healing Flames
level: cleric/oracle 4, inquisitor 4, paladin 4, warpriest 4
school: conjuration (healing) [fire, good]
casting_time: 1 standard action
components: V, S, DF
area: 10-ft.-radius burst, centered on you
duration: instantaneous
saving_throw: Reflex half; see text
spell_resistance: yes
description:
You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).


name: Healing Leak
level: antipaladin 2, cleric 3, paladin 2, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (a piece of muslin)
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
Whenever the target is affected by a spell or effect that heals hit point damage through the use of positive or negative energy, it regains only half the number of hit points it normally would recover. If the target employs a spell or effect that heals itself or other creatures through the use of positive or negative energy, the target must succeed at a concentration check (DC = this spell’s save DC) or the effect restores only half of the normal number of hit points. Other forms of healing (such as from the Heal skill) are not affected by this spell.


name: Healing Thief
level: mesmerist 1, occultist 3, psychic 3, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a bit of sponge, damp with tears)
range: touch
target: creature touched
duration: 1 round/level or until discharged
saving_throw: none
spell_resistance: yes
description:
With this spell you can steal the healing of the target creature. You must succeed at a melee touch attack to strike the target. If you do, until the effect ends, whenever your target is subject to a healing spell or a supernatural effect that heals hit points, the target only receives half the healing (rounded down) and you receive the other half (also rounded down). You must remain within 25 feet (plus 5 feet per two caster levels) of the target to gain this benefit. If you move outside that range, the spell is discharged. Once you steal 5 hit points per your caster level (maximum 50 hit points) of healing from this spell’s effect, the spell is discharged.


name: Healing Token
level: cleric/oracle 2, druid 2, hunter 2, inquisitor 2, paladin 2, ranger 2, shaman 2, warpriest 2
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one touched holy symbol per 3 caster levels
duration: 10 minutes/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You imbue one touched holy symbol per 3 caster levels with a connection to your own divine power, turning the touched holy symbols into tokens of healing. Each of the targeted holy symbols can represent any deity regardless of the deity’s actual alignment.


name: Healing Warmth
level: alchemist 4, cleric 4, druid 4, inquisitor 4, psychic 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
This spell grants you temporary immunity to fire damage as protection from energy. As a standard action, you may sacrifice 12 points of remaining energy absorption from the spell to heal a touched creature of 1d8 points of damage. Healing a creature provokes an attack of opportunity. When the spell has absorbed 12 points of fire damage per caster level (to a maximum of 120 points at 10th level), it is discharged.


name: Heart of The Metal
level: magus 3, sorcerer/wizard 3, witch 3
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (a chunk of adamantine worth 100 gp, or a chunk of cold iron or silver worth 20 gp)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level (see text)
saving_throw: none
spell_resistance: no
description:
You lend the nature of adamantine, cold iron, or silver depending on which component you used, to the targeted weapons, with the following effects:


name: Heart of the Mammoth
level: cleric 8, druid 8, sorcerer/wizard 8, witch 8
school: transmutation
casting_time: 1 standard action
components: V, S, F (a fetish of mammoth hair soaked in dragon’s blood)
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will (harmless)
spell_resistance: no
description:
The target creature becomes stronger, hardier, and imbued with the courage of the greatest megafauna of the tundra.


name: Heat Metal
level: druid 2, occultist 2, psychic 2
school: transmutation [fire]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 7 rounds
saving_throw: Will negates (object)
spell_resistance: yes (object)
target:
metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle

description:
Heat metal causes metal objects to become red-hot. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.


name: Heatstroke
level: druid 3, sorcerer/wizard 3
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (a drop of sweat)
range: close (25 ft. + 5 ft./2 levels)
effect: ray
duration: 1 minute/level
saving_throw: Fortitude partial, see text
spell_resistance: yes
description:
A wavering red ray projects from your finger. You must succeed on a ranged touch attack with the ray to hit your target. The ray inflicts 1d4 points of nonlethal damage, causing the target to suffer from heatstroke as its body temperature dramatically increases. Except as noted above, this spell otherwise functions as ray of exhaustion. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.


name: Heckle
level: bard 2, bloodrager 2, magus 3, mesmerist 2, psychic 2, sorcerer/wizard 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a tomato)
range: medium (100 ft. + 10 ft./level)
target: 1 creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
You badger and nitpick the subject of your spell until its mood sours. The target’s attitude shifts one category toward hostile regarding you and everyone within 30 feet of the target at the time the spell is cast. The target also takes a –2 penalty on attack rolls, on saving throws, and on ability and skill checks that rely on Intelligence, Wisdom, or Charisma.


name: Heightened Awareness
level: alchemist 1, bard 1, druid 1, inquisitor 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, M/DF (a coffee bean)
range: personal
target: you
duration: 10 minutes/level (D)
description:
You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in.


name: Heightened Reflexes
level: bard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: allies within a 30-ft.-radius burst centered on you
duration: 1 minute/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You grant each of your allies within the area a +10 competence bonus on a single Reflex saving throw. Each ally must decide whether to use the bonus before making the roll to which it applies. When an ally uses the bonus, the spell ends for that individual.


