# spell

name: Realm Retribution
level: cleric 8, inquisitor 6
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
All attacks made by the target match your alignment, counting as either chaotic, evil, good, or lawful as appropriate. If your alignment includes multiple alignment components, such as lawful good, you select one alignment component to impart to the target. Whenever the target confirms a critical hit against or takes damage from a creature, that creature must attempt a Will save. On a failed save, the creature is sent to the Outer Planes matching your alignment, as per plane shift, and the spell ends. A warpriest treats this spell as a 6th-level cleric spell for the purposes of preparing the spell, determining DCs, and so forth.


name: Reaper’s Coterie
level: antipaladin 2, bloodrager 2, cleric 3, inquisitor 3, witch 3
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: weapon touched
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
The target weapon becomes a reservoir of spiritual energy, fueling its destructive power by drawing in a tiny fragment of the essence of each creature it is used to defeat.


name: Reboot
level: cleric 5, sorcerer/wizard 5, summoner 4, witch 5
school: transmutation
casting_time: 1 round
components: V, S, F (a ruby worth at least 25 gp per HD of the target construct )
range: close (25 ft. + 5 ft./2 levels)
target: one destroyed construct of up to 2 HD/level
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
Whispering in the dense, information-rich machine language of the First Ones, you bring a destroyed construct back to operational status for a short time, restoring it to 1 hit point. The construct can be further healed with spells like make whole, but it returns to its destroyed state as soon as this spell’s duration expires or it is brought to 0 hit points, whichever comes first. As long as the construct is active, it obeys your commands to the best of its ability, fighting on your behalf and carrying out tasks that it is capable of performing.


name: Rebuke Technology
level: druid 4, sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S, F/DF (powdered fragments of technology)
range: medium (100 ft. + 10 ft./level)
target: one technological object or creature
duration: 1 round/level
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
You shroud the targeted technological object or creature (such as a robot or a nanotech swarm) with magical energy. If the targeted creature fails to resist the spell, it is rendered inert and unusable (or unconscious in the case of creatures) for the spell’s duration. A creature can attempt a new Fortitude saving throw to end the effect early at the end of its turn after the first full round it is affected by this spell.


name: Recentering Drone
level: cleric 2, druid 2
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: concentration
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You emit a calming subsonic drone that allows the targets to temporarily refocus and restore their balance when they’re suffering from debilitating conditions. A target with the dazzled, fatigued, shaken, or sickened condition ignores the penalties of those conditions for the duration of this spell. A target with one of the following conditions is treated as having the associated lesser condition for the duration of the spell, as shown by the following table.


name: Recharge
level: bard 2, cleric 3, magus 3, sorcerer/wizard 3
school: evocation
casting_time: 1 round
components: V, S, M (500 gp of diamond dust)
range: touch
target: object touched
duration: instantaneous
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
You restore up to 1 charge per level to a battery or half that number of charges to a technological item capable of being charged by a battery. If you recharge a battery, there is a 20% chance that the battery is destroyed by the attempt. If you restore more charges than the item can hold, the item must succeed at a Fortitude saving throw or take 1d6 points of electricity damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell.


name: Recharge Innate Magic
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: instantaneous
level:
alchemist 1, bard 1, cleric 1, druid 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1

description:
You channel magic energy into your own aura, recharging your innate magic abilities. You regain one use of all 0-level and 1st-level spell-like abilities you can use as a result of a racial trait.


name: Reckless Infatuation
level: bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
You fill your target with feelings of intense infatuation for a specific individual known to the target. At the time of the casting, you designate a single creature as the focus of the target’s desire. Thereafter, the target does all it can to remain within 30 feet of the object of its desire. If the target moves outside this range, it gains the staggered condition until it is again near the focus of its desire. If remaining within 30 feet of the focus of its affection would place the target in obvious physical danger, the target can attempt a second save to break the spell’s effect.


name: Recoil Fire
level: sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (hoof shavings from a mule)
range: close (25 ft. + 5 ft./2 levels)
target: 1 firearm
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
The target firearm suddenly fires of its own volition, even if it is unloaded, generating a recoil so great that the wielder or carrier of the firearm must scramble to hold onto it and becomes flat-footed until the start of his next turn. If the wielder is already flat-footed, he is instead knocked prone. If the firearm was loaded, that ammunition is wasted.


name: Recorporeal Incarnation
level: sorcerer/wizard 7, witch 7
school: necromancy
casting_time: 10 minutes
components: V, S, F (a gem or crystal worth at least 250 gp)
range: touch
target: one living creature and one corpse
duration: 1 week/level
saving_throw: none
spell_resistance: no
description:
Recorporeal incarnation effectively replaces the target living creature’s body with that of the target corpse. The target corpse must be fresh—either dead for no more than 24 hours or appropriately preserved by an effect such as gentle repose. While casting the spell, you must remain in contact with the corpse while touching the living target with the focus item. As the spell is cast, the dead body’s flesh unravels like ribbons to sheathe the living target, who must be within one size category of the corpse. While the spell is in effect, the focus item must remain within 30 feet of the target living creature.


name: Red Hand of The Killer
school: necromancy
casting_time: 1 standard action
components: V, S, M (a black candle ), F (a corpse slain no more than 1 day ago per caster level )
range: see text
target: one creature
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
level:
bard 4, cleric 4, inquisitor 4, medium 3, occultist 4, paladin 4, psychic 5, sorcerer/wizard 5, spiritualist 4, witch 5

description:
Drawing upon the spiritual link between a corpse and its killer, you reach out across space to brand the killer of the corpse you used as a focus for this spell, creating a physical manifestation of the killer’s guilt.


name: Redcap’s Touch
level: antipaladin 4, bloodrager 4, druid 6, ranger 4, shaman 6, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (1 ounce of blood)
range: touch
target: one non-magical hat touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You infuse the target with the blood used as a material component, imparting malicious power. As long as the hat is worn (occupying the wearer’s head slot as though it were a magic item), it grants its wearer a +2 bonus on damage rolls and causes the wearer to regain 1d4 hit points whenever they deal the killing blow to a living creature.


name: Reduce Animal
level: druid 2, ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one willing animal of Small, Medium, Large, or Huge size
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal’s natural attacks as appropriate for its new size (see Table: Tiny and Large Weapon Damage to adjust damage for size).


name: Reduce Person
school: transmutation
casting_time: 1 round
components: V, S, M (a pinch of 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 diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.


name: Refine Improvised Weapon
level: cleric 1, inquisitor 1, ranger 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one improvised weapon
duration: 1 hour/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You transform an improvised weapon into an equivalent simple or martial weapon of masterwork quality. This effect does not alter the weapon’s shape or appearance in any way. For example, if this spell is cast on a chair leg, a butter knife, or a pitchfork, the items function as a masterwork club, a masterwork dagger, or a masterwork trident, respectively, but the items look no different than they did before the spell was cast.


name: Refuge
level: cleric/oracle 7, sorcerer/wizard 9, witch 9
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (a prepared object worth 1,500 gp)
range: touch
target: object touched
duration: permanent until discharged
saving_throw: none
spell_resistance: no
description:
When you cast this spell, you create powerful magic in a specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is so enhanced, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character’s heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar or animal companion that is touching the subject).


name: Regenerate
level: cleric/oracle 7, druid 9, shaman 7, witch 7
school: conjuration (healing)
casting_time: 3 full rounds
components: V, S, DF
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.


name: Reincarnate
level: druid 4, shaman 4, witch 5
school: transmutation
casting_time: 10 minutes
components: V, S, M (oils worth 1,000 gp), DF
range: touch
target: dead creature touched
duration: instantaneous
saving_throw: none, see text
spell_resistance: yes (harmless)
description:
With this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.


name: Reincarnate Spy
level: druid 6, shaman 6, witch 7
school: conjuration (healing)
casting_time: 10 minutes
components: V, S, DF, M (oils worth 2,500 gp and a possession or piece of the body of the creature to resemble)
range: touch
target: dead creature touched
duration: instantaneous
saving_throw: none (see text)
spell_resistance: yes
description:
This spell functions as reincarnate except that you can cause the new body to resemble a particular creature, matching its age category and sex and rerolling any race result that would be the wrong size category. The subject further gains a +5 bonus on Disguise checks to impersonate the chosen creature due to similar features, although it might take a penalty for being the wrong race.


name: Reinforce Armaments
level: cleric 1, magus 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a metal pin)
range: touch
target: one armor suit or weapon touched
duration: 10 minutes/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell’s duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell’s duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their hardness is doubled for the duration of the spell.


name: Reinvigorating Wind
level: bard 2, druid 3, hunter 3, shaman 2, skald 2, witch 3
school: enchantment (compulsion) [air, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a flower petal)
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You exhale deeply, creating a gentle magical wind that invigorates any allies in the affected area, as follows. Any sleeping allies immediately wake up. Fascinated allies are shaken free of the fascinate effect. Flat-footed allies no longer count as flat-footed even if they have not acted yet. The duration of effects that cause any allies to be confused, frightened, paralyzed, slowed, or stunned is decreased by 1d4 rounds (roll separately for each target). If the duration of any such effect is reduced to 0 rounds or fewer, the effect ends for that ally. Finally, any allies lying prone may stand up as an immediate action, provoking attacks of opportunity as normal.


name: Rejuvenate Eidolon
level: summoner/unchained summoner 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, M (a drop of your blood)
range: touch
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This spell functions as lesser rejuvenate eidolon, except that it cures 3d10 points of damage +1 point per caster level (maximum +10). 


name: Release The Hounds
level: bard 5, druid 5, shaman 5, sorcerer/wizard 5, summoner 5, witch 5
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M/DF (shards of a canine’s fang)
range: close (25 ft. + 5 ft./2 levels)
effect: one pack of canines
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
This spell summons a pack of canines that respond to the spellcaster’s commands and act in perfect unison, causing them to function like a swarm. The pack uses the statistics for a winter wolf, except it loses its breath weapon, the cold subtype, and its cold special attack and gains the swarm subtype, a swarm attack that deals 3d6 points of damage, and the distraction special attack (DC 17). Whenever the pack damages an opponent with its swarm attack, it can immediately attempt a trip combat maneuver check against that creature with its trip special attack. The pack does not gain any damage reduction or immunity to damage and can be attacked by effects that target a specific number of creatures, though such attacks deal 1/4 the normal amount of damage (25%) and effects that don’t deal hit point damage are only 25% likely to work.


name: Reloading Hands
level: magus 2, ranger 2, sorcerer/wizard 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: touch
target: projectile weapon touched
duration: 1 round/ caster level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.


name: Remarkable Legerdemain
level: bard 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
While this spell is in effect, your body and clothing flutter and distort subtly, allowing you to conceal items with uncanny skill.


name: Remote Viewing
level: medium 4, occultist 5, psychic 5, spiritualist 5
school: divination (scrying)
casting_time: 1 hour
components: V, S, M (incense)
range: see text
target: you
duration: instantaneous
description:
Your body enters a trance as you send your psychic senses to a distant location and gain psychic impressions of that location. You must specify the distance and direction to the location you desire to view remotely. This spell doesn’t allow you to see the visual appearance of the location’s surface, so it isn’t useful for casting spells like teleport, but it grants you a psychic impression of the location, which could give you deeper information. For example, a forest that is home to a tight-knit community of fey might appear as a city in the trees, or a beautiful palace ruled by an evil king and warded by forbiddance might appear as a dark fortress encased in insubstantial chains.


name: Remove Blindness/Deafness
level: alchemist 3, cleric/oracle 3, paladin 3, shaman 3, witch 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.


name: Remove Curse
level: bard 3, cleric/oracle 3, inquisitor 3, paladin 3, shaman 3, sorcerer/wizard 4, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.


name: Remove Disease
level: alchemist 3, cleric/oracle 3, inquisitor 3, druid 3, ranger 3, shaman 3, witch 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others.


name: Remove Fear
level: bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.


name: Remove Paralysis
level: cleric/oracle 2, inquisitor 2, paladin 2, shaman 2
school: conjuration (healing)
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 can free one or more creatures from the effects of temporary paralysis or related magic, including spells and effects that cause a creature to gain the staggered condition. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another Will save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another Will save with a +2 resistance bonus.


name: Remove Radioactivity
level: bard 4, cleric 4, druid 4, inquisitor 4, paladin 4, ranger 4, witch 4
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: instantaneous
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
You remove all ongoing radiation effects, both primary and secondary, on a single target if you succeed at a caster level check (DC = the Fortitude DC associated with the radiation effect). In addition, you immediately restore 1d4 points of Constitution drain and 1d4 points of Strength drain caused by radiation—this spell cannot restore ability damage or drain caused by other sources. When cast on an area, a single casting of remove radioactivity removes radiation from a 20-foot-radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.


name: Remove Sickness
level: cleric/oracle 1, druid 1, witch 1
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level; see text
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.


name: Rend Body I
level: psychic 5
school: evocation
casting_time: 1 full-round action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
You lacerate the body of the target creature with telekinetic force, rending it limb from limb. The target creature takes 1d6 points of damage per caster level you have (maximum 10d6 points of damage). If this spell deals an amount of damage to the target equal to more than half its maximum hit point total, one of the target’s limbs (determined randomly) is gruesomely ripped from the target’s body and flies 15 feet away from the creature in a random direction. The target then takes 1 point of bleed damage per 2 caster levels you have. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage, but the limb can be restored only by powerful healing effects such as heal or regeneration. If the damage reduces the target’s hit points to below 0, all of its limbs are affected in this fashion.


name: Renovation
level: bard 5, sorcerer/wizard 4
school: transmutation
casting_time: 8 hours
components: V, S, M (silver dust worth 1,000 gp)
range: touch
target: one unoccupied structure
duration: instantaneous
saving_throw: none (object; see text)
spell_resistance: no
description:
Upon casting this spell, you permanently rearrange and resize the rooms in a building you constructed as a downtime activity. You may reorganize and remap the building however you please, as if each room had just been constructed and is being positioned for the first time. You cannot make any changes to a building that changes how much a room would cost to create or that alters the benefits a room provides.


name: Repair Undead
level: sorcerer/wizard 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: one undead creature touched (see text)
duration: instantaneous
saving_throw: Will half (harmless)
spell_resistance: yes (harmless)
description:
When you touch an undead creature, you channel negative energy that heals 1d8 points of damage + 1 point per caster level (maximum +5). This spell has no effect on living creatures, except those that are healed by negative energy are also healed by the spell.


name: Repel Metal or Stone
level: druid 8
school: abjuration [earth]
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: 60-ft. line from you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
This spell creates waves of invisible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.


name: Repel Vermin
level: bard 4, cleric/oracle 4, druid 4, ranger 3, shaman 4
school: abjuration [pain]
casting_time: 1 standard action
components: V, S, DF
range: 10 ft.
area: 10-ft.-radius emanation centered on you
duration: 10 min./level (D)
saving_throw: none or Will negates; see text
spell_resistance: yes
description:
An invisible barrier holds back vermin. A vermin with HD of less than one-third your level cannot penetrate the barrier.


name: Repel Wood
level: druid 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: 60-ft. line-shaped emanation from you
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.


name: Replay Tracks
level: druid 5, inquisitor 4, medium 3, occultist 3, psychic 5, ranger 2
school: divination
casting_time: 3 rounds
components: V, S, F (a track or other sign of a creature’s passing found with Perception or Survival )
range: personal
target: you
duration: concentration , up to 1 hour/level
description:
This spell allows you to reconstruct past events that occurred in your current location based on the tracks and other signs left behind. Replay tracks reveals events that occurred while the tracks that serve as the focus for the spell were being left, revealing events in the order they happened in real time or in reverse, depending on whether you are following the tracks forward or backward, although the image isn’t clear enough to make out details (such as a creature’s exact identity). You can attempt Survival checks to follow tracks as part of concentrating on the spell, but only events connected to the tracks used as the focus of the spell are revealed by the spell. Elements that left no trace detectable by you, such as creatures benefiting from pass without trace, are absent from the events you visualize.


name: Replenish Ki
level: cleric/oracle 4
school: conjuration (healing)
casting_time: 1 minute
components: V, S, DF
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You attune the target’s internal store of supernatural energy to the cosmos, replenishing its ki pool. If you are the target, you regain 2 ki points. If another creature is the target, it regains 1 ki point. This does not allow the target to exceed its ki pool’s maximum. This spell has no effect if the target does not have a ki pool.


name: Repress Memory
level: bard 5, mesmerist 5, psychic 6
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: personal
target: you
duration: instantaneous
description:
This spell allows you to safeguard important knowledge, even from yourself. When casting this spell, you recount one piece of knowledge you possess (up to a maximum of 50 words). This knowledge disappears utterly from your mind, and you might not realize you forgot something. The magic of the spell patches omissions in your memory with indistinct haze.


name: Reprobation
level: cleric/oracle 5, druid 5, inquisitor 4, paladin 4
school: transmutation [curse, see text]
casting_time: 1 minute
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature of your faith
duration: permanent
saving_throw: none
spell_resistance: yes
description:
You cast the target out of your religion as a curse and punishment for acts or misdeeds against the tenets of your faith. This has three effects.


name: Repugnant Taste
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, M/DF (mustard seed)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 3, druid 4, hunter 3, investigator 3, mesmerist 3, ranger 3, shaman 4, skald 3, witch 4

description:
The target creature begins sweating a foul liquid that makes it repugnant to most living creatures. When a creature deals damage to the affected creature with a bite attack or the swallow whole ability, it must succeed at a Fortitude saving throw or become nauseated until the end of its next turn. After a creature has become nauseated by this spell, each subsequent failed saving throw against the spell instead gives it the sickened condition until the end of its next turn.


name: Repulsion
level: cleric/oracle 7, inquisitor 6, sorcerer/wizard 6, summoner 5, unchained summoner 6
school: abjuration
casting_time: 1 standard action
components: V, S, F/DF (a pair of canine statuettes worth 50 gp)
range: up to 10 ft./level
area: up to 10-ft.-radius/level emanation centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.


name: Residual Tracking
level: ranger 1
school: divination
casting_time: 1 minute
components: V, S, M (a bit of plaster)
range: touch
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
By touching a footprint, you receive a clear mental image of the person or creature that made it. The image has the exact same appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time. For example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint.


name: Resilient Sphere
level: sorcerer/wizard 4
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a crystal sphere)
range: close (25 ft. + 5 ft./2 levels)
effect: 1-ft.-diameter/level sphere, centered around a creature
duration: 1 min./level (D)
saving_throw: Reflex negates
spell_resistance: yes
description:
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere functions as a wall of force, except that it can be negated by dispel magic. A subject inside the sphere can breathe normally. The sphere cannot be physically moved either by people outside it or by the struggles of those within.


name: Resinous Skin
level: alchemist 3, bloodrager 3, druid 3, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level
saving_throw: see text
spell_resistance: no
description:
You coat your body with a resinous substance, protecting you from attacks and binding weapons that strike you. You gain DR 5/piercing, as well as a +4 circumstance bonus to your CMD against disarm attempts and on saving throws against effects that cause you to drop something you are holding. Additionally, you gain a +2 circumstance bonus on combat maneuver checks to initiate a grapple, maintain a grapple, and pin a foe. Any enemy you grapple takes a –2 penalty on attempts to break the grapple and to escape the grapple using Escape Artist. Any weapon, that strikes you becomes stuck unless its wielder succeeds at a Reflex saving throw. Such a weapon can be pulled free of you only with a successful Strength check (DC = your saving throw DC for this spell). This spell has no effect on unarmed strikes or natural weapons.


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

description:
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.


name: Resist Starvation
level: antipaladin 1, cleric/oracle 1, shaman 1, warpriest 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (crumb of food)
range: touch
target: one living creature touched
duration: 1 day/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
If the target doesn’t eat on the day this spell is cast on it, the DC to avoid taking nonlethal damage from starvation on the following day doesn’t increase by 1. This spell fails if the target hasn’t already attempted at least one Constitution check to avoid starvation.


name: Resistance
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a miniature cloak)
range: touch
target: creature touched
duration: 1 minute
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
bard 0, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

description:
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.


name: Resonating Word
level: bard 5, sorcerer/wizard 7
school: transmutation [sonic]
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 3 rounds
saving_throw: Fortitude partial
spell_resistance: yes
description:
You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails.


name: Resounding Clang
level: bard 2
school: transmutation
casting_time: 1 standard action
components: S, F (bell, chimes, gong, or cymbals)
range: 30 ft.
area: 30-ft.-radius burst, centered on you
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes (object)
description:
You create a loud, resonating clangor that causes metallic objects to vibrate wildly. Affected creatures wielding metal weapons take a –1 penalty on attack rolls, while creatures using metallic tools take a –1 penalty on associated skill checks.


name: Respectful Quiet
level: bard 3, cleric 5, inquisitor 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
All targets are rendered silent, as per silence. The silence affects the entirety of each creature but does not extend beyond. However, the silence is one-way—sounds from outside the creatures’ spaces can still enter. Quieted creatures gain a +10 circumstance bonus on Stealth checks.


name: Resplendent Mansion
level: psychic 9, sorcerer/wizard 9
school: conjuration (creation)
casting_time: 1 minute
components: V, S, F (a miniature cornerstone carved from precious gemstones worth 500 gp)
range: long (400 ft. + 40 ft./level)
effect: opulent mansion, up to 300 feet on a side and one story tall/4 levels
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
This spell creates a towering mansion. While casting the spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and is decorated to match your image. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally.


name: Rest Eternal
level: cleric/oracle 4, druid 5, shaman 5, witch 5
school: necromancy [curse]
casting_time: 1 round
components: V, S, M/DF (ashes and a vial of holy or unholy water)
range: touch
duration: permanent
saving_throw: none
spell_resistance: no
description:
You place a curse upon a dead creature that bars its spirit from returning. Anyone casting a spell that would communicate with the dead creature, return it to life, or turn it into an undead creature must succeed on a caster level check with a DC of 11 plus your caster level. Rest eternal cannot be dispelled, but it can be negated with remove curse or break enchantment.


name: Restful Cloak
level: cleric 2, druid 2, occultist 2, paladin 2, ranger 2, shaman 2
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, F (cloak)
range: personal
target: you
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
A cloak you are wearing transforms into a canvas tent large enough to hold four Medium creatures, firmly pitched in a flat area adjacent to you (if there is no such area, this spell simply fails). A creature regains 1 hit point for each hour it rests in the tent, in addition to any other benefits of resting. Additionally, a fatigued creature resting within the tent for 1 hour loses the fatigued condition, but a creature cannot recover from being fatigued more than once per casting of restful tent. At the end of the spell’s duration, the tent transforms back into a cloak. If the tent is moved prior to the expiration of the spell’s duration, the spell immediately ends.


name: Restful Sleep
level: bard 1
school: necromancy
casting_time: 10 minutes
components: V, S, M (a pinch of sand)
range: close (25 ft. + 5 ft./2 levels)
duration: 8 hours or 24 hours; see text
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
You cast this spell immediately prior to resting. While under the effects of this spell, you and your allies enjoy a restful night’s sleep. If a subject completes a full night’s rest, it regains hit points as if it had undergone a full day of bed rest (regaining twice its character level in hit points). If a subject completes a full day’s rest, it regains three times its character level in hit points. Any significant interruption during the rest (such as being awoken) prevents any healing that night and ends the effect of this spell on the awakened subject. Any healing acquired while under the effects of restful sleep is considered natural healing, and has no affect on effects requiring magical healing to cure.


name: Restoration
level: alchemist 4, cleric/oracle 4, inquisitor 4, paladin 4, shaman 4
school: conjuration (healing)
casting_time: 3 rounds
components: V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.


name: Restore Corpse
level: cleric/oracle 1, druid 1, psychic 1, sorcerer/wizard 1, witch 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: corpse touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did when the creature died. The new flesh is somewhat rotted and not fit for eating.


name: Resurgent Transformation
level: alchemist 5
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, M (a pinch of meteoric iron worth 100 gp)
range: personal
duration: 1 hour/level or until triggered, then 1 round/level
description:
Resurgent transformation grants you the ability to recover from deadly wounds with restored vitality and a will to fight, but at a price. Once cast, resurgent transformation lies dormant for up to 1 hour per level until you are reduced to one-quarter hit points or less. Once triggered, you immediately gain a +4 enhancement bonus to Constitution and Strength, damage reduction 5/-, and the benefits of a haste spell. In addition, you heal 4d8 points of damage + 1 point per caster level (maximum +25). Resurgent transformation can even save you from death by healing the damage from an otherwise mortal wound, though it does not prevent death from massive damage or from causes other than hit point loss. Your mental faculties are impaired by this magical transformation, however, causing 1d4 points of Intelligence and Wisdom damage.


name: Resurrection
level: cleric/oracle 7, shaman 8, witch 8
school: conjuration (healing)
components: V, S, M (diamond worth 10,000 gp), DF
description:
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.


name: Retribution
level: inquisitor 3
school: necromancy [evil, pain]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fortitude partial
spell_resistance: yes
description:
Retribution blasts those who have the temerity to assault your person. You may target anyone who has just struck you with an attack within the previous round, whether with a melee, ranged, or natural weapon, or a spell that requires an attack roll. The target is wracked with shooting pains that impose a -4 penalty on attack rolls, skills checks, and ability checks. On a successful Fortitude save, the penalty only lasts for 1 round. 


name: Retributive Reparations
level: antipaladin 3, inquisitor 3, occultist 3, spiritualist 3, witch 4
school: necromancy [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: one object
duration: 1 day/level or until triggered, and permanent; see text
saving_throw: Will negates (object) and Will negates; see text
spell_resistance: yes
description:
If a creature successfully takes the item targeted by this spell while you are holding, wearing, or wielding it, the creature must attempt a Will save. If the creature fails its save, it becomes fatigued, and it must attempt a new saving throw at the end of its turn every round it does not return the item to you. Failing a second saving throw causes the target to become exhausted. As long as the victim of the curse is actively working to return the object, its exhaustion is reduced to fatigue. The fatigue and exhaustion cannot be removed by effects that normally remove them, though immunity to fatigue and exhaustion protect against the conditions as normal.


name: Retrieve Item
level: bard 2, sorcerer/wizard 2
school: conjuration (calling)
casting_time: 1 full round
components: V, S
range: long (400 ft. + 40 ft./level)
duration: permanent until discharged
saving_throw: none
spell_resistance: no
description:
You call a specific nonliving item directly to your hand from a nearby location. First, you must cast the spell on the item while holding it. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and snapping your fingers. The item appears instantly in your hand.


name: Retrocognition
level: medium 3, occultist 3, psychic 5, sorcerer/wizard 7
school: divination
casting_time: 1 minute
components: V, S
range: personal
target: you
duration: concentration , up to 1 minute/level
description:
This spell allows you to gain psychic impressions from past events that occurred in your current location. Retrocognition reveals psychic impressions from events that occurred over the course of the last hour throughout the first minute of the duration, followed by impressions from the next hour back the next minute you concentrate, and so on. If a psychically traumatic or turbulent event happened during that time period, You must succeed at a concentration check (DC = 20, 30, or 40, depending on the severity of the psychic disturbance) or lose concentration on the spell.


name: Returning Weapon
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one weapon that can be thrown
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
level:
bard 2, bloodrager 1, cleric 2, inquisitor 1, magus 1, occultist 1, psychic 2, ranger 1, sorcerer/wizard 2, witch 2

description:
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.


name: Reveal Emotions
level: medium 3, mesmerist 4, occultist 4, psychic 4, spiritualist 4
school: divination
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 40-ft.-radius spread
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: yes
description:
You create an area that draws out a creature’s emotion aura. Creatures within this area constantly glow with colors that represent their current overall emotional state and continue to do so for 1d4 rounds after leaving the area. This glow is clearly visible to any creature that can see the creature. Emotionless creatures or creatures unaffected by this spell glow with a dull purple hue while within the area.


name: Reveal Mirage
level: cleric 3, druid 2, ranger 1, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S, F (a small prism)
range: personal
target: you
duration: 1 round
description:
You can focus upon a single point within line of sight and discern if the terrain or geographic features of that point are illusory. This ability allows you a Will save to disbelieve a terrain-affecting illusion (glamer) effect from range as though you had interacted with it. In addition to affecting such spells as hallucinatory terrain and mirage arcana, this spell also allows you to disbelieve naturally occurring mirages.


name: Reveal Secrets
level: bard 1, inquisitor 1, mesmerist 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a drop of alcoholic liquid)
range: touch
target: creature touched
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
When you cast this spell, you ask the target whether it has a secret about a specific topic that can be described in 10 words or fewer. This can concern a person, place, or thing (such as a town’s mayor, the ring worn by a traveling merchant, or the bridge spanning a nearby river) or an easily distinguished event (such as a historic battle or a recent rash of disappearances). If the target knows a secret about the topic (information it believes isn’t common knowledge and which it would not normally tell you), it states it has a secret. The target doesn’t mention anything about the secret and doesn’t remember telling you it has a secret. If the target succeeds at its saving throw, it isn’t compelled to reveal whether it knows a secret and is aware that you asked.


name: Reveal True Shape
level: bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S, M (a pinch of rare herbs worth 50 gp)
range: close (25 f. + 5 f./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You reveal the true form of a magically disguised or transformed creature, whether the target’s transformation is physical (such as polymorph) or illusory (such as disguise self). The spell does not force the creature into its true form, but rather creates a perfect illusion of the creature’s true form that overlaps it and hides the disguised form completely, making the true form visible to all observers. For the duration of the spell, if the target changes shape or uses illusion to disguise its appearance, observers can still see its true form, though once the spell runs out any illusions or shape changes made by the target in the meantime immediately take effect. This spell does not reveal invisible creatures, overcome effects such as blur and displacement, or penetrate mundane disguises.


