# spell

name: Abeyance
level: cleric 2, inquisitor 2, paladin 2
school: abjuration
casting_time: 1 minute
components: V, S, M (a flask of holy water worth 25 gp), DF
range: touch
target: creature touched
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Abeyance suppresses the effects of a single curse on a creature. It does not restore any damage or drain that might have been caused by the curse. Abeyance cannot suppress curses that cannot be removed by remove curse, but it can suppress curses such as lycanthropy that require remove curse along with additional measures. An individual curse can be suppressed only once by abeyance, even if cast by a different caster.


name: Abjuring Step
level: alchemist 1, bard 1, magus 1, psychic 1, sorcerer/wizard 1
school: abjuration (force)
casting_time: 1 standard action
components: V, S, M (a rabbit’s foot)
range: personal
target: you
duration: 1 round/level or until discharged
description:
This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity.


name: Ablative Barrier
school: conjuration (creation) [force]
casting_time: 1 standard action
components: V, S, M (a piece of metal cut from a shield)
range: touch
target: creature touched
duration: 1 hour/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: no
level:
alchemist 2, bloodrager 2, magus 2, occultist 2, psychic 3, sorcerer/wizard 3, summoner 2, unchained summoner 3

description:
Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal damage. Against attacks that already deal nonlethal damage, the target gains DR 5/—. Once this spell has converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.


name: Ablative Sphere
level: sorcerer/wizard 3
school: abjuration
casting_time: 1 standard action
components: V, S, M (a crystalline sphere worth 10 gp)
range: personal
target: you
duration: 1 minute per level (D)
description:
An immobile, crystalline, web-like globe surrounds you. When the ablative sphere winks into existence, it provides you with improved cover (see below). The barrier does not impede a spell’s line of sight or effect.


name: Absolution
level: cleric 4, paladin 4
school: abjuration
casting_time: 1 round
components: V, S, M (a vial of holy water ), DF
range: touch
target: living creature touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You purge impure thoughts from the target’s mind and fill him with exultant relief at the forgiveness of his sins.


name: Absorb Rune I
level: bard 4, cleric 4, magus 4, occultist 4, sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (a white silk glove worth 25 gp)
range: touch
target: one spell effect
duration: instantaneous plus 1 minute/level (see text)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell allows you to lay your hand upon a magical glyph, symbol, or other magical spell effect (referred to in this spell description as a rune) and attempt to absorb the essence of its effect. To absorb a rune, you must be aware of the rune’s existence (but need not know the details of what it actually does) and then succeed at a caster level check (DC = 10 + the caster level of the spell affect being absorbed) as you touch the rune in question. If you fail this caster level check, the magical rune is not triggered unless you fail the roll by 5 or more.


name: Absorbing Barrier
level: alchemist 4, sorcerer/wizard 4, summoner 4
school: abjuration
casting_time: 1 standard action
components: V, S, F (a jagged scrap of metal)
range: medium (100 ft. + 10 ft./level)
area: 40-ft.-radius sphere; see text (S)
duration: 1 hour/level or until discharged
saving_throw: none (harmless)
spell_resistance: no (harmless)
description:
You ward all creatures and objects in the area from ranged weapons. The spell’s area of effect is often a sphere, although you can shape it to be smaller than the maximum area or to exclude certain adjacent areas or objects (for example, if you are warding a specific structure, or if you are roughly warding the front lines of a battlefield). This spell’s area is also up to 40 feet in height, so flying creatures benefit as long as they are in this area of effect.


name: Absorbing Inhalation
level: alchemist 4, bloodrager 4, druid 4, sorcerer/wizard 4
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one cloud-like effect, up to one 10-ft. cube/level
duration: 1 round/level; see text
saving_throw: see text
spell_resistance: no
description:
You grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. If the targeted cloud is a magical effect, you must succeed at a caster level check (DC 11 + the effect’s caster level) to inhale it. Inhaling the cloud removes it from the area, leaving normal air in its place. If the cloud is too large for you to affect with a single casting of this spell, you may instead inhale a portion of the cloud, but you must inhale the portion of the cloud closest to you. This spell has no effect on gaseous creatures. It can only affect an instantaneous-duration cloud (such as a breath weapon) if you ready an action to cast the spell in response.


name: Absorbing Touch
level: alchemist 3
school: transmutation
casting_time: 1 standard action
components: S
range: touch
duration: 1 day/level (D)
saving_throw: Fortitude negates (object)
spell_resistance: no
description:
You absorb the next object your hand touches into your body. If you are already holding an object, you can attempt to absorb it; otherwise, you may touch an object as a standard action separate from casting the spell. You can absorb any nonmagical, nonliving object weighing no more than 1 pound per caster level. A container and its contents count as a single object. Objects in the possession of another creature receive a Fortitude Saving Throw to prevent absorption. You may continue to attempt to absorb objects until one is absorbed.


name: Abstemiousness
level: bard 1, cleric/oracle 1, druid 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V
range: touch
target: a handful of berries, grains, nuts, or rice
duration: 1 hour
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
This spell magically enhances a handful of simple food, imbuing it with enough nutrition to satisfy a Medium or smaller creature for a full day. The spell does not create food, and thus will not alone prevent someone from starving, but it can extend even limited reserves for lengthy periods.