name: Hellfire Ray
level: cleric 6, magus 6, sorcerer/wizard 6, witch 6
school: evocation [evil]
casting_time: 1 standard action
components: V, S, F/DF (any unholy symbol or heretical tome)
range: close (25 ft. + 5 ft./2 levels) ray
duration: instantaneous
saving_throw: none (see text)
spell_resistance: yes
description:
A blast of hellfire blazes from your hands. You can fire one ray, plus one additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged touch attack to hit and deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by fire resistance. The rays can be fired at the same target or at different targets, but all rays must be fired simultaneously and aimed at targets within 30 feet of each other.


name: Hellmouth Lash
level: bloodrager 4, sorcerer/wizard 4, witch 4
school: transmutation [acid, electricity, or fire]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
Upon casting this spell, your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. You choose what type of energy damage the spell deals when you cast it. You attack with your tongue as if it were a whip, except you make touch attacks with it and it can harm creatures with armor or natural armor bonuses. You are considered proficient with this weapon. A successful touch attack with the tongue deals 1d8 points of energy damage per two caster levels (maximum of 5d8 points of damage at 10th level).


name: Helping Hand
level: cleric/oracle 3, medium 2, psychic 3, spiritualist 3
school: evocation
casting_time: 1 standard action
components: V, S, DF
range: 5 miles
effect: ghostly hand
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.


name: Hermean Potential
level: medium 1, mesmerist 1, psychic 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, F (a gold dragon scale)
range: touch
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
You gift the target with the ability to perfect its actions via mental clarity. On the next attack roll, saving throw, ability check, or skill check the target attempts, it rolls twice and takes the more favorable result. For every 5 caster levels you have, the target can roll twice on an additional attack roll, saving throw, ability check, or skill check (to a maximum of 5 rolls at 20th level).


name: Heroes’ Feast
level: bard 6, cleric/oracle 6, inquisitor 6
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: feast for one creature/level
duration: 1 hour plus 12 hours; see text
saving_throw: none
spell_resistance: no
description:
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.


name: Heroic Finale
level: bard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end the performance, and one creature within range affected by your bardic performance can make a move action or a standard action of their choice. 


name: Heroic Invocation
level: sorcerer/wizard 9, witch 9
school: enchantment (compulsion) [mind affecting]
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one or more creatures, no two of which can be more than 30 ft. apart
duration: 10 minutes /level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Using worlds of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell’s duration. At the end of the spell’s duration, the subjects become fatigued.


name: Heroism
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 2, bloodrager 3, inquisitor 3, medium 2, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3

description:
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.


name: Hero’s Defiance
level: paladin 1
school: conjuration [healing]
casting_time: 1 immediate action
components: V
range: personal
duration: instantaneous
description:
The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points.


name: Hex Glyph
level: shaman 3, witch 3 Saving Throw see text
school: abjuration
saving_throw: see text
spell_resistance: no (object) and yes (see text)
description:
This spell functions like the spell glyph version (see box at right) of glyph of warding, except you can store a hex you know (but not a major hex or a grand hex) instead of a spell. If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses this spell’s caster level and DC.


name: Hex Vulnerability
level: shaman 1, witch 1
school: necromancy [curse]
casting_time: 1 standard action
components: V, S, M (a drop of your blood)
range: close (25 ft. +5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
The targeted creature becomes susceptible to a repeat use of your harmful hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. For example, normally after you target a creature with a charm hex, you cannot target it again for 1 day. But after casting this spell on a creature, you could try the charm hex repeatedly as long as the spell persists. The end of this spell has no effect on any active or ongoing hex on a creature. For example, if the creature failed its save against a second use of your charm hex, it remains charmed for the normal duration, even if the spell expires before the hex does.


name: Hidden Blades
level: alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (a shard of glass)
range: touch
target: weapon or ammunition touched; see text
duration: 10 minutes/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You render a target weapon or up to 50 pieces of ammunition invisible, granting the wielder a +20 bonus on Sleight of Hand checks made to conceal the weapon or ammunition and a +5 circumstance bonus on Bluff checks to feint with the weapon or ammunition.


name: Hidden Diplomacy
level: bard 1, cleric 1, inquisitor 1, magus 1, mesmerist 1, psychic 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a bent coin)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instant; see text
saving_throw: Will negates
spell_resistance: yes
description:
As part of casting this spell, you can attempt a single Intimidate skill check to make a target act friendly toward you. If you succeed, the target assists you normally, but hidden diplomacy clouds the memory of any threats or pressure you applied. The target remembers assisting you, but can’t remember why, and its attitude toward you doesn’t worsen as a result of being intimidated.


name: Hidden Knowledge
level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 round
components: V, S, M (a drop of ink )
range: personal
target: you
duration: up to 1 day/level (see text)
description:
This subtle but useful spell allows you to safeguard important knowledge-even from yourself. While casting this spell, you recite one piece of knowledge (up to a maximum of 50 words). Upon completion of the spell’s casting, you transfer the knowledge from your mind to your skin in the form of an intricate, runic tattoo placed anywhere you choose on your body. The knowledge disappears utterly from your mind, and you might not realize you forgot something. The magic of the spell patches over gaps in your memory with recollections from the past. Until the spell’s duration ends, the knowledge is lost to you.