name: Revelation
level: bard 2, cleric/oracle 3, sorcerer/wizard 3
school: divination
casting_time: 1 round
components: V, S
range: personal
target: you
duration: 1 round/level; see text
description:
You gain a brief understanding of the workings of a single puzzle, device, or trap, gaining an insight bonus equal to your caster level (maximum +10) on checks to disable, manipulate or solve the object in question. Your insight is ineffable; you are unable to communicate your understanding to others. At the GM’s option, this spell may instead give you a clue or other piece of useful information. In this case you may communicate the clue to others and retain knowledge of it after the spell’s duration has expired.


name: Revenant Armor
school: transmutation
casting_time: 1 standard action
components: V, S, F (one suit of armor)
range: close (25 ft. + 5 ft./2 levels)
target: one suit of armor
duration: 1 day/level or 1 hour/level; see below
saving_throw: none
spell_resistance: no
level:
antipaladin 3, cleric 4, magus 4, medium 4, occultist 4, paladin 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 3

description:
This spell endows a suit of armor with a singular purpose realized only after its wearer goes unconscious or is killed; whenever the wearer of a suit of armor warded by revenant armor is brought below 0 hit points or otherwise rendered unconscious (but not paralyzed or held) in combat, the armor is immediately brought to life as a Medium-sized animated object.


name: Reverse Gravity
level: druid 8, sorcerer/wizard 7
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (lodestone and iron filings)
range: medium (100 ft. + 10 ft./level)
area: up to one 10-ft. cube/level (S)
duration: 1 round/level (D)
saving_throw: none; see text
spell_resistance: no
description:
This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.


name: Reversion
level: cleric 3, psychic 2, wizard/sorcerer 3
school: conjuration (healing)
casting_time: 10 minutes
components: V, S
range: personal
target: self
duration: 24 hours
description:
You create an imperfect replica of yourself within the Akashic Record at the time the spell is cast. You must currently have a number of hit points equal to or greater than half your maximum hit points to cast the spell. If at any time during the duration of the spell you are brought below half your maximum hit points, you can end this spell as an immediate action to absorb strength from your replica and immediately regain a number of hit points equal to 1d8 plus 1 point per caster level (maximum +5).


name: Ricochet Shot
level: ranger 2, sorcerer/wizard 2
school: evocation
casting_time: 1 standard action
components: V, S, M (a wishbone)
range: close (25 ft. + 5 ft./2 levels)
target: one projectile weapon
duration: 1 round/level or until discharged
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You imbue a projectile weapon with the ability to ricochet any projectiles that hit one target so that they also hit another. When the wielder ricochets a projectile, she selects a primary target to attack. If she hits the primary target, the projectile ricochets instead of being destroyed. The wielder can then select a secondary target that is within 20 feet of the primary target. She makes an attack roll against the secondary target at the same base attack bonus, but does not gain the benefit from any enhancement bonuses or magic qualities on the projectile. If the shot comes from a firearm, the ricochet targets normal AC rather than touch AC. While the spell lasts, the target weapon’s wielder can ricochet one projectile per three caster levels you possess, to a maximum of six at caster level 18th. Once the target weapon’s wielder ricochets that many shots, the spell is discharged. If the weapon’s wielder fails to use all the ricochets before the spell end, those ricochets are wasted.


name: Ride the Lightning
level: sorcerer/wizard 9
school: evocation [electricity]
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
You may transform into lightning as a standard action and instantly travel in a straight line to a distance of up to 120 feet, rematerializing in the new location as a free action. This movement does not provoke attacks of opportunity. Creatures in this line take 10d6 points of electrical damage and are staggered for 1 round (a successful Reflex save halves the damage and negates the staggered condition, spell resistance applies). Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. You are immune to electricity while this spell lasts.


name: Ride the Waves
level: bloodrager 4, cleric/oracle 4, druid 4, shaman 4, sorcerer/wizard 4, witch 4
school: transmutation [water]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target gains the ability to breathe water and a swim speed of 30 feet. This swim speed means the target also gains the standard +8 bonus on Swim checks and the ability to take 10 on Swim checks even while distracted or endangered. The target can use the run action while swimming, provided it swims in a straight line. The spell does not make the target unable to breathe air.


name: Rift of Ruin
level: cleric 8, sorcerer/wizard 8, witch 8
school: conjuration (calling) [chaotic, evil]
casting_time: 1 standard action
components: V, S
duration: 1 round/level (see text)
saving_throw: Reflex partial
spell_resistance: no
range:
long (400 ft. + 40 ft./level) 5-ft.-wide, 60-ft.-deep extradimensional hole, up to 5 ft. long per level (S)

description:
This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet. You must create the rift on a horizontal surface of sufficient size. Since the rift extends into the Abyss, it does not displace the original underlying material or allow access to areas below the surface—you can create the rift on the deck of a ship as easily as in a dungeon floor or the ground of a forest.


name: Righteous Blood
level: inquisitor 2, paladin 2
school: abjuration [good]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one creature of good alignment
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target creature’s innate goodness infuses its body with holy energy. While this energy does not directly empower the target, it can harm embodiments of evil. Any creature that damages the target with a slashing or piercing melee weapon is sprayed by the target’s holy blood. If the attacker is a creature with the evil subtype, it takes 1d6 points of damage from divine power each time it successfully hits the target. If the target has the good subtype or an ability that grants it an aura of good (like paladins or some clerics), its blood instead deals 2d6 points of damage.


name: Righteous Condemnation
level: cleric 3, inquisitor 3, paladin 2
school: abjuration [good, law]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/per level (D)
saving_throw: Will negates
spell_resistance: yes
description:
Any creature of chaotic, neutral, or evil alignment who targets you with a spell must succeed at a Will save or take a –4 penalty on Intelligence-, Wisdom-, and Charisma-based checks for the spell’s duration. Creatures with only neutral alignment components receive a +4 bonus on their Will saves against this spell. The penalties for alignment components stack (therefore, a chaotic evil spellcaster would take a –8 penalty).


name: Righteous Might
level: cleric/oracle 5, inquisitor 5
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level (D)
description:
Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to Strength and Constitution and take a -2 penalty to your Dexterity. You gain a +2 enhancement bonus to your natural armor. You gain DR 5/evil (if you normally channel positive energy (Editor’s Note: If you are an oracle see FAQ) or damage reduction 5/good (if you normally channel negative energy. At 15th level, this damage reduction becomes 10/evil or 10/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category (see Table: Size Modifiers). This spell doesn’t change your speed. Determine space and reach as appropriate to your new size.


name: Righteous Vigor
level: inquisitor 3, paladin 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Infusing the target with a surge of furious divine energy, you enhance a creature’s ability to hit an opponent based on the number of times it has already hit that opponent with a successful attack. Each time the subject successfully strikes an opponent with a successful melee attack, the subject gains a cumulative +1 morale bonus on attack rolls (maximum +4 bonus) and gains 1d8 temporary hit points (to a maximum of 20 temporary hit points). If an attack misses, the attack bonus resets to +0 but any accumulated temporary hit points remain. The temporary hit points disappear at the end of the spell’s duration. 


name: Rigor Mortis
level: cleric 4, magus 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 3, witch 4
school: transmutation [pain]
casting_time: 1 standard action
components: V, S, M/DF (a knucklebone)
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: instantaneous; see text
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
The joints of a creature affected by this spell stiffen and swell, making movement painful and slow. The target takes 1d6 points of nonlethal damage per caster level. Additionally, the target takes a –4 penalty to Dexterity and its movement speed decreases by 10 feet; these additional effects last for 1 minute per caster level, though another creature can spend 1 minute and attempt a DC 25 Heal check to end them early. A successful save halves the nonlethal damage and negates the penalty to Dexterity and movement.


name: Rising Water
school: conjuration [water]
casting_time: 1 standard action
components: V, S, M (a lily pad)
range: medium (100 ft. + 10 ft./level)
area: cylinder (20-ft. radius, 10 ft. high) Duration 1 round/level (D)
saving_throw: none
spell_resistance: no
level:
bloodrager 3, druid 4, magus 4, occultist 4, psychic 4, ranger 3, shaman 4, sorcerer/wizard 4, summoner 4

description:
You conjure a cylinder of calm water on an area of solid ground or on top of a body of water. The water forms quickly but displaces only air; it doesn’t push away objects or creatures, though anything in the area when the spell is cast is submerged. Unconscious air-breathing creatures caught in the area immediately begin to drown, but other air-breathing creatures can hold their breath while in the cylinder. Movement through the cylinder at normal speed requires a successful DC 10 Swim check (otherwise, creatures move at one-quarter speed). If conjured in an area with insufficient room for the entire cylinder, the cylinder attains its maximum possible size. It retains its shape in defiance of gravity for the spell’s duration, and any creature can enter or exit the cylinder’s sides as easily as stepping into or out of a pool of ordinary water.


name: Rite of Centered Mind
level: cleric 1, druid 1, shaman 1, wizard 1
school: abjuration [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 100 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
You heighten your awareness of your own thoughts, allowing you to more easily resist outside influences.


name: Rival’s Weald
level: druid 9, shaman 9, witch 9
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a hardened piece of tree sap)
range: close (25 ft. + 5 ft./2 levels)
target: one creature/two levels, no two of which can be more than 30 ft. apart
duration: permanent
saving_throw: Fort negates, Will partial (see text)
spell_resistance: yes
description:
This spell transforms your targets into trees as per tree shape, except the targets transform into living trees that resemble their original forms. If a target is in a situation that would prove fatal to a tree created by this spell, such as off the ground or under water, the target receives a +4 bonus on its Fortitude save.


name: River Whip
level: magus 2, sorcerer/wizard 2, witch 2
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: whip of water
duration: 1 minute/level (D) or until discharged (see text)
saving_throw: none
spell_resistance: no
description:
You create a coil of flowing fresh water, functioning a whip appropriate for your size, except you make a melee touch attack instead of a regular attack. Anything you strike with the whip takes damage and is doused with 1 pint of water. A creature with the fire subtype takes an additional 1d6 points of damage. If the target is on fire, it gains a +2 bonus on its next saving throw to extinguish the flames.


name: River of Wind
level: bloodrager 4, druid 4, magus 4, sorcerer/wizard 4
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: 120 ft.
area: 120-ft. line
duration: 1 round/level
saving_throw: Fortitude partial
spell_resistance: yes
description:
Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell creates a 5-foot-diameter line of wind-the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration. Creatures caught in a river of wind take 4d6 nonlethal damage and are knocked prone. A successful Fortitude save halves the damage and prevents being knocked prone.


name: Riversight
level: cleric 3, druid 2, inquisitor 3, ranger 2, witch 3
school: divination (scrying)
casting_time: 1 minute
components: V, S, F/DF (a smooth river stone)
range: see text
target: non-magical freshwater waterway
effect: magical sensor
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
You can view events transpiring along a natural watercourse you touch. You can see anything on or within the river as if you were present at that location, or you can observe anything happening within 15 feet of the river’s banks as if peering from the water’s surface. Moving your point of view to a different location along the river is a standard action, though your perception can follow something moving along the river as a free action.


name: Roaming Pit
level: cleric 6, druid 6, psychic 6, sorcerer/wizard 5, summoner 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (powered diamond dust worth 10 gp)
range: medium (100 ft. + 10 ft./level)
effect: mobile 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: no
description:
This spell functions as create pit, except the pit is capable of movement. As a move action, you can direct the pit to move up to 20 feet, though it must always remain on a horizontal surface large enough to accommodate its area. If the pit’s movement causes it to share a space with a creature on the same horizontal surface, that creature must succeed at a Reflex saving throw or fall into the pit. Any creature that avoids falling into the pit when it reaches its new destination moves to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.


name: Rock Whip
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: 0 ft
effect: whip of earth and stone
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
level:
arcanist 2, cleric/oracle 2, druid 2, hunter 1, magus 2, ranger 1, shaman 2, sorcerer/wizard 2, warpriest 2, witch 2

description:
A 15-foot-long lash of crumbling crystal and earth emerges from the palm of your hand. This weapon is treated as a non-magical whip that deals 1d8 points of bludgeoning damage. You can wield this weapon as a whip as if you were proficient with it, and it isn’t subject to the disarm or sunder combat maneuver. The whip passes through natural unworked stone effortlessly, allowing you to ignore cover between you and your target from such sources. Armor and natural armor have no effect on the damage dealt by a rock whip (unlike a normal whip), but the whip deals no damage to outsiders with the earth subtype. Attacks with a rock whip strike with resounding force; you can make a free bull rush combat maneuver against any creature you strike with a rock whip, using your caster level in place of your base attack bonus and your primary casting ability score modifier (Charisma for sorcerers, Intelligence for wizards, and so on) in place of your Strength modifier.


name: Rope Tornado
level: druid 4, magus 4, occultist 4, shaman 4, sorcerer/wizard 4, witch 4
school: evocation [air]
casting_time: 1 standard action
components: V, S, M (a length of twine )
range: 120 ft.
area: 120 ft. line
duration: instantaneous
saving_throw: Reflex negates
spell_resistance: yes
description:
A spiraling twister of tornado-force wind surges forth from your palm, unbalancing those it rushes over. Creatures on the ground within the area are knocked prone. A flying creature within the spell’s area must instead succeed at a DC 25 Fly check or plummet to the ground, taking the appropriate amount of falling damage.


name: Rope Trick
level: medium 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (powdered corn and a twisted loop of parchment)
range: touch
target: one touched piece of rope from 5 ft. to 30 ft. long
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space that is outside the usual multiverse of extra-dimensional spaces. Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.


name: Ropeweave
level: occultist 2, ranger 2
school: transmutation
casting_time: 1 minute
components: V, S, F (a rope )
range: touch
target: one rope
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You cause the target rope to grow in length and weave itself into one of several forms, each of which can support up to 1,000 pounds, plus 200 pounds per caster level (maximum 3,000 pounds at 10th level). Only one type of construction can be created with each casting of the spell, and the creation remains stationary unless destroyed.


name: Rotgut
level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, occultist 2, skald 2, warpriest 2
school: transmutation
casting_time: 1 round
components: V, S, M (a pinch of hops)
range: close (25 ft. + 5 ft./2 levels)
target: 1 gallon of water/level
duration: instantaneous
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
You transform the target into a cheap alcohol of your choice, such as beer, grog, mead, rum, or wine. The alcohol doesn’t taste good, but it’s drinkable and just as effective as normal alcohol in making creatures inebriated. This spell doesn’t work on holy water, potions, magical liquids, or water that is part of a creature.


name: Rumormonger
level: bard 2, inquisitor 2, medium 1, mesmerist 2, psychic 3
school: divination
casting_time: 1 standard action
components: V
range: long (400 ft. + 40 ft./level)
effect: 1 rumor
duration: 1 day/level (D)
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You utter a brief anecdote or bit of news as the verbal component of this spell and track its progress through a social gathering or other crowd. When someone who heard the rumor directly from you and repeated the rumor is within your range, they glow silver to your sight, though this glow doesn’t occur if the creature is in disguise (unless it was in the same disguise at the time of casting). You can choose to follow the rumor by selecting any such creature in range, at which point the creatures who heard the rumor from you no longer glow silver, and now the creatures who heard the rumor from your chosen creature glow silver instead. You can follow the rumor’s path until you reach a creature that heard the rumor but didn’t repeat it (or repeated it incorrectly). The glow identifies only creatures who heard the same information you conveyed. Minor cosmetic changes in the rumor don’t interrupt the chain, but when the rumor no longer resembles the information you imparted, the trail stops and the spell ends.


name: Rune Trace
level: bard 1, cleric 1, occultist 1, psychic 1, sorcerer/wizard 1
school: divination
casting_time: 1 minute
components: V, S, M (pinch of powdered gemstones worth 25 gp)
range: touch
target: rune touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
By immersing yourself fully in the intricacies of a carved or written rune of any kind, you can divine the elements of that rune’s nature.


name: Rune of Durability
level: sorcerer/wizard 3
school: transmutation
casting_time: 1 minute
components: V, S, M (iron filings)
range: touch
target: weapon touched
duration: permanent
saving_throw: none
spell_resistance: no
description:
You inscribe an angular rune upon the surface of a weapon, increasing its hit points. A weapon that bears this rune multiplies its hit points by 2, as if it were one size category larger than it actually is. Placing more than one rune of this type on a weapon has no effect.


name: Rune of Ruin
level: alchemist 4, bard 4, inquisitor 4, sorcerer/wizard 5, witch 5
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a self-portrait on a thin sheet of paper )
range: Medium (100 ft. plus 10 ft./level)
target: 1 object
duration: instantaneous
saving_throw: Fort negates (object)
spell_resistance: no
description:
You curse a magic item, such as magical clothing, a suit of armor, or a weapon. The object is reduced to 1/4 its normal hit point total, gains the broken condition, and appears damaged and worn. If it grants a numeric bonus, such as a +2 deflection bonus to AC, that bonus is reduced by 1 for every 3 caster levels you possess, to a minimum of +0. Other magical qualities fail to work 50% of the time when called upon, so a resistance bonus on saves or a weapon’s flaming special ability could fail each time the item is used.


name: Rune of Rule
level: bard 2, occultist 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 minute
components: V, S, M ( vial of paint worth 25 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 day or until activated (see description)
saving_throw: Will (harmless)
spell_resistance: yes (harmless)
description:
This spell allows you to place a rune upon another creature that can then be used to aid it at a later time. You determine the spell’s effect at the time of casting by using your finger to paint a specific rune on the recipient’s body with a dose of specially prepared paint worth 25 gp. The inscribed rune lasts for 24 hours or until the spell is activated. Unless otherwise noted, the creature upon which the rune of rule has been inscribed can activate it at any time as a swift action. If the spell effect isn’t used, all markings associated with the rune disappear and the effect fades. You can never place the spell upon yourself-it must be bestowed on someone else. The seven runes of rule, along with their specific effects when the user activates them, are listed below. A creature can bear only one rune of rule at a time.


name: Rune of Warding
level: sorcerer/wizard 3
school: abjuration
casting_time: 1 hour
components: V, S, M (powdered adamantine, diamond, or mithral worth 200 gp)
range: touch
target: doorway or portal touched
duration: permanent until discharged (D)
saving_throw: Reflex half
spell_resistance: no (object) and yes (see text)
description:
You inscribe a series of runes upon the surface of a door or around the border of an entryway. They function as a glyph of warding (blast glyph), though unlike a glyph of warding, these runes are always visible. The runes count as a glyph of warding for the purpose of what spells can defeat it, placing multiple glyphs in the same area, and so on.


name: Runic Overload
level: bloodrager 3, magus 4, sorcerer/wizard 5, witch 6
school: evocation [sonic]
casting_time: 1 standard action
components: V, S, M (a small rune carved from stone)
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object
duration: instantaneous
saving_throw: see text
spell_resistance: see text
description:
This spell charges magical runes to an explosive degree. If cast on a creature with magical runes on its body, such as a rune giant or a runescarred creature, it deals 1d6 points of sonic damage per caster level (maximum 20d6) to the target and stuns the target for 1 round. When the spell is cast in this way, it must overcome the target’s spell resistance. A successful Will save halves the damage and negates the stun effect.


name: Rusting Grasp
level: druid 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: see text
saving_throw: none
spell_resistance: no
target:
one nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature

description:
Any iron or iron alloy item you touch crumbles into rust. If the item is so large that it cannot fit within a 3-foot radius, a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.


name: Sabotage Construct
level: bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
components: S, V
range: touch
duration: 1 round/level
saving_throw: Will partial
spell_resistance: yes
description:
This spell functions as confusion, except that it affects only constructs. When you are rolling for a confused construct’s behavior, a result of 26–50 indicates the construct twitches spasmodically. On a successful Will save, the construct is confused for only 1 round.


name: Sacramental Seal
level: cleric 8
school: necromancy
casting_time: 1 round
components: V, S, F (an object worth at least 2,000 gp)
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
You trap the target in an object decorated with the holy symbols of your god or faith. While trapped in the object, the creature can’t take any actions and is immune to spells and spell-like abilities.


name: Sacred Bond
level: cleric/oracle 3, inquisitor 2, paladin 2
school: conjuration (healing)
casting_time: 1 round
components: V, S, F (a pair of golden bracelets worth 100 gp each worn by both you and the target)
range: touch; see text
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
To use this spell, you first touch the intended recipient, creating a sympathetic field of healing energies between you. 


name: Sacred Nimbus
level: cleric 5, inquisitor 5, paladin 4
school: evocation [good]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level (D)
description:
You are surrounded by a nimbus of golden light shaped like your god’s holy symbol or a symbol of your faith. Any evil creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). Creatures wielding melee weapons with reach are not subject to this damage if they attack you. Spell resistance applies against this damage. You also take half damage from magical attacks with the evil descriptor. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.


name: Sacred Space
level: cleric 2, paladin 2
school: evocation [good]
casting_time: 1 standard action
components: V, S, M (a vial of ambrosia)
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation
duration: 2 hours/level
saving_throw: none
spell_resistance: no
description:
This spell sanctifies an area with heavenly power. The DC to resist spells or spell-like abilities with the good descriptor or channeled energy that damages evil outsiders (as when using Alignment Channel) increases by +2. In addition, evil outsiders take a –1 penalty on attack rolls, damage rolls, and saving throws, and they cannot be called or summoned into a sacred space. If the sacred space contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or good-aligned higher power, the modifiers given above are doubled. You cannot cast sacred space in an area with a permanent fixture dedicated to a deity other than yours.


name: Sacrifice
level: cleric 4, sorcerer/wizard 4
school: enchantment (charm) [mind-affecting]
casting_time: 1 minute
components: V, S, M (see text)
range: close (25 ft. + 5 ft./2 levels)
target: one summoned elemental or outsider (see text)
duration: instantaneous, 1 hour, or 1 day (see text)
saving_throw: none
spell_resistance: no
description:
You make a sacrifice to aid in conjuring and commanding a creature called with planar ally, planar binding, or a similar spell. A sacrifice can be used in a variety of ways.


name: Sacrificial Oath
level: paladin 4
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
You create a powerful bond between yourself and a single creature. Until the end of the spell’s duration, each time the target is hit with an attack or fails a Saving Throw, you can take the full damage of that attack and any other effects that creature suffers. If you choose not to take on the damage and effects, you instead take a number of points of damage equal to your Constitution score as backlash. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects of either the transfer or the backlash. If you or the subject of the spell move out of line of sight, the spell ends.


name: Saddle Surge
level: paladin 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 round/level (D); see text
description:
You and your mount form a perfect synergy that endows both of you with advantages based upon how far you travel each round. For every 5 feet your mount moves in a given round, you gain a +1 competence bonus on Ride checks and both you and your mount gain a +1 morale bonus on damage rolls made with weapons or natural attacks for 1 round. For instance, if your mount traveled 40 feet in a round, you would gain a +8 bonus on Ride checks and you and your mount would both gain a +8 bonus on damage rolls for 1 round, to a maximum bonus equal to your caster level. You must be mounted to enjoy the benefits of this spell. If you dismount, get knocked off, or take any other action that separates you from your mount, the spell immediately ends.


name: Sadomasochism
level: antipaladin 3, cleric/oracle 3, inquisitor 3, magus 4, sorcerer/wizard 4, witch 4
school: necromancy [pain]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: Will negates; see text
spell_resistance: yes
description:
While subject to this spell, any time you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at a Will saving throw or become demoralized for 1 round. Each time you deal damage to a creature demoralized by this spell, you roll damage twice and take the higher result.


name: Salvage
level: cleric 9, sorcerer/wizard 9
school: transmutation
casting_time: 1 standard action
components: V, S, M
range: long (400 ft. + 40 ft./level)
target: one shipwreck
duration: see text
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
An invisible force pulls together the remains of a shipwreck. Bits of hull, tattered sails, broken masts, and smashed figureheads knit themselves back together. Rotten wood turns solid once more, and sails re-weave themselves as the rigging snakes across the masts.


name: Sanctify Armor
level: inquisitor 4, paladin 3
school: abjuration [good]
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You imbue your armor with a righteous aura. It gains a +1 enhancement bonus per four caster levels (maximum +5 at 20th level). When using your judgment or smite ability, you gain DR 5/evil.


name: Sanctify Corpse
level: cleric/oracle 1, inquisitor 1, paladin 1, witch 1
school: evocation [good]
casting_time: 1 standard action
components: V, S, DF, M (a pinch of silver dust)
range: touch
area: corpse touched
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed until the end of this spell. It is possible to protect a corpse for an extended time by casting this spell each day.


name: Sanctify Weapons
level: cleric/oracle 5, paladin 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius spread
duration: 1 round/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
This spell originated among the armies of Heaven. Choose a specific subtype of evil outsider when you cast this spell, such as daemon, demon, devil, or div.


name: Sanctuary
level: cleric/oracle 1, inquisitor 1
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: no
description:
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.


name: Sand Table
level: arcanist 4, bard 3, hunter 3, medium 3, ranger 3, skald 3, sorcerer/wizard 4
school: divination
casting_time: 10 minutes
components: V, S, M (handful of sand)
range: see text
saving_throw: none
spell_resistance: no
description:
Sand table allows you to create a scale model of the battlefield surrounding your position, showing numbers of troops, their relative positions, and their movement as if you were observing from a great height overhead (1,000 feet up). You cast the spell upon a table or other flat surface and cause the model to appear upon a 5-foot-by-5-foot section of that table or surface. It reflects accurate terrain and topography, though it doesn’t identify fine topographical features or concealed or hidden topography. It also indicates all normally visible Small or larger creatures within the area of effect, but it doesn’t provide identifying characteristics of those creatures; each creature appears as an indistinct speck, under 1 millimeter in each dimension.


name: Sand Whirlwind
level: cleric/oracle 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a handful of sand, dust, or fine powder)
range: medium (100 f. + 10 f./level)
target: one creature
area: 10-ft.-radius spread
duration: 1 round/level
saving_throw: Will negates (blinding only)
spell_resistance: no
description:
A whirling cloud of sand strikes the target, blinding it and hampering its ability to speak. To speak while affected by the spell, the target must make a Concentration check (DC equal to the DC of this spell). If the target tries to cast a spell, the Concentration DC increases by the level of the spell being cast. A successful Will save negates the blindness but not the speech-hampering effect.


name: Sands of Time
level: cleric/oracle 3, occultist 3, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: touched creature or object
duration: 10 minutes/level or instantaneous (see text)
saving_throw: none
spell_resistance: yes
description:
You temporarily age the target, immediately advancing it to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. Ageless or immortal creatures are immune to this spell.


name: Savage Maw
level: antipaladin 1, cleric 2, druid 2, inquisitor 2, magus 2, psychic 2, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D), special (see below)
description:
Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You gain a bite attack that deals 1d4 points of damage plus your Strength modifier. If you confirm a critical hit with this attack, it also deals 1 point of bleed damage. If you already have a bite attack, your bite deals 2 points of bleed damage on a critical hit. You are considered proficient with this attack. If used as part of a full-attack action, the bite is considered a secondary attack, is made at your full base attack bonus –5, and adds half your Strength modifier to its damage. You can end this spell before its normal duration by making a bestial roar as a swift action. When you do, you can make an Intimidate check to demoralize all foes within a 30-foot radius that can hear the roar.


name: Saving Finale
level: bard 1
school: evocation [mind-affecting]
casting_time: 1 immediate 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 can immediately end your bardic performance when a creature within range affected by your bardic performance fails a Saving Throw, allowing the subject to immediately reroll the failed Saving Throw.


name: Sawtooth Terrain
level: cleric 5, druid 5, sorcerer/wizard 5, witch 5
school: transmutation [earth]
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: one 10-foot square of difficult and damaging terrain
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes
description:
This spell targets an area of earth, metal, stone, or wood, causing long, serrated blades to shoot out from random points within the area of effect.


name: Scale Spikes
level: alchemist 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a small thorn)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description: When the target is affected by this spell, its scales grow jagged spikes.
target:
one living creature/level that is a reptile, has the dragon type, or has the reptilian subtype, and that also has a natural armor bonus of at least +1


name: Scales of Deflection
school: abjuration [draconic]
casting_time: 1 standard action
components: V, M (a dragon scale)
range: personal
target: you
duration: 1 minute/level (see text)
level:
bloodrager 2, magus 3, occultist 3, paladin 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 3

description:
Brilliant draconic iconography matching your draconic heritage (or a kind of dragon whose alignment matches your own) surrounds you. Any touch attack attempted against you resolves against your normal AC. Once such an attack has been resolved, this spell is dismissed at the end of your next turn.


name: Scamper
level: druid 2, ranger 2
school: transmutation
casting_time: 1 swift action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: your animal companion
duration: 1 round; see text
saving_throw: none
spell_resistance: no
description:
Your animal companion moves with astonishing agility and speed until the end of its turn. It can move at full speed while using Acrobatics, and it gains a competence bonus equal to twice your caster level (maximum +20 at 10th level) on Acrobatics checks to avoid attacks of opportunity or move through a square occupied by an enemy.


name: Scare
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a bone from an undead creature)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level or 1 round; see text for
saving_throw: Will partial
spell_resistance: yes
level:
antipaladin 2, bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, shaman 2, spiritualist 2, sorcerer/wizard 2, witch 2

description:
This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.


name: Scarify
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
adept 1, alchemist 1, antipaladin 1, cleric 1, druid 1, inquisitor 1, shaman 1, spiritualist 1, witch 1

description:
Your touch causes a single creature’s skin to produce fibrous tissue that sutures the creature’s wounds, rapidly closing them and leaving jagged scars where the wounds were.


name: Scent Trail
level: druid 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a queen ant)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
You, or a willing creature you touch, lay down a trail of scents that only the creatures you designate at the time of can detect. These creatures find it very easy to follow this trail.


name: Scintillating Pattern
level: sorcerer/wizard 8
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a crystal prism)
range: close (25 ft. + 5 ft./2 levels)
effect: colorful lights in a 20-ft.-radius spread
duration: concentration + 2 rounds
saving_throw: none
spell_resistance: yes
description:
A twisting pattern of coruscating colors weaves through the air, affecting creatures within. The spell affects a total number of HD of creatures equal to your caster level (maximum 20). 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. The spell affects each subject according to its HD.