name: Abundant Ammunition
level: bard 1, cleric 1, psychic 1, ranger 1, sorcerer/wizard 1
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M/DF (a single piece of ammunition)
target: one container touched
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition) at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.


name: Abyssal Vermin
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one vermin or vermin swarm
duration: 1 minute/level
saving_throw: Fort negates (see text)
spell_resistance: yes
level:
antipaladin 2, arcanist 4, cleric/oracle 4, crimson assassin 4, sorcerer/wizard 4, warpriest 4, witch 4

description:
You infuse the target with power from the Abyss, granting it the fiendish creature simple template. The swarm gains DR 5/good if it has at least 5 Hit Dice, or DR 10/good it if has at least 11 HD. It gains cold resistance 5 and fire resistance 5 if it has at least 5 HD, or cold resistance 10 and fire resistance 10 if it has at least 11 HD. It gains spell resistance equal to its CR + 6.


name: Accelerate Poison
level: druid 2, ranger 2, sorcerer/wizard 2
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, M (a thorn)
range: touch
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
You hasten the onset of poison in the target. If the poison normally has an onset time, its effects begin immediately. If the poison has no onset time, its frequency is doubled, requiring two saving throws and inflicting damage twice per round or minute, though its duration is halved. Accelerate poison does not change the cure condition for the poison. If the target is affected by more than one poison, you may choose which is affected if you administered the poison; otherwise, randomly determine which poison is affected.


name: Accept Affliction
level: bard 3, cleric 3, druid 3, paladin 3, witch 3
school: conjuration (healing) [good]
casting_time: 1 standard action
components: V, S, M/DF (a dove’s heart)
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself. This spell can also transfer the blinded, deafened, fatigued, nauseated, shaken, and sickened conditions. All aspects of the transferred afflictions (save DCs, remaining duration, removal conditions, and so on) remain the same, but affect the caster instead of the original target. After transferring the affliction or condition, the caster is free to cure it in any way he can.


name: Accursed Glare
level: antipaladin 3, sorcerer/wizard 3, witch 3
school: necromancy [curse]
casting_time: 1 round
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 channel a fell curse through your glare. If the target fails its saving throw, it begins to obsessively second guess its actions and attract bad luck. Whenever the target attempts an attack roll or saving throw while the curse lasts, it must roll twice and take the lower result. While you cast this spell, an ally within range of the subject can attempt an Intimidate check as a move action (DC = save DC of this spell); on a success, the ally adds its own glare to yours, granting you a +2 bonus on your caster level check to overcome spell resistance (if any). Multiple allies can attempt Intimidate checks; this bonus stacks.


name: Acid Arrow
level: bloodrager 2, magus 2, sorcerer/wizard 2
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S, M (rhubarb leaf and an adder’s stomach), F (a dart)
range: long (400 ft. + 40 ft./level)
effect: one arrow of acid
duration: 1 round + 1 round per three levels
saving_throw: none
spell_resistance: no
description:
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.


name: Acid Fog
level: magus 6, sorcerer/wizard 6, unchained summoner 6
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S, M (powdered peas and an animal hoof)
range: medium (100 ft. + 10 ft./level)
effect: fog spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.


name: Acid Maw
level: druid 1, ranger 1
school: transmutation [acid]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 2 ft./level)
target: your animal companion
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
Your animal companion’s bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. The acid continues to deal damage for 1 additional round per 4 caster levels (to a maximum of 6 total rounds at caster level 20th). This ongoing acid damage doesn’t stack from multiple attacks, but the duration resets if a newer bite would cause the ongoing damage to last longer than the duration remaining from a previous one.


name: Acid Pit
level: sorcerer/wizard 4, summoner/unchained summoner 4
school: conjuration [creation] acid
casting_time: 1 standard action
components: V, S, M (drop of acid), F (Fine shovel worth 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; see text
spell_resistance: no
description:
This spell functions as create pit, except that it places a 5-foot deep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Refer to Table: Items Affected by Magical Attacks (also copied here for convenience).


name: Acid Splash
level: inquisitor 0, magus 0, sorcerer/wizard 0, summoner/unchained summoner 0
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one missile of acid
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.


name: Acidic Spray
level: magus 5, sorcerer/wizard 5
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S, M (a vial of acid worth 10 gp)
range: 60 ft.
effect: 60-ft. line
duration: instantaneous
saving_throw: Reflex partial (see text)
spell_resistance: yes
description:
A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a second Reflex save on the creature’s turn negates this additional damage).


name: Acute Senses
level: alchemist 2, bard 2, inquisitor 2, psychic 2, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a glass lens)
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, and +30 (the maximum) at caster level 16th.


name: Adhesive Blood
level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
saving_throw: Reflex negates (see text)
spell_resistance: no
description:
Your blood thickens to becomes a glue-like substance upon contact with air. A piercing or slashing weapon that deals hit point damage to you is stuck fast unless the wielder succeeds at a Reflex save. A creature can pry off a stuck weapon on its turn as a standard action with a successful Strength check against the spell’s DC. Strong alcohol or universal solvent dissolves the adhesive. The glue breaks down 5 rounds after you die, or when the duration ends. This glue has no effect while underwater or in environments that lack air.