name: Hidden Presence
level: bard 2, inquisitor 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (eye drops made with extract of poppy)
range: close (25 ft. + 5 ft./2 levels)
target: up to one creature per 3 caster levels
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You prevent the targets from having conscious awareness of your presence. You make yourself completely undetectable to the subjects by erasing all awareness of your presence from their minds. The targets can’t see, hear, smell, feel, or taste you, including with extraordinary or supernatural senses such as blindsense, blindsight, scent, or tremorsense. They can’t pinpoint your location by any means, including detect spells.


name: Hidden Speech
level: bard 2, inquisitor 3, medium 2, mesmerist 2, psychic 2, witch 2
school: transmutation [language-dependent]
casting_time: 1 standard action
components: V, S, M/DF (a cipher written on a piece of parchment)
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
You greatly enhance the ability of the subjects to communicate hidden messages to each other. Each target gains a +10 competence bonus on Bluff checks to send secret messages to other recipients. Others using opposed Sense Motive checks to decipher these messages receive a -5 penalty. All subjects affected by the spell must share a language to be able to pass messages.


name: Hidden Spring
level: cleric 1, druid 1, ranger 1, shaman 1, witch 1
school: transmutation [water]
casting_time: 1 hour
components: V, S, F (a Y-shaped wooden rod)
range: touch
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
You spend 1 hour in quiet meditation, holding the focus component in both hands and walking around a natural area. You are simultaneously drawn to areas of natural moisture while drawing that moisture closer. As the spell’s casting time concludes, you thrust the focus component into the ground. From that point, a fresh, clean water trickles forth at a rate of 1 gallon every 10 minutes. You cannot cast this spell inside a building or in an area of worked stone, but you can cast it underground. You cannot cast this spell within 1 mile of an existing hidden spring.


name: Hide Bruises
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (drop of blood)
range: touch
target: one creature touched
duration: 10 minutes/level (D)
saving_throw: none and Will disbelief (see text)
spell_resistance: yes (harmless)
level:
antipaladin 1, arcanist 1, bard 1, inquisitor 1, mesmerist 1, occultist 1, psychic 1, skald 1, sorcerer/wizard 1, witch 1

description:
The target’s wounds to seem to disappear. A creature attempting a Heal check to tell the severity of the target’s injuries takes a –10 penalty on that check. A creature that physically touches the glamered areas can attempt a Will save to recognize it as an illusion.


name: Hide Campsite
level: druid 3, ranger 2
school: illusion (glamer)
casting_time: 10 minutes
components: V, S, M (a sprig of mistletoe, and a vial of quicksilver)
range: close (25 ft. + 5 ft./2 levels)
area: one 20-ft. cube
duration: 2 hours/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
You make the area around a campsite appear to be a thicket of untouched and forbidding foliage, or some other unwelcoming feature matching the surrounding terrain. Creatures outside the area cannot sense any activity going on inside the area- they cannot smell campfires or cooking food, they cannot hear conversation, loud noises, or spells being cast, and they cannot even feel heat or a rush of wind coming from the area. Those inside the area can see out normally. Once a creature steps into the area of the spell, it can see everything in and around the area normally. 


name: Hide from Animals
level: druid 1, ranger 1, shaman 1
school: abjuration
casting_time: 1 standard action
components: S, DF
range: touch
duration: 10 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.


name: Hide from Undead
level: cleric/oracle 1, inquisitor 1
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 10 min./level (D)
saving_throw: Will negates (harmless); see text
spell_resistance: yes
description:
Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Non-intelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.


name: Hideous Laughter
level: bard 1, medium 2, mesmerist 1, psychic 2, sorcerer/wizard 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (tiny fruit tarts and a feather)
range: close (25 ft. + 5 ft./2 levels)
target: one creature; see text
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature’s next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.


name: Hobbling Bomb Admixture
level: alchemist 4
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can have only one admixture effect (formula with the words “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.


name: Hold Monster
level: bard 4, inquisitor 4, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: enchantment (compulsion) [mind-affecting]
components: V, S, M/DF (one hard metal bar or rod, which can be as small as a three-penny nail)
target: one living creature
description:
This spell functions like hold person, except that it affects any living creature that fails its Will save.


name: Hold Person
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, F/DF (a small, straight piece of iron)
range: medium (100 ft. + 10 ft./level)
target: one humanoid creature
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: yes
level:
antipaladin 2, bard 2, bloodrager 3, cleric/oracle 2, inquisitor 2, shaman 2, sorcerer/wizard 3, medium 2, mesmerist 2, occultist 3, psychic 2, witch 2

description:
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. 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. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.


name: Hold Portal
level: psychic 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
range: medium (100 ft. + 10 ft./level)
target: one portal, up to 20 sq. ft./level
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.


name: Hollow Blades
level: magus 2, ranger 1, shaman 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
All melee and natural attacks from the target deal damage as if the target were one size category smaller than it actually is. While the target is under the effects of this spell, weapons dropped by the target function normally for other creatures, while any melee weapons picked up by the target deal damage as if one size smaller. Ranged attacks and weapons are unaffected by this spell.


name: Hollow Heroism
school: enchantment (compulsion) [mind-affecting, ruse]
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)
level:
bard 3, bloodrager 4, inquisitor 4, medium 3, psychic 4, sorcerer/wizard 4, spiritualist 4, summoner 4, witch 4

description:
This spell functions as heroism, except that you can reverse the spell by issuing a special command as a standard action if you are within medium range (100 feet + 10 feet per caster level) of the target. The target loses the bonuses and instead takes a –2 penalty on attack rolls, saving throws, and skill checks until the spell’s duration ends (no save).