name: Scorching Ash Form
level: alchemist 4, sorcerer/wizard 4
school: transmutation [fire]
casting_time: 1 standard action
components: S, M (a bit of gauze and a handful of ashes)
range: touch
target: willing corporeal creature touched
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
This spell functions like gaseous form, except the target becomes a visible swirl of hot ash and smoke instead of harmless translucent gas. The target gains the fire subtype. Any creature that begins its turn sharing a space with the target takes 2d6 points of fire damage and must make a Fortitude save (DC 15, + 1 per previous check) or suffer the effects of smoke inhalation.


name: Scorching Ray
level: bloodrager 2, magus 2, sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one or more rays
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.


name: Scourge of the Horsemen
level: cleric 9, sorcerer/wizard 9
school: necromancy [acid, evil]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 30-ft. burst
duration: instantaneous
saving_throw: Fortitude half
spell_resistance: yes
description:
This spell blasts the area with a horrific combination of soul-rending energy and physical corrosion. Creatures in the area of effect gain 1d4 negative levels, and take 1d6 points of acid damage per caster level (maximum 20d6).


name: Scouring Winds
level: druid 7, sorcerer/wizard 7, witch 7
school: evocation [air, earth]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: sandstorm in 20-ft. radius, 20 ft. high
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes (see text)
description:
This spell brings forth a windstorm of stinging sand that blocks all vision. You can move the storm up to 30 feet each round as a move action.


name: Screech
level: witch 3
school: evocation [sonic]
casting_time: 1 standard action
components: V
range: 30 ft.
area: 30-ft.-radius spread centered on you
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
You emit a shrill, piercing shriek, startling those around you into dropping their guard. Enemies in the area must make a successful Saving Throw or immediately provoke attacks of opportunity from foes that threaten them. You and your allies are unaffected by your own screech.


name: Screen
level: sorcerer/wizard 8
school: illusion (glamer)
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft. cube/level (S)
duration: 24 hours
saving_throw: none or Will disbelief (if interacted with); see text
spell_resistance: no
description:
This spell creates a powerful protection from scrying and observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.


name: Scribe’s Binding
level: occultist 6, sorcerer/wizard 9, witch 9
school: transmutation (polymorph)
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
target: creature touched
duration: permanent
saving_throw: Fort negates
spell_resistance: yes
components:
V, S, F (a book bound in precious metals and treated with rare oils, worth 1,000 gp per HD of the target)

description:
This spell binds a single creature into a prepared book, sustaining it in suspended animation and filling the book with its experience and knowledge. The tome weighs 10 pounds and has one page for every day of the subject’s life. The cover and binding transform to reflect the subject’s appearance, interests, and tastes. Every thought and memory—including those the target may have forgotten long ago—are perfectly transcribed within the enchanted pages, penned in excruciating detail in the language that the creature was thinking or speaking in when the event occurred. If a memory includes dialogue in a language the subject didn’t understand, that dialogue is reproduced phonetically, and must be translated by a reader who knows that language. Any alterations to a subject’s memories—such as by a modify memory spell—appear in a subtly different script; a successful DC 35 Linguistics check is needed to identify this.


name: Scripted Hallucination
level: bard 5, magus 5, medium 4, mesmerist 5, occultist 5, psychic 5, sorcerer/wizard 5
school: illusion (phantasm) [mind-affecting]
duration: 1 minute/level (D)
description:
This spell functions as audiovisual hallucination, except that the phantasm includes visual, auditory, olfactory, tactile, and thermal components, and the phantasm follows a complex script. The phantasm follows that script without your concentration and can react to stimuli the targets perceive.


name: Scrivener’s Chant
level: bard 0, cleric/oracle 0, sorcerer/wizard 0
school: transmutation
casting_time: 1 standard action
components: V, S, M (fine sand and a vial of ink)
range: 5 ft.
target: one or more written objects
duration: concentration, up to 1 minute/level
saving_throw: Will (harmless, object)
spell_resistance: yes
description:
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell’s duration and provide new blank pages as required. The scrivener’s chant requires blank paper and a quill or other writing materials, in addition to the material components.


name: Scrying
level: bard 3, cleric/oracle 5, druid 4, shaman 4, sorcerer/wizard 4, witch 4
school: divination (scrying)
casting_time: 1 hour
components: V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp)
range: see text
effect: magical sensor
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.


name: Sculpt Corpse
level: sorcerer/wizard 1
school: necromancy
casting_time: 1 standard action
components: V, S, M (lump of wax)
range: touch
duration: instantaneous
saving_throw: Will partial; see text
spell_resistance: no
description:
With a clammy caress and a word to the powers lurking beyond death, you can reshape a dead body look like another creature or even a specific person so long as you have firsthand knowledge of how that creature or person actually looks.


name: Sculpt Simulacrum
level: psychic 2, sorcerer/wizard 2
school: transmutation
components: V, S
range: touch
target: simulacrum touched
saving_throw: Fortitude negates
spell_resistance: yes
description:
You create cosmetic changes to a simulacrum, similar to disguise self, except the changes are physical rather than illusory. This does not change any of the simulacrum’s abilities.


name: Sculpt Sound
level: bard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You can change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it. You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself. 


name: Sculpted Cape
level: bard 1, occultist 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, F (cape or loose outer garment)
range: personal
target: you
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
Your cape, cloak, or shawl stiffens and maintains its shape even if removed. A sculpted cape has hardness 2 and a number of hit points equal to your caster level, and it can support 1 pound of weight per caster level. An unworn sculpted cape can provide cover.


name: Sea Stallion
level: druid 4, paladin 4, ranger 4
school: transmutation (polymorph)
description:
This spell functions as sea steed, but as long as you stay mounted on the target, you also gain the amphibious quality and your melee attacks function as if you were under the effect of freedom of movement. the benefits you gain from this spell are not polymorph effects. If you dismount from the target, you retain the amphibious quality for up to 1 minute, but not the other benefits. You regain all of the benefits once you mount the target creature again.


name: Sea Steed
level: druid 2, paladin 2, ranger 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: a creature you are mounted upon
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target adapts to life in the water, gaining piscine scales that cover its body and growing fins in place of feet.


name: Sea of Dust
level: druid 9
school: transmutation [water]
casting_time: 1 hour
components: V, S, DF
range: 0 ft.
saving_throw: none
spell_resistance: no
description:
You cause all areas of water to which you have line of effect to recede as if you had cast control water. Exposed water that enters the area ebbs away, evaporating or leaching into the ground at a rate of 1 foot of depth per hour. Living creatures in the area when the spell is cast are parched with thirst and take a –4 penalty on Constitution checks to resist the effects of a hot climate, and their daily water requirement to avoid thirst doubles. Plant creatures and inanimate plants take 1d6 points of nonlethal damage per hour after the first 24 hours, which bypasses hardness and damage reduction. Living creatures with the aquatic or water subtype, unless completely immersed in water, must attempt a DC 20 Constitution check each hour no matter how much water they drink. A creature that fails takes 1d6 points of nonlethal damage and becomes fatigued until it recovers from the nonlethal damage.


name: Sealed Life
level: medium 2, spiritualist 3
school: abjuration
casting_time: 1 standard action
components: S
range: close (25 ft. +5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
You seal the life force within the target, preventing it from sharing its vitality with others. Affected creatures can’t transfer damage to or from another, such as through shield other, a spiritualist’s life bond, or a summoner’s life link. Effects such as vampiric touch that steal vitality from others deal damage normally, but provide no benefits.


name: Sealed Sending
level: sorcerer/wizard 5
school: conjuration (creation) [language-dependent]
casting_time: 1 standard action
components: V, S
range: unlimited Effect one non-magical parchment with a written message
duration: 1 hour/level or until discharged
saving_throw: none (harmless) Spell Resistance no (harmless)
description:
You create a scroll bearing a message in any language you can speak, with a maximum length of 50 words. The scroll magically appears anywhere you have viewed at least once on the same plane of existence you are on now. When the spell ends or when the message has been read completely, the scroll disintegrates, leaving no trace. This spell cannot be detected, traced, or blocked by any spell of a lower level.


name: Seamantle
level: druid 8, sorcerer/wizard 8
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S, M (a cup of water)
range: personal
duration: 1 minute/level
description:
You sheathe yourself within a churning column of pure elemental water up to 30 feet high that fills your space. You gain a swim speed equal to your land speed and can see, hear, and breathe normally within the seamantle, but attacks against you are treated as if you were under the surface of the water. You gain improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves) against foes that do not have freedom of movement effects. The cover granted by the seamantle does not enable you to make Stealth checks or prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack rolls or state that they do not function underwater (such as cloudkill).


name: Searching Shadows
level: bard 2, sorcerer/ wizard 2
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: shadows in a 10-foot-radius spread
duration: concentration
saving_throw: Reflex partial
spell_resistance: yes
description:
Strands of shadow probe an area, searching for a creature or object you specify by shape, size, or texture. Each round, the shadows attempt a Perception check on the squares they touch with a total bonus equal to your caster level + your Charisma or Intelligence modifier, whichever is higher. You can move the shadows up to 30 feet or change the search criteria as part of concentrating on the spell. Whenever the shadows come into contact with a creature with spell resistance, you must attempt a caster level check to overcome its spell resistance. If you fail, the spell ends.


name: Searing Light
level: cleric/oracle 3, inquisitor 3
school: evocation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: ray
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target.


name: Sebaceous Twin
level: cleric 3, druid 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: 1 round/level (see text)
saving_throw: none (see text)
spell_resistance: yes
description:
By touching a living target, you cause a half-formed, parasitic clone of the target to burst from its midsection.


name: Secluded Grimoire
level: magus 1, sorcerer/wizard 1
school: conjuration (summoning)
casting_time: 1 round
components: V, S
range: touch
target: spellbook touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This spell sends a spellbook into a random but safe location on the Ethereal Plane, where it remains indefinitely. When you cast this spell, the target spellbook dissolves into quickly fading lines of energy and runes that reflect all of the spells stored within. Thereafter, you can retrieve the spellbook by concentrating as a standard action, causing it to reappear in your hands. You cannot cast this spell on another spellbook if you currently have a spellbook in the Ethereal Plane. No other creatures or objects accompany the spellbook you send away, and the duration of any spells currently affecting the spellbook continue normally.


name: Second Wind
level: antipaladin 3, cleric 3, inquisitor 3, paladin 3, ranger 3
school: conjuration (healing) [air]
casting_time: 1 swift action or immediate action ; see text
components: V
range: personal
target: you
duration: instantaneous
description:
You can cast this spell only when you have fewer than one-quarter of your total hit points. With a gasping utterance, you summon invigorating air to fill your lungs. You heal 2d8 points of damage + 1 point per caster level (maximum +10). You can cast this spell either as a swift action on your turn or as an immediate action when you are brought to below 0 hit points. If you do not breathe, you can’t benefit from this spell.


name: Secret Chest
level: sorcerer/wizard 5, witch 5
school: conjuration (summoning)
casting_time: 10 minutes
components: V, S, F (the chest and its replica)
range: see text
target: one chest and up to 1 cu. ft. of goods/caster level
duration: 60 days or until discharged
saving_throw: none
spell_resistance: no
description:
You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.


name: Secret Coffer
level: sorcerer/wizard 3, witch 3
school: conjuration (summoning)
target: one small chest or coffer and up to 1 cu. ft. of goods
description:
This spell functions like secret chest, except the coffer is only 1 foot square and can contain only 1 cubic foot of goods, and the container can remain safely hidden on the Ethereal Plane for only 14 days before it risks becoming lost. The spell automatically fails if a living creature enters the coffer. The coffer used as a focus for secret coffer must cost at least 500 gp, and its replica costs 5 gp.


name: Secret Page
level: bard 3, sorcerer/wizard 3
school: transmutation
casting_time: 10 minutes
components: V, S, M (powdered herring scales and a vial of will-o’-wisp essence)
range: touch
target: page touched, up to 3 sq. ft. in size
duration: permanent
saving_throw: none
spell_resistance: no
description:
Secret page alters the contents of a page so that it appears to be something entirely different. The text of a spell can be changed to show another spell of equal or lower level known by the caster. This spell cannot be used to change a spell contained on a scroll, but it can be used to hide a scroll. Explosive runes or sepia snake sigil can be cast upon the secret page.


name: Secret Sign
level: bard 1, inquisitor 1, shaman 1, sorcerer/wizard 2, witch 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (a lemon peel)
range: touch
target: one creature or object
duration: 1 day/level
saving_throw: Will negates (object)
spell_resistance: yes (harmless, object)
description:
You invisibly inscribe a small mark or short message (no more than 25 words) on a creature or object, similar to the way arcane mark works. The sign can be no more than 6 inches across, and if it’s a written message, it can be in any language you can read and write at the time of the spell’s casting. As you cast the spell, you can define one auditory, olfactory, tangible, or visual criterion—such as all creatures wearing green bands on their left arms or only creatures who smell of lavender or only orcs—that allows designated creatures within 30 feet to see the secret sign.


name: Secret Speech
level: bard 1, cleric 2, inquisitor 1, shaman 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no (harmless)
description:
This spell grants the target the ability to send secret messages embedded within normal speech. This is similar to the secret messages ability of the Bluff skill, but no check is needed; the speaker’s intended recipient always understands the hidden message perfectly, but other listeners cannot perceive the message at all. The target can send only one message at a time, though it can send that message to multiple listeners.


name: Secret Vault
level: sorcerer/wizard 8, witch 8
school: conjuration (summoning)
target: one chamber and up to 10 cu. ft. of goods/ caster level
description:
This spell functions like secret chest, except it affects a small structure, vault, or oversized chest. Living creatures within a secret vault don’t cause the spell to fail. While the vault is stored on the Ethereal Plane, living creatures within the vault don’t need to eat, drink, or breathe, but they can’t leave the vault except via magic such as plane shift. The vault used as a focus for secret vault must cost at least 25,000 gp, and its replica costs 250 gp. A secret vault has only a 1% cumulative chance per day of becoming irretrievably lost after 360 days.


name: Secret Workshop
level: medium 4, mesmerist 5, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner 5
school: abjuration
components: V, S, M (diamond dust worth 150 gp)
range: close (25 ft. + 5 ft./2 levels)
description:
This spell functions as nondetection except as noted above. You can exclude any creatures or objects in the spell’s range when casting this spell, if you wish.


name: Secure Shelter
level: bard 4, sorcerer/wizard 4, witch 4
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, M (a chip of stone, sand, a drop of water, and a wood splinter)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-square structure
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. The lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.


name: Seducer’s Eyes
level: bard 2, sorcerer/wizard 2, witch 2
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level (D)
description:
You gain a bonus on Charisma-based skill checks equal to 1 +1 for every 4 caster levels you possess (to a maximum of +5), but only when interacting with those who might conceivably find you sexually attractive. You do not gain this bonus against those you or your allies are attacking or threatening.


name: See Alignment
level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M (eye of newt)
range: personal
target: you
duration: 1/round per level
description:
When you cast this spell, select a single alignment (such as lawful good or chaotic evil). Creatures of that alignment glow with a ghostly radiance while they are within your vision. Though you can see this radiance, other creatures cannot. Spells and effects that obscure alignment, like undetectable alignment, also obscure the effects of this spell.


name: See Invisibility
school: divination
casting_time: 1 standard action
components: V, S, M (talc and powdered silver)
range: personal
target: you
duration: 10 min./level (D)
level:
alchemist 2, bard 3, bloodrager 2, inquisitor 2, mesmerist 3, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2, witch 2

description:
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.


name: See Through Stone
level: druid 4, ranger 3
school: divination
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: concentration up to 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You gain the ability to see through solid rock as if it were transparent glass. You may see through 1 foot of stone per caster level. You see within the stone as if you were looking at the area in normal light, even if there is no illumination, though low-light vision and darkvision have no effect on your ability to see through stone. Metal at least 1 inch thick or wood or dirt at least 3 feet thick blocks your vision.


name: Seed Spies
level: druid 2, occultist 2, ranger 2, shaman 3, sorcerer/wizard 3, witch 3
school: divination
description:
This spell functions as insect spies, except it creates wafting seeds with magical intellect instead of insects. the seeds can hear but not see. They fly at a speed of 10 feet (good maneuverability), but they can’t crawl or climb, although they can cling to rough, soft, or sticky creatures or surfaces.


name: Seeds of Influence
level: bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: S, M (a rose)
range: close (25 ft. + 5 ft./2 levels) Targets one creature
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You leave a magical trace in the mind of a creature with an attitude of at least indifferent toward you. The target takes a cumulative –2 penalty on its Will save to negate the spell for each step by which its attitude is better than indifferent.


name: Seek Shelter
level: bard 4, cleric 5, inquisitor 4, mesmerist 4, psychic 5, sorcerer/wizard 5, summoner 4, witch 5
school: enchantment (compulsion) [fear, mind-affecting]
casting_time: 1 standard action
components: V, S
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
range:
close (25 ft. + 5 ft./2 levels) Targets all non-hostile creatures with 4 or fewer HD in a 30-ft. spread

description:
You send an empathic urge to seek safety both as fast as possible and in an orderly fashion, and to remain in such secure locations for the duration of the spell. Targets with 5 or more Hit Dice are unaffected. When you cast the spell, you can designate a fortified location—either general (such as “indoors”) or specific (such as “the local garrison”)—for the targets to attempt to reach. If you do not specify a location for the targets to retreat to, they attempt to find safety to the best of their ability. Affected creatures defend themselves normally but attack only if provoked.


name: Seek Thoughts
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a handful of copper coins)
range: 40 ft.
area: 40-ft.-radius emanation centered on you
duration: concentration , up to 1 minute/level
saving_throw: Will negates
spell_resistance: no
level:
alchemist 3, bard 3, inquisitor 3, medium 2, mesmerist 3, occultist 3, psychic 2, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3

description:
Similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. You may scan for either the answer to a simple question (such as “Where is the hidden lair of the wererats?”) or for information on a general topic (such as the beliefs of an evil cult). You detect the number of creatures who are thinking about this question or topic within range, as well as their location if they are visible to you. Seek thoughts does not let you read actual surface thoughts, only if a given creature is thinking about the topic you are concentrating on. A successful Will save prevents you from sensing a creature’s thoughts for the duration of the spell.


name: Seeming
level: bard 5, sorcerer/wizard 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 12 hours (D)
saving_throw: Will negates or Will disbelief (if interacted with)
spell_resistance: yes or no; see text
description:
This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on them by making Will saves or with Spell Resistance.


name: Seismic Fissure
level: druid 7, shaman 7
school: transmutation [earth]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
effect: 10-ft.-by-80-ft. fissure in the earth , 40 ft. deep
duration: instantaneous
saving_throw: Reflex negates
spell_resistance: no
description:
With a thrust of tectonic energy, you split the earth. Each creature standing in the area where the fissure opens must succeed at a Reflex saving throw to avoid falling into the rift.


name: Selective Alarm
school: abjuration
casting_time: 1 standard action
components: V, S, F/DF (a slender iron rod 1 foot in length)
range: close (25 ft. + 5 ft./2 levels)
area: up to 20-ft.-radius emanation centered on a point in space
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
level:
bard 3, inquisitor 3, occultist 3, psychic 3, ranger 2, sorcerer/wizard 3, spiritualist 3, summoner 3

description:
This spell functions as alarm, except that you can tweak the spell to be more discerning in what types of creatures or objects trigger the alarm. Instead of being triggered whenever a creature of Tiny size or larger enters the warded area, you can set whatever triggering conditions you wish, as long as they are based on observable phenomenon. For example, you could cause the selective alarm to trigger when creatures of a certain race (such as orcs, bugbears, or kobolds) enter the area, or whenever a group of four or more creatures enters the area together, or when a metal object is brought into the area. You can’t choose triggering conditions that rely on unobservable information, such as having it triggered when creatures of a certain alignment enter the area, nor could you have the alarm be triggered by “something worth more than 5,000 gp” entering the area, or even “a weapon” entering the area, because an item’s value and classification as a weapon is subjective, and might vary from one person to the next.


name: Selective Invisibility
level: alchemist 3, antipaladin 3, bard 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M/DF (three translucent pebbles)
range: close (25 ft. + 5 ft./2 levels)
target: you and one other creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
Upon casting this spell, you turn invisible, as per the invisibility spell, and you choose a second target. That creature can still see you as though you were not invisible, and you can attack that creature without ending the invisibility effect on you. However, if you attack any other creature, this spell ends. If you cast this spell multiple times, you can attack any of the affected creatures without ending the spell.


name: Sending
school: evocation
casting_time: 10 minutes
components: V, S, M/DF (fine copper wire)
range: see text
target: one creature
duration: 1 round; see text
saving_throw: none
spell_resistance: no
level:
alchemist 5, cleric/oracle 4, inquisitor 4, shaman 4, sorcerer/wizard 5, summoner 4, unchained summoner 5

description:
You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence. Even if the sending is received, the subject is not obligated to act upon it in any manner.


name: Sense Fear
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a patch of fur)
range: personal
target: you
duration: 10 minutes/level (D)
level:
antipaladin 1, bloodrager 1, cleric 2, druid 2, inquisitor 2, medium 1, mesmerist 2, occultist 2, psychic 2, ranger 2, shaman 2, spiritualist 2, witch 2

description:
You sense the fear of those nearby, feeling it in the air around you. You can detect spooked, shaken, scared, frightened, panicked, terrified, and horrified creatures within 30 feet, and you immediately know what level of fear they are experiencing.


name: Sense Madness
level: cleric/oracle 2, inquisitor 2, medium 2, occultist 2, paladin 2, psychic 2
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: creatures in range (see text)
duration: concentration , up to 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You can sense the presence of mental disturbance in creatures within range, focusing your detection on one creature each round.


name: Sense Spirit Magic
level: shaman 1
school: divination
casting_time: 1 standard action
components: V, S
range: personal
area: Target you
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
You gain greater sensitivity to magic associated with your primary spirit and wandering spirits (any spells on the spirit magic spell lists for these spirits, as well as spell-like abilities that duplicate the effects of those spells). You gain a +10 circumstance bonus on Spellcraft checks to identify these spells if they are cast within the area, and a +2 circumstance bonus on saving throws to resist the effects of such spells. If any of these spells require an attack roll, you are never considered flat-footed against such attacks.


name: Sense Vitals
level: antipaladin 2, bard 2, ranger 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S, M (a drop of blood)
range: personal
target: you
duration: 1 round/level
description:
This spell makes your eyes shine blood red and allows you to see the vital areas and weak points of creatures within 30 feet of you as a warm glow. This allows you to use any manufactured weapon to make sneak attacks, as the rogue ability of the same name, dealing an additional 1d6 points of damage; this additional damage increases by 1d6 for every 3 caster levels you possess beyond 3rd, to a maximum of +5d6 at 15th level. This additional damage stacks with other sources of precision damage.


name: Sensory Amplifier
level: druid 4, medium 2, mesmerist 3, psychic 3, witch 3
school: divination [mind-affecting]
casting_time: 1 standard action
components: S
range: personal
area: 10-ft.-radius emanation centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You open the minds of all creatures near you and enhance their sensory receptors. All living creatures other than you in the area gain a +5 bonus on Perception checks. Sighted creatures gain low-light vision, and creatures with a sense of smell gain scent. In addition, the first time each round that a creature in the area takes damage, it takes an additional 2d6 points of damage of the same type. Despite being within the area, the caster does not take this extra damage.


name: Sensory Overload
level: psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1 creature
duration: 1 round /level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You overload the target creature’s senses, making it difficult for the target to concentrate. For the duration of the effect, the target must succeed at a Will save at the same DC as the original effect to perform any standard or full-round action. On a failure, the creature loses the action that triggered the saving throw. If successful, the creature is able to take the action, but this spell effect is not negated.


name: Sentry Skull
level: antipaladin 1, cleric 2, sorcerer/wizard 2, witch 2
school: necromancy [evil]
casting_time: 1 hour
components: V, S, M (an onyx gem worth at least 10 gp)
range: touch
target: severed head touch
duration: permanent (D); see text
saving_throw: none
spell_resistance: no
description:
You restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, creating a grisly sentinel. The head must be affixed to a pole, spear, tree branch, or other stable object, and the spell ends if the head or its object is moved. The head has darkvision 60 feet and low-light vision, can swivel in place to look in any direction, and has a +5 bonus on Perception checks.


name: Sepia Snake Sigil
level: bard 3, sorcerer/wizard 3, witch 3
school: conjuration (creation) [force]
casting_time: 10 minutes
components: V, S, M (powdered amber worth 500 gp and a snake scale)
range: touch
target: one touched book or written work
duration: permanent or until discharged; until released or 1d4 days + 1 day/level; see text
saving_throw: Reflex negates
spell_resistance: no
description:
You cause a small symbol to appear in the text of a written work. The text containing the symbol must be at least 25 words long. When anyone reads the text containing the symbol, the sepia snake sigil springs into being, transforming into a large sepia serpent that strikes at the reader, provided there is line of effect between the symbol and the reader.


name: Sequester
level: sorcerer/wizard 7, summoner 5, unchained summoner 6
school: abjuration
casting_time: 1 standard action
components: V, S, M (a basilisk eyelash and gum arabic)
range: touch
target: one willing creature or object (up to a 2-ft. cube/level) touched
duration: 1 day/level (D)
saving_throw: none or Will negates (object)
spell_resistance: no or yes (object)
description:
When cast, this spell prevents divination spells from detecting or locating the target and also renders the affected target invisible (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell ends.


name: Sequester Thoughts
level: bard 3, sorcerer/wizard 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 minutes
components: V, S, M (a gemstone worth at least 500 gp)
range: personal
target: one willing creature
duration: permanent until discharged (see text)
description:
Sequester thoughts allows you to erase a creature’s memory of either an event lasting not more than 1 minute per caster level or all of its knowledge about a single topic (using the GM’s discretion as to what constitutes a single topic). For example, you could erase a single battle from a creature’s memory, or all knowledge of a plot to assassinate a king. The memories you remove are stored within the gem used at the time of casting. If the gem is shattered, the memories return to the creature as long as the two are within 30 feet of each other. Once sequester thoughts has been cast, the spell remains active on the gem and can be dispelled (which shatters it). No portion of the spell remains active on the target creature, and the target does not radiate magic as a consequence of the spell, nor can its memories be returned by dispelling the creature or subjecting it to antimagic. If the gem is shattered or dispelled out of range from the creature, the thoughts sequestered within are forever lost save by the use of wish, miracle, or the like.


name: Serenity
level: bard 4, cleric/oracle 5, 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 the targets’ minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm another creature. If attacked, affected individuals can defend themselves and may participate in combat by using Combat Expertise, fighting defensively, or taking the total defense action without triggering the spell’s nonlethal damage.


name: Sessile Spirit
level: cleric 5, inquisitor 4, medium 2, occultist 3, shaman 4, spiritualist 3, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature or object (see text)
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
You reach into the target creature and cause that spirits within to become dormant and inactive. If the target is a medium with a spirit inhabiting its body or a spiritualist with a phantom inhabiting its consciousness (or a member of another class using the spirit or phantom class features), a failed save renders that spirit or phantom powerless, suppressing any benefits the spirit or phantom normally provides to its host, including bonus feats and spells known.


name: Shackle
level: cleric 2, inquisitor 2, ranger 2, sorcerer/wizard 2, summoner 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: touch
effect: one set of restraints; see text
duration: 1 hour/level
saving_throw: Reflex negates; see text
spell_resistance: no
description:
You summon a set of Small or Medium masterwork restraints into being. When you cast this spell, you can choose whether the restraints are manacles or fetters (manacles specifically designed to fit around the ankles). You also summon the restraints’ key to your person; the Disable Device DC to open the locked restraints is equal to 15 + your caster level + the modifier of your primary casting ability score. Typically, the restraints appear in your hands. However, as part of the spell’s casting, you can make a melee touch attack against a creature; if you succeed and the creature then fails a Reflex saving throw against the spell’s DC, the locked fetters appear clasped on the creature or locked manacles clasp you and the creature together. You can instead have manacles restrain the target’s limbs in front of or behind it. If you cast the spell as a full-round action, you can make melee touch attacks against two creatures you can reach. If you succeed at both attacks and both creatures fail their Reflex saving throws, you can cause the set of manacles to bind the targets together.


name: Shades
level: sorcerer/wizard 9
school: illusion (shadow) [shadow]
description:
This spell functions like shadow conjuration, except that it mimics conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and non-damaging effects are 80% likely to work against nonbelievers.


name: Shadow Anchor
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: S
range: touch
target: creature touched
effect: a shadowy shadow tether
duration: 1 round/level (D); see text
saving_throw: Will negates
spell_resistance: yes
description:
The target’s shadow becomes a flexible tether to its current square. The creature can move up to 5 feet from that square without penalty. Moving farther than 5 feet from the tether point requires the target to make a bull rush combat maneuver check against a CMB of 10 + 1/2 your caster level + your Intelligence modifier (if a witch or wizard) or Charisma modifier (if a bard or sorcerer). The target takes a –1 penalty for every 5 feet of distance between it and its tethered square. Failing this check means the target’s move is wasted and it cannot move farther away. If it fails this check by 10 or more, it is pulled 5 feet toward the tether square and is knocked prone. If it beats the check by 10 or more, the spell ends. This spell does not work on creatures that do not cast shadows or reflections. If the target uses a teleportation effect or leaves the current plane, the spell ends.