name: Adhesive Spittle
level: alchemist 1, psychic 1, sorcerer/wizard 1, witch 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: 15 ft.
target: one creature
duration: 1 round/level or until discharged (see text)
saving_throw: Reflex partial
spell_resistance: no
description:
Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it.


name: Adjustable Disguise
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level (D)
level:
alchemist 3, antipaladin 3, bard 3, inquisitor 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, witch 3

description:
This spell functions as disguise self, except as a swift action you can alter the disguise (within the limitations of disguise self). For example, you could make yourself look like a young human city guard, then an old elven wizard of the opposite gender, then a halfling thief, and so on. You can change the disguise a number of times equal to your caster level.


name: Adjustable Polymorph
level: alchemist 4, bard 4, magus 4, shaman 4, sorcerer/wizard 4, summoner/unchained summoner 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a small piece of doppelganger flesh)
range: personal
target: you
duration: 1 minute/level (D)
description:
This spell functions as alter self, except you can as a swift action alter the disguise (within the limitations of alter self). For example, you could transform yourself into a halfling, then a lizardfolk, then an elf, and so on. You can change your form a number of times equal to your caster level.


name: Admonishing Ray (3.5E)
level: cleric/oracle 2, sorcerer/wizard 2
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: close (25 f. + 5 f./2 levels)
effect: one or more rays
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You blast your enemies with rays of nonlethal force. You may fire one ray, plus one additional ray for every four levels you possess 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 nonlethal damage. This is a force effect. The rays may be fired at the same or different targets, but all rays must be fired simultaneously and aimed at targets within 30 feet of each other.


name: Adoration
level: bard 1, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during performance combat. If the target is out of combat, it receives a +2 morale bonus on all Diplomacy checks it makes to influence creatures. If the creature is engaged in performance combat the target gains a +2 morale bonus on all performance combat checks.


name: Adroit Retrieval
level: occultist 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You instill the target with the ability to withdraw small items from her pockets or packs with supernatural swiftness. When the target retrieves an item stored on itself, it can retrieve the item either as a move action without provoking attacks of opportunity, or as a swift action that provokes attacks of opportunity. This effect functions only when the target attempts to retrieve a stored item that weighs less than 1 pound per caster level (maximum 15 pounds).


name: Advanced Scurvy
level: cleric 1, druid 1
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
The subject contracts an advanced form of scurvy. He becomes constantly fatigued, suffers from bone pain (–1 penalty on Strength- and Dexterity-based checks), wounds easily (add +1 point of damage to any bleed effects affecting the target), experiences loose teeth, and is slow to heal (natural healing occurs at half the normal rate). Scurvy can be treated magically or can be overcome with proper nutrition; eating the right foods ends the fatigue and bone pain within 1–2 days and provides a full cure 2d6 days after that.


name: Aerial Tracks
level: druid 4, inquisitor 4, ranger 3, shaman 4
school: divination [air]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: circle centered on you, with a radius of 100 feet + 10 feet per level
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
You cause the air in the area to ripple where creatures have flown through it up to 1 day ago per caster level. These aerial ripples are tinged by glowing wisps, providing enough illumination to follow the tracks without penalties due to poor lighting. The area moves with you, allowing you to follow the tracks through the air over long distances provided you can fly or follow the route along the ground within range to read the aerial tracks. Other creatures can also follow the trail as long as they move with you. The base DC of Survival checks to track creatures through the air with this spell is the same as tracking creatures across soft ground.


name: Age Resistance
level: alchemist 4, druid 6, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 24 hours
description:
You ignore the physical detriments of being middle-aged. This spell does not cause you to look younger, nor does it prevent you from dying of old age, but as long as the spell is in effect, you ignore the –1 penalties to Strength, Dexterity, and Constitution that accrue once you become middle-aged. You retain the age-related bonuses to Intelligence, Wisdom, and Charisma while under the effects of this spell. Additional penalties that you accrue upon becoming old or venerable apply in full.


name: Aggravate Affliction
level: cleric 3, druid 3, sorcerer/wizard 4, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: see text
spell_resistance: yes
description:
All recurring afflictions (those with a frequency, including curses, diseases, and poison) possessed by the targeted creature immediately trigger, requiring an immediate saving throw (as described in the affliction) to avoid suffering their effects. A successful saving throw does not count toward ending the affliction, and this extra save does not change the timing of the next save against the affliction. Afflictions without a frequency are unaffected by this spell.


name: Aggressive Thundercloud
level: druid 2, magus 2, sorcerer/wizard 2, witch 2
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, M/DF (a piece of a tree struck by lightning)
range: medium (100 ft. + 10 ft./level)
effect: 5-ft.-diameter sphere
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes
description:
A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the storm stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates that damage. It provides concealment (20% miss chance) to anything within it, and its flickering light illuminates the same area a candle would.