name: Holy Aura
level: cleric/oracle 8
school: abjuration [good]
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 brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.


name: Holy Ice Weapon
level: cleric 2, inquisitor 2
school: transmutation [cold, good, water]
casting_time: 1 standard action
components: V, S, M (a flask of holy water , or 5 pounds of powdered silver worth 25 gp)
range: 0 ft.
effect: one ice weapon
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
You create a masterwork weapon that has the qualities of ice and holy water. This weapon must be a simple weapon or your deity’s favored weapon. The weapon deals normal damage for a weapon of that type, plus 1 point of cold damage per caster level (maximum 10). In addition, any creature struck by the weapon is also hit by holy water, dealing 1d4 points of damage if the creature is susceptible to holy water. If the weapon leaves your hands for more than 1 round, it melts and the spell ends.


name: Holy Javelin
level: cleric 3, inquisitor 3, paladin 2
school: conjuration (creation) [good]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
effect: javelin of divine energy
duration: 1 round + 1 round/4 levels
saving_throw: none
spell_resistance: yes
description:
You create a shimmering javelin of holy energy to hurl at an enemy as a ranged touched attack. The javelin deals 1d6 points of damage to an evil creature on a successful attack; it dissipates harmlessly against creatures of any other alignment. Each time a creature starts its turn while impaled by the javelin, it takes another 1d6 points of damage. For every 4 caster levels you have, the javelin remains in the creature for an additional round (to a maximum of 5 rounds at 18th level). While the creature remains impaled, it takes a –2 penalty on attack rolls and skill checks.


name: Holy Shield
level: paladin 2
school: abjuration
casting_time: 1 standard action
range: personal
target: you
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
You gain the ability to magically project the defense of your shield to protect another creature at a distance. As a swift action, you designate one target within 30 feet. The target gains your shield’s shield bonus and enhancement bonus to Armor Class until your next turn; you gain no benefit from the shield’s shield bonus or enhancement bonus while using this spell and cannot use any of the shield’s other properties or abilities (such as magical abilities, making a shield bash, or providing cover with a tower shield). As a swift action, you may move the protection to another target (including yourself); if you move the protection to yourself, you may use any of the shield’s properties or abilities as normal. If the shielded creature exceeds the 30-foot range, your shield’s protection automatically reverts to you. Any circumstance that would make you lose your shield bonus (such as an enemy breaking the shield, you dropping the shield, or you becoming helpless or unconscious) means the protected creature loses the shield’s benefit.


name: Holy Smite
level: cleric/oracle 4, inquisitor 4
school: evocation [good]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius burst
duration: instantaneous (1 round); see text
saving_throw: Will partial; see text
spell_resistance: yes
description:
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.


name: Holy Sword
level: paladin 4
school: evocation [good]
casting_time: 1 standard action
components: V, S
range: touch
target: melee weapon touched
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil 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 holy sword at a time.


name: Holy Whisper
level: paladin 3
school: evocation [good]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Fortitude negates; see text
spell_resistance: yes
description:
You whisper a single word in the primordial language of good that is anathema to the minions of evil and strengthens the resolve of good creatures. Evil creatures within the burst must make a Fortitude Saving Throw or become sickened for 1 round/ level. Evil outsiders with the evil subtype, evil-aligned dragons, and undead in the burst also take 2d8 points of damage if they fail their saves. Good-aligned creatures in the burst gain a +2 sacred bonus on attack and damage rolls for 1 round. 


name: Honeyed Tongue
level: bard 2, inquisitor 2, paladin 1
school: transmutation
casting_time: 1 standard action
components: V, M/DF (a drop of honey)
range: personal
duration: 10 minutes/level
description:
This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature’s attitude, taking the highest roll. 


name: Hoodwink
level: arcanist 2, bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, skald 2, sorcerer/wizard 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (small piece of black cloth)
range: close (25 ft. + 5 ft./2 levels)
target: up to one creature/level, no two of which can be more than 30 ft. apart
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You befuddle the targets’ senses, preventing the targets from clearly perceiving their surroundings. Instead, hoodwinked creatures see only the roughest shapes and details and hear only muffled noises. However, targets can clearly hear verbal communication from the spell’s caster. This spell does not impart understanding of the caster’s language if the creature can’t already understand it. Other than to hear the caster speak, targets automatically fail Perception checks with DCs greater than 5, and they are too disoriented by the spell to accurately remember the path they took while under its effects.


name: Horn of Pursuit
level: bard 1, inquisitor 1, paladin 1, ranger 1
school: evocation [sonic]
casting_time: 1 standard action
range: personal
effect: 3 peals of a horn
duration: 1 round
saving_throw: none
spell_resistance: no
description:
You create the sound of a large hunting horn, blowing up to three notes as loud as a roaring dragon. These notes can be heard up to 2 miles away in typical outdoor conditions. You can make these sounds at any point during the spell’s duration as a free action, and each sounding can be short or long, allowing you to send very simple coded messages.


name: Horrid Wilting
level: sorcerer/wizard 8, shaman 8, witch 8
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (a bit of sponge)
range: long (400 ft. + 40 ft./level)
duration: instantaneous
saving_throw: Fortitude half
spell_resistance: yes
description:
This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).