name: Shadow Barbs
level: cleric 4, inquisitor 4, sorcerer/wizard 4
school: illusion (shadow) [darkness]
casting_time: 1 standard action
components: V, S, M (a single link from a spiked chain )
range: 0 ft.
effect: spiked chain -like shadowy weapon
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
When you cast this spell, you create a shadowy spiked chain that shimmers and pulses with darkness. The chain exists as long as you carry it; if you ever drop the chain, give it to another, or are disarmed, it immediately vanishes and the spell’s duration ends.


name: Shadow Body
level: sorcerer/wizard 7, spiritualist 5, witch 7
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
You exchange the crude matter of your material body with the insubstantial essence of the Plane of Shadow, becoming a living shadow yourself. You are visible as an unattached shadow in bright light or normal light, but you gain total concealment in dim light or darkness. Against creatures with darkvision, you gain concealment rather than total concealment. Your shadow body is incorporeal for most purposes, though you can’t fly or pass through solid objects or creatures. However, you can move at your normal speed along any surface, including horizontal and vertical surfaces and liquids, and you are never slowed by difficult terrain. Your size doesn’t change.


name: Shadow Bomb Admixture
level: alchemist 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: special, see below
spell_resistance: special, see below
description:
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.


name: Shadow Claws
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
level:
antipaladin 1, arcanist 2, bard 2, bloodrager 2, magus 2, skald 2, sorcerer/wizard 2, spiritualist 2

description:
You summon a pair of claws over your hands formed from semireal material. This grants you two primary claw attacks dealing 1d4 points of damage if you are Medium (1d3 if Small) plus 1 point of Strength damage. A successful Fortitude saving throw negates the Strength damage (DC = this spell’s DC).


name: Shadow Conjuration
level: bard 4, sorcerer/wizard 4
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: see text
effect: see text
duration: see text
saving_throw: Will disbelief (if interacted with); varies; see text
spell_resistance: yes; see text
description:
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. Shadow conjurations are only one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the spell can make a Will save to recognize its true nature.


name: Shadow Dragon Aspect
level: bard 4, sorcerer/wizard 4
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 round/level
saving_throw: Will disbelief (if interacted with), see text
spell_resistance: yes, see text
description:
You wreathe yourself in the quasi-real form of a dragon. You gain two claw attacks (1d6 plus caster level slashing damage) and a bite attack (1d8 plus caster level piercing damage). These are primary attacks. In addition, you gain shadowy wings, granting you a fly speed equal to your base speed (good maneuverability).


name: Shadow Enchantment
level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 3
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: see text
effect: see text
duration: see text
saving_throw: Will disbelief; see text
spell_resistance: yes
description:
You use material from the Shadow Plane to cast a quasi-real, illusory version of a psychic, sorcerer, or wizard enchantment spell of 2nd level or lower. Spells that deal damage or have other effects work as normal unless the affected creature succeeds at a Will save. If the disbelieved enchantment spell has a damaging effect, that effect is one-fifth as strong (if applicable) or only 20% likely to occur.


name: Shadow Endurance
level: bard 5, mesmerist 5, shaman 5, sorcerer/wizard 6, spiritualist 5
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S, M (a fetchling’s tooth)
range: personal
duration: 1 hour/level until discharged, then 1 minute/level; see text
saving_throw: Will disbelief (if interacted with); varies; see text
spell_resistance: see text
description:
You conjure protective wisps of darkness made from shadow. If you are reduced below 0 hit points or rendered unconscious, shadow endurance immediately discharges, shunting your injured body into a hidden alcove on the Shadow Plane.


name: Shadow Evocation
level: bard 5, sorcerer/wizard 5
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: see text
effect: see text
duration: see text
saving_throw: Will disbelief (if interacted with)
spell_resistance: yes
description:
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.


name: Shadow Invasion
level: magus 4, sorcerer/wizard 4, summoner 4
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, F (a masterwork piercing or slashing weapon)
range: 30 ft.
duration: 1 round/level (D); see text
saving_throw: none
spell_resistance: no
description:
Using a slashing motion with the spell’s focus as part of the casting of shadow invasion, you cut open a rift to the Plane of Shadow that fills a 30-foot area with shadowy energies. This area is stationary and becomes dark and gloomy, reducing the light level by one step (as darkness). Certain spells are enhanced within the area; spells of the shadow subschool that have reduced effects when disbelieved (such as shadow evocation) have their reduced effects increased by 20% (to a maximum of 90%) when determining their effects on targets within the area of shadow invasion.


name: Shadow Jaunt
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: you
duration: instantaneous and 1 round; see text
level:
antipaladin 3, arcanist 4, bard 4, skald 4, sorcerer/wizard 4, spiritualist 4, summoner 4, summoner (unchained) 4

description:
You instantly travel between shadows to a point within range, though line of sight is not necessary. You leave a shadowy image of yourself in your former location and are wrapped in shadow at your destination; you can attempt a Stealth check as a free action to hide in your new location. Creatures that fail opposed Perception checks typically aren’t aware that you are no longer at your former location unless they are familiar with this spell and identify the effects. Any attack on your former location causes the shadows to disperse, allowing any creature that can see your former location to immediately notice your disappearance. In addition, for 1 round, the envelope of shadow around you grants you concealment (20% miss chance). This spell doesn’t function if there are no shadows within 5 feet of your starting location, and you can’t travel through your own shadow. If you choose a destination that has no shadows, you appear from the shadow closest to your destination that’s within the spell’s range (this could be your starting location if there are no other shadows within the spell’s range).


name: Shadow Memory
level: bard 6, cleric 6, inquisitor 6, psychic 6, sorcerer/wizard 6, witch 6
school: divination
casting_time: 1 hour
components: V, S, M (a work of art bearing your target’s likeness worth at least 1,500 gp)
range: personal
target: you
duration: 1 month
saving_throw: Will negates (harmless)
spell_resistance: no (harmless)
description:
While casting this spell, you slowly destroy a piece of art bearing your victim’s likeness and beseech the Mantis God to grant you access to lost knowledge and lore.


name: Shadow Projection
level: sorcerer/wizard 4
school: necromancy [evil]
casting_time: 1 minute
components: S
range: personal
duration: 1 hour/level (D)
description:
With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect.


name: Shadow Step
level: bard 4, sorcerer/ wizard 4, witch 4
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
To use this spell, you must be in an area of dim light or darkness. You enter a shadow or area of darkness, which transports you along a coiling path of shadowstuff to another dim or dark location within range.


name: Shadow Transmutation
level: bard 6, medium 6, shaman 6, sorcerer/wizard 6, spiritualist 6, summoner 6, witch 6
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: see text
target: see text
duration: see text
saving_throw: Will disbelief (if interacted with); varies; see text
spell_resistance: yes; see text
description:
You suffuse one subject’s body with energy from the Shadow Plane, altering its form to match a creature from the Shadow Plane.


name: Shadow Trap
school: illusion (shadow)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
level:
antipaladin 1, bard 1, bloodrager 1, cleric 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1

description:
You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination.


name: Shadow Walk
level: alchemist 6, bard 5, sorcerer/wizard 6
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
To use the shadow walk spell, you must be in an area of dim light. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.


name: Shadow Weapon
level: bloodrager 1, psychic 1, sorcerer/wizard 1, witch 1
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: one shadow weapon
duration: 1 minute/level
saving_throw: Will disbelief (if interacted with)
spell_resistance: yes
description:
Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the weapon deals damage normally, success means it only takes 1 point of damage from the weapon’s attacks. The weapon only deals 1 point of damage to objects.


name: Shadowbard
level: bard 5
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. +5 ft./2 levels)
effect: phantom singer
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You conjure up a quasi-real phantom singer that is visible as a shifting, shadowy duplicate of yourself. The singer follows you automatically, moving as you move even if you teleport. The singer cannot be damaged, but can be dispelled. When a shadowbard comes into being, it immediately begins a bardic performance of your choice—it has access to all of the bardic performances that you do. It continues that bardic performance until you direct it as a move action to switch to a different performance. Rounds spent by a shadowbard creating a bardic performance do not decrease the number of rounds you can use your own bardic performance, nor can a shadowbard’s bardic performance be used to trigger spells that require you to begin or cease a bardic performance.


name: Shadowfade
school: illusion (shadow)
casting_time: 1 standard action
components: V, S, M (a blindfold)
range: touch
target: creature touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
arcanist 1, bard 1, inquisitor 1, mesmerist 1, skald 1, sorcerer/wizard 1, summoner 1, summoner (unchained) 1

description:
In areas of darkness, the target of shadowfade is invisible to creatures using darkvision to see. In areas of dim light, the target gains concealment against creatures using darkvision. This spell has no effect in areas of normal light or brighter, and is automatically dispelled if the target enters an area of bright light or takes a hostile action.


name: Shadowform
level: antipaladin 4, bard 4, mesmerist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, witch 4
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level (D)
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You replace the target’s body with mystic shadow material drawn from the Shadow Plane, rendering the target’s physical form only quasi-real. Whenever a foe tries to directly attack the target of the spell (for instance, with a weapon or a targeted spell), that foe must attempt a Will save to disbelieve. If successful, the opponent can attack the target normally and is unaffected by shadowform for 1 round. If the foe fails, the target takes only one-fifth the normal amount of damage from the foe’s successful attack or effect, and if the attack has a special effect other than damage, that effect is one-fifth as strong as normal (if applicable) or only 20% as likely to occur. Objects automatically succeed at their Will saves against this spell.


name: Shadowmind
school: illusion [phantasm)]
casting_time: 1 standard action
components: V, S, M (a small square of black silk)
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 minute/level
saving_throw: Will negates
spell_resistance: yes
level:
antipaladin 2, cleric 3, druid 3, inquisitor 2, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 2

description:
You dim your targets’ perceptions of light and shadow, convincing them the space they occupy is dark. Each creature that fails its save perceives the world around it as one light level darker than its true illumination level. The spell does not change the light level outside of the targets’ perception, and does not create magical darkness.


name: Shadowy Haven
level: sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a small black silk bag)
range: touch
target: one 5-foot square of floor touched
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions like rope trick, except the point of entry is through a 5-foot-square instead of a rope. The space holds as many as 10 creatures of any size.


name: Shambler
level: druid 9, shaman 9
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: three or more shambling mounds , no two of which can be more than 30 ft. apart; see text
duration: 7 days or 7 months (D); see text
saving_throw: none
spell_resistance: no
description:
The shambler spell creates 1d4+2 shambling mounds with the advanced template. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for 7 days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is 7 months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared. You can only have one shambler spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. The shamblers have resistance to fire as normal shambling mounds do only if the terrain where they are summoned is rainy, marshy, or damp.


name: Shamefully Overdressed
level: bard 2, inquisitor 2, mesmerist 2, psychic 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: creature touched
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
The target sees its own attire as hopelessly out of fashion, ostentatious, and embarrassing, and is filled with a compulsion to strip off all clothing. Each round, the target must spend a move action to remove a worn item that can be removed with a move action, dropping the item once it is removed. The target doesn’t distinguish between magical and non-magical items when removing them. Each round it removes an item as determined randomly from the following slots: belt, body, chest, eyes, feet, hands, head, headband, shoulders, or wrists. When determining randomly, don’t include any slots if the character has no item of that sort, and don’t include items that take more than one move action to remove. Though creatures can’t have more than one magic item in any of those slots, they can have multiple mundane items that fit each slot, in which case randomly decide which one they remove. If a target is wearing clothing that doesn’t fit in any of those slots, such as breeches or a quiver, add it to the list of possibilities at the GM’s discretion.


name: Shapechange
level: druid 9, shaman 9, sorcerer/wizard 9
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, F (jade circlet worth 1,500 gp)
range: personal
target: you
duration: 10 min./level (D)
description:
This spell allows you to take the form of a wide variety of creatures. This spell can function as alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, and plant shape III depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action.


name: Shapechanger’s Gift
level: alchemist 5, magus 5, sorcerer/wizard 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to grant)
range: touch
target: willing living creature touched
duration: 10 minutes/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
You change the target into an animal (as per beast shape I), humanoid (as per alter self), or monstrous humanoid (as per monstrous physique I).


name: Shaper’s Touch
level: alchemist 2, occultist 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: object touched
duration: concentration , up to 1 round/level
saving_throw: none
spell_resistance: no
description:
You create an alchemical residue on your hands that allows you to reshape any non-magical, unattended object with hardness 19 or less as though it were clay. Objects with hardness 9 or less are like soft clay, allowing you to reshape up to 1 cubic foot per round of effort. Objects with hardness 10 or higher are harder to mold, allowing you to reshape up to 1/4 cubic foot per round. The object retains its new shape for 24 hours before returning to its original shape.


name: Shard of Chaos
level: cleric/oracle 2
school: evocation [chaos]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: dart-shaped projectile of chaotic energy
duration: instantaneous (1d6 rounds)
saving_throw: Will partial (see text)
spell_resistance: yes
description:
You hurl a multicolored shard of congealed chaos from your holy symbol, affecting any one target in range as a ranged touch attack.


name: Share Language
level: bard 1, cleric/oracle 2, druid 2, medium 1, mesmerist 1, occultist 2, psychic 1, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S, M (a page from a dictionary)
range: touch
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language, it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guesswork.


name: Share Memory
level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: you and one creature touched
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
You momentarily link your mind with the target and share a single memory of no longer than 1 minute. You can show the target one of your memories, show the target one of its own memories, or view one of the target’s memories.


name: Share Senses
level: medium 3, psychic 3, sorcerer/wizard 4, witch 3
school: divination (scrying)
casting_time: 1 full round
components: V, S, M (a hair, scale, or feather from your familiar)
range: long (400 ft. + 40 ft./level)
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Spending a moment in meditation and conjuring an image of the creature to mind, you reshape your link with your familiar, causing it to functions like a scrying sensor. Upon this spell you can hear, see, or smell (any one, your choice) what your familiar is experiencing. You gain the benefits of any nonmagical special abilities your familiar has tied to the chosen sense (such as low-light vision or scent), but use your own Perception skill. You don’t need line of sight or line of effect to your familiar, but you must have an active empathic link. You may change the sense you are sharing as a standard action. Unlike other scrying spells, share senses does not allow magically or supernaturally enhanced senses to work through it, and you are unable to see in magical or natural darkness unless your familiar possesses the ability to see in such conditions.


name: Share Shape
level: ranger 3, sorcerer/wizard 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
duration: 1 hour/level (D)
description:
This spell functions as beast shape II, but you may only assume the form of an animal of a type identical to your animal companion or familiar. If your familiar or companion is not an animal, this spell has no effect.


name: Share Skin
level: druid 6, witch 6
school: necromancy
components: V, S touch
range: touch
target: one animal touched
duration: 1 minute/level or until you return to your body
description:
You can possess an animal’s body in a manner that functions like magic jar, except as noted here. Your body vanishes while the effect lasts and you don’t require a receptacle.


name: Shared Sacrifice
level: antipaladin 3, cleric 2, shaman 2, summoner 3, witch 2
school: necromancy [evil]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You create a link to a target and can direct pain and damage through this link. You take only half damage from effects and attacks that deal hit point damage.


name: Shared Training
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
level:
arcanist 3, bard 2, cleric 3, hunter 2, inquisitor 2, magus 2, oracle 3, paladin 2, psychic 3, ranger 2, skald 2, sorcerer 3, warpriest 3, wizard 3

description:
Select one teamwork feat you have. You can grant this feat to allies within range for the duration of the spell. Allies do not need to meet the prerequisites of this teamwork feat. At caster level 9th, you can grant two teamwork feats you have to your allies. At caster level 13th, you can grant three teamwork feats, and at caster level 17th, you can grant up to four teamwork feats.


name: Shared Wrath
level: inquisitor 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a thorny vine)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell functions as wrath, except that you grant multiple creatures the bonuses against your designated foe. All subjects of shared wrath receive their bonuses against the same creature.


name: Sharesister
level: cleric 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of your own blood)
range: touch
target: you and one creature of your gender
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
While the name of this spell is sharesister, it works equally well on male or female creatures—both targets of the spell must simply be of the same gender.


name: Shatter
level: bard 2, bloodrager 2, cleric/oracle 2, magus 2, occultist 2, psychic 2, sorcerer/wizard 2
school: evocation [sonic]
casting_time: 1 standard action
components: V, S, M/DF (a chip of mica)
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (object) Will negates (object) or Fortitude half; see text
spell_resistance: yes
description:
Shatter creates a loud, ringing noise that breaks brittle, non-magical objects; sunders a single solid, non-magical object; or damages a crystalline creature.


name: Sheet Lightning
level: druid 3, sorcerer/wizard 3
school: evocation (electricity)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: 20-ft.-radius spread
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
You create a dazzling flash of electricity that fills the target area. Sheet lightning inflicts 1 point of electricity damage to all creatures within the area of effect (no save). The true power of the spell, though, lies not in the damage it inflicts but in the overwhelming pain the lightning creates. The sudden flash and jolt dazes living creatures for 1 round if they fail a saving throw. Creatures that save are instead dazzled for 1 round. Any creature wearing metal armor takes a –2 penalty to its saving throw against this spell.


name: Shield
level: alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: abjuration [force]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level (D)
description:
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.


name: Shield Companion (PZ09429)
level: antipaladin 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, witch 1
school: abjuration
target: your animal companion , familiar , or fiendish servant
description:
This spell functions as shield other but affects only the caster’s animal companion or familiar. Spellcasters from classes that do not normally gain an animal companion, familiar, or fiendish servant but who gain one through an alternate class feature, archetype, or prestige class can prepare and cast this spell as a 1st-level spell if they are capable of casting spells.


name: Shield Companion (PZO1129)
level: paladin 2, ranger 2, shaman 2, sorcerer/wizard 3, summoner/unchained summoner 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: your companion creature
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell creates a special mystical connection between you and your companion creature—animal companion, bonded mount, eidolon, or familiar—which allows you to transfer its wounds to you. The creature gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. As an immediate action when your companion takes damage, you can take that damage yourself to prevent your companion from being harmed (similar to shield other, except the damage is not split between you and the target). Forms of harm that do not involve the loss of hit points, such as charm effects, temporary ability damage, level drain, and death effects, are not affected. If the creature suffers a reduction of hit points from a lowered Constitution score, you cannot take that damage on behalf of your companion creature because it is not hit point damage. When the spell ends, damage directed to you by the spell is not reassigned to the subject.


name: Shield Other
level: cleric/oracle 2, inquisitor 2, paladin 2, psychic 2
school: abjuration
casting_time: 1 standard action
components: V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.


name: Shield Speech
level: bard 1, cleric/oracle 1, druid 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: 10 ft.
target: you and one other creature
area: 30-ft. emanation centered on you
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You can securely communicate with one creature within range. So long as your target remains within 10 feet of you, you and it can speak freely to each other without fear of being overheard. Communications that involve shield speech cannot be spied on, such as with a divination spell, and observers of the conversation can tell you are communicating but cannot read lips or hear the conversation unless they are the target of the spell. If you or the target speak to any other creatures, they can hear you normally (only communication between you and the target is protected).


name: Shield of Darkness
level: antipaladin 3, cleric 3, inquisitor 3, shaman 3, spiritualist 3
school: evocation [darkness, shadow]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You shield yourself with darkness, reducing the illumination level in your space to magical darkness and granting you total concealment. Your opponents are automatically aware of which squares you occupy, preventing you from attempting Stealth checks using this concealment unless every square adjacent to you has an illumination level of darkness or lower. Shield of darkness does not hinder your vision, and creatures that can see in magical darkness ignore this effect.


name: Shield of Faith
level: cleric/oracle 1, inquisitor 1
school: abjuration
casting_time: 1 standard action
components: V, S, M (parchment with a holy text written on it)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).


name: Shield of Fortification
level: cleric 2, inquisitor 1, paladin 1, psychic 2
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
You create a magical barrier that protects a target’s vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or sneak attacks into normal attacks, such as the fortification armor special ability.


name: Shield of Law
level: cleric/oracle 8
school: abjuration [lawful]
casting_time: 1 standard action
components: V, S, F (a reliquary worth 500 gp)
range: 20 ft.
duration: 1 round/level (D)
saving_throw: see text
spell_resistance: yes (harmless)
description:
A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.


name: Shield of Shards
level: bloodrager 1, cleric 2, inquisitor 2, magus 2, medium 2, paladin 1, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, F (a shield)
range: personal
target: one shield you wield
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
This defensive spell must be cast on a shield you are currently wielding, and fractures the shield into two shards, plus one additional shard per 2 caster levels (to a maximum of 12 shards at 20th level). While shield of shards is active, you lose your shield’s bonus to AC as its broken pieces orbit you. On your turn, you can direct the shards to attack an adjacent opponent as a move action. The shards’ attack bonus is equal to your caster level + the modifier for the ability score that determines your spell save DCs. The shards deal an amount of slashing and piercing damage equal to 1d4 points + 1 point per shard beyond the first, and have a threat range of 19–20. They are considered magic weapons for the purpose of bypassing damage reduction. Additionally, if your shield is made from a special material (such as adamantine), the shards penetrate damage reduction and hardness as if they were weapons made from the same material.


name: Shield of Wings
level: cleric 3, inquisitor 3, paladin 3, ranger 3
school: transmutation [fire]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute/level (see below)
saving_throw: none
spell_resistance: no
description:
You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet. The first time in a round where you would take fire damage, a wing vanishes (reducing the fly speed granted) and you gain fire resistance 30 for the remainder of the round.


name: Shield the Banner
level: adept 1, cleric/oracle 1
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: no
description:
This spell is used to protect one of a tribe’s most valuable possessions: its tribal banner. Any creature (other than a member of the tribe which the standard represents) attempting to directly attack or touch the standard must make a Will save. This spell functions as sanctuary, but only protects a standard or banner. In addition, the spell grants a +2 bonus to the standard’s hardness, and +10 to the standard’s hit points for the duration of the spell.


name: Shifted Steps
school: illusion (glamer) [sonic]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object up to 10 feet across
duration: concentration + 1 round/level (D)
saving_throw: Will negates (harmless) and Will disbelief (if interacted with); see text
spell_resistance: no
level:
alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2

description:
You cause the target to sound as if it is elsewhere within range, including its movements, speech, and all other sounds. As long as you concentrate, you can cause the sound’s apparent location to change as you see fit within range from your current location.


name: Shifting Sand
level: druid 3, sorcerer/wizard 3
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (a handful of sand)
range: medium (100 ft. + 10 ft./level)
area: 20-ft. spread
duration: 1 round/level (D)
saving_throw: Reflex negates; see text
spell_resistance: no
description:
You cause an earthen or sandy surface to shift and churn within the area. The shifting sand obliterates tracks and is considered difficult terrain. Acrobatics checks in the area take a penalty equal to your caster level (maximum +10). Creatures entering or beginning their turn in the shifting sand must make a Reflex save each round or become entangled until the beginning of their next turn. If they attempt to move while entangled, they must make a second Reflex save or fall prone. Creatures with the stability racial trait (like dwarves) may apply it as a bonus on their saving throws.


name: Shifting Shadows
level: bard 3, sorcerer/wizard 3, witch 3
school: evocation [darkness]
casting_time: 1 standard action
components: V, S, M (a drop of ink )
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius emanation centered on a point in space
duration: 1 round/level (D)
saving_throw: none, see text
spell_resistance: no
description:
Waves of shifting shadows obscure the appearance of all creatures caught within the emanation, making it harder to tell friends from foes.


name: Shillelagh
level: druid 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one touched non-magical oak club or quarterstaff
duration: 1 min./level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.


name: Shining Cord
level: magus 3
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (a small length fine of silver chain worth 100 gp)
range: 30 ft.
target: 1 creature
duration: 1 round/level or instantaneous (see below)
saving_throw: Fortitude partial (see below)
spell_resistance: yes
description:
When you cast this spell, you make a ranged touch attack against a single opponent within 30 feet. If you hit, a thin silver strand extends from your body to its, forming a connection that allows you to anticipate its actions. For the duration of the spell, you receive a +5 insight bonus on all Perception and Sense Motive checks opposed by the target. You gain a +5 insight bonus on all Spellcraft checks made to identify your opponent’s spell as part of a counterspelling attempt. Finally, you gain a +2 dodge bonus to your AC against attacks made against you by the target.


name: Shock Shield
level: alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1
school: abjuration [electricity, force]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minutes/level (D)
description:
This spell creates an invisible shield similar to but not as strong as the shield spell. This shield hovers in front of you and negates magic missile attacks directed at you. The disk provides a +2 shield bonus to AC. This bonus applies against incorporeal touch attacks. At any time, as a free action, you may dismiss your shield, at which point it deals 1d6 points of electrical damage to all creatures within a 5-foot burst, including you. A Reflex saving throw halves the damage.


name: Shocking Grasp
level: bloodrager 1, magus 1, sorcerer/wizard 1
school: evocation [electricity]
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).


name: Shocking Image
level: bard 4, bloodrager 4, sorcerer/wizard 4
school: illusion (figment) [electricity]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
saving_throw: none
spell_resistance: see text
description:
This spell works like mirror image, except the illusory doubles it creates discharge an electric shock when destroyed. An opponent that uses a melee attack to destroy one of your images takes 2d6 points of electricity damage. You must overcome a target’s spell resistance the first time you deal this electricity damage to it. Failure renders the target immune to damage from this spell.


name: Shout
level: bard 4, bloodrager 4, magus 4, sorcerer/wizard 4
school: evocation [sonic]
casting_time: 1 standard action
components: V
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Fortitude partial or Reflex negates (object); see text
spell_resistance: yes (object)
description:
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell.


name: Shrink Item
level: occultist 3, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one touched object of up to 2 cu. ft./level
duration: 1 day/level; see text
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You are able to shrink one non-magical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a cloth-like one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.


name: Shroud of Darkness
level: antipaladin 4, bard 5, cleric 5, inquisitor 5, mesmerist 4, shaman 5, sorcerer/wizard 5
school: evocation [darkness]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of black sand)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
With a dark incantation and a gesture of your hand over your eyes, you cause a shroud of darkness to descend upon the targets of this spell. The subjects treat the light level as two steps lower than normal for the duration of this spell. Bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (as darkness, but even creatures with darkvision cannot see).


name: Sickening Entanglement
level: druid 2, ranger 2, shaman 2 Saving Throw Reflex partial and Fort negates (see text)
school: transmutation [poison]
saving_throw: Reflex partial and Fort negates (see text)
spell_resistance: no
description:
This spell functions as entangle, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them. Any creature that enters the area or ends its turn there must succeed at a Fortitude save or be sickened as long as it remains in the area and for 1d4 rounds afterward. This is a poison effect.


name: Sickening Strikes
level: alchemist 2, antipaladin 2, druid 2, magus 3, ranger 4, witch 2
school: transmutation [disease]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: Fort negates; see text
spell_resistance: yes
description:
You are imbued with disease, and any creature you strike with a melee attack must make a Fortitude save or be sickened for 1 minute. Creatures that are immune to disease are immune to this sickened effect.


name: Siege Scatter (Dwarf)
level: druid 5, ranger 4, shaman 5
school: evocation [earth]
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
area: 50-ft.-radius spread
duration: instantaneous
saving_throw: Reflex partial (see text)
spell_resistance: yes (harmless)
description:
A roiling blast of rough rock and dirt scatters along the ground in the area, dealing 1d6 points of slashing damage per 2 caster levels (maximum 5d6) to all creatures on the ground in the area, even on a successful saving throw. Creatures in the area that fail the Reflex save fall prone and are knocked to the nearest edge of the area, taking 1d6 points of bludgeoning damage for every 10 feet they travel this way. Creatures that did not move during the past round and those with the stability racial trait gain a +4 bonus on the saving throw.


name: Siege of Trees
level: druid 7
school: transmutation
casting_time: 10 minutes
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You imbue inanimate plants with limited mobility and a semblance of life. Each plant targeted acts as a light catapult until the end of the spell’s duration, though you must spend a standard action to aim each of these tree catapults before the first time they fire, and anytime thereafter when you want the trees to fire at a new target. The catapult uses your caster level as its targeting bonus. With a free action, you can command one or all of the trees under your command to stop firing. You do not need to supply ammunition to these tree catapults; they will automatically load themselves with rocks and boulders in the area, digging them deep from the ground if need be. You can supply the trees ammunition if you desire. The tree will not load flaming ammunition, and these catapult trees cannot be affected by energy siege shot if the energy selected is fire.


name: Sift
level: bard 0, inquisitor 0, psychic 0
school: divination
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: one 10-ft. cube
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.


name: Sign of the Faithful
level: cleric/oracle 0, druid 0, paladin 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: S, F (holy symbol)
range: medium (100 f. + 10 f./level)
target: one creature/level
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
As message, except the only information you can transmit is that you are a worshiper of the designated deity. Once notified, the target can reply that he understands your sign. The spell transmits meaning, not sound, and transcends language barriers.


name: Signifer’s Rally
level: cleric/oracle 7, sorcerer/wizard 7
school: conjuration (teleportation) [evil]
casting_time: 1 standard action
components: V, S, M (100 gp worth of bloodstone for every ally teleported)
range: medium (100 f. + 10 f./level)
target: one willing ally/5 levels
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You teleport up to one ally per five caster levels to your location. You determine which allies you want to teleport at the time of casting; these allies have 1 round to decide to allow or refuse your spell, and they teleport immediately upon accepting. Allies are teleported as if you had cast teleport on them (your current location is at least “studied carefully” for this purpose), appearing in a puff of brimstone in a space adjacent to you. If you are in combat and your allies were not, your allies may roll initiative upon arrival but are not considered fat-footed even though they have not taken any actions. The spell does not function in areas warded against intrusion by evil creatures (such as a magic circle against evil effect).


name: Signs of the Land
level: druid 3, ranger 3, shaman 3
school: divination
description:
This spell functions as commune with nature except it reveals up to three details about the territory you currently occupy from the following list: bodies of water, features, minerals, or plants. For each feature you learn about, you automatically know the skills you can use to discover that feature and you gain 1d6 Discovery Points toward finding it.