name: Agonize
level: cleric/oracle 3, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: evocation [evil, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one conjured outsider or elemental (see text)
duration: 1 round
saving_throw: Fortitude negates
spell_resistance: yes
description:
You afflict a creature you have conjured via planar ally (or a similar spell) with bolts of vicious energy. These foul energies inflict terrible pain upon the conjured creature, torturing it to make it more pliant to your will. The targeted creature must make a Fortitude save or take a -1 penalty for every 2 levels you possess (maximum -10) on all saves and checks made against you for the next hour. In addition, creatures that demand payment for their services reduce the payment by 20% for every 4 levels you possess (maximum 60% reduction). However, beings tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to malicious ends or try to seek retribution after their release. This spell has no effect on creatures that are immune to nonlethal damage.


name: Agonizing Rebuke
level: antipaladin 2, cleric 3, inquisitor 3, mesmerist 3, psychic 3, witch 3
school: illusion (phantasm)) [emotion, mind-affecting, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 level)
target: one living creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
With a word and a gesture, you instill such apprehension about attacking you in your target that doing so causes it mental distress and pain. Each time the target makes an attack against you, targets you with a harmful spell, or otherwise takes an action that would harm you, it takes 2d6 points of nonlethal damage.


name: Aid
level: alchemist 2, cleric/oracle 2, inquisitor 2, shaman 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: living creature touched
duration: 1 min./level
saving_throw: none
spell_resistance: yes (harmless)
description:
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).


name: Air Breathing
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (flower or piece of grass)
range: touch
target: living aquatic creatures touched
duration: 2 hours/level; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description: The transmuted creatures can breathe air freely.
level:
alchemist 3, bloodrager 3, cleric 3, druid 3, magus 3, psychic 3, shaman 3, sorcerer/wizard 3, summoner 3


name: Air Bubble
level: cleric 1, druid 1, psychic 1, ranger 1, sorcerer/wizard 1, witch 1
school: conjuration (creation)
casting_time: 1 standard action
components: S, M/DF (a small bladder filled with air)
range: touch
target: one creature or one object no larger than a Large two-handed weapon
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Air bubble creates a small pocket of breathable air that surrounds the touched creature’s head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage. A firearm within an air bubble can be loaded—assuming the black powder comes from a powder horn, a cartridge, or some other airtight protective device—and fired. When shooting such a firearm underwater, the shot still takes the standard –2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.


name: Air Geyser
level: bloodrager 3, druid 3, magus 3, shaman 4, sorcerer/wizard 3, witch 3
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object up to Large size
duration: instantaneous
saving_throw: Reflex partial (see text)
spell_resistance: yes
description:
You create a powerful blast of air capable of flinging an opponent upward. If the target fails its Reflex save, the force of the air deals 2d6 points of bludgeoning damage and hurls the target upward a number of feet equal to 5 × your caster level. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not moved by it.


name: Air Step
level: alchemist 2, bard 2, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, witch 2
school: transmutation [air]
casting_time: 1 standard action
components: V, S, M (a goose feather)
range: personal
target: you
duration: 1 minute/level
description:
This spell functions as air walk, except you can rise no higher than 1 foot off the ground, you cannot pass over liquid, and the air you walk on is less stable than solid ground. When walking on air, you ignore difficult terrain that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any creature trying to track you through areas you crossed with this spell takes a –10 penalty on its Perception or Survival check to do so. However, because of the instability of the air you walk on, your speed is reduced by 10 feet (to a minimum of 5 feet) and you take a –4 penalty on Acrobatics, Climb, and Ride checks.


name: Air Walk
level: alchemist 4, cleric/oracle 4, druid 4
school: transmutation [air]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature (Gargantuan or smaller) touched
duration: 10 min./level
saving_throw: none
spell_resistance: yes (harmless)
description:
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker’s normal speed.


name: Air of Authority
level: bard 3, medium 3, mesmerist 3, psychic 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
You gain an unmistakable air of authority, which clouds creatures’ minds and causes them to believe that you are their direct superior. Each creature with whom you attempt to leverage your newfound authority receives a Will save to disbelieve the illusion. Otherwise, it treats you as it would its direct superior. Creatures with different direct superiors see you in different ways, which can potentially lead to conflicts that allow additional saving throws (for instance, if a cook sees you as the head chef, he might be quite perplexed to see the vizier treating you as if you were the king).


name: Akashic Communion
school: divination
casting_time: 10 minutes
components: V, S, M/DF (a square of reflective silver worth 100 gp)
range: personal
duration: 1 minute/level
level:
bard 3, medium 3, mesmerist 4, occultist 3, psychic 3, shaman 3, sorcerer/wizard 4, spiritualist 4, witch 3

description:
You attempt to obtain a glimpse of some specific event from the Akashic Record, the extraplanar repository of all experiences that have ever occurred. This allows you to attempt one Knowledge skill check of your choice per 3 caster levels you have, each with a +10 insight bonus. You are treated as trained in any Knowledge skills used for these checks, and can use this spell to reroll a Knowledge skill check you have already failed. The GM rolls these Knowledge checks in secret, as the Akashic Record is incredibly remote, and impressions gleaned from the distant repository are sometimes skewed when received. On a natural 1, the resulting answer is wildly inaccurate.