name: Horrific Doubles
level: bard 4, bloodrager 4, medium 3, mesmerist 4, psychic 4, sorcerer/wizard 4
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
You create several illusory doubles of yourself, where you and each image all seem slightly off or wrong in appearance. Treat this spell as mirror image, except as noted.


name: Horrifying Visage
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a live spider )
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
level:
bard 3, cleric 3, inquisitor 3, magus 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3

description:
You channel residual feelings of terror into the minds of creatures within the area, causing those fears to manifest when confronted with a specific object. All creatures in the area must succeed at a Will save or acquire a phobia for the spell’s duration. You choose one kind of creature, object, or image within the area of the spell when it is cast that triggers the phobia. The kind of creature, object, or image that triggers the phobia must be named specifically. A creature type or subtype is not specific enough.


name: Hostile Juxtaposition
level: sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (a coin)
range: close (25 ft. + 5 ft./2 levels)
target: one creature of your size or smaller
duration: 1 round/level or until discharged
saving_throw: Will negates
spell_resistance: yes
description:
You create a dimensional link to the target creature. When attacked or the subject of a spell that deals damage to you, you can spend an immediate action to cause yourself and the target creature to teleport and switch places. The target then becomes the target of the triggering attack or spell instead of you. If you fail to teleport out of the area of an effect, that effect might still affect you. If the target creature cannot fit safely into the new space without squeezing, or you try to teleport the target into an occupied space or a space it could not normally stand within, the juxtaposition fails. Further, if the target is unconscious or dead when you attempt to switch places, the juxtaposition fails. Once you have used it to teleport once, this spell is discharged.


name: Hostile Levitation
school: transmutation
casting_time: 1 standard action
components: V, S, M (a leather loop studded with lodestones)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
level:
bloodrager 3, medium 2, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3

description:
You levitate the target a few inches off the ground, removing solid footing and halving the target’s speed. The target also takes a –4 penalty to CMD against bull rush, drag, and reposition attempts. A targeted creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full-round action spent stabilizing allows the creature to begin again at –1. This spell fails if cast on a flying creature.


name: Howling Agony
level: bloodrager 3, inquisitor 2, mesmerist 2, psychic 2, sorcerer/ wizard 3, spiritualist 3, witch 3
school: necromancy [death, pain]
casting_time: 1 standard action
components: V, S, M (a needle and a dried eyeball)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
You send wracking pains through the targets’ bodies. Because of the pain, affected creatures take a –2 penalty to AC, attacks, melee damage rolls, and Reflex saving throws, and must succeed at a concentration check (DC equal to the DC of this spell) to cast spells. However, if an affected creature spends a move action screaming as loudly as possible, it can act without any other penalties for the remainder of its turn. “Screaming,” for the purposes of this spell, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as creatures without the natural ability to communicate or vocalize) suffer the full effect of the spell.


name: Human Potential
level: alchemist 2, bard 2, medium 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a human hair)
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
The target chooses one ability score and gains a +2 enhancement bonus to that ability score. The bonus confers the usual benefit to skills and abilities based on the ability enhanced, but does not affect bonus spells or skill ranks.


name: Hunger for Flesh
level: antipaladin 3, cleric 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, witch 4
school: necromancy [evil, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a ghoul fang)
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid , magical beast , or monstrous humanoid
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
Your target’s belly distends and its front teeth grow longer and sharper. The creature ravenously craves the flesh of its own kind, gaining the staggered condition as hunger pangs rack its altered body. The target gains a bite attack as a primary natural attack that deals damage appropriate for its size (1d6 if Medium, 1d4 if Small). There’s a 25% chance on each of the creature’s turns that it can’t overcome its hunger. If so, it must move directly toward the nearest corporeal creature of its type and subtype (if applicable) and make a bite attack against it. If the target lacks enough actions to attack on that turn, it moves as close to the creature as it can, but on its next turn, if the percentile dice indicate it overcomes its hunger, the target is not forced to pursue or attack further.


name: Hungry Darkness
level: sorcerer/wizard 7
school: evocation [darkness, force]
casting_time: 1 standard action
components: V, S, M (a bat’s tooth)
range: close (25 ft. + 5 ft./2 levels)
area: 60-ft.-radius spread
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes (see text)
description:
This spell creates an area of intense blackness, as deeper darkness, but filled with unseen chewing teeth and ravenous maws. Any creatures beginning its turn within the hungry darkness is gnawed and slashed by these unseen fangs of force, dealing 3d6 points of force damage and 2 points of Constitution damage per round. Once a creature leaves the cloud, it continues to take 1d6 points of bleed damage each round until it receives magical healing or enters an area of bright light. Spell Resistance can prevent damage from the hungry darkness but not against the darkness it creates.


name: Hungry Pit
level: sorcerer/wizard 5, summoner/unchained summoner 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, F (miniature shovel costing 10 gp)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
duration: 1 round + 1 round/level
saving_throw: Reflex negates Reflex half; see text
spell_resistance: no
description:
This spell functions as create pit, except that the pit has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the hole take falling damage as normal. In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the pit are quite difficult to scale and have a Climb DC of 35. 