name: Silence
level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, mesmerist 2, psychic 2
school: illusion (glamer)
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
area: 20-ft.-radius emanation centered on a creature, object, or point in space
duration: 1 round/level (D)
saving_throw: Will negates; see text or none (object)
spell_resistance: yes; see text or no (object)
description:
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.


name: Silent Image
level: bard 1, magus 1, psychic 1, sorcerer/wizard 1
school: illusion (figment)
casting_time: 1 standard action
components: V, S, F (a bit of fleece)
range: long (400 ft. + 40 ft./level)
effect: visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
duration: concentration
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.


name: Silent Table
level: bard 2, cleric 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (glamer)
casting_time: 1 round
components: V
range: close (25 ft. + 5 ft./2 levels)
area: 5-ft.-diameter emanation centered on an object or a point in space
duration: 1 minute/level (D)
saving_throw: none (object)
spell_resistance: no (object)
description:
You protect an area against casual eavesdropping. Sounds and sonic effects that originate inside the area are muffled for anyone outside the area; Perception DCs to hear or understand sounds leaving the area increase by 20, and any saving throw DCs of these effects decrease by 2. The spell does not affect sounds that enter the area or the Perception checks of creatures inside it.


name: Silk to Steel
level: bard 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one scarf
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You imbue an ordinary scarf (or similar piece of clothing) with the strength of steel without altering its weight or flexibility. Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +2 shield bonus to your Armor Class) or to attack as if the scarf were a whip.


name: Silt Sphere
level: bard 3, sorcerer/wizard 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (a smooth stone)
range: 20 ft.
effect: 20-ft.-radius sphere centered on you
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
This spell generates an illusory silt cloud that drifts around you and moves with you. The cloud provides total concealment to creatures within it (including you) when the spell is cast.


name: Silver Darts
level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a silver needle)
range: 15 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
A cone of silver darts springs from your hand. These darts act as a silver weapon that deals 1d6 points of piercing damage per caster level (maximum 10d6). Any creature with an armor bonus greater than +4 or a natural armor bonus greater than +4 takes 50% less damage.


name: Silverlight
level: bard 3, cleric/oracle 3, druid 3, paladin 3, sorcerer/wizard 3
school: evocation [light]
casting_time: 1 standard action
components: V, S, M (1 sp)
range: touch
target: object touched
duration: 1 minute/level
saving_throw: Fortitude partial (see text)
spell_resistance: No
description:
As daylight, except the object touched sheds bright silvery light in a 20-foot radius. In addition to providing illumination, the area of bright light is painful to creatures that are susceptible to alchemical silver. A creature with DR/silver that begins its turn within the light of this spell is automatically dazzled and becomes sickened unless it succeeds on a Fortitude save. These effects disappear 1 round after the target leaves the silverlight. A creature that leaves the area and then returns must make a new saving throw. This spell provides dim light up to 40 feet away, but only creatures within 20 feet are subject to the above effects. 


name: Simulacrum
level: sorcerer/wizard 7, summoner 5
school: illusion (shadow)
casting_time: 12 hours
components: V, S, M (ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum)
range: 0 ft.
effect: one duplicate creature
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature’s levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose HD or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Perception check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check.


name: Siphon Magic
level: cleric 5, sorcerer/wizard 5, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S, M (a coiled length of copper wire wrapped around the palm)
range: touch
target: creature touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This spell attempts to transfer a magical effect from a creature you touch to yourself. When you touch the creature, siphon magic attempts to end one ongoing spell that has been cast on that creature, as if via a targeted dispel magic. If you know the specific spell effect you wish to target, you can name that spell effect to target that specific spell; otherwise siphon magic begins with the highest-level spell in effect and works its way down through all spells affecting the target until it dispels one or runs out of effects, as per dispel magic.


name: Siphon Might
level: druid 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: necromancy
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Fortitude half
spell_resistance: yes
description:
You drain the might of the target and transfer that power to another creature. The subject takes a penalty to Strength equal to 1d6 + 1 per 2 caster levels (maximum 1d6 + 5). This effect can’t cause the subject’s Strength score to drop below 1.


name: Sirocco
level: druid 6, magus 6, sorcerer/wizard 6
school: evocation [air, fire]
casting_time: 1 standard action
components: V, S, M/DF (handful of fine sand cast into the air)
range: medium (100 ft. + 10 ft./level)
area: cylinder (20-ft. radius, 60 ft. high)
duration: 1 round/level (D)
saving_throw: Fortitude partial, see text
spell_resistance: yes
description:
A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude save halves the fire damage and negates being knocked prone. Flying creatures forced into the ground by the powerful downdraft take damage as if they fell unless they make a DC 15 Fly check, in which case they remain at their original altitude.


name: Skeleton Crew
level: cleric 3, sorcerer/wizard 4, summoner 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, M
range: touch
duration: 1 day/level
saving_throw: none
spell_resistance: no
description:
This spell turns corpses into skeletons that act as crew and obey your commands to the extent of their abilities.


name: Skim
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a dog-eared page)
range: personal
target: you
duration: 1 hour/level
level:
alchemist 1, arcanist 1, bard 1, cleric 1, inquisitor 1, investigator 1, magus 1, occultist 1, oracle 1, psychic 1, shaman 1, skald 1, sorcerer 1, warpriest 1, witch 1, wizard 1

description:
This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library.


name: Skin Tag
level: alchemist 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 minute
components: V, S, M (beverage or food item, plus special reagents worth 25 gp)
range: touch (object); 1 mile (remote effects)
target: 1 beverage or piece of food touched
duration: 1 day plus 1 day/level (D)
saving_throw: none (object), Fort negates; see text
spell_resistance: no (object), yes (creature)
description:
You mix a malign spirit into a piece of food, a drink, or some other item to be consumed (including alchemical items, potions, elixirs, or similar items). The skin tag spell discharges when the item is consumed, affecting the creature that used the item unless it succeeds at a Fortitude save. The spirit embeds itself somewhere in the affected creature’s skin, forming a painless set of wrinkles and tags of skin that looks vaguely like a face when the haunt activates. You are considered to have a body part from the affected creature for the purpose of scrying and similar divination spells. Once per day as a standard action, you can remotely cause the spirit to make the affected creature’s skin crawl, causing the creature to become sickened for 1d4 rounds + 1 round per 2 caster levels you have (to a maximum of 5 extra rounds at 10th level) unless it succeeds at a Fortitude save. Alternatively, once per day you can remotely use a hex, a mind-affecting spell, or a necromancy spell that causes disease or possession on the affected creature. Each time you use the remote sickening or spell or hex effect, the spell’s haunt-like manifestation occurs during that round.


name: Skinsend
level: alchemist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 minute
components: V, S
range: personal
target: you
duration: 1 hour/level (D)
description:
You cause your own skin to peel off your body and animate as a magical creature you control. You may project your consciousness to your animated skin or return it to your actual body as a standard action. When your consciousness is in your body, you are helpless (except for transferring your will to your skin, or dismissing the spell).


name: Sky Steed
level: paladin 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: a creature you are mounted upon
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target sprouts angelic wings and gains a fly speed equal to its base speed with average maneuverability. It also gains a bonus on Fly checks equal to your caster level.


name: Skyshroud
level: arcanist 3, bard 3, cleric/oracle 3, skald 3, sorcerer/wizard 3, warpriest 3
school: divination (scrying)
casting_time: 1 minute
components: V, S, F (a jar of earth from the surface)
range: long (400 ft. + 40 ft./level); see text
effect: hemisphere that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
The caster designates the area of a hemisphere within the spell’s range. If a solid object would block the creation of the hemisphere (such as a ceiling or wall), the spell instead conforms to the geometry of the location up to the maximum area of effect for the spell. The hemisphere displays an image of the sky as it appears directly above where the spell was cast. This effect bypasses natural impediments, such as rock or stone, that would obstruct the targeted location from the sky.


name: Slave to Sin
level: bard 2, cleric 3, inquisitor 3, mesmerist 2, paladin 2, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a scrap of paper inscribed with a sin rune)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round/level
saving_throw: Will negates (see below)
spell_resistance: yes
description:
This spell allows you to reach into an evil creature’s mind to expose and exploit its susceptibility to whichever of the seven so-called deadly sins it is most susceptible to.


name: Slay Living
level: antipaladin 4, cleric/oracle 5, shaman 6, witch 6
school: necromancy [death]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 1 point 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: Sleep
level: bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, M (fine sand, rose petals, or a live cricket)
range: medium (100 ft. + 10 ft./level)
area: one or more living creatures within a 10-ft.-radius burst
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.


name: Sleepwalk
level: inquisitor 4, witch 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, M (a sprig of belladonna worth 100 gp)
range: touch
duration: 1 hour/level (D)
saving_throw: Will negates; see text
spell_resistance: yes
description:
 You compel an unconscious or sleeping creature to rise and move in a half-awake state. The target creature staggers about if led or guided, but remains helpless for all other purposes. 


name: Sleepwalking Suggestion
level: bard 4, medium 3, mesmerist 4, psychic 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (two doses of oil of taggit worth 180 gp total)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 24 hours
saving_throw: Will negates or none (see text)
spell_resistance: yes
description:
You compel the target creature to rise from its sleep as if sleepwalking and perform a course of activity (limited to a sentence or two). The spell takes effect immediately if the target is already asleep, or as soon as the target falls asleep if it is conscious. You can specify that the creature should wait before taking action when you give your instructions if you so choose.


name: Sleet Storm
level: bloodrager 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
school: conjuration (creation) [cold]
casting_time: 1 standard action
components: V, S, M/DF (dust and water)
range: long (400 ft. + 40 ft./level)
area: cylinder (40-ft. radius, 20 ft. high)
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).


name: Slipstream
level: bloodrager 2, druid 2, ranger 2, sorcerer/wizard 2
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S, M/DF (a few drops of oil and water)
range: touch
duration: 10 minutes/level (D)
saving_throw: Reflex negates (harmless)
spell_resistance: no
description:
You create a low-cresting wave of water that carries the target along the surface of water or the ground. When moving across level ground, the target’s speed increases by 10 feet.


name: Slough
level: cleric 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 4, witch 5
school: transmutation [evil]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of dried skin flakes)
range: medium (100 ft. + 10 ft./levels)
target: one living creature
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
The target takes 1d4 points of Constitution damage each round as its skin loosens and splits. Once it has taken 5 or more points of Constitution damage in this way, its skin falls off to reveal its musculature. The creature ceases taking Constitution damage, but takes a –4 penalty on saving throws against disease, pain effects, or poison, and on Charisma-based skill checks with the exception of Intimidate and Use Magic Device. The creature’s skin regrows rapidly—once its Constitution damage is fully healed, its skin becomes intact once again and the penalties end.


name: Slow
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of molasses)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
level:
bard 3, bloodrager 4, magus 3, medium 2, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 2, unchained summoner 3

description:
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature 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: Slowing Mud
level: druid 4, shaman 4
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (earth and water)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (see text)
saving_throw: Fort negates
spell_resistance: yes
description:
You coat the targets in thick, sticky mud. The mud acts as a slow spell and also blinds the targets. A creature can use a standard action to remove the mud from its eyes or the eyes of an adjacent creature, ending the blinded condition for that individual. Removing enough mud to end the slow effect is a full-round action. Jumping into a lake or being subject to an effect that creates a lot of water (such as create water or hydraulic push) removes all the mud in 1 round.


name: Smite Abomination
level: cleric/oracle 5, inquisitor 4
school: evocation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level
description:
Drawing upon positive energy, you emulate some of a paladin’s power to smite undead. Choose one undead creature as your target. Your melee attacks against that target gain a bonus equal to your Charisma or Wisdom modifier, whichever is higher, on your attack rolls, and a bonus equal to your caster level on damage rolls. Your melee attacks also bypass the target’s damage reduction. These bonuses do not stack with the bonuses from a paladin’s smite.


name: Smug Narcissism
level: bard 3, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a tiny shard of a mirror)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous*
saving_throw: Will negates
spell_resistance: yes
description:
You cause your target to become overwhelmed by its own importance, talents, and attractiveness. The target cannot help but look at itself in every reflective surface at every possible opportunity. In social situations, the target always tries to comment about how attractive it is or how ugly someone else is by comparison. The target remains constantly distracted, always looking for a reflective surface to gaze upon (such as a mirror, pool of water, a polished shield, and so on). The distraction gives the target a –2 penalty on all skill checks. In combat, the target worries about enemies damaging its appearance, and focuses on defense rather than offense (casting defensive spells rather than offensive spells, using the fight defensively or total defense action, and so on).


name: Snake Staff
level: cleric/oracle 5, druid 5, shaman 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (a knife suitable for whittling)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
With a long hissing whisper, you transform ordinary pieces of wood into various sorts of snakes that immediately attack your foes. 


name: Snapdragon Fireworks
level: bard 2, sorcerer/ wizard 1
school: transmutation [fire, light]
casting_time: 1 standard action
components: S, V, M (a bundle of sulfur wrapped in cloth)
range: long (400 ft. + 40 ft./level)
effect: dragon-shaped fireworks
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes
description:
A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.


name: Snare
level: druid 3, ranger 2
school: transmutation
casting_time: 3 rounds
components: V, S, DF
range: touch
target: touched nonmagical circle of vine, rope, or thong with a 2ft. diameter + 2ft./level
duration: Until triggered or broken
saving_throw: none
spell_resistance: no
description:
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cord-like object blends with its surroundings (DC 23 Perception check for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend, straightening when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cord-like object tightens around the creature, dealing no damage but causing it to be entangled.


name: Snow Shape
level: cleric 2, druid 1, sorcerer/wizard 2
school: transmutation [water]
casting_time: 1 standard action
components: V, S, M/DF (a miniature shovel)
range: touch
target: snow or snow-sculpted object touched, up to 5 cubic ft. + 1 cubic ft./level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
In frozen northern lands, where the earth may be hidden beneath heavy drifts of snow, druids have developed a variation of stone shape that other spellcasters have since learned.


name: Snowball
level: druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
school: conjuration (creation) [cold, water]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one ball of ice and snow
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: no
description:
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.


name: Soften Earth and Stone
level: druid 2
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
area: 10-ft. square/level; see text
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.


name: Solid Fog
level: magus 4, shaman 4, sorcerer/wizard 4, unchained summoner 4, witch 4
school: conjuration (creation)
components: : V, S, M (powdered peas and an animal hoof)
duration: 1 min./level
spell_resistance: no
description:
This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that it impedes movement. Creatures moving through a solid fog move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in solid fog. Solid fog, and effects that work like solid fog, do not stack with each other in terms of slowed movement and attack penalties.


name: Solid Note
level: bard 1
school: conjuration (creation)
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
effect: one solidified musical note
duration: concentration + 1 round/level
saving_throw: none
spell_resistance: no
description:
You give temporary physical form to a single musical note and can hang it, suspended, wherever you wish within range, allowing you to use it as hook, pulley, door blocker, or anything else your imagination desires. The exact appearance of the solid note depends on your melody. You can make it spiked or smooth, simple or convoluted, and with any color pattern you wish, however, it always has a size approximately equal to that of your outstretched hand. Once created, the solid note resists all attempts to move it but instantly disappears if enough force or weight is brought to bear against it. The note has an effective Strength equal to 10 + your caster level. It cannot hold more weight than the equivalent of a heavy load for its Strength without disappearing. Any creature that wins an opposed Strength check against the note (by pushing open a door which the note is holding shut for example) also causes it to disappear. The note can never deal actual harm to a creature and disappears if successfully attacked (AC 10 + your Charisma modifier) or overcome with a combat maneuver such as bull rush (CMD 2 + your base attack bonus + your Charisma modifier). Any creature obstructed by the solid note simply fails to budge it and loses that action for the round.


name: Song of Discord
level: bard 5
school: enchantment (compulsion) [mind-affecting, sonic]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: creatures within a 20-ft.-radius spread
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.


name: Song of Healing
level: bard 4
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level or until performance ends or changes (see text)
description:
You must have a bardic performance in effect to cast this spell (although this spell is called song of healing, the bardic performance need not be singing). As long as that performance continues, up to 3 creatures affected by the performance gain fast healing 2. When this bardic performance ends or you change to a different bardic performance, the fast healing granted by this spell ends as well, but all creatures affected by this spell heal 1d8 points of damage + 1 point per caster level (maximum +15) and are cured of any of the following conditions: exhausted, fatigued, nauseated, paralyzed, sickened, or stunned.


name: Songbird
level: bard 1, cleric 1, mesmerist 1, paladin 1, psychic 1, sorcerer/wizard 1
school: conjuration (good)
casting_time: 1 swift action
components: S
range: personal
target: you
duration: 1 round
description:
You conjure uplifting music from the wilds of Elysium, Heaven, or Nirvana to bolster other musical activities.


name: Sonic Form
level: alchemist 6, bard 6, sorcerer/wizard 6
school: transmutation (polymorph) [sonic]
casting_time: 1 standard action
components: V, S, M (a pinch of dust gathered from a gravestone or a sacred shrine)
range: personal
target: you
duration: 1 round/level
description:
Upon casting this spell, you keep your relative shape, but you and your equipment are transformed into semisolid sound. While in this sonic form, you take no penalties for squeezing, and you can move through spaces without penalty as if you were a creature three size categories smaller. You can make a melee touch attack once per round that deals 1d6 points of sonic damage + 1 point per caster level. You are considered incorporeal (although you cannot move through solid objects). Any non-magical attacks you make deal half damage. Magical attacks are unaffected, and you can use your magic items and other equipment as normal.


name: Sonic Scream
level: bard 2, bloodrager 2, magus 2, psychic 2, sorcerer/wizard 2
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
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 three times during this spell’s duration, you can emit a cone of powerful sound as a standard action. The first cone deals 4d4 points of sonic damage to every creature in the area. The second deals 2d4 points of sonic damage to every creature in the area. The third deals 1d4 points of sonic damage to every creature in the area. A successful Reflex save against a cone halves that cone’s damage. After the third cone of sound, the spell ends. Until you use all three cones, you cannot use your voice for any magic-related purpose (bardic performance, verbal spellcasting, and so on), and cannot speak at any volume lower than a shout.


name: Sonic Thrust
level: bard 4, sorcerer/wizard 5
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: see text
duration: instantaneous
saving_throw: Will negates (object) or none (see text)
spell_resistance: yes (object) (see text)
description:
You produce a sweeping rush of sound that can hurl creatures or objects away from you, like the violent thrust version of telekinesis. You can hurl one object or creature per caster level (maximum 15) that is within range; it flies in a straight line away from you. Any objects of creatures thrown must be within 10 feet of each other. You can hurl a total weight of up to 25 pounds per caster level (maximum 375 pounds at 15th level).


name: Soothe Construct
level: cleric/oracle 4, sorcerer/wizard 5
school: abjuration
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one construct
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You soothe the elemental spirit of a targeted construct, reducing its chance of going berserk by 1d4% per four caster levels (maximum 5d4%). If cast on a construct that has already gone berserk and you are its master, you may immediately roll d% to end the construct’s berserk state, it returns to normal functioning, and its berserk chance returns to 0%.


name: Soothing Mud
level: druid 3, ranger 3, shaman 3
school: conjuration (healing) [earth, water]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: dust, earth, sand, or water in one 5-ft. square/level
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You create an area of healing mud. Water, earth, sand, and dust thicken into a wet mud. The mud functions as difficult terrain and does not sink if created in water unless weighed down by more than 100 pounds per caster level you have. Each round a creature begins its turn in or on the mud, the mud restores 1 hit point to it; this healing is unaffected by effects that increase a creature’s healing. A creature that rests partially or completely submerged in this mud for 1 full minute is also healed of 1d4 points of ability damage to an ability score of its choice. A creature can be healed of ability damage this way only once per day.


name: Soothing Word
level: cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 3, witch 2
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1 creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target of this spell causes several conditions that he suffers from to be lessened in severity one step. If he is nauseated, he is instead sickened. If he is stunned, he is instead dazed. If he is exhausted, he is fatigued. If he is frightened, he is shaken. If he is paralyzed, he is staggered. The duration of the effect is unchanged; the effect is simply reduced to the lesser version. This spell has no effect on conditions not listed above.


name: Soul Bind
level: cleric/oracle 9, shaman 9, sorcerer/wizard 9, witch 9
school: necromancy
casting_time: 1 standard action
components: V, S, F (see text)
range: close (25 ft. + 5 ft./2 levels)
target: corpse
duration: permanent
saving_throw: Will negates
spell_resistance: no
description:
You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).


name: Soul Transfer
level: cleric 7, psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, witch 7
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M (a gem worth 1,000 gp per HD of the targeted creature or soul)
range: close (25 ft. + 5 ft./2 levels)
target: one petitioner , incorporeal soul, or similar creature
duration: permanent; see text
saving_throw: Will negates
spell_resistance: yes (see text)
description:
This spell functions like the spell completion option of trap the soul, except it works only on bodiless souls (such as incorporeal undead or a soul trapped in a gem) and creatures whose substance is a physical incarnation of a soul (such as a petitioner). It does not work on creatures formed from souls or planar material (such as most outsiders). Soul transfer is mainly used to transfer souls from one receptacle to another, but it can also be used to capture vulnerable souls that aren’t bound to mortal flesh (such as incorporeal creatures and petitioners). When used to capture a petitioner, the petitioner’s physical body vanishes, reappearing only when its soul is released from the receptacle.


name: Soulseeker
level: cleric 8, medium 4, occultist 6, shaman 8, spiritualist 6, witch 8
school: divination
casting_time: 1 hour
components: V, S, M (incense worth 250 gp), F (see text)
range: unlimited
target: one soul
duration: instantaneous or 1 hour/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
You identify the stage of a given soul’s judgment, or determine its fate post-judgment. You must either unambiguously identify the soul you seek or use the skull of the body the soul vacated as a focus. If the subject does not share your alignment, the soul can attempt a Will save to resist this spell’s effects as if it were still alive. If the subject is still alive or its soul has been destroyed, this spell fails without providing any information.


name: Soulswitch
level: bard 5, cleric 5, druid 5, inquisitor 5, magus 5, shaman 5, sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, F (two brass collars worth 50 gp each)
range: touch
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You may only cast this spell if you currently have a familiar. You place your soul into the body of your familiar, and your familiar’s soul is placed in your body. This functions as if you possessed your familiar using magic jar; your familiar simultaneously possesses your body in the same manner. You can’t freely transfer your soul between your body and your familiar’s—if you choose to return to your body as a standard action, the spell ends. If either body is killed, both spirits return to their original bodies, the spell ends, and the original owner of the slain body dies.


name: Sound Burst
level: bard 2, cleric/oracle 2
school: evocation [sonic]
casting_time: 1 standard action
components: V, S, F/DF (a musical instrument)
range: close (25 ft. + 5 ft./2 levels)
area: 10-ft.-radius spread
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.


name: Source Severance
level: cleric 6, druid 6, witch 6
school: abjuration
casting_time: 1 standard action
components: V, S, M (an unworked lodestone)
range: 5 feet Area 5-ft.-radius emanation, centered on you
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: see text
description:
You create an invisible barrier that surrounds you and moves with you, inhibiting one category of magic. When you cast this spell, choose either arcane or divine magic. This spell functions like antimagic field, but it suppresses only spells of the chosen type and supernatural and spell-like class abilities from classes that grant spellcasting of the selected type. Magic items, other spell-like abilities, and other supernatural abilities are unaffected.


name: Sow Thought
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
You plant an idea, concept, or suspicion in the mind of the subject. The target genuinely believes that the idea is his own, but is not required to act upon it. If the idea is contrary to the target’s normal thoughts (such as making a paladin think, “I should murder my friends”) the target may suspect mind-altering magic is at play. The idea must be fairly clear, enough so that it can be conveyed in one or two sentences. You do not need to share a common language for the spell to succeed, but without a common language you can only sow the most basic rudimentary ideas.


name: Spark
level: bard 0, cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0, witch 0
school: evocation [fire]
casting_time: 1 standard action
components: V or S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Fortitude negates (object)
spell_resistance: yes (object)
description:
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. 


name: Spawn Ward
level: cleric 5, inquisitor 5
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
The target becomes resistant to the effects of energy drain and blood drain attacks made by undead creatures, and cannot be made into undead spawn if killed while the spell is in effect.


name: Speak Local Language
level: bard 1, cleric 1, inquisitor 1, ranger 1, sorcerer/wizard 1, witch 1
school: divination
components: V, M/DF (a worn-out coin)
description:
This spell functions as tongues, except the creature touched gains only the ability to speak and understand a regional human language and the language granted must be one you know. You must select the language at the time of casting.


name: Speak With Haunt
level: cleric 4, shaman 3, witch 4
school: necromancy [language-dependent]
casting_time: 10 minutes
components: V, S, DF
range: 10 ft. (see text)
target: one haunt
duration: 1 minute/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
You stir a haunt to a limited sense of awareness and consciousness, allowing it to answer questions. The spell’s range must reach any square within 10 feet of the haunt’s area. You must be aware of the haunt prior to casting the spell, and casting the spell does not trigger the haunt. You can ask one question per 2 caster levels. The haunt’s knowledge is limited to what its original creature knew during life, including the languages it spoke. A haunt often remembers the circumstance that led to its existence (though this recollection might be from the original victim’s perspective and therefore not objective), what triggers it, and how it can be laid to rest (destroyed). Answers are brief, cryptic, or repetitive, especially if the haunt is angry and vindictive.


name: Speak With Waves
level: druid 6, shaman 7
school: divination [water]
casting_time: 10 minutes
components: V, S, DF
range: personal
target: you
duration: 1 minute/level
description:
This spell functions as stone tell but allows conversations only with a body of standing or flowing fresh water at least as large as you are. Flowing water can generally speak about events happening upstream but not events happening downstream.


name: Speak with Animals
level: bard 3, druid 1, psychic 2, ranger 1
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level
description:
You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.


name: Speak with Dead
level: cleric/oracle 3, inquisitor 3, medium 2, psychic 3, shaman 3, spiritualist 3, witch 3
school: necromancy [language-dependent]
casting_time: 10 minutes
components: V, S, DF
range: 10 ft.
target: one dead creature
duration: 1 min./level
saving_throw: Will negates; see text
spell_resistance: no
description:
You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.


name: Speak with Plane
level: cleric 4, medium 3, shaman 4, sorcerer/wizard 4, summoner 3, witch 4
school: divination
casting_time: 1 standard action
components: V, S, F/DF (a small glass bead)
range: close (25 ft. + 5 ft./2 levels)
target: one plane with a sentient structure
duration: 1 minute/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You tap into the awareness and consciousness of a plane with a sentient structure, allowing it to answer questions. A tangible manifestation of the plane (such as the ground) must be within the spell’s range upon casting.


name: Speak with Plants
level: bard 4, druid 3, ranger 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level
description:
You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them. A normal plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly, it may do some favor or service for you.


name: Spear of Purity
level: cleric/oracle 2
school: evocation [good]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: spear-shaped projectile of good energy
duration: instantaneous (1 round)
saving_throw: Will partial (see text)
spell_resistance: yes
description:
You hurl a pure white or golden spear of light from your holy symbol, affecting any one target within range as a ranged touch attack.


name: Spectral Hand
level: medium 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: one spectral hand
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.


name: Spectral Saluqi
level: sorcerer/wizard 6, witch 6
school: necromancy
casting_time: 1 round
components: V, S, F (a precious metal canine statue worth 100 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: one spectral dog
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
This spell creates a spectral saluqi, an undead canine resembling an over-sized hound with black fur, a gray ruff and tail, and milky gray eyes. The hound shares your alignment and can converse with you telepathically. It can see and attack ethereal creatures, and otherwise has the same statistics as a yeth hound. It usually leaves no tracks because it prefers to fly an inch above the ground. You are immune to the hound’s bay ability. The hound’s bite is considered aligned to any single alignment you possess for the purposes of overcoming damage reduction.


name: Spectral Scout
level: bard 3, druid 3, ranger 3, shaman 3, sorcerer/wizard 3
school: conjuration (creation)
casting_time: 1 minute
components: V, S
range: 1 mile Effect one incorporeal animal of size Tiny or smaller
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
You summon a spectral creature in the shape of the Tiny or smaller animal of your choice, which always appears in your square. The creature emits a faint glow of a color you choose at the time of the spell’s casting, providing the illumination of a candle. It has the same statistics as the creature after which it is modeled (including ability scores, Armor Class, feats, senses, skills, and speed), but is incorporeal and has only 1 hit point. A spectral scout cannot attack, but can otherwise follow any basic instructions that could be given to a pet or animal companion of similar intelligence but without the need to make Handle Animal skill checks.


name: Speechreader’s Sight
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level (D)
level:
alchemist 1, bard 1, cleric 1, inquisitor 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1, spiritualist 1, witch 1

description:
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy. Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang. Reading lips requires moderate concentration, and you take a –4 penalty on other Perception checks while doing so.


name: Spell Absorption
level: sorcerer/wizard 5
school: abjuration
casting_time: 1 round
components: V, S, M (a prism)
range: personal
target: you
duration: 1 round/level
description:
If you successfully counterspell a 3rd-level or lower level spell (through either dispel magic or normal means) while spell absorption is in effect, you absorb the countered spell and use it to regain spells you have already cast. If you’re a wizard, you regain the use of any single spell that you have cast since the last time you prepared spells. If you’re a sorcerer, you regain a single spell slot. The spell recovered or spell slot regained must be of an equal level or lower than the spell you counterspelled.


name: Spell Gauge
level: bard 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 2, witch 2
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, F (a silver piece)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
You immediately discover some of the spells that the target knows or has prepared. The number of spells revealed to you is equal to your caster level. The target’s lowest-level spells are revealed first—ignoring 0-level spells—in a random order. Once all of the target’s 1st-level spells are revealed, the spell begins revealing 2nd-level spells, then 3rd-level spells. This spell does not reveal spells of 4th level or higher, nor does it reveal spell-like abilities or other special abilities. If cast on a creature that is not a spellcaster, that has only 0-level spells or spells of 4th level or higher prepared, that has expended all of its spells, or that has not prepared any spells that day, the spell has no effect.