name: Akashic Form
level: psychic 9
school: necromancy
casting_time: 1 hour
components: V, S
range: personal
target: you
duration: 24 hours
saving_throw: no
spell_resistance: no
description:
You create a perfect record of your physical body in the Akashic Record at the time the spell is cast. This record includes your current hit point total, physical ability scores (Strength, Dexterity, and Constitution), and any conditional modifiers or conditions such as ability damage to physical ability scores, disease, negative levels, and poison. If at any point within the duration of the spell you are reduced to fewer than 0 hit points or are slain by a death effect that is not mind-affecting, you can immediately let your current physical body die and assume the record of your physical body on your next turn.


name: Alarm
level: bard 1, inquisitor 1, ranger 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: abjuration
casting_time: 1 standard action
components: V, S, F/DF (a tiny bell and a piece of very fine silver wire)
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation centered on a point in space
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature.


name: Alchemical Tinkering
level: cleric 2, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: firearm or alchemical item touched
duration: 1 minute/level
saving_throw: Fort negates (object)
spell_resistance: yes
description:
You transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost. Magic Items are unaffected by this spell. At the end of the spell’s duration, alchemical items used while transformed are destroyed and do not return to a usable state and firearms transformed revert back to their original type.


name: Align Weapon
level: cleric/oracle 2, inquisitor 2
school: transmutation [see text]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: weapon touched or 50 projectiles (all of which must be together at the time of casting)
duration: 1 min./level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. 


name: Allegro
level: bard 2
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level (D) or until discharged
description:
This spell allows you to act more swiftly while maintaining a bardic performance. You must already be maintaining a bardic performance before you can cast allegro. You gain the benefits of the spell haste for as long as you maintain that bardic performance. If you cease maintaining the bardic performance or it is interrupted, this spell’s duration ends. As an immediate action while you are maintaining a bardic performance, you can dismiss allegro to reroll a Reflex save or Dexterity-based skill check. You must choose to reroll before the result of the original roll is known. You must take the result of the reroll, even if it’s worse than the original roll. Allegro dispels and is dispelled by slow.


name: Alleviate Addiction
level: alchemist 1, cleric 1, druid 1, paladin 1, ranger 1, shaman 1, witch 1
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Fort negates; (harmless)
spell_resistance: yes (harmless)
description:
The subject ignores the effects of addictions. The subject can naturally recover from damage dealt by the drug if she is under the effects of this spell for the entire duration of her rest.


name: Alleviate Corruption
level: cleric 6, psychic 6, shaman 6, spiritualist 6, witch 6
school: abjuration
casting_time: 1 minute
components: V, S, M (rare herbs, incense, and jewels worth 500 gp/the target’s character level or HD)
range: touch
target: one creature other than yourself
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You combat the rising corruption in another creature or advance the long-term process of exorcising it entirely. This spell has two purposes, and you choose which application to use at the time of casting.


name: Allfood
level: ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of salt and pepper)
range: touch
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You can transform one object, weighing up to 5 lbs. per caster level, into an edible substance that any living creature can chew, swallow, and safely digest. This allfood always has a bland taste and slightly gooey consistency when chewed regardless of its original nature.


name: Allied Cloak
level: bard 3, bloodrager 3, magus 3, occultist 2, sorcerer/wizard 3, summoner 3
school: abjuration
casting_time: 1 standard action
components: V, S, F (cloak or outer garment)
range: personal
target: you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You cause a cloak, shawl, poncho, or other outer garment you are wearing to animate to aid and defend you. The cloak provides a +2 shield bonus to your AC. In addition, once each round during your turn, you can take a free action to direct your cloak to use the aid another action to assist your skill check, attack roll, or AC. The cloak has an attack bonus or a total skill bonus equal to your caster level plus your key spellcasting ability score modifier (Charisma for bards, Intelligence for wizards, and so on). If another creature dons the cloak during the duration, the cloak provides its protection and aid to the wearer, but it still uses the same bonus on the aid another actions as if you were the wearer. The cloak cannot take any other type of action.


name: Ally Across Time
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one 5-ft. cube of temporal possibility/2 levels
duration: 1 round/level
saving_throw: none
spell_resistance: no
level:
arcanist 2, bard 2, cleric/oracle 2, hunter 1, inquisitor 2, medium 1, psychic 2, ranger 1, skald 2, sorcerer/wizard 2, warpriest 2

description:
You create one or more 5-foot cubes of temporal possibility where your timeline overlaps with those of your parallel existences. As a free action, you can summon a duplicate of yourself (not including any animal companions, familiars, intelligent items, or other creatures) from an alternate timeline in one of the cubes you can see, which lasts until the end of your turn. This duplicate has your statistics (though its hit points equal your caster level), threatens all squares adjacent to it, and has any teamwork feats you have. Although the duplicate appears with all of the equipment you currently carry, it cannot use any of its equipment and all its equipment disappears when the duplicate does. This duplicate cannot voluntarily move from the space in which it’s summoned. During its brief existence, a duplicate can use the aid another action once to assist you, but it cannot take any other type of action. Once a duplicate disappears, the cube of temporal possibility it occupied dissipates.