name: Hunter’s Blessing
level: cleric/oracle 5, druid 5, inquisitor 5, shaman 5
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
When casting this spell, you designate a type or type and subtype of creature (using the ranger’s favored enemy categories and a type of terrain (using the list of ranger’s favored terrain categories).


name: Hunter’s Eye
level: inquisitor 3, ranger 2
school: divination
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: 1 minute/level
saving_throw: none
spell_resistance: yes
description:
Sharpening your perceptive abilities and tuning them against obfuscating effects, hunter’s eye greatly enhances your senses against the target creature. You gain the ability to perceive the target when it is invisible or ethereal as though using the see invisibility spell, and receive a +20 competence bonus on Perception checks to locate the target. 


name: Hunter’s Howl
level: ranger 1
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: 20 ft.
area: 20-ft.-radius burst
duration: 1 round/level
saving_throw: Will negates
spell_resistance: none
description:
With a single primal howl, you strike fear in your opponents. Until the end of the spell’s duration, you treat those affected by it as if they were your favored enemy, gaining a +2 bonus on weapon attack and damage rolls against them, and a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them. If an affected creature is already one of your favored enemies, it is shaken instead. This is a mind-affecting fear effect.


name: Hunter’s Lore
level: inquisitor 2, ranger 2
school: divination
casting_time: 1 standard action
components: V, S, M (a scrap of paper torn from a book about monsters)
range: personal
target: you
duration: 1 minute/level
description:
Inquisitors and rangers alike learned long ago that knowledge of an enemy grants power over that enemy. This spell was created so that almost any enemy could have its vulnerabilities known and exploited.


name: Huntmaster’s Spear
school: transmutation
casting_time: 10 minutes
components: V, S, M/DF (see text)
range: touch
target: non-magical spear touched
duration: 24 hours or until discharged
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
level:
antipaladin 1, bloodrager 2, druid 2, hunter 1, inquisitor 2, magus 2, occultist 2, paladin 1, ranger 1, shaman 2

description:
Choose one creature type (and subtype, if applicable) from the ranger’s favored enemy list. When you cast this spell, the targeted spear hums with destructive energy and functions as a +1 spear against creatures of the selected type.


name: Hurricane Blast
level: druid 3, sorcerer/wizard 4
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: personal
target: you
area: 5-ft.-radius burst/2 levels (maximum 25-ft.-radius burst)
duration: 1 round
saving_throw: Reflex negates
spell_resistance: no
description:
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in the burst. 
A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. 
Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.
Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.
Large or larger creatures may move normally within a hurricane blast effect.


name: Hydraulic Push
level: bloodrager 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1
school: evocation [water]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. 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 does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected. 


name: Hydraulic Torrent
level: bloodrager 3, druid 3, magus 3, sorcerer/wizard 3
school: evocation [water]
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: 60-ft. line
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You call forth a powerful stream of water that batters all creatures and obstacles in its path until it strikes something it cannot push past. Against creatures and movable objects this stream acts as a bull rush. You can bull rush creatures of any size, not just those one size larger than your own. Make a combat maneuver check and apply its results 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 does not provoke an attack of opportunity. 


name: Hydrophobia
level: bard 2, cleric 3, druid 3, sorcerer/wizard 3, witch 3
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft.-radius burst
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
Targets in the area must succeed at a Will save or become deathly afraid of drowning. If the target is swimming or otherwise submerged in water, it must spend all of its efforts attempting to escape from the water. As long as an affected target remains in water, it takes 1d6 points of nonlethal damage each round as it thrashes about and swallows water. Even out of water, targets cannot imbibe potions or willingly interact with any fluids for the duration of this spell.


name: Hymn of Peace
level: bard 6, cleric 7
school: abjuration [good]
casting_time: 1 standard action
components: V, S
range: 40 ft.
area: 40-ft.-radius burst centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
Each time a subject of this spell attempts to attack another creature or object, or otherwise perform an aggressive or damaging action toward a creature or object, it must attempt a Will save. If the save succeeds, the subject can attack normally. If the save fails, the subject cannot follow through with the attack and loses that part of its action. Creatures not taking violent actions are unaffected by this spell.


name: Hypercognition
level: alchemist 3, bard 3, medium 2, psychic 2, sorcerer/wizard 4
school: divination
casting_time: 1 standard action
components: V
range: personal Target you
duration: see text
description:
You rapidly catalog and collate all available data on a person, place, thing, or event, calling to mind scraps of memory and assembling clues in a logical and systematic order.


name: Hypnotic Pattern
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V (bard only), S, M (a stick of incense or a crystal rod); see text
range: medium (100 ft. + 10 ft./level)
effect: colorful lights in a 10-ft.-radius spread
duration: Concentration + 2 rounds
saving_throw: Will negates
spell_resistance: yes
description:
A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.


name: Hypnotism
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: several living creatures, no two of which may be more than 30 ft. apart
duration: 2d4 rounds (D)
saving_throw: Will negates
spell_resistance: yes
description:
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.