name: Spell Immunity
level: alchemist 4, cleric/oracle 4, inquisitor 4
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.


name: Spell Scourge
level: cleric/oracle 7, sorcerer/wizard 7, witch 7
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous or 1d4 rounds; see text
saving_throw: Will negates
spell_resistance: yes
description:
A whip of cracking magical might appears in your hand, allowing you lash spells from the mind of enemy spellcasters. With a lash of bluish-purple energy, you strip many protective spells and effects from a single creature. If the target of this spell is currently under the effects of any harmless spells or effects, it must succeed at a Will save or all of those spells and effects end, stripping the target of the benefit of those spells. If the target is not currently under the effect of least one harmless spell, the target is instead confused for 1d4 rounds.


name: Spell Turning
level: sorcerer/wizard 7, summoner 5, unchained summoner 6
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a small silver mirror worth 100 gp)
range: personal
target: you
duration: until expended or 10 min./level
description:
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.


name: Spellblight Jinx
school: evocation [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: permanent
saving_throw: Will negates
spell_resistance: yes
level:
antipaladin 4, bard 4, cleric 6, inquisitor 5, occultist 5, psychic 6, shaman 5, sorcerer/wizard 6, witch 5

description:
You inflict a curse similar to the spell burn spellblight on a creature. Each time a spellcaster who is afflicted with this curse casts a spell or uses a spell-like ability, her skin seems to burn as though she were on fire. With a successful concentration check (DC = 15 + double the spell level of the spell cast or spell-like ability used), the spellcaster can ignore the pain of the effect, but if she fails, she loses the spell or spell slot and is staggered for a round.


name: Spellcasting Contract
level: cleric/oracle 7 (must worship the associated deity)
school: evocation
components: V, S, F (a written contract)
target: willing creature touched
duration: permanent until contractually terminated
description:
This spell functions like lesser spellcasting contract, except if the target has 9 HD or more, you can imbue him with one or two 2nd- level spells and one 3rd-level spell.


name: Spellcrash, Lesser
level: cleric 4, sorcerer/wizard 4, witch 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level
saving_throw: Will negates; see text
spell_resistance: yes
description:
You create a discordant blast of energy that disrupts the target’s available magic. If the target prepares spells, it must choose one of its prepared 3rd-level spells, which is immediately lost; if the target has no 3rd-level spells prepared, it must lose a 2nd-level spell it has prepared (progressing down to 1st-level spell if it has no 2nd-level spells prepared) each round at the start of its turn.


name: Spellcurse
level: antipaladin 2, cleric 3, inquisitor 2, occultist 4, psychic 3, shaman 4, witch 3
school: necromancy [curse]
casting_time: 1 standard action
components: V, S, M (a fragment of a destroyed magical item)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous
saving_throw: Will half
spell_resistance: yes
description:
You disrupt any spell energy affecting your target, causing that energy to crackle with power and harm the target. The target takes 1d6 points of damage for each spell with a duration of 1 round or greater currently affecting it. The spells themselves are not dispelled or modified.


name: Spellstaff
level: druid 6
school: transmutation
casting_time: 10 minutes
components: V, S, F (the staff that stores the spell)
range: touch
target: wooden quarterstaff touched
duration: permanent until discharged (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff.


name: Spellsteal
level: cleric 5, sorcerer/wizard 5, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous and see text
saving_throw: Will negates
spell_resistance: yes
description:
You create a discordant blast of energy that disrupts the target’s available magic and transfers knowledge of that magic to you.


name: Spellsword
level: bard 4, bloodrager 4, magus 3, occultist 4, sorcerer/wizard 3, witch 4
school: transmutation
casting_time: 1 round
components: V, S, F (a magic rod or staff)
range: touch
effect: one melee weapon sized appropriately for you
duration: 10 minutes/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
When you cast this spell on a weapon, you cause an extradimensional space to open within the weapon. As part of the casting, you can insert a single magic rod or magic staff into the weapon’s extradimensional space, after which the space closes.


name: Sphere of Warding
level: cleric 5, inquisitor 4, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
effect: 10-ft.-radius sphere emanating from point touched
duration: 1 hour/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You create a luminescent sphere of orbiting energy that harms incorporeal creatures and dispossesses them of any stolen bodies. An incorporeal creature must succeed at a Will save to enter a space overlapping with the sphere; failure means the creature cannot pass through the sphere, as though it were a wall of force. If the incorporeal creature succeeds, it may pass through the sphere at will, though if it ends its turn within the sphere, it takes a number of points of force damage equal to 1d6 + 1 per caster level (maximum +10).


name: Spherescry
level: sorcerer/wizard 3
school: divination (scrying)
casting_time: 1 hour
components: V, S, AF (onyx sphere worth at least 50 gp)
range: see text
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
This spell allows remote viewing through spheres that have previously consumed some portion of the spellcaster’s body: a single digit of a finger or toe at a minimum. The caster can view and listen to events within a 20-foot radius of the associated sphere; this radius follows the sphere if the sphere moves. Unlike a true scrying spell, no other spells operate through the associated sphere, but spherescry produces no indication of its activity on the target and cannot be discovered by normal methods of magical detection.


name: Spider Climb
school: transmutation
casting_time: 1 standard action
components: V, S, M (a live spider)
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, bloodrager 2, druid 2, magus 2, medium 2, occultist 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2

description:
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.


name: Spike Growth
level: druid 3, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: one 20-ft. square/level
duration: 1 hour/level (D)
saving_throw: Reflex partial
spell_resistance: yes
description:
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.


name: Spike Stones
level: druid 4, shaman 4
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: one 20-ft. square/level
duration: 1 hour/level (D)
saving_throw: Reflex partial
spell_resistance: yes
description:
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.


name: Spiked Armor
level: bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, shaman 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (1 iron spike)
range: touch
target: 1 suit of metal armor or 1 metal shield
duration: 10 minutes/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
The targeted suit of armor or shield sprouts thousands of tiny iron spikes like porcupine quills. These do not harm the armor’s wearer (though donning or removing armor under the effects of this spell takes twice as long), but they act as armor spikes or shield spikes (as appropriate). Any creature attacking the wearer with natural weapons takes 1 point of piercing damage for each attack that hits.


name: Spiked Pit
level: sorcerer/wizard 3, summoner/unchained summoner 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, F (miniature shovel costing 10 gp)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
duration: 1 round + 1 round/level
saving_throw: Reflex negates
spell_resistance: no
description:
This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit’s walls have a Climb DC of 20.


name: Spindrift Spritz
level: cleric 2, druid 2, inquisitor 2, paladin 1, ranger 1, shaman 2, spiritualist 2
school: conjuration (healing) [water]
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 (harmless)
spell_resistance: yes (harmless)
description:
You can cast this spell only as a response to a target attempting a saving throw against an effect that would cause the fatigued, shaken, sickened, or staggered conditions. The target can roll its saving throw twice and take the higher result.


name: Spiral Ascent
level: cleric 3, inquisitor 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: you and touched objects
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You transform yourself into a helical beam of divine energy that instantly transports you upward to a spot within range.


name: Spiral Descent
level: cleric 2, inquisitor 2
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: you and touched objects
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell functions as spiral ascent, except the destination and direction of travel is downward from your current location.


name: Spirit Bonds
level: cleric 3, shaman 3, witch 3, wizard 3
school: divination [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 300 gp)
range: personal
target: you; see text
duration: 24 hours or until discharged
description:
You heighten your awareness of up to one willing creature or object per 3 caster levels, each of which must be within 30 feet of you during the entire hour you spend preparing spells and casting spirit bonds. By concentrating on one of these creatures or objects as a full-round action, you can learn its direction and relative distance from your location, provided that it is on the same plane. In the case of a creature, you can also learn the state of its emotion or health aura as a full-round action. In the case of an object, you can also get a sense of how damaged it is, similar to reading the health aura of a creature, or, in the case of a magic item that must be activated, you can learn when it was last activated (a full-round action in either case).


name: Spirit Call
level: druid 1, shaman 1
school: enchantment
casting_time: 1 full round
components: V, S, DF
range: 100 ft.
duration: 1 minute/level
description:
You call out to nature spirits associated with your spirit (not your wandering spirit) if you are a shaman, or your domain if you are a druid, beckoning them forth to pay attention to your current location. For the duration of the spell, all spells from your spirit magic list or domain list that are cast within the affected area have their caster level increased by 1, and all spellcasters casting such spells receive a +4 insight bonus on their concentration checks for those spells only.


name: Spirit Share
level: alchemist 1, bard 1, cleric 1, druid 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, F (liquid to be shared)
range: personal
target: you
duration: 1 round/level
description:
For the duration of the spell, as a standard action you can touch a willing target to deliver 1 dose of a potable liquid (including alcoholic drinks and potions and elixirs, but not poisons or other liquids that are primarily harmful when drunk) in your possession (though not necessarily held in hand) into her.


name: Spirit-Bound Blade
level: medium 4, occultist 4, shaman 4, spiritualist 3
school: evocation
casting_time: 1 standard action
components: S
range: touch
target: weapon touched
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: no
description:
You focus emotional energy and weave it into a shroud of hardened ectoplasm around the weapon you touch, infusing it with a ghostly glow and great power. The weapon becomes a ghost touch weapon, and gains one of the following additional benefits, depending on the type of emotion you infuse into the weapon. If a special ability wouldn’t apply to the chosen weapon (such as vicious on a ranged weapon), the weapon doesn’t gain that benefit.


name: Spiritual Ally
level: cleric/oracle 4, medium 4, spiritualist 4, warpriest 4
school: evocation [force]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
effect: spiritual ally of force
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god.


name: Spiritual Squire
level: antipaladin 2, cleric 2, inquisitor 2, paladin 2, shaman 2, spiritualist 2
school: evocation [force]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
This spell causes an ally made of pure force to appear in a single 5-foot square within range. The ally takes the form of a servant of your god (if any) or an ancestor. The spiritual squire occupies its space, though you and your allies can move through it, since it is your ally. While the spiritual squire appears to wear armor and carry a weapon, it cannot make attacks and does not threaten any spaces. On your turn, the spiritual squire can do one of the following: retrieve one stowed item from your possessions, carry an object weighing no more than 10 pounds per caster level, hand you an object it is carrying, perform the aid another action on your behalf or for one of your allies, or help one creature of your choice don armor (which then takes half the normal time). When the spiritual squire attempts the aid another action in combat, its attack bonus is equal to your base attack bonus + your Wisdom modifier.


name: Spiritual Weapon
level: cleric/oracle 2, inquisitor 2, shaman 2
school: evocation [force]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
effect: magic weapon of force
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.


name: Spit Venom
level: cleric/oracle 4, druid 3, shaman 4, witch 3
school: transmutation [poison]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
effect: one stream of venom
duration: instantaneous; see text
saving_throw: Fortitude partial
spell_resistance: no
description:
You spit a stream of venom at a target using a ranged touch attack. If the venom hits, it causes blindness for 1 round. The target must also save or be poisoned by black adder venom; the DC in successive rounds of the poison is equal to the spell’s DC.


name: Spite
level: witch 4
school: abjuration
casting_time: 1 round
components: V, S, M (rare inks worth 250 gp)
range: personal
duration: 1 hour/level (D) or until discharged
description:
 Choose a single touch range spell of 4th level or lower with a casting time of 1 standard action or less. As part of the action of casting spite, you cast the associated spell and bind it into a defensive ward in the form of a tattoo, birthmark, or wart somewhere upon your body. The next time you are hit by a melee attack or a combat maneuver is used successfully against you, the stored spell is triggered against your foe. You do not need to succeed on a touch attack to affect the target, but in all other respects the spell is treated as though you had cast it normally. If the attacking creature is not a valid target for the spell, the stored spell is lost with no effect. 


name: Splinter Spell Resistance
level: bloodrager 2, magus 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 minute/level
saving_throw: Fort negates
spell_resistance: no
description:
You create an aura around the target weapon that weakens a foe’s magical defenses. The first time each round the weapon damages a creature with spell resistance, that creature’s spell resistance is reduced by 5 for 1 round. This reduction is not cumulative for multiple attacks within the same round, even if the target is struck by different weapons, each affected by a different casting of splinter spell resistance. However, the same creature’s spell resistance can be reduced on multiple rounds by subsequent hits.


name: Spontaneous Immolation
level: psychic 2, sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (pinch of saltpeter)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous
saving_throw: Fortitude half and Reflex (see description)
spell_resistance: yes
description:
You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.


name: Spore Burst
level: druid 2, ranger 3, shaman 2, witch 2
school: conjuration [poison]
casting_time: 1 standard action
components: V, S, M (a tiny puffball mushroom)
range: touch
target: one plant creature; see text
duration: see text
saving_throw: special; see text
spell_resistance: no
description:
You cause a willing plant creature’s body to sprout small, puffy mushrooms that remain for 1 round per caster level or until the creature uses them. As a standard action, the target can cause these mushrooms to burst open, releasing a cloud of toxic spores that affect all creatures in a 20-foot-radius spread. Those in the area must succeed at Fortitude saves or be sickened for 1d6 rounds as they are overcome by sneezing and coughing.


name: Spotlight
school: evocation [darkness, light]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 1 minute/level (D)
saving_throw: Reflex partial
spell_resistance: yes
level:
bard 3, cleric 3, druid 3, inquisitor 3, magus 3, occultist 3, paladin 3, shaman 3, sorcerer/wizard 3, witch 3

description:
You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it. The light level in the target’s space increases to bright light, causing the target to take any penalties that it would normally take in bright light. In addition, all mundane light sources (and magic light sources of 3rd spell level or lower) within 20 feet of the target’s space are suppressed, shedding no light as long as they remain within this spell’s affected area and reverting the area normally affected by those light sources to their unmodified illumination levels.


name: Squeeze
level: alchemist 2, sorcerer/wizard 2, witch 2
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:
The target becomes flexible regardless of its actual size and mass. It can move through areas at least half its size with no penalty for squeezing. It can move through a space at least one-quarter its width using the penalties for squeezing through a space at least half its width.


name: Stabilize
level: cleric/oracle 0, druid 0, inquisitor 0, psychic 0, witch 0
school: conjuration (healing)
casting_time: 1 standard action
components: V,S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.


name: Stabilize 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 (harmless, object)
spell_resistance: yes (harmless, object)
description:
Ammunition currently loaded in the target firearm is less prone to misfire. Decrease the misfire range by 1 + 1 per five caster levels (maximum +5, minimum misfire 0) for the ammunition currently loaded into that firearm.


name: Stabilize Pressure
school: abjuration
casting_time: 1 standard action
components: V, S, M (a piece of shell)
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, bloodrager 2, cleric/oracle 2, druid 2, hunter 2, investigator 2, psychic 2, ranger 2, shaman 2, summoner 2, summoner (unchained) 2, warpriest 2

description:
You instantly stabilize the target’s pressure, causing it to adjust to its current pressure all at once. This doesn’t help it readjust to future pressure changes.


name: Stage Fright
level: antipaladin 3, bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: 1 creature/level, no two of which may be more than 30 ft. apart
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You fill your targets with the sudden fear of failure. A creature that fails its saving throw takes a –4 penalty on ability checks, skill checks, and any checks that require concentration (such as casting a spell in difficult circumstances or operating a complex device).


name: Staggering Fall
level: cleric/oracle 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 immediate action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one falling creature
duration: 1 round/level (see below)
saving_throw: Will partial (see below)
spell_resistance: yes
description:
This spell must be cast on a creature as it falls, either from a height or after being knocked prone or tripped. The magic of this spell causes the creature to hit the ground particularly hard, knocking the wind from it. The creature takes an additional 1d6 points of damage from the fall. In addition, the creature becomes staggered for the duration of the spell unless it makes a Will save. Each round the spell’s effects persist, the creature may attempt a new Will save as a free action to end the staggered effect early. A creature under the effects of this spell must take a standard action to stand up.


name: Stalwart Resolve
level: alchemist 2, cleric 2, inquisitor 1, paladin 1, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Stalwart resolve was originally created to temporarily aid those suffering from certain afflictions. The recipient of stalwart resolve ignores the effects of ability damage and penalties to a single ability score of your choice, except that damage equal to or greater than the ability score still causes unconsciousness or death. This applies whether or not the ability damage or penalty happened before or during the spell’s duration, and whether or not multiple sources are involved. This spell has no effect on ability drain.


name: Starsight
level: alchemist 1, bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level
description:
You can observe the night sky and all of its celestial bodies as if it were a clear night, regardless of weather conditions that would otherwise block your view. Your vision penetrates any light pollution from non-magical sources, though this spell doesn’t function in daylight, indoors, or underground. You see through forest canopies and similar natural obstructions, but only for the purpose of stargazing. For the spell’s duration, you gain a +2 insight bonus on Knowledge (geography) checks relating to the stars and planets and Survival checks to avoid getting lost.


name: Statue
level: alchemist 6, sorcerer/wizard 7
school: transmutation
casting_time: 1 round
components: V, S, M (lime, sand, and a drop of water stirred by an iron spike)
range: touch
target: creature touched
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage. The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires as long as the spell duration is in effect.


name: Status
level: cleric/oracle 2, medium 2, occultist 2, psychic 2, spiritualist 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: one creature touched/three levels
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.


name: Stay the Hand
level: paladin 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 immediate action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: 1/round per level and special; see text
saving_throw: Will partial
spell_resistance: yes
description:
You cause a creature’s arm to waver and prevent it from striking another creature. You can cast this spell when the target is about to make a melee attack against another creature. On a failed Saving Throw, the target does not follow through with its attack, and its entire action is wasted for the round. On a successful Saving Throw, the target can make its attack, forcing its strike though the compulsion but losing both accuracy and power, taking a -5 penalty on its attack and damage rolls. Whether or not the target makes its initial save or not, it is subject to a -2 penalty on attack and damage rolls against the creature it originally targeted for the duration of the spell.


name: Steal Breath
level: bard 2, bloodrager 2, druid 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round (see text)
saving_throw: Fort negates; see text
spell_resistance: yes
description:
You pull the breath from a creature’s lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components. If the target fails its saving throw, it takes 2d6 points of damage, and it cannot speak, use breath weapons, or anything else requiring breathing, and a visible line of swirling air leaves the target’s mouth and enters your mouth.


name: Steal Size
level: bloodrager 2, druid 3, magus 3, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a piece of iron shaped like a scale tray)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level (D)
saving_throw: Fort negates
spell_resistance: yes
description:
This spell reduces the target’s size by one size category, as if it were affected by reduce person. You grow in size by one category, as if affected by enlarge person (if you can be targeted by that spell). If the spell is dispelled or otherwise ends for either you or the target, both you and the target return to your normal sizes.


name: Steam Ray Fusillade
level: arcanist 7, sorcerer/wizard 7
school: evocation [fire, water]
casting_time: 1 standard action
components: V, S, M (a scraping from a hydrothermal vent)
range: personal
target: you
duration: 1 round/level
description:
For the duration of the spell, you can fire three rays of steam once per round as a standard action (and you also fire three such rays as part of casting the spell). These rays function similarly to the rays from scorching ray (you can fire them at close range, they’re ranged touch attacks, they deal 4d6 points of fire damage each, and spell resistance negates them) except that they work both underwater and above water without a caster level check for being a fire spell.


name: Stench of Prey
level: druid 3, ranger 3, shaman 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
target: one creature (see text)
duration: 1 minute/level
saving_throw: Fort negates (see text)
spell_resistance: yes
description:
The target exudes a strong odor that most predators recognize as the scent of helpless prey. The closest 1d4+1 predatory creatures within 30 feet must succeed at a Will save or start attacking the target (animals with the scent ability are affected if within 60 feet). If the predator is an animal, it can be called away from the target by a handler using the “down” trick or any effect that suspends or dispels emotion or rage effects.


name: Stinking Cloud
level: bloodrager 3, magus 3, shaman 3, sorcerer/wizard 3, unchained summoner 3, witch 3
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M (a rotten egg or cabbage leaves)
range: medium (100 ft. + 10 ft./level)
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: Fortitude negates; see text
spell_resistance: no
description:
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.


name: Stoke the Inner Fire
level: cleric 2, inquisitor 2
school: transmutation [fire]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level
description:
You increase the natural heat within your body, transferring it to your weapons and armor. As a swift action, you may grant one of your natural or manufactured weapons the flaming special ability for 1 round. If you have the fire subtype, your weapon instead gains the flaming burst special ability. If the weapon leaves your hand for any reason, it loses the flaming (or flaming burst) special ability until you spend a swift action to activate it again. You can only have stoke the inner fire active on one weapon at a time, and spending a swift action to imbue a second weapon with the spell’s power immediately ends its effect on the first weapon.


name: Stolen Light
level: bard 3, sorcerer/wizard 3
school: illusion (figment)
casting_time: 1 full round
components: V, S, F (a gem worth at least 500 gp)
range: touch
target: transparent gem touched
duration: permanent or 1 minute/level (see text)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
Stolen light stores images within a gem. To store an image, as part of casting you must touch a gem worth not less than 500 gp. You trap within the gem an image of everything visible within a 30-foot cone measured from the gem, in a direction of your choice. Alternatively, you can capture a less detailed image of a single object within sight. Once the casting is complete, the gem turns opaque, and the image inside cannot be seen. The stolen image remains within the gem until released or dispelled.


name: Stone Call
level: bloodrager 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: cylinder (40-ft. radius, 20 ft. high)
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast.


name: Stone Discus
level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M (a pinch of earth or metal)
range: close (25 ft. + 5 ft./2 levels)
effect: one or more stone discuses
duration: Instantaneous
saving_throw: none
spell_resistance: no
description:
You create a stone discus, which flies at an enemy. You can create one discus, plus one additional discus at 7th and 11th caster levels. For each discus you create, you decide whether its edge is blunt (and deals bludgeoning damage) or sharp (and deals slashing damage). Each discus requires a ranged attack to hit and deals 4d6 points of damage. The discuses can be launched at more than one target, but all must be aimed at targets within 30 feet of each other and launched simultaneously.


name: Stone Fist
level: alchemist 1, bloodrager 1, druid 1, magus 1, sorcerer/wizard 1
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (a chip of granite)
range: personal
duration: 1 minute/level (D)
description:
This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small). In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.


name: Stone Shape
level: cleric/oracle 3, druid 3, shaman 3, sorcerer/wizard 4
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M/DF (soft clay)
range: touch
target: stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.


name: Stone Shield
level: bloodrager 1, cleric 1, druid 1, magus 2, shaman 1, sorcerer/wizard 1, summoner 1
school: conjuration (creation) [earth]
casting_time: 1 immediate action
components: V, S, DF
range: 0 ft.
effect: stone wall whose area is one 5-ft. square
duration: 1 round
saving_throw: none
spell_resistance: no
description:
A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent’s attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has hardness 8 and 15 hit points. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal damage to the shield.


name: Stone Tell
level: druid 6, shaman 7
school: divination
casting_time: 10 minutes
components: V, S, DF
range: personal
target: you
duration: 1 min./level
description:
You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.


name: Stone Throwing
level: bloodrager 1, cleric 2, druid 2, magus 2, ranger 1, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (powdered stone) creature touched 1 minute/level Fort negates (harmless) yes (harmless)
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
The subject gains the rock throwing and rock catching abilities. It can use these abilities with any solid, mostly inflexible object with a hardness of at least 5.


name: Stone to Flesh
level: magus 6, shaman 6, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of blood mixed with earth)
range: medium (100 ft. + 10 ft./level)
target: one petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
duration: instantaneous
saving_throw: Fortitude negates (object); see text
spell_resistance: yes
description:
This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. For example, this spell would turn an animated stone statue into an animated flesh statue, but an ordinary statue would become a mass of inert flesh in the shape of the statue. You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.


name: Stoneskin
school: abjuration
casting_time: 1 standard action
components: V, S, M (granite and diamond dust worth 250 gp)
range: touch
target: creature touched
duration: 10 min./level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 4, bloodrager 4, druid 5, inquisitor 4, magus 4, shaman 5, sorcerer/wizard 4, summoner 3, unchained summoner 4

description:
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.


name: Storm Sight
level: cleric 2, druid 2, shaman 2, sorcerer/wizard 2, witch 2
school: divination (scrying)
casting_time: 1 round
components: V, S, F (a storm, either natural or magical)
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You step into any magical or naturally occurring storm and commune directly with the power of the wind and rain.


name: Storm Step
level: magus 3, sorcerer/wizard 3, witch 3
school: conjuration (teleportation) [electricity]
casting_time: 1 standard action
components: V,S
range: close (25 ft. + 5 ft./2 levels)
target: you
duration: instantaneous
saving_throw: Reflex halves
spell_resistance: yes
description:
You are able to harness the power of the storm to transport yourself a short distance, by taking the form of a furious, sizzling bolt of elemental electricity.


name: Storm of Blades
level: cleric 3, magus 2, sorcerer/wizard 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a sword)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You create floating swords of the type used as the material component for this spell (such as a rapier or scimitar) and magically propel them at your target. You can create one sword for every 2 caster levels that you possess, up to a maximum of five swords at 10th level. You must have line of effect between you and the target, and the target must be within the spell’s range. You make a ranged attack roll for each sword (with no penalties for range increments or using melee weapons as ranged weapons); each attack has the same threat range and critical modifier and deals the same damage as a standard sword of the type expended. Swords created by this spell disappear after striking (or missing) their targets.


name: Storm of Vengeance
level: cleric/oracle 9, druid 9, shaman 9, witch 9
school: conjuration (summoning)
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
effect: 360-ft.-radius storm cloud
duration: concentration (maximum 10 rounds) (D)
saving_throw: see text
spell_resistance: yes
description:
You create a huge black storm cloud in the air. Each creature under the cloud must succeed on a Fortitude save or be deafened for 1d4 x 10 minutes. Each round you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.


name: Stormbolts
level: cleric/oracle 8, druid 8, shaman 8, sorcerer/wizard 8, witch 8
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, M/DF (a copper rod)
range: 30 ft.
area: a 30-ft.-radius spread, centered on you
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
When you cast this spell, lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. Any other creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful Saving Throw halves the damage and negates the stun effect.


name: Straitjacket
level: inquisitor 4, occultist 4, sorcerer/wizard 5, summoner 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (leather strap)
range: close (25 ft. + 5 ft./2 caster levels)
target: one creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
You cause a straitjacket to spring into existence to restrain the target creature. You attempt a combat maneuver against the target’s CMD. Your CMB for this check is equal to your caster level + 5 due to the straightjacket’s Strength. This combat maneuver doesn’t provoke an attack of opportunity, and if it succeeds, the target is restrained. This is similar to the grappled condition, except the target is able to move at its normal speed, the restraint doesn’t cause the target to require concentration checks to use abilities that require concentration, and the target can’t take actions that require one or more hands or arms to perform (including casting spells that require a somatic or material component).


name: Strand of the Tangled Knot
level: cleric/oracle 1, inquisitor 1, shaman 1, warpriest 1, witch 1
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a small knot of twin)
range: personal
target: you
duration: 1 round/level (D)
description:
The next single attack made against you takes a –10 penalty. If that attack is a critical hit, it is instead treated as a normal hit.


name: Strangling Hair
level: psychic 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: concentration , up to 1 round/level
saving_throw: none
spell_resistance: yes
description:
Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus (if a sorcerer). This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB.


name: Stricken Heart
level: inquisitor 2, mesmerist 2, psychic 2, shaman 3, sorcerer/wizard 2, spiritualist 2, witch 2
school: necromancy [death]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
This spell covers your hand with a writhing black aura. As part of casting the spell, you can make a melee touch attack that deals 2d6 points of negative energy damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. Creatures immune to precision damage are immune to the staggered effect.


name: Strong Jaw
level: druid 4, ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 minute/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
Laying a hand upon an allied creature’s jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature’s natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature’s size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.


name: Strong Wings
level: bloodrager 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
The target’s wings grow more powerful, causing its fly speed to increase by +10 feet and its maneuverability to improve by one category (to a maximum of good). This increase counts as an enhancement bonus. This spell has no effect on wingless creatures or winged creatures that cannot fly.


name: Stumble Gap
level: sorcerer/wizard 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, F (miniature shovel costing 10 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: see text
duration: 1 round + 1 round/level
saving_throw: Reflex partial
spell_resistance: no
description:
You create a shallow extra-dimensional hole perfectly sized to trip anyone who steps within it. This hole occupies a single 5-foot square with a depth of six inches. Any creature occupying the square when you first create the hole, or who later steps into the square containing the hole, must make a Reflex saving throw to avoid falling prone in an adjacent square and taking 1d6 points of damage. A creature that makes its saving throw still stumbles ever so slightly and takes a -1 penalty on all rolls and checks for 1 round. The spell has no effect on creatures adjacent to the square containing the hole.


name: Stunning Barrier
level: cleric 1, inquisitor 1, paladin 1, psychic 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level or until discharged
saving_throw: none and Will negates (see text)
spell_resistance: no and yes (see text)
description:
You are closely surrounded by a barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round (Will negates). Once the field has stunned an opponent, the spell is discharged.


name: Sturdy Tree Fort
level: druid 5, ranger 4
school: transmutation
casting_time: 1 minute
components: V, S, F (a nail, a rope , and a short wooden plank)
range: touch
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You cause a large tree to grow in the 5-foot square you touch. The tree has 1 foot of thickness for every 4 caster levels you have, and it can grow to any height you designate, up to 5 feet high per caster level you have. If there is a ceiling or other barrier overhead, the maximum height of the tree cannot exceed the space available. At any point along the tree’s height, you can create a sturdy wooden building that fills one 10-foot cube for every 4 caster levels you have. All portions of the structure must be adjacent to the trunk of the tree (or can have the tree trunk extend up through their spaces), but otherwise these cubes need not be contiguous. If you place the cubes so that they are contiguous, the buildings merge together, complete with ladders connecting different vertical levels. The fort is magically supported, but if the tree it is attached to is destroyed, the structure is destroyed as well (the tree has hardness 5 and 20 hp per caster level you have).