name: Alpha Instinct
level: bard 3, druid 2, medium 2, mesmerist 3, ranger 2, shaman 2
school: enchantment (charm) [mind-affecting]
casting_time: 10 minutes
components: V, S, M (a bit of musk from an alpha wolf or another socially dominant animal )
range: personal
target: you
duration: 1 hour/level (D)
description:
Animals perceive you as a social superior. the starting attitude of animals you interact with improves by one step, and you gain a +2 morale bonus on Handle Animal checks. Helpful animals provide simple assistance (such as using the aid another action on skill checks they understand) as long as the spell lasts, but they flee from attacks and do not support you in combat. At one point during the spell’s duration, you can issue a nonverbal command to helpful animals within 60 feet to forage for you; the animal or animals immediately head out into the wilderness to do just that. After 1 hour, the animals return to the location where you issued the command to make you an offering of edible food sufficient for one meal for you and a number of others equal to your caster level.


name: Alter Musical Instrument
level: bard 1, sorcerer/wizard 1, witch 1
school: illusion (figment)
casting_time: 1 standard action
components: V, S, F (an instrument)
range: close (25 ft. + 5 ft./2 levels)
target: one musical instrument
duration: 1 hour/level (D)
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
You alter an instrument so it sounds like a different kind of instrument you are familiar with. The change could be minor (such as making a lute sound like a guitar) or major (making a keyboard sound like drums). All other aspects of the instrument—such as volume, pitch, and how it is played—are unchanged. For example, a piccolo made to sound like an organ is no louder than a normal piccolo, can produce only high notes in the piccolo range, and is a wind instrument. 


name: Alter River
level: cleric 4, druid 4, sorcerer/ wizard 5
school: transmutation [water]
casting_time: 1 standard action
components: S, V, M (silt from a dry riverbed)
range: medium (100 ft. + 10 ft./level)
target: area of river up to 5 ft. wide/2 levels and 10 ft. long/level
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
You alter the flow of water in a natural freshwater channel such as a river, stream, or waterfall. The first version of this spell alters the speed of a river’s flow. The second diverts the course of the targeted river.


name: Alter Self
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 1 min./level (D)
level:
alchemist 2, bard 2, magus 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2

description:
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.


name: Alter Summoned Monster
level: antipaladin 2, bard 2, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./ 2 levels)
target: one summoned creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature’s ally spell. The new creature must be an option from a spell of the same level or lower as the spell that summoned the target. The new creature cannot be summoned into an environment that cannot support it. The target can attempt a Will saving throw to negate this effect, but if the target is under your control, it receives no saving throw. Alter summoned monster does not alter the duration of the spell that summoned the target, nor does it affect any additional creatures summoned by the same spell as the target. The new creature has the same conditions and amount of damage as the target creature, and remains affected by all curses, diseases, poisons, and penalties that affected the target, but no other spells or effects carry over. Alter summoned monster is a spell of the same alignment type or types as the creature for which you exchange the target. An eidolon can’t be targeted by this spell.


name: Alter Winds
level: druid 1, sorcerer/wizard 1
school: transmutation [air]
casting_time: 1 minute
components: V, S
range: touch
area: immobile 10-ft.-radius emanation
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
You subtly enhance or diminish the effects of natural winds within the spell’s area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural (but not magical) wind effects are either increased or decreased by one step in intensity. The maximum wind force you can affect with this spell is based on your caster level, as shown on the table below. Alter winds has no effect on magical wind effects.


name: Amnesia
level: arcanist 4, bard 4, medium 3, mesmerist 4, psychic 4, skald 4, sorcerer/wizard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
You cause the target to lose most of its memories; its skills, its past, and even its name become mysteries to it. While the target can build new memories, it has trouble accessing those gained before falling victim to the spell. The target can still speak and read any languages it knows and perform basic tasks, but it loses all class abilities, feats, and skill ranks gained before being affected by amnesia. It retains its base attack bonus, saving throws bonuses, Combat Maneuver Bonus, Combat Maneuver Defense, total experience points, Hit Dice, and hit points. If the target gains a character level while suffering from amnesia, it can use any abilities gained by that class level normally. If the class level it gained was from a class in which it already has levels, it gains the abilities of a 1st-level character of that class, even though it is technically of a higher level in that class.


name: Amplify Elixir
level: alchemist 3
school: transmutation
casting_time: 1 standard action
components: S
range: personal
duration: 1 round/level
description:
This extract greatly enhances the effects of any potion or elixir you consume. For the duration of this extract, any potion or elixir you consume is treated as if it were empowered. Increase all variable numeric effects of the potion or elixir by half. If the potion or elixir does not have any variable numeric effects, it is instead treated as if it were extended (double the duration of the potion or elixir). If the potion or elixir does not have any variable numeric effects, or has an instantaneous duration, amplify elixir has no effect. Amplify elixir affects oils that target you, but it has no effect on oils that target your equipment.