name: Ice Armor
level: cleric/oracle 1, druid 1
school: transmutation [cold, water]
casting_time: 1 minute
components: V, S, F (5 gallons of water)
range: 0 ft.; see text
effect: a suit of armor made of ice
duration: 1 hour/level or until destroyed
saving_throw: none
spell_resistance: no
description:
You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing (though it can hasten the effects of exposure in cold environments). It offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. If the intended wearer is immersed in water when you cast this spell, you may form the armor around the wearer (who may be you); otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its armor bonus by 1 for every 5 points of fire damage the wearer takes; when the armor’s bonus to AC reaches 0, the armor is destroyed and the spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. Druids can wear ice armor without penalty.


name: Ice Body
level: shaman 7, sorcerer/wizard 7, witch 7
school: transmutation [cold]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
Your form transmutes into living ice, granting you several abilities. You gain the cold subtype and damage reduction 5/magic. You are immune to ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can’t use potions) or play wind instruments.


name: Ice Crystal Teleport
level: sorcerer/ wizard 6, summoner 5, unchained summoner 6, witch 6
school: conjuration (teleportation) [cold]
casting_time: 1 standard action
components: V
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 1d4 rounds and instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions as teleport, except you use it to teleport yourself or one other creature to a safe location you specify (the target can bring along objects as long as their weight doesn’t exceed the target’s heavy load). You can only send the target to a location with which you are very familiar. The target is first trapped in ice (hardness 0, 3 hit points per inch of thickness, 1 inch thick per caster level) for 1d4 rounds, during which time it is paralyzed, aware but unable to take any physical actions, and begins to fade away as the teleportation aspect takes effect. At the end of the 1d4 rounds, the target teleports to the specified location, and the ice’s hit points drop to 0 and it quickly melts away. If the ice is destroyed before the target teleports, the spell ends and the teleport doesn’t occur.


name: Ice Slick
level: druid 2, magus 2, ranger 2, sorcerer/wizard 2, witch 2
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 5-ft.-radius burst
duration: instantaneous (see text)
saving_throw: Reflex partial (see text)
spell_resistance: see text
description:
You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.


name: Ice Spears
level: druid 3, sorcerer/wizard 3, witch 3
school: conjuration [cold]
casting_time: 1 standard action
components: V, S, M (a small stalagmite-shaped crystal)
range: close (25 ft. + 5ft./2 levels)
effect: 1 ice spear/4 levels
duration: instantaneous
saving_throw: Reflex half and see below
spell_resistance: no
description:
Upon casting this spell, one or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square—creatures that take up more than one square can be hit by multiple spears if the caster is high enough level. The explosive growth can also trip foes. When the spears erupt from the ground, they make a combat maneuver check against any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt.


name: Ice Storm
level: bloodrager 4, druid 4, magus 4, shaman 4, sorcerer/wizard 4, witch 4
school: evocation [cold]
casting_time: 1 standard action
components: V, S, M/DF (dust and water)
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:
Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold 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 snow and sleet 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 snow and hail disappear, leaving no after-effects (other than the damage dealt).


name: Icicle Dagger
level: bloodrager 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: conjuration (creation) [cold]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: one icicle
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.


name: Icy Prison
level: sorcerer/wizard 5
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 minute/level; see text
saving_throw: Reflex partial
spell_resistance: yes
description:
You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level).


name: Id Insinuation 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: concentration + 1 round
saving_throw: Will negates
spell_resistance: yes
description:
By invading the mind of a creature with your psychic presence, You can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is confused as long as you concentrate on it plus 1 additional round. A successful Will save negates this effect.


name: Identifier’s Eye
level: alchemist 2, bard 2, sorcerer/wizard 2, summoner 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S, M (a wine -stained pearl)
range: touch
target: creature touched
duration: 3 rounds + 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell infuses a spark of magical energy into the veins of the target, allowing it to feel the presence of magic the way one might feel the thrum of vibrations in the air. For the spell’s duration, the target gains the benefits of the spell detect magic and also gains a +5 enhancement bonus on Spellcraft checks to identify the properties and command words of magic items.


name: Identify
level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M (wine stirred with an owl’s feather)
range: 60 ft.
area: cone-shaped emanation
duration: 3 rounds/level (D)
saving_throw: : none
spell_resistance: : no
description:
This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.


name: Ignoble Form
level: alchemist 2, antipaladin 2, bard 2, druid 3, medium 2, ranger 2, sorcerer/ wizard 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a half-elf ear)
range: touch
target: one drow
duration: 24 hours
saving_throw: Fort negates (harmless)
spell_resistance: no
description:
The target takes on the form of a half-elf from the surface world. Its skin, hair, and eyes change to match a specific human ethnicity. You can even change the target’s facial features or produce light facial hair or stubble. The target loses its darkvision, light blindness, and light sensitivity traits, if it normally has them. The target gains low-light vision; a +3 racial bonus on a single Craft, Knowledge, Perform, or Profession skill of its choice; and both a +4 bonus on Bluff checks and a +10 bonus on Disguise checks to pass itself off as a half-elf.


name: Ill Omen
level: psychic 1,witch 1, mesmerist 1
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 1 standard action
components: V, S, M (hair from a black cat)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level or until discharged
saving_throw: none
spell_resistance: yes
description:
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).


name: Illusion of Calm
level: alchemist 1, magus 1, psychic 1, sorcerer/wizard 1
school: illusion (figment)
casting_time: 1 standard action
range: personal
target: you
duration: 1 minute/level
saving_throw: Will disbelieve (on hit; see below)
spell_resistance: no
description:
When casting this spell, you create an illusory double that takes the same space of you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.