name: Subjective Reality
level: bard 6, medium 5, mesmerist 5, psychic 6, sorcerer/wizard 7
school: illusion (phantasm) [mind-affecting]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: none
description:
Choose one object, creature, or force you can see within long range (400 ft. + 40 ft./level). You alter your perceptions to become convinced the target is an illusion.


name: Submerge Ship
level: cleric 7, sorcerer/wizard 7
school: transmutation
casting_time: 1 minute
components: V, S, M/DF (a glass marble or piece of soap)
range: touch
target: 1 sailing vessel
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
When this spell is cast upon a vessel, the ship is surrounded by a protective bubble of constantly replenishing, breathable air and sinks beneath the waves. For the duration of the spell, the ship can travel beneath the water as easily as it did above. While under the effects of this spell, the ship has magical propulsion that gives it a maximum speed of 120 feet and an acceleration of 30 feet. The ship’s pilot uses the normal sailing skill to control the ship while under this spell’s effects, and can command it to dive and ascend as part of the vessel’s normal movement.


name: Substitute Trail
level: druid 4, ranger 4
school: transmutation
casting_time: 1 standard action
components: V, S
target: 1 creature/level; see text
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
This spell can affect any creatures with which you interacted in the last 24 hours. You alter the trails left by the chosen creatures, making it appear that another creature with which you are familiar left the trail instead (you must have met the creature with which you are familiar). If a tracker exceeds the DC of the skill check to follow the trail by an amount equal to your caster level, the tracker recognizes that the trail has been manipulated by this spell, although it cannot see the trail’s true nature unless it uses magical means, such as true seeing.


name: Suggestion
level: bard 2, medium 2, mesmerist 2, occultist 3, psychic 2, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V, M (a snake’s tongue and a honeycomb)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 hour/level or until completed
saving_throw: Will negates
spell_resistance: yes
description:
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.


name: Summon Accuser
level: bard 4, cleric/oracle 4, sorcerer/wizard 4, summoner 4, witch 4
school: conjuration (summoning) [evil, lawful]
casting_time: 1 round
components: V, S, F/DF (chunk of rotten meat)
range: close (25 ft. + 5 ft./2 levels)
effect: one accuser devil
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
This spell summons a single accuser devil from Hell to do the spellcaster’s bidding, similar to how summon monster spells function. Accuser devils, known to diabolists as zebubs, are hideous flying creatures with the torso of a plump human infant and the body and wings of an enormous fly. They make excellent spies, for they have the ability to grant visions of what they have witnessed to others—the Queen’s Hands sometimes use summoned zebubs to observe suspects from afar.


name: Summon Ancestral Guardian
level: bard 3, cleric/oracle 3
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, F/DF (stone metal image of your ancestor)
range: medium (100 ft. + 10 ft./level)
effect: two summoned ancestor spirits
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
You call the spirits of two ancestors to manifest in the mortal world and attack your enemies. Each appears as a transparent image of a powerful, wise dwarf armed with a traditional dwarven weapon of your choice. These spirits move and attack at your direction, each having the abilities of a spiritual weapon, except they can attack different targets and deal physical damage (bludgeoning, piercing, or slashing, according to the weapon the spirit wields) instead of force damage. Like creatures conjured with a summon monster spell, your ancestors are not harmed if these manifestations are destroyed.


name: Summon Elder Worm
level: druid 9
school: conjuration (summoning)
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions as summon nature’s ally VIII, except you summon a purple worm with the giant creature simple template.


name: Summon Flight of Eagles
level: bloodrager 4, druid 6, ranger 4, shaman 6, sorcerer/wizard 6, summoner 6, witch 6
school: conjuration (summoning)
casting_time: 1 round
components: V, S, F (a gold feather worth 100 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: 1d4+1 summoned creatures
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
You summon 1d4+1 giant eagles to serve as you designate. The summoned birds can fight if you wish, but can also serve as mounts.


name: Summon Giant Ally
level: druid 6
school: conjuration (summoning) [see text]
casting_time: 1 standard action
components: V, S, F/DF (bit of cloth from a giant’s bag) one or more giants
effect: one or more giants
description:
This spell functions as summon nature’s ally VI, except its casting time is shorter and you can summon one cave, hill, marsh, river, slag, stone, or wood giant.


name: Summon Infernal Host
level: bard 5, cleric/oracle 5, sorcerer/wizard 5, summoner 5, witch 5
school: conjuration (summoning) [evil, lawful]
casting_time: 1 round
components: V, S, F/DF (strip of rune-inscribed parchment)
range: close (25 ft. + 5 ft./2 levels)
effect: 1d4+1 lesser host devils or 1 greater host devil
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
This spell functions as summon monster V, save that it can only be used to summon host devils. These noxious flying devils are also known as gaavs and magaavs.


name: Summon Instrument
level: bard 0
school: conjuration (summoning)
casting_time: 1 round
components: V, S
range: 0 ft.
effect: one summoned handheld musical instrument
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell.


name: Summon Kami
level: druid 5, shaman 5 Effect one or more kami
school: conjuration
effect: one or more kami
description:
This spell functions as summon nature’s ally V, except you can summon one kodama, 1d3 fukujin, or 1d4+1 shikigami.


name: Summon Laborers
level: cleric 6, shaman 6, summoner 6, witch 6
school: conjuration (summoning)
casting_time: 10 minutes
components: V, S, F/DF (a strip of rune-inscribed parchment )
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned petitioner / caster level
duration: 8 hours (D)
saving_throw: none
spell_resistance: no
description:
This spell summons one humanoid petitioner per caster level. These petitioners hail from one plane of your choice and perform tasks at your direction. The petitioners cannot fight or travel to dangerous lands, but do assist your downtime activities within a settlement, increasing the effect of Influence or Labor you spend by 50%, to a maximum of 1 additional point of Influence or Labor for every 2 caster levels you possess. This stacks with any increase to the effect of Influence or Labor that you receive from your followers within the settlement where the downtime activity takes place (if any). Summon laborers is a spell of the same alignment type as the plane from which the summoned petitioners hail (chaotic and evil for the Abyss, lawful and good for Heaven, and so on). Effects that increase the number of creatures summoned by a spell (such as Superior Summoning) do not affect summon laborers.


name: Summon Lesser Psychopomp
level: cleric/oracle 5, sorcerer/wizard 5, summoner 4, witch 5
school: conjuration (summoning)
casting_time: 1 round
components: V, S, F/DF (a crocodile skull funerary mask)
range: close (25 ft. + 5 ft./2 levels)
effect: one or more summoned psychopomps (see text)
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions like summon monster, except that it summons 1d3 esobok psychopomps or 1d4+1 nosoi psychopomps.


name: Summon Minor Ally
level: druid 1, ranger 1
school: conjuration (summoning)
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: 1d3 summoned creatures
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions as summon nature’s ally I, except you can summon 1d3 Tiny or smaller animals, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature.


name: Summon Minor Monster
school: conjuration (summoning)
casting_time: 1 round
components: V, S, F/DF (a tiny bag and a small candle)
range: close (25 ft. + 5 ft./2 levels)
effect: 1d3 summoned creatures
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
level:
antipaladin 1, bard 1, cleric/oracle 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

description:
This spell functions as summon monster I, except you can summon 1d3 Tiny or smaller animals, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature. As with animals summoned with summon monster I, you may apply one alignment-appropriate template to these animals.


name: Summon Monster
school: conjuration (summoning) [see text]
casting_time: 1 round
components: V, S, F/DF (a tiny bag and a small candle)
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
level:
antipaladin 1, bard 1, cleric/oracle 1, medium 1, psychic 1, sorcerer/wizard 1, spiritualist 1, summoner/unchained summoner 1, witch 1

description:
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.


name: Summon Nature’s Ally
level: druid 1, ranger 1, shaman 1
school: conjuration (summoning)
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.


name: Summon Ship
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, F (a miniature ship; see text)
range: close (25 ft. + 5 ft./2 levels)
effect: One conjured ship
duration: 1 day/level
saving_throw: none
spell_resistance: no
level:
arcanist 4, bard 4, cleric 4, occultist 3, oracle 4, psychic 4, skald 4, sorcerer 4, summoner 3, unchained summoner 3, warpriest 4, wizard 4

description:
When you cast this spell, you must hold out a miniature model of the ship you intend to create. The spell assembles a ship from raw materials conjured from other planes, taking a shape similar to the miniature ship in your hand. The miniature ship must be elaborately carved and worth 10% of the price of the type of ship it represents. The ship comes with all equipment necessary for sailing or rowing the ship but provides no crew or cargo. If you attempt to conjure the ship into a location where there isn’t a sufficient amount of water to keep the ship afloat, the spell fails. The ship displaces all water and Medium or smaller aquatic animals within its space when it appears, but the location must be otherwise unoccupied at the time of casting the spell. You can cast this spell again to extend the duration of the conjured ship, replacing the remaining duration with the new spell’s duration. When the spell’s duration ends or the spell is dismissed, the ship instantly stops moving and then falls apart over the course of a minute.


name: Summon Stampede
level: cleric/oracle 6, druid 6, summoner 4
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M (piece of fur from a herd animal )
range: medium (100 ft. + 10 ft./level)
effect: 20-ft.-radius herd of animals
duration: 1 round/level
saving_throw: Reflex halves (see text)
spell_resistance: no
description:
You conjure a herd of aurochs or similar herd animal that immediately stampedes in the direction you indicate. The herd takes up a 20-foot-radius space and moves at a rate of 120 feet per round in a straight line. Any creatures caught in the herd’s path take 4d6+9 points of damage that round as they are trampled beneath dozens of animals’ hooves. A successful Reflex save halves this damage.


name: Summon Swarm
level: bard 2, druid 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M/DF (a square of red cloth)
range: close (25 ft. + 5 ft./2 levels)
effect: one swarm of bats , rats , or spiders
duration: concentration + 2 rounds
saving_throw: none
spell_resistance: no
description:
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.


name: Summon Thanadaemon
level: cleric 9, sorcerer/wizard 9, witch 9
school: conjuration (summoning) [evil]
components: V, S, F (two silver coins)
description:
This spell functions like summon monster, except it summons a single thanadaemon. You can only use this spell in an area with enough open water to accommodate the daemon’s skiff, or when on the Astral Plane or Ethereal Plane.


name: Summon Totem Creature
level: cleric 3, druid 3, ranger 3, sorcerer/wizard 3, summoner 3
school: conjuration (summoning)
casting_time: 10 minutes
components: V, S, M/DF (a piece of bone from any one of your totem animals)
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned creature
duration: 1 hour (D)
saving_throw: none
spell_resistance: no
description:
Some people revere more than the deities of distant planes, but also the animals and natural forces of the rugged lands they call home. These spellcasters have learned ways to call upon the might of their totem creatures in times of need. 


name: Summoner Conduit
level: cleric 4, sorcerer/wizard 5, summoner/unchained summoner 4, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (two flies)
range: close (25 ft. + 5 ft./2 levels)
target: one summoned creature or eidolon
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
You exploit the invisible, mystic connection between the target creature and its summoner to harm that summoner. Whenever the target’s summoned creature is the target of a spell that deals damage, the target’s summoner is also considered to be a target of that spell. Such a summoner gains his normal defenses against the spell, such as a saving throw and spell resistance, and cannot be affected if he is on another plane of existence.


name: Sun Metal
level: cleric/oracle 1, paladin 1, ranger 1
school: transmutation [fire]
casting_time: 1 standard action
components: V, S
range: touch
target: one melee weapon
duration: 1 round/level (see text)
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage.


name: Sunbeam
level: druid 7, shaman 7
school: evocation [light]
casting_time: 1 standard action
components: V, S, DF
range: 60 ft.
area: line from your hand
duration: 1 round/level or until all beams are exhausted*
saving_throw: Reflex negates and Reflex half; see text
spell_resistance: yes
description:
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.


name: Sunburst
level: druid 8, shaman 8, sorcerer/wizard 8
school: evocation [light]
casting_time: 1 standard action
components: V, S, M/DF (sunstone and fire source)
range: long (400 ft. + 40 ft./level)
area: 80-ft.-radius burst
duration: instantaneous
saving_throw: Reflex partial; see text
spell_resistance: yes
description:
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.


name: Sunder Breaker
level: magus 1, psychic 1, sorcerer/wizard 1
school: abjuration [force]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level (D) or until discharged
saving_throw: Will negates (harmless) and see text
spell_resistance: yes (harmless) and see text
description:
You place an invisible ward upon the target. The next time a creature succeeds at a sunder combat maneuver against the target, the attacker’s weapon takes 1d6 points of damage per caster level (maximum 10d6). If the attacker used a natural weapon for the sunder, the attacker takes half this damage. Spell resistance applies to this damage. The attacker can attempt a Fortitude save to halve this damage.


name: Sundered Serpent Coil
level: magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a snake scale)
range: medium (100 ft. + 10 ft./level)
area: one 5-foot square
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions like black tentacles, except it creates a Large decapitated snake, which erupts from the ground and grapples a creature you specify within its 5-foot reach. As a standard action, you can command the snake to release its grappled target and direct it to attack a different creature.


name: Sundering Shards
level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V
range: touch
target: melee weapon touched
duration: 1 hour/level or until discharged
saving_throw: Reflex negates (see text)
spell_resistance: yes
description:
You channel power into a melee weapon. If the weapon’s wielder destroys an item with a successful sunder combat maneuver, she can release the extra power in the weapon, shattering the sundered item into jagged shards that deal 1d6 points of piercing and slashing damage to the creature that was wearing, carrying, or wielding the now-shattered item. Any creature (other than the wielder of the weapon targeted by this spell) adjacent to that creature must succeed at a Reflex saving throw or take 1d6 points of piercing and slashing damage from flying shards. The shards also count as whatever special materials the sundered item was made of (for example, the shards from a shattered cold iron weapon are cold iron). Once the weapon’s extra power is unleashed, the spell is discharged.


name: Sunstalker
level: bard 3, ranger 3, sorcerer/wizard 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M/DF
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
A touched creature becomes invisible (as per invisibility) as long as it is in direct sunlight (or bright light shed by a daylight spell). If an action the target creature takes causes the invisible creature to become visible but does not end the sunstalker spell’s duration, the creature can use this spell’s magic to become invisible again as a standard action as long as it stands in an area of sunlight (as defined above). The creature gains only concealment (20% miss chance) in normal light.


name: Suppress Charms and Compulsions
level: bard 2, cleric 2, mesmerist 2, paladin 2, psychic 2, shaman 2, sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes or concentration (up to 1 round/level); see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description: You bolster the subject’s sense of willpower and self-worth when you cast this spell.
target:
one creature plus one additional creature per 4 levels, no two of which can be more than 30 ft. apart


name: Suppressing Stone
level: occultist 3, sorcerer/wizard 4
school: evocation
casting_time: 1 standard action
components: V, S, F (one ioun stone worth at least 1,000 gp)
range: personal
target: you
duration: 10 minutes/level or until discharged (D)
description:
You infuse arcane power into the focus ioun stone, which must be currently floating around your head. If the ioun stone ever ceases floating around you, the spell ends immediately, and the spell fails if the ioun stone in question is cracked, burned, flawed, or otherwise of lesser value (such as a dull gray stone stone). While the spell is active, you gain a +1 resistance bonus on saving throws against mind-affecting effects for every 4 caster levels (maximum +5 at caster level 20). Whenever you fail a saving throw against a mind-affecting spell or effect, you can burn out the focus, transforming it irrevocably into a dull gray stone stone and ending this spell, but suppressing the mind-affecting effect for 1 round per 2,500 gp of value of the focus (minimum 1 round). Rounds during which the effect is suppressed still count against its duration, and the effect can still be dispelled or disrupted during this time.


name: Sure Casting
level: bard 1, cleric 1, inquisitor 1, sorcerer/ wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, F (a square of cloth and a needle)
range: personal
target: you
duration: 1 round (see text)
description:
You gain temporary insight into your enemies’ magical defenses. When you next cast a spell before the end of the next round, treat your caster level as 5 higher than normal for the purpose of overcoming spell resistance. This bonus doesn’t increase any other effects that depend on caster level, such as the spell’s damage or range, and affects only the first spell cast after sure casting.


name: Surefoot Boots
level: druid 2, occultist 2, ranger 2, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, F (footwear)
range: personal
target: you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You touch your boots, shoes, or other footwear and imbue them with the ability to find purchase on even the most treacherous ground. While the spell is in effect, the footwear’s wearer treats any Acrobatics skill check to balance as though the wearer had rolled a 20.


name: Surface Excursion
school: conjuration (teleportation)
casting_time: 3 rounds
components: V, S, M (a handful of soil that has been in the sun for at least 6 hours)
range: touch
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: no
level:
arcanist 5, magus 5, occultist 4, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist 4, summoner 4, summoner (unchained) 4, witch 5

description:
You instantly transport yourself and touched allies onto the nearest sky-facing surface directly above you. The destination surface may be solid ground or the surface of a body of water (or other liquid), depending on your position. If reaching the surface would require crossing planar boundaries or no sky-facing surface exists directly above your position, the spell fails and has no effect.


name: Surmount Affliction
level: cleric/oracle 2, inquisitor 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: you
target: personal
duration: 1 round/level
description:
You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition’s effect for the duration of the spell. You can surmount any one of the following conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened.


name: Suspend Drowning
level: bard 1, cleric 1, druid 1, ranger 1
school: transmutation
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The affected creatures immediately—though temporarily—stop drowning and cannot suffocate or drown while this spell is in effect. A target that had been reduced to below 1 hit point from drowning immediately returns to 1 hit point. The magic of this spell allows the targets to breathe, drink, and talk normally for the duration of the spell, but targets cannot inhale to increase the amount of air remaining in their lungs. When the spell effect ends, the target resumes drowning unless it is in an environment that allows it to breathe normally (such as an air-breathing creature returning to the surface) or has obtained a method of breathing normally (such as by consuming a potion of water breathing).


name: Swallow Poison
level: alchemist 5, druid 5, shaman 5, witch 5
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 hour/level or until discharged
description:
A special gland grows on the inside of your throat, which absorbs any poisons that you ingest, and can be used to expel them in a toxic spray. Any time you consume ingested poison during the spell’s duration, you can roll a caster level check against the poison’s save DC in order to harmlessly absorb the poison, ignoring its effects. The spell can absorb up to 1 dose of poison per 3 caster levels, after which the gland is unable to process any more poison, and any further doses of ingested poison affect you normally.


name: Swallow Your Fear
level: bard 1, cleric/oracle 1
school: enchantment
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You make the affected subjects ready for battle despite their fear. If a target is suffering from a fear effect of any kind, he gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.


name: Swarm Skin
level: druid 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a crushed insect hive)
range: personal
duration: see text
description:
You convert all of your soft tissue into swarms of insects or other creatures and send them off to do your bidding, leaving nothing but your bones and gear behind. These swarms have all their normal qualities and abilities but also bear a tiny portion of your consciousness that allows you to perceive what they do and to control their actions. While in this form, you cannot use any of your own abilities or take any actions other than controlling the swarms.


name: Swarm of Fangs
level: druid 3, psychic 3, sorcerer/ wizard 3, summoner 3, witch 3
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M (a lizard’s tooth)
range: close (25 ft. + 5 ft./2 levels)
effect: one swarm of animate teeth
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You summon a swarm consisting of thousands of animate, flying teeth in a 10-foot-by-10-foot cube. These fangs attack all creatures within the swarm’s area. You can summon the swarm so that it shares an area with other creatures, and you can move the swarm up to 40 feet each round as a move action. If you choose not to move the swarm, it automatically moves up to 40 feet to envelop the nearest creature (including you) if it has not already done so.


name: Sweat Poison
level: alchemist 2, druid 3, inquisitor 3, ranger 2
school: necromancy (poison)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
Glands along your neck, back, or wrists swell and exude a viscous injury poison (save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save). You are not immune to this poison, and unless you have the poison use class feature or a similar ability, you are at risk of poisoning yourself. You can apply this poison to a weapon as a move action, and each dose you apply reduces the remaining duration of this spell by 1 minute. If doing so would reduce the remaining duration to 0 minutes or less, the spell ends, and any applied poisons retain their potency only until the end of your turn.


name: Swipe
level: bard 2, sorcerer/wizard 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one held item
duration: instant
saving_throw: none
spell_resistance: no
description:
By flicking a finger in the appropriate direction and proclaiming ownership, you attempt to magically wrest an item from the target’s grip and summon it to your hand. To claim an object held by an opponent, you must make a CMB check—this check has a bonus equal to your caster level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). If you fail this check, the target retains the item and the spell fails. If you succeed, the item teleports into one of your free hands or comes to rest at your feet.


name: Sword to Snake
level: cleric 4, druid 4, shaman 4, sorcerer/wizard 4, summoner 4
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, M/DF (a hair from a spider )
range: close (25 ft. + 5 ft./2 levels)
target: one Medium or smaller item
duration: 1 round/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
When you make an undulating gesture using your hand, the target item changes slightly in shape and appearance to resemble a cross between its original form and that of a venomous animal.


name: Sylvan Hideaway
level: druid 3, ranger 3, shaman 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (one pound of unworked stone or wood)
range: touch
target: one 5-foot square of touched earth
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
When this spell is cast on a  natural, unworked surface, it creates an extradimensional underground space large enough to comfortably hold two creatures of any size per caster level (maximum 12). The room is sealed by a 5-foot-square camouflaged trap door that can be locked from within. (This trap door has hardness 10 and 20 hit points per caster level; the Perception DC to see the hidden trap door equals the spell’s save DC.) The door and room are made of the same material of the material component used to cast the spell. You can choose the shape and configuration of the room when you create it; however, any furnishings (tables, beds, etc.) in the room are made of the same material as the room and cannot be moved once created. When the spell ends, anything inside the space is ejected to the surface in the nearest available square.


name: Symbol of Death
level: cleric/oracle 8, sorcerer/wizard 8, witch 8
school: necromancy [death]
casting_time: 10 minutes
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each)
range: 0 ft.; see text
effect: one symbol
duration: see text
saving_throw: Fortitude negates
spell_resistance: yes
description:
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death kills one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points’ worth of creatures, whichever comes first. A creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.


name: Symbol of Debauchery
level: bard 6, cleric/oracle 8, sorcerer/wizard 8, witch 8
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 10 minutes
components: V, S, M (a set of bull genitals and powdered ruby worth 5,000 gp)
range: 0 ft.; see text
effect: one symbol
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
You conjure a sizable symbol into being, a rune suggestive of bloated bodies, flung food, and flowing wine. This spell functions as symbol of death, except that all creatures within 60 feet of the symbol of debauchery are instead filled with lust for the nearest conscious creature. This effect lasts for 1 round per caster level, even after creatures leave the symbol’s area of effect. Affected creatures are compelled to rush to the nearest creature in order to caress and kiss it, and may take no other actions. Each creature receives a single Will save when the symbol of debauchery is triggered to negate the effect. If no other creatures are visible, an affected creature may act normally.


name: Symbol of Dispelling
level: cleric/oracle 8, shaman 8, sorcerer/wizard 8, witch 8
school: abjuration
casting_time: 10 minutes
components: V, S, M (pure grain alcohol and powdered diamond worth 5,000 gp)
range: 0 ft.; see text
effect: one symbol
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This spell functions as symbol of death, except that all creatures within 40 feet of the symbol of dispelling are instead affected as if by the area dispel function of greater dispel magic. Attempt a dispel check when casting symbol of dispelling. Once the symbol is triggered, apply the result of that check to each creature in the area, as well as each object that is the target of one or more spells. Unlike symbol of death, symbol of dispelling grants no saving throws, and it is not subject to spell resistance.


name: Symbol of Distraction
level: bard 6, cleric 6, mesmerist 6, occultist 4, psychic 6, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 minutes
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
range: 0 feet; see text
effect: one symbol
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions like symbol of death, except that all creatures within the radius of a symbol of distraction instead become fascinated by the symbol for 10 minutes per caster level. Unlike symbol of death, symbol of distraction has no hit point limit; once triggered, a symbol of distraction simply remains active for a duration of 10 minutes × your caster level.


name: Symbol of Exsanguination
level: bloodrager 2, cleric 3, occultist 2, sorcerer/wizard 3, witch 3
school: necromancy [evil]
casting_time: 10 minutes
components: V, S, M (powdered garnet and bloodstone worth a total of 500 gp)
range: 0 ft.; see text Effect one symbol
duration: 10 minutes/level
saving_throw: Fort negates
spell_resistance: yes
description:
This spell functions like symbol of death, except that each creature within the radius of symbol of exsanguination begins to bleed uncontrollably and violently from their eyes, ears, nose, and mouth, as well as any existing open wounds. Creatures that failed their saving throws immediately take 1d6 points of bleed damage and are sickened as long as they continue to take bleed damage from the symbol.


name: Symbol of Fear
level: cleric/oracle 6, sorcerer/wizard 6, witch 6
school: necromancy [emotion, fear, mind-affecting]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
saving_throw: Will negates
description:
This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.


name: Symbol of Healing
level: cleric/oracle 3, paladin 4, witch 4
school: conjuration (healing)
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 500 gp)
saving_throw: Will half (harmless) (see text)
spell_resistance: yes (harmless) (see text)
description:
This spell functions as symbol of death, except all creatures within 60 feet of the symbol of healing instead are bathed in positive energy and heal 2d8 points + 1 point of damage per caster level (maximum +15). Undead and other creatures harmed by positive energy instead take 2d8 points of damage + 1 point per caster level (maximum +15); a Will save reduces this damage by half. A creature can only be healed or harmed by the symbol once in any 24-hour period. Once triggered, the symbol remains active for 10 minutes per caster level.


name: Symbol of Insanity
level: cleric/oracle 8, sorcerer/wizard 8, witch 8
school: enchantment (compulsion) [mind-affecting]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
saving_throw: Will negates
description:
This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).


name: Symbol of Laughter
school: enchantment (charm) [mind-affecting]
saving_throw: Will negates
spell_resistance: yes
level:
sorcerer/wizard 4, witch 4 Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp) Saving Throw Will negates

components:
V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp) Will negates yes

description:
This spell functions as symbol of death, except that all creatures within 60 feet are affected with uncontrollable laughter (as hideous laughter) for 1 round per caster level.


name: Symbol of Mirroring
level: sorcerer/wizard 2, witch 2
school: illusion (figment)
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 100 gp)
duration: see text
saving_throw: Will partial (harmless)
spell_resistance: yes
description:
This spell functions as symbol of death, except it instead creates one illusory duplicate of each creature within 60 feet of the symbol. These duplicates function as mirror image, moving with the original creatures and mimicking their movements, sounds, and actions exactly. If an illusory double is destroyed, a new one appears on the creature’s turn. The images last for as long as a creature remains within 60 feet of the symbol, and for 1 round/level thereafter. Once triggered, the symbol remains active for 10 minutes per caster level.


name: Symbol of Pain
level: cleric/oracle 5, sorcerer/wizard 5, witch 5
school: necromancy [evil, pain]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
description:
This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.


name: Symbol of Persuasion
level: cleric/oracle 6, sorcerer/wizard 6, witch 6
school: enchantment (charm) [mind-affecting]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
saving_throw: Will negates
description:
This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.


name: Symbol of Revelation
level: cleric/oracle 4, sorcerer/wizard 4, witch 4
school: divination
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp)
saving_throw: none
description:
This spell functions as symbol of death, except it is only activated by invisible creatures, creatures affected by an illusion (glamer) effect, creatures with the shapechanger subtype, or creatures that have magically changed their shape. These creatures are outlined by a pale light that functions like faerie fire, except it lasts for 10 minutes per caster level; the symbol does not otherwise reveal their true form. Once triggered, a symbol of revelation remains active for 10 minutes per caster level.


name: Symbol of Scrying
level: cleric/oracle 5, sorcerer/wizard 5, witch 5
school: divination (scrying)
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp)
saving_throw: none
spell_resistance: no
description:
This spell functions as symbol of death, except that, when triggered, it creates a scrying sensor linked to you and centered on the symbol, even if you are on a different plane than the symbol. You are immediately aware that the symbol has been triggered if you are conscious, and are awakened from normal sleep if sleeping. The symbol does not otherwise disturb your concentration. You may observe the area through the symbol as if using a scrying spell with the sensor as the target creature. Once triggered, the symbol remains active for 10 minutes per caster level.


name: Symbol of Sealing
level: cleric/oracle 6, sorcerer/wizard 6, witch 6
school: abjuration [force]
casting_time: 10 minutes
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 5,000 gp)
range: 0 ft.; see text
effect: one symbol
duration: permanent
saving_throw: none
spell_resistance: no
description:
This spell allows you to scribe a potent rune of power upon or above a door or other opening measuring no more than 20 square feet/level in size. When the casting is completed, the symbol immediately triggers, glowing visibly and sealing the door or opening with an invisible barrier of force equivalent to a wall of force. Destroying the symbol ends the effect, though destroying it once the symbol has been activated requires destroying the wall of force first. Once triggered, the wall remains for 10 minutes per caster level.


name: Symbol of Sleep
level: cleric/oracle 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [mind-affecting]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
saving_throw: Will negates
description:
This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by non-magical means before this time expires.


name: Symbol of Slowing
level: cleric/oracle 4, sorcerer/wizard 4, witch 4
school: transmutation
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp)
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions as symbol of death, except all creatures within 60 feet of a symbol of slowing are slowed (as the slow spell) for 1 round per caster level.