name: Amplify Stench
level: cleric 2, druid 2, oracle 2, psychic 2, shaman 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level
description:
You amplify your natural stench special ability—its save DC increases by 2, and creatures that fail their saving throws against your stench become nauseated rather than sickened. If your stench ability normally causes a creature to become nauseated (such as with the foul stench ability), the radius of your stench doubles instead. This spell has no effect if you don’t possess the stench special ability.


name: Analyze Aura
level: medium 2, mesmerist 3, occultist 2, psychic 3, spiritualist 3
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object
duration: concentration , up to 1 round/level
saving_throw: none
spell_resistance: no
description:
You peer into the aura of one target creature or object, gaining valuable information about its condition and nature. Each round, choose one of the target’s four auras. This spell functions similarly to the read aura occult skill unlock, but doesn’t require checks and returns results on all the target’s auras in an instant.


name: Analyze Dweomer
level: alchemist 6, bard 6, sorcerer/wizard 6, witch 6
school: divination
casting_time: 1 standard action
components: V, S, F (a ruby and gold lens worth 1,500 gp)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: none or Will negates, see text
spell_resistance: no
description:
You can observe magical auras. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.


name: Ancestral Communion
level: bard 2, cleric/oracle 2
school: divination
casting_time: 1 minute
components: V, S, F/DF (stone or metal image of your ancestor)
range: personal
target: you
duration: 1 minute/level
description:
You contact the spirits of your ancestors and use their great wisdom to bolster your own knowledge. Consulting with the spirits is a full-round action. If you consult with the spirits before making a Knowledge check, you gain a +4 insight bonus on the check. If you have already failed at a Knowledge check, you may consult with your ancestors and make another attempt. The insight bonus on these checks increases to +6 at caster level 7th and +8 at caster level 11th. You may consult with the spirits for this purpose as often as you like while the spell remains in effect. Only you can hear the spirits speak to you.


name: Ancestral Gift
level: bard 4, cleric/oracle 4
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, F/DF (stone or metal image of your ancestor)
range: personal
effect: magical weapon
duration: 10 minutes/level
description:
A ghostly manifestation of one of your ancestors appears before you bearing a weapon of your choice in its hands. The weapon may be any simple, martial, or dwarven weapon. It has a +1 enhancement bonus and one weapon special ability (your choice) from Magic Weapons with a price equivalent to a +1 bonus (if the weapon is a double weapon, the ability and the enhancement bonus only apply to one end, or the weapon can have a +1 enhancement bonus on both ends but no other magical abilities).


name: Ancestral Memory
level: alchemist 5, cleric/oracle 5, druid 4, shaman 5
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
When you cast this spell, you open your mind to the vast experiences of your ancestors in the hope of learning something pertinent about your current situation. The chance of successfully finding an ancestral memory that is pertinent is equal to 70% + your caster level. Failure indicates you merely gain a +5 insight bonus on all Intelligence-based skill checks for the duration of the spell.


name: Ancestral Regression
level: alchemist 2, antipaladin 3, cleric 2, psychic 2, sorcerer/wizard 3, witch 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: willing drow touched
duration: 24 hours (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target drow transforms into a surface elf. The drow loses her darkvision and light-blindness racial traits and gains the low-light vision racial trait in their place. The alignment and personality of the drow are not affected by the transformation, but the spell conceals her alignment as an undetectable alignment spell. The spell grants the target a +10 bonus on Disguise checks to pass as an elf, though she appears to be an elven analog of herself and can be recognized as such by other drow who know her.


name: Anchored Step
level: alchemist 3, druid 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a bit of oak root)
range: personal
target: you
duration: 10 minutes/level (D)
description:
Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring you to the ground and making it more difficult for others to move you against your will. These tendrils dig into any surface, but leave no trace of your passing. You gain a +10 bonus to your CMD against bull rush, overrun, pull, push, reposition, and trip combat maneuvers, as well as any other effect that would move you from your current position (such as being swallowed whole) or knock you prone. The tendrils slow your movement, however; your speed is reduced by 10 feet (to a minimum of 5 feet). This spell has no effect if you are moving without touching the ground (climbing, flying, swimming, and so on).


name: Animal Ambassador
level: bard 4, druid 4, ranger 3, shaman 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 minutes
components: V, S, M (a morsel of food the animal likes)
range: close (25 ft. + 5 ft./2 levels)
target: one Medium or smaller animal
duration: 1 day/level or until message is delivered
saving_throw: none (see text)
spell_resistance: no
description:
You compel a single animal to travel to a spot you designate and deliver a message to a creature you identify. This spell is similar to animal messenger, but can affect larger animals. In addition, the target animal is temporarily awakened to sentience (as the awaken spell) for the duration of this spell, and it can use its increased mental acuity to come up with creative solutions to overcome obstacles to delivering its message. The awakened target animal speaks any one language you know. In addition, you can imbue the animal with up to 5 ranks in any of the following skills: Bluff, Diplomacy, Knowledge (local), Knowledge (nobility), Linguistics, or Sense Motive. It treats any of these skills that are class skills for you as class skills. The number of ranks you imbue in any of these skills can’t exceed the target animal’s Hit Dice nor the number of ranks you possess in that skill.