name: Illusion of Treachery
level: antipaladin 3, magus 4, mesmerist 3, occultist 4, psychic 4, sorcerer/wizard 4
school: illusion (figment)
casting_time: 1 standard action
components: S, F (a tiny marionette)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will disbelief
spell_resistance: yes
description:
You create an illusion that takes the same space as a foe and mimics its movements perfectly. Whenever you cast a spell or throw a weapon, the illusion ceases mimicking the target’s actions just long enough to make it look like the target cast the spell or threw the weapon simultaneously with you, such that witnesses who can see both you and the target can’t tell with certainty who truly cast the spell or threw the weapon. Witnesses who can see only the target see it as the only apparent source.


name: Illusory Crowd
level: bard 1, shaman 1, witch 1
school: illusion (figment)
casting_time: 1 standard action
components: V, S, M (a shirt button)
range: medium (100 ft. + 10 ft./level)
effect: one 10-ft. cube of illusory people
duration: 1 minute/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
This spell creates an illusion of a stationary group of people milling about. They can be of any humanoid race or ethnicity you are familiar with, and they speak a language of your choice that you know. To anyone not paying close attention, their conversations sound perfectly normal but are in fact repetitive and essentially meaningless. The crowd appears to be a group of typical citizens, and cannot duplicate any specific group, guild, or military squad.


name: Illusory Maze
level: bard 2, sorcerer/wizard 2, witch 2
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius spread
duration: 1 round/level
saving_throw: Will disbelief (if interacted with)
spell_resistance: yes
description:
This spell creates the illusion of a translucent, ever-changing maze of glass in the target area. Creatures in the area who believe the maze to be real cannot move more than 5 feet continuously in any one direction and can’t move diagonally, forcing them to take a circuitous route to their destination.


name: Illusory Script
level: bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3
school: illusion (phantasm) [mind-affecting]
casting_time: 1 minute per page
components: V, S, M (lead-based ink worth 50 gp)
range: touch
target: one touched object weighing no more than 10 lbs.
duration: one day/level (D)
saving_throw: Will negates; see text
spell_resistance: yes
description:
You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting can read the writing; it’s unintelligible to any other character.


name: Illusory Wall
level: sorcerer/wizard 4
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: image 1 ft. by 10 ft. by 10 ft.
duration: permanent
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear. Although the caster can see through his illusory wall, other creatures cannot, even if they succeed at their Will save (but they do learn that it is not real).


name: Imbue Hex
level: shaman 5, witch 5
school: evocation
casting_time: 10 minutes
components: V, S, DF or M (a hag’s whisker)
range: touch
target: creature touched; see text
duration: permanent or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
You transfer a single hex you know to the target, and give that target the ability to use the hex. The transferred hex’s variable characteristics function according to your level, not the level of the recipient. Only a creature with Intelligence and Wisdom scores of at least 9 can receive this effect. To use this hex, the target must be able to speak and move freely. Once it uses the hex, the spell ends (though any effects of the hex still last for the full duration). You can transfer only a hex—not a major or grand hex—with this ability.


name: Imbue With Addiction
level: alchemist 2, mesmerist 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a dose of an addictive drug or substance)
range: touch
target: one living creature
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
The target immediately becomes addicted to the drug used as the material component during the casting of the spell. If the target was ever addicted to the drug at any point in the past, it takes a –4 penalty on its saving throw.


name: Imbue with Aura
level: cleric/oracle 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You infuse another creature with your divine aura, causing the target to radiate an aura identical to your own clerical aura. The target’s actual alignment is not changed, but spells like detect evil or detect good detect only the aura, not the creature’s actual alignment. For the duration of this spell, effects influenced by the target’s alignment function according to the imposed aura, not the creature’s actual aura. When the spell ends, the target’s aura returns to normal, and alignment-affecting magic affects it according to its actual alignment.


name: Imbue with Elemental Might
level: bloodrager 2, cleric 2, magus 2, shaman 2, sorcerer/wizard 2
school: evocation [see text]
casting_time: 1 standard action
components: V, S
duration: 24 hours or until discharged (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell functions like imbue with spell ability, except you transfer the use of your elemental assault ability to the target. The target must have an Intelligence score of at least 5 to use the ability. The imbued elemental assault functions exactly like yours, except the ability’s duration is based on the target’s level or Hit Dice. Once you cast this spell, you cannot use your elemental assault ability until the duration of the spell is over.


name: Imbue with Flight
level: sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, M (handful of down)
range: touch Target object touched
duration: 1 hour/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You grant a touched Large or smaller object the ability to fly at a speed of 40 feet with average maneuverability. It can ascend at half speed and descend at double speed. The targeted object flies as you direct it, using your Fly skill for any difficult maneuvers. You must be within close range (25 ft. + 5 ft./2 levels) of the object to direct it, and moving it requires a move action. If not directed, the object hovers in place (no Fly check required). The maximum weight of the object and anything carried by it is 500 pounds per caster level (maximum 10,000 pounds).


name: Imbue with Spell Ability
level: cleric/oracle 4, shaman 4
school: evocation
casting_time: 10 minutes
components: V, S, DF
range: touch
target: creature touched; see text
duration: permanent until discharged (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this boon. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can’t exceed this limit.