name: Symbol of Storms
school: evocation [air, electricity]
casting_time: 10 minutes
components: V, S, M (powdered copper and pumice worth a total of 1,500 gp)
range: 0 ft.; see text
effect: one symbol
duration: see text
saving_throw: Reflex half; see text
spell_resistance: yes
level:
arcanist 6, cleric 6, druid 6, hunter 3, oracle 6, ranger 3, sorcerer 6, warpriest 6, witch 6, wizard 6

description:
This spell functions as symbol of death, except that when triggered, a 30-foot-radius centered on the symbol fills with hurricane-force winds (75 mph). Each round, a bolt of lightning that deals 10d6 points of electricity damage strikes a random creature within the area. A successful Reflex save halves this damage. Unlike symbol of death, symbol of storms has no hit point limit. Regardless of the trigger method or methods chosen, a creature more than 30 feet from a symbol of storms can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once triggered, a symbol of storms remains active for 1 minute per caster level.


name: Symbol of Strife
level: cleric/oracle 9, sorcerer/wizard 9, witch 9
school: enchantment (compulsion) [mind-affecting]
components: V, S, M (mercury and phosphorous, plus powdered diamond opal worth a total of 15,000 gp)
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions as symbol of death, except all creatures within the radius of a symbol of strife are compelled to attack the nearest conscious creature for 1 round per caster level (similar to the “attack nearest creature” result of the confusion spell), even after leaving the symbol’s area of effect. If no other creatures are visible, an affected creature can act normally. Once triggered, the symbol remains active for 10 minutes per caster level.


name: Symbol of Striking
level: cleric 5, magus 5, sorcerer/wizard 5, witch 5
school: illusion (shadow)
casting_time: 10 minutes
components: V, S, M (a masterwork melee weapon costing at least 300 gp)
range: 0 ft.; see text
effect: one symbol
duration: see text
saving_throw: Will half, see text
spell_resistance: yes, see text
description:
This spell functions like symbol of death, except that using the material component, you scribe a symbol of striking so it fills a 5-foot square. Once triggered, the symbol of striking glows and lasts for 10 minutes per caster level or until it has made a number of attacks of opportunity equal to your level, whichever comes first. When triggered, the symbol threatens its area and the area around it as if it were a Medium creature wielding a magic version of the weapon you used as the material component. Using your caster level + 1 + your Intelligence modifier (magus, witch, wizard) or Wisdom modifier (cleric) or Charisma modifier (oracle, sorcerer) as its attack bonus, the symbol can make a number of attacks of opportunity each round equal to 1 + the same ability score modifier you used to determine its attack bonus. It gains a bonus on damage rolls equal to the same ability score modifier you used to determine its attack bonus. A shadowy version of you wielding the material component appears to make these attacks. The symbol attacks any non-attuned creature that provokes an attack of opportunity from the symbol. However, when the symbol first attacks a creature, the symbol must overcome that creature’s spell resistance or be rendered unable to harm it. The symbol never again attacks such creatures. Further, when the symbol first attacks a creature, a successful Will saving throw allows the creature to see the shadow nature of the attacks and take half damage when such attacks hit.


name: Symbol of Stunning
level: cleric/oracle 7, sorcerer/wizard 7, witch 7
school: enchantment (compulsion) [mind-affecting]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
saving_throw: Will negates
description:
This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.


name: Symbol of Vulnerability
level: cleric/oracle 9, sorcerer/wizard 9, witch 9
school: abjuration
components: V, S, M (mercury and phosphorous, plus powdered diamond opal worth a total of 15,000 gp)
saving_throw: none
spell_resistance: no
description:
This spell functions as symbol of death, except it saps the defenses of all creatures within 60 feet. Affected creatures receive a –4 penalty to spell resistance and a –4 penalty on saving throws, and energy resistances and damage reduction (if any) are reduced by 10 each (to a minimum of 0). Once triggered, the symbol remains active for 10 minutes per level. The effects last as long as the creature is within 60 feet of the symbol, and for 1 round per caster level afterward.


name: Symbol of Weakness
level: cleric/oracle 7, sorcerer/wizard 7, witch 7
school: necromancy
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
description:
This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.


name: Sympathetic Aura
level: bard 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, F (a small square of silk that must be passed over the object that receives the aura)
range: touch
target: one touched object weighing up to 5 lbs./level
duration: 1 day/level (D)
saving_throw: none (see text)
spell_resistance: no
description:
This spell functions like magic aura, except it extends its altered aura to similar items in a 5-foot radius. For this purpose, similar items must be alike in approximate shape, composition, and function, so a potion of cure light wounds targeted by this spell to appear non-magical would also obscure the auras of nearby potions, elixirs, and oils, as well as flasks. Items other than the targeted item retain their altered aura for 1 round per caster level after being removed from the spell’s area.


name: Sympathetic Vibration
level: bard 6
school: evocation [sonic]
casting_time: 10 minutes
components: V, S, F (a tuning fork)
range: touch
target: one freestanding structure
duration: up to 1 round/level
saving_throw: none; see text
spell_resistance: yes
description:
By attuning yourself to a freestanding structure, you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round per level. If the spell is cast upon a target that is not freestanding, the surrounding stone dissipates the effect and no damage occurs.


name: Sympathetic Wounds
level: cleric/oracle 2, druid 2
school: abjuration [evil]
casting_time: 1 standard action
components: V, S, M (250 gp of powdered amber)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions like shield other, except some of your wounds transfer to the targeted creature rather than some of their wounds transferring to you. For example, you could link yourself to a nearby chained slave so that when you are wounded, some of the damage is transferred to the slave. You must have at least as many hit dice as the target, otherwise the spell fails. A creature can only be under the effects of one instance of this spell at a time.


name: Sympathy
level: druid 9, sorcerer/wizard 8, summoner 6, witch 8
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 hour
components: V, S, M (a drop of honey and crushed pearls worth 1,500 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one location (up to a 10-ft. cube/level) or one object
duration: 2 hours/level (D)
saving_throw: Will negates; see text
spell_resistance: yes
description:
You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.


name: Synapse Overload
level: mesmerist 4, psychic 5
school: divination [mind-affecting]
casting_time: 1 standard action
components: V
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
You cause the target’s mind to unleash a vast overflowing torrent of information throughout the target’s body, causing the target’s synapses to violently trigger. The target takes 1d6 points of electrical damage per caster level (maximum 15d6) and is staggered for 1 minute. A successful Fortitude saving throw doesn’t reduce the damage, but it negates the staggered effect.


name: Synaptic Pulse
level: mesmerist 3, psychic 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: 30 ft.
area: 30-ft.-radius spread centered on you
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
You emit a pulsating mental blast that stuns all creatures in range of your psychic shriek for 1 round.


name: Synaptic Scramble
level: mesmerist 3, psychic 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You scramble the synaptic connections of your target, causing it to lose the ability to coherently communicate and to take unintended actions when it meant to perform others. The target cannot effectively communicate while under the spell’s influence, and thus cannot engage in acts like speaking, attempting Bluff checks to pass secret messages, writing, or using telepathy, although the spell doesn’t prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting.


name: Synesthesia
level: mesmerist 3, psychic 3
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You overstimulate the senses of the affected creature, causing its senses to interfere with another. While a creature is under the effects of this spell, sensory input is processed by the wrong senses, such that noise triggers bursts of colors, smells create sounds, and so on. The affected creature moves at half speed, has a 20% miss chance on attacks, and takes a –4 penalty to AC and on skill checks and Reflex saves. Successful spellcasting while affected requires a concentration check with a DC equal to this spell’s save DC plus the level of spell being cast.


name: Tactical Acumen
level: bard 2, inquisitor 2, magus 2, medium 2, occultist 2, paladin 1, psychic 2, sorcerer/wizard 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a small piece of a map)
range: 30 ft.
area: The caster and all allies within a 30-ft.-radius burst, centered on the caster
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).


name: Tactical Adaptation
level: magus 3
school: transmutation
casting_time: 1 standard action
range: personal
target: you
duration: 1 minute/level
components:
V, S, F (a gold and sapphire ring worth 500 gp, which the caster must wear for the spell’s duration)

description:
This spell was developed by an Academy student after several weeks of observing (and occasionally joining) barroom brawls. You draw on your mind’s hidden reserves, instantaneously mastering advanced combat techniques.


name: Tactical Formation
level: cleric/oracle 3, paladin 3, ranger 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: up to one creature/level, no two of which may be more than 30 ft. apart
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell increases the effectiveness of a group’s formation in battle. When cast, all creatures under the effect of the spell must be adjacent to one another, forming an unbroken chain of squares (which may include creatures sharing the same square). This chain does not need to be a straight line. Each target in the chain receives a +2 defection bonus to AC as long as the targets stay adjacent to at least one other creature affected by the spell; moving more than 5 feet from another target ends the spell with respect to that creature only. For example, a cleric could cast it on himself and four dwarves blocking a 20-foot-wide corridor; the cleric can move freely from the left side of the formation to the right side (whether in front of or behind the other targets) and not break the spell as long as he stays within 5 feet of at least one of them.


name: Tactical Insight
level: bard 6, inquisitor 6
school: divination
casting_time: 1 standard action
components: V, S
range: 1 hex
duration: 1 battle
saving_throw: none
spell_resistance: no
description:
Choose a single army tactic. You grant mastery of this tactic to the target army for the spell’s duration. This tactic may bring an army’s total known tactics to a number greater than normally allowed.


name: Tactical Miscalculation
level: bard 2, inquisitor 2, ranger 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: see text
spell_resistance: yes
description:
The target becomes fixated on avoiding damage and fails to spot even the most opportune moments to attack. Whenever a creature the target threatens would provoke an attack of opportunity from the target, the target must succeed at a Will save or be unable to make the attack of opportunity against that creature.


name: Tail Current
school: transmutation [water]
level:
bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3

description:
This spell functions as tailwind except it creates a helpful current in water instead of in the air. It grants free movement while swimming rather than while flying and functions only underwater.


name: Tail Strike
level: alchemist 4, antipaladin 3, bloodrager 3, medium 3, paladin 3, sorcerer/wizard 3
school: transmutation [draconic]
casting_time: 1 standard action
components: V, M (a dragon scale)
range: personal
target: you
duration: 1 minute/level (see text)
description:
You grow a draconic tail (clothing and armor adjust as necessary), or if you already have a tail, it takes on a draconic appearance. If you have a draconic bloodline, the tail matches the appearance of that dragon type; otherwise, it matches the appearance of a dragon type whose alignment matches your own. You gain a tail slam attack that deals 1d6 points of damage (1d4 if Small, 1d8 if Large) + your Strength modifier. If you already have a tail attack, you instead extend the reach of your tail attack by 5 feet.


name: Tailwind
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: 120 ft.
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3

description:
You compel the wind to push the targets in a direction of your choice. The subjects can hustle during local and overland movement without risk of fatigue. If the subjects are flying, the first 20 feet of movement each round in the chosen direction does not count against their movement for the round. Each creature remains affected only while within 120 feet of every other subject. You can change the tailwind’s direction once per hour by concentrating as a standard action. This spell has no effect underwater.


name: Talisman of Reprieve
level: cleric 5, inquisitor 4, paladin 3
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: 20-ft.-radius emanation centered on an item
duration: 10 minutes/level
description:
You imbue an item with an aura of divine amnesty, allowing all allies within the aura’s area to ignore penalties to Intelligence-, Wisdom-, and Charisma-based checks resulting from a plane’s mildly or strongly aligned traits, regardless of the allies’ alignments. In addition, the item grants a +4 circumstance bonus on checks with one Intelligence-, Wisdom-, or Charisma-based skill determined by you at the time of casting.


name: Talismanic Implement
level: occultist 3
school: evocation
casting_time: 10 minutes
components: V
range: personal Target you
duration: 1 hour/level (D) or until discharged
description:
This spell functions as contingency, but you invest a spell whose level doesn’t exceed one-quarter of your level (rounded down, maximum spell level 3rd) into one of your implements that holds 2 or more points of mental focus. The spell’s school must match that of the implement, and the spell must be one that affects only your person.


name: Tamer’s Lash
level: bard 1, bloodrager 1, magus 1, ranger 1
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: a whip of magical sound
duration: 1 round/level (D)
saving_throw: Will partial (see text)
spell_resistance: yes
description:
A 15-foot-long whip of sonic energy springs from your hand, delivering a loud crack when you strike with it. The tamer’s lash acts as a whip that deals 1d4 points of sonic damage on a hit, but it has no physical substance and you cannot use it to perform combat maneuvers, nor can it be sundered or disarmed. If you strike an animal with the tamer’s lash, the animal must succeed at a Will saving throw or be unable to attack you for 1d3 rounds. Furthermore, if the whipped animal starts its turn unable to attack you as a result of this spell and it is within 30 feet of you, it must spend its first action moving away from you, if it is able. Combat-trained animals, animal companions, and animals with Hit Dice in excess of your caster level + 4 gain a +4 circumstance bonus on their saves to avoid being intimidated in this way. This intimidation effect is a mind-affecting fear effect.


name: Tap Inner Beauty
level: bard 1, cleric/oracle 1, witch 1
school: divination
casting_time: 1 standard action
components: V, M (a tiny mirror )
range: personal
target: you
duration: 1 minute/level
description:
This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.


name: Tar Ball
level: druid 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a tiny ball of bitumen)
range: close (25 ft. + 5 ft./2 levels)
effect: ranged attack
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You create a sticky ball of burning tar that you can hurl at your enemies as a ranged attack. If the tar ball strikes, it deals 1d4 points of fire damage + your Strength modifier, and splashes the target with hot, sticky tar. The tar deals 1d4 points of fire damage each round on the creature’s turn for the next 1d4 rounds and gives the target a –2 penalty to Dexterity for that duration. If desired, the target can use a full-round action to attempt to extinguish or cool the tar before taking this additional damage. Extinguishing or cooling the tar requires a DC 15 Reflex save or at least 1 gallon of nonflammable liquid. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically cooling the target automatically ends the effect. 


name: Tar Pool
level: druid 6, sorcerer/wizard 6, summoner 5, unchained summoner 6
school: transmutation [earth, fire]
casting_time: 1 standard action
components: V, S, M/DF (a ball of hardened tar)
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius burst
duration: 1 round/level
saving_throw: Reflex partial, see text
spell_resistance: no
description:
You convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled. An entangled creature receives a saving throw each round to free itself from the tar, and can also attempt to free itself by spending a move action to attempt a Strength check or Escape Artist check (DC = spell saving throw DC). It costs 2 squares of movement to enter a square in the area of effect, and the DC of Acrobatics checks within the area of effect increases by 5. The area is difficult terrain. A creature that moves into or starts its turn in the area takes 2d6 points of fire damage and must reattempt this Reflex save or become entangled. A creature that falls prone in the area takes a –4 penalty on its Reflex save against the tar and on Strength and Escape Artist checks to escape the tar.


name: Tattoo Potion
level: alchemist 2, bard 2, sorcerer/ wizard 2, witch 2
school: transmutation
casting_time: 1 minute
components: V, S, M (a potion to be tattooed, special inks worth 500 gp)
range: one potion
effect: one spell tattoo
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
When you cast this spell, you mix special tattoo inks into a potion of your choice. Once you finish casting tattoo potion , the potion begins bubbling and fizzing—if no one drinks the potion within 1 minute of the spell being cast, the potion bubbles away into vapor and is destroyed.


name: Tears to Wine
level: alchemist 1, bard 1, cleric 2, druid 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a single grape)
range: 10 ft.
target: 1 cu. ft./2 levels of liquid (see text)
duration: 10 minutes/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell turns nonmagic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. This spell does not prevent subsequent natural decay or spoilage.


name: Technomancy
level: bard 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M (oil stirred with a coil of wires)
range: 60 ft.
target: cone-shaped emanation
duration: 3 rounds/level
saving_throw: none
spell_resistance: no
description:
This spell functions as detect magic, except it detects the presence of technological objects instead of magical objects. The spell grants you the Technologist feat for the purposes of attempting Knowledge (engineering) checks to identify the properties of technological items in your possession. If you already possess this feat, you gain a +10 bonus on Knowledge (engineering) checks to identify item properties.


name: Tectonic Communion
level: druid 7
school: divination
casting_time: 1 hour
components: V, S, DF
range: personal
target: you
duration: Instantaneous
description:
Tectonic communion functions as commune with nature with an even greater range. In outdoor or natural underground settings, the spell operates on a radius of 100 miles per caster level, extending even underground without penalty.


name: Telekinesis
level: magus 5, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
duration: concentration (up to 1 round/level) or instantaneous; see text
saving_throw: Will negates (object) or none; see text
spell_resistance: yes (object); see text
description:
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.


name: Telekinetic Assembly
level: magus 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 minute
components: V, S, F (a miniature of the target siege engine, costing 10 gp)
range: close (25 ft + 5 ft./2 levels)
target: one disassembled siege engine
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You assemble a siege engine, using up to one fewer worker per two caster levels you possess. You can do without one additional worker if you have any ranks in Knowledge (engineering), plus one additional worker per 5 ranks you have in that skill. If your caster level combined with Knowledge (engineering) fails to eliminate the need for workers, this spell fails.


name: Telekinetic Charge
level: bloodrager 4, sorcerer/wizard 4
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one willing creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You telekinetically launch an ally across the battlefield to anywhere within this spell’s range. While moving, your ally is flying just above the ground unless you wish otherwise. Movement from this spell provokes attacks of opportunity as normal, although you can lift your ally over objects or out of enemy reach, as long as your ally remains within this spell’s range. If your ally lands adjacent to an opponent, he can spend an immediate action to make a melee attack against that opponent with a +2 bonus on the attack roll.


name: Telekinetic Maneuver
level: magus 4, psychic 3, sorcerer/wizard 4, spiritualist 4
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: concentration (up to 1 round/level)
saving_throw: none
spell_resistance: yes
description:
This spell functions as telekinesis, but it can be used only to perform a bull rush, disarm, drag, grapple (including pin), reposition, steal, or trip combat maneuver.


name: Telekinetic Projectile
level: occultist 0, psychic 0, spiritualist 0
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: no
spell_resistance: no
description:
You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged touch attack) to hit your target; if you hit, you deal 1d6 points of bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this way.


name: Telekinetic Sphere
level: sorcerer/wizard 8
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (a crystal sphere and a pair of small magnets)
range: close (25 ft. + 5 ft./2 levels)
effect: 1-ft.-diameter/level sphere, centered around creatures or objects
duration: 1 min./level (D)
saving_throw: Reflex negates (object)
spell_resistance: yes (object)
description:
This spell functions like resilient sphere, but the creatures or objects caught inside the globe created by the spell are made nearly weightless. Anything contained within a telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.


name: Telekinetic Storm
level: psychic 9
school: evocation [force]
casting_time: 1 standard action
components: V, S
area: 40-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes div style="clear:both"></div
description:
You generate a storm of telekinetic energy that emanates from you, ripping through the spell’s area of effect with devastating force. Any creature caught in the spell’s radius takes 1d6 points of damage per caster level (maximum 20d6) and is dazed and stunned for 1 round. A successful Fortitude save reduces the damage by half and negates the dazed and stunned effects.


name: Telekinetic Volley
level: magus 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 round/level or until discharged (D)
saving_throw: none (object)
spell_resistance: no (object)
description:
The touched items levitate in your space. When you cast the spell and once per round thereafter, you can launch one item at a target of your choice as a standard action. The ranged attack is made as if you had thrown the item unless it’s ammunition for a weapon, in which case the attack is made as if fired from a heavy crossbow (if a bolt), a halfling sling staff (if a sling bullet), a blowgun (if a blowgun dart), a composite longbow with a +2 Strength rating (if an arrow), an atlatl (if an atlatl dart), or a pistol (if a firearm bullet). A firearm pellet launched by the spell functions as a shuriken.


name: Telempathic Projection
level: mesmerist 1, psychic 1, spiritualist 1
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 minute/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You alter the target’s mood, adjusting its attitude toward you or another creature you designate by one step either positively or negatively (see the Diplomacy skill). You can instead use this spell to assist your own or an ally’s Bluff, Diplomacy, Intimidate, Perform, or Sense Motive check, granting that check a +5 insight bonus against the target of your telempathic projection with no save. In this case, the spell’s duration expires immediately when the skill check is complete.


name: Telepathic Bond
level: inquisitor 5, sorcerer/wizard 5, witch 5
school: divination
casting_time: 1 standard action
components: V, S, M (two eggshells from two different creatures)
range: close (25 ft. + 5 ft./2 levels)
duration: 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).


name: Telepathic Censure
level: bard 2, inquisitor 2
school: abjuration
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one creature (see text)
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
This spell creates an invisible psychic interference that inhibits telepathic communication. When cast upon a creature that can communicate via telepathy, this spell prevents that ability’s use— either to receive or project thoughts. When cast upon a creature without telepathy, the spell merely prevents the target from receiving telepathic communication. Those affected by this spell or that attempt to telepathically communicate with creatures under its effects are not innately aware that their communication is being inhibited. This spell temporarily disrupts spells and effects like telepathic bond or telepathic messages sent by a helm of telepathy, but not attacks and effects unrelated to communication like detect thoughts or a neothelid’s psychic crush.


name: Telepathic Silence
level: medium 4, mesmerist 4, occultist 4, psychic 4, spiritualist 4
school: illusion (glamer)
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
area: 60-ft.-radius emanation centered on a point in space
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
Creatures within the area cannot send or receive telepathic messages, and anyone in the area casting a spell with a thought component must succeed at a concentration check (DC = 20 + twice the spell’s level; this includes the increased concentration DC for casting spells with a thought component) or lose the spell. Furthermore, the thoughts of creatures within the area cannot be detected, located, or read with thoughtsense, detect thoughts, or similar effects.


name: Telepathy
level: medium 4, mesmerist 4, psychic 5, sorcerer/wizard 6, spiritualist 6
school: divination [mind-affecting]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 minute/level div style="clear:both"></div
description:
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as speaking and listening to multiple people simultaneously.


name: Teleport
school: conjuration (teleportation)
casting_time: 1 standard action
components: V
range: personal and touch
target: you and touched objects or other touched willing creatures
duration: instantaneous
saving_throw: none and Will negates (object)
spell_resistance: no and yes (object)
level:
magus 5, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner 4, unchained summoner 5, witch 5

description:
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. 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 four Medium 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. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is Spell Resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and Spell Resistance.


name: Teleport Object
level: sorcerer/wizard 7, witch 7
school: conjuration (teleportation)
casting_time: 1 Standard Action
components: V
range: touch
target: one touched object of up to 50 lbs./level and 3 cu. ft./level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.


name: Teleport Structure
level: sorcerer/wizard 6
school: conjuration (teleportation)
casting_time: 8 hours
components: V, M (gold dust worth 50 gp)
range: touch
target: one building
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You instantly teleport a building in a settlement you control to another lot or series of lots in the same settlement district. The building to be teleported must be unoccupied, and the area to which you wish to move the building must be cleared and unoccupied during the casting of this spell. A building cannot be teleported to an area it would not normally be able to occupy, such as an area adjacent to a prohibited building type. If you don’t wholly own the structure, all of the structure’s owners must consent to the structure’s teleportation before the spell is cast; otherwise, it fails immediately.


name: Teleport Trap
level: sorcerer/wizard 7
school: abjuration
casting_time: 10 minutes
components: V, S, M (powdered lodestones and silver worth 100 gp per 40-ft. cube)
range: medium (100 ft. + 10 ft./level)
area: one 40-ft. cube/level (S)
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
Teleport trap wards an area, redirecting all teleportation into or out of the area to a specific point within the area determined by you at the time of casting. The destination must be an open space on a solid surface. The spell’s area overlaps walls and other solid and liquid objects (preventing intruders from bypassing the ward by teleporting into a wall or through similar means). A teleporting creature that is affected by a teleport trap can resist the effect with a Will save—if the save is successful, the creature simply doesn’t teleport at all (but the use of the teleport effect is still consumed)—either to the intended location or the teleport trap’s actual destination. A DC 27 Knowledge (arcana) allows such a creature to recognize the teleport trap’s presence, but does not reveal the trap’s linked destination.


name: Teleportation Circle
level: psychic 9, sorcerer/wizard 9, summoner 6, witch 9
school: conjuration (teleportation)
casting_time: 10 minutes
components: V, M (amber dust to cover circle worth 1,000 gp)
range: 0 ft.
effect: 5-ft.-radius circle that teleports those who activate it
duration: 10 min./level (D)
saving_throw: none
spell_resistance: yes
description:
You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.


name: Temporal Divergence
level: arcanist 7, psychic 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 1 swift action
components: V, S, M ( mithral wishbone worth 100 gp)
range: personal
target: you
duration: instantaneous
description:
This spell allows you to witness two divergent decisions and choose which to pursue. Upon completing this spell, you must immediately choose two other different spells that you could cast at that moment and that each have a casting time of 1 standard action; these spells take effect simultaneously, and you must track all resulting effects, areas of effect, saving throws, and other outcomes separately as if each had been cast normally and the other spell had never happened. Once you’ve seen how each spell resolves, you must choose which version of reality occurred, expending the standard action, prepared spell, and material components as necessary. The other spell’s results are ignored and do not require an action or expend the prepared spell, spell slot, or material components. If the targets of the spell you did not choose expended any resources or effects to resist your spell, those resources or effects are also not expended. If you cast this spell and do not or cannot immediately follow the instructions described above, this spell has no effect.


name: Temporal Regression
level: arcanist 8, druid 9, psychic 8, witch 8, wizard 8
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, F ( hourglass filled with powdered horacalcum worth 1,500 gp)
range: personal and close (25 ft. + 5 ft./2 levels; see below)
duration: 1 round/level or until discharged
saving_throw: none
spell_resistance: no
description:
When you complete this spell, note your current location and condition, including your hit point total and any ongoing conditions affecting you as well as their durations (e.g. poison, sickened, ability damage, and spell effects). This spell creates a beacon in space-time that’s imperceptible to anyone but you. As a standard action while you are within range of the beacon before the spell’s duration expires, you can discharge the spell to transport yourself back to the marked location and restore yourself to the condition you were in when you cast the spell; this does not restore any expended items, charges, or spells you may have used during that time. This does not reverse effects for anyone else, and to bystanders it appears as though you teleported to the beacon location and regained conditions you had when the beacon was set. Temporal regression strains your body; when the spell is discharged, you gain 1 temporary negative level for every 2 rounds that passed since you cast the spell. These negative levels disappear after 24 hours.


name: Temporal Stasis
level: sorcerer/wizard 8
school: transmutation
casting_time: 1 standard action
components: V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 5,000 gp)
range: touch
target: creature touched
duration: permanent
saving_throw: Fortitude negates
spell_resistance: yes
description:
You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow, and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).


name: Temporary Graft
level: alchemist 3, bloodrager 3, magus 4, occultist 3, sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S, F (a dismembered body part)
range: personal
target: you
duration: 1 minute/level (D)
description:
You temporarily graft a dismembered body part onto yourself. You must have the body part in your possession or the spell has no effect. The graft must come from a creature the same size category as you. You can have only one graft active at a time. Grafting on a new body part immediately ends the effects of the older casting and causes that body part to fall off. The effect of the graft depends on the type of body part you choose to graft to yourself, as follows.


name: Temporary Resurrection
level: sorcerer/wizard 7, witch 7
school: necromancy
casting_time: 10 minutes
components: V, S, M (diamond dust worth 500 gp)
range: touch
target: dead creature touched
duration: 24 hours
description:
You restore temporary life to a body that has been dead for less than 48 hours. The spell lasts for 24 hours, after which the target dies again. The target gains 1 permanent negative level while under the effect of this spell; this negative level goes away when the target dies or is permanently raised from the dead (such as with raise dead). The target still counts as a dead corpse (but not undead) for the purpose of spells that revive dead creatures, so a cleric can cast raise dead or a similar spell on the target even while this spell is active. Once a creature has been revived with temporary resurrection, this spell cannot be used on it again until it is permanently raised from the dead.


name: Terrain Bond
level: ranger 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pinch of earth taken from your most favored terrain )
range: personal
target: you
duration: 1 hour/2 levels (D)
description:
You call upon the spirits of nature to help you adapt to your environment. You treat the terrain you are in as your most favored terrain until this spell ends.


name: Terrible Remorse
level: bard 3, cleric/oracle 4, inquisitor 3, sorcerer/wizard 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1 living creature
duration: 1 round/level
saving_throw: Will partial (see text at right)
spell_resistance: yes
description:
You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal 1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after which the spell ends.


name: Thaumaturgic Circle
level: cleric 4, inquisitor 4, medium 3, occultist 3, sorcerer/wizard 4, summoner 4
school: abjuration
components: V, S, M (a 3-ft.-diameter circle of powdered silver), DF div style="clear:both"></div
description:
This spell functions as magic circle against chaos, evil, good, or law, but rather than stipulating an alignment descriptor, You can designate any one non-alignment subtype of outsider, including air, earth, fire, and water, as well as outsider races such as angels and devils.


name: Theft Ward
level: cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: one object
duration: 1 day
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You ward a single object in your possession against theft. You gain a +10 bonus on Perception checks to notice someone trying to take the object from you.


name: They Know
level: bard 3, inquisitor 3, mesmerist 3, paladin 3, psychic 4, shaman 4, witch 4
school: enchantment (compulsion) [emotion, fear]
casting_time: 1 standard action
components: V, S, F/DF, M (a drop of black ink )
range: medium (100 ft. plus 10 ft./level)
target: one intelligent creature
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You instill a target with the fear that the nearest other intelligent creature knows her darkest secret. If she is in the midst of another situation as vital as protecting her darkest secret, such as combat, this doesn’t cause her to cease participating, but otherwise, she becomes compelled to use her abilities and skills to determine exactly how much the other individual knows.