name: Animal Aspect
level: alchemist 2, bloodrager 2, druid 2, magus 2, psychic 2, ranger 2, sorcerer/wizard 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M/DF (a part of the animal)
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: yes (harmless)
description:
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.


name: Animal Growth
level: druid 5, ranger 4, shaman 5, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one animal (Gargantuan or smaller)
duration: 1 min./level
saving_throw: Fortitude negates
spell_resistance: yes
description:
The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal’s size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC, attack rolls, and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.


name: Animal Messenger
level: bard 2, druid 2, psychic 2, ranger 1, shaman 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 minute
components: V, S, M (a morsel of food the animal likes)
range: close (25 ft. + 5 ft./2 levels)
target: one tiny animal
duration: 1 day/level
saving_throw: none; see text
spell_resistance: yes
description:
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.


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


name: Animal Shapes
level: druid 8, shaman 8
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level (D)
saving_throw: none, see text
spell_resistance: yes (harmless)
description:
As beast shape III, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.


name: Animal Trance
level: bard 2, druid 2, psychic 2
school: enchantment (compulsion) [mind-affecting, sonic]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: concentration
saving_throw: Will negates
spell_resistance: yes
description:
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.


name: Animate Objects
level: bard 6, cleric/oracle 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.


name: Animate Plants
level: druid 7, shaman 7
school: transmutation
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level or 1 hour/level; see text
saving_throw: none
spell_resistance: no
description:
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or a number of larger plants as follows: a Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.


name: Animate Rope
level: bard 1, psychic 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one rope-like object, length up to 50 ft. + 5 ft./level; see text
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half.


name: Animus Mine
level: mesmerist 2, psychic 2
school: abjuration [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 hour/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: no
description:
You implant a mental mine within your psyche that triggers against anyone attempting to manipulate your thoughts.


name: Anonymous Interaction
level: bard 2, psychic 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: permanent (see text)
saving_throw: Will negates
spell_resistance: yes
description:
You cause the targets to forget all but the most general information about you. If they saw you or interacted with you, they still remember your presence and your general shape (such as humanoid), as well as the gist of your interactions with them (such as “She was asking about the queen“), but they don’t remember specifically what you said, details of your appearance, or any identifying information about you. This spell targets any memories of you in the minute preceding its casting, but is otherwise permanent.


name: Ant Haul
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a small pulley)
range: touch
duration: 2 hours/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 1, cleric/oracle 1, druid 1, psychic 1, ranger 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
The target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.


name: Anthropomorphic Animal
level: druid 3, sorcerer/wizard 3, witch 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a humanoid thumb bone)
range: touch
target: animal touched
duration: 1 hour/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
You transform the touched animal into a bipedal hybrid of its original form with a humanoid form, similar to how a lycanthrope’s hybrid form is a mix of a humanoid and animal form. The animal‘s size, type, and ability scores do not change. It loses its natural attacks except for bite (if it had one as an animal), all types of movement other than its land speed, and special attacks that rely on its natural attacks. One pair of its limbs is able to manipulate objects and weapons as well as human hands do; limbless animals like snakes temporarily grow a pair of arms. The creature’s Intelligence increases to 3, and it gains the ability to speak one language you know. It is not considered proficient in any manufactured weapons. It can attack with unarmed strikes, dealing unarmed strike damage for a creature of its size (unless it has a bite attack, which is a natural attack).


name: Anti-Summoning Shield
level: bard 2, inquisitor 3, sorcerer/wizard 2, summoner 2
school: abjuration
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
area: 50-ft.-radius
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
Within the area of effect, this spell impedes the use of spells of the summoning subschool and other effects that summon creatures.


name: Anticipate Peril
level: alchemist 1, bard 1, psychic 1, ranger 1, sorcerer/ wizard 1
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level or until activated
saving_throw: Will negates
spell_resistance: yes
description:
A creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell’s duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell’s caster level (maximum +5). Once this bonus applies, the effects of the spell end.


name: Anticipate Thoughts
level: bard 2, inquisitor 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: divination [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will partial
spell_resistance: yes
description:
This spell taps into the target’s mind so you get an impression of the actions it will take. You gain a +2 insight bonus to AC against the target’s attacks. If the target fails its Will save, you also see how the target will react to your attacks, and the bonus applies on your attack rolls and damage rolls against the target. These bonuses apply only while the target is within range of the spell, though if it goes out of range, the bonuses return once it’s back in range. Whenever the target misses you with an attack, the spell’s bonuses increase by 1 until the spell ends (to a maximum of +5).


name: Antilife Shell
level: cleric/oracle 6, druid 6, shaman 6
school: abjuration
casting_time: 1 round
components: V, S, DF 1 round
range: 10 ft.
area: 10-ft.-radius emanation, centered on you
duration: 1 min./level (D)
saving_throw: none
spell_resistance: yes
description:
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.


name: Antimagic Field
level: cleric/oracle 8, sorcerer/wizard 6
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (pinch of powdered iron or iron filings)
range: 10 ft.
area: 10-ft.-radius emanation, centered on you
duration: 10 min./level (D)
saving_throw: none
spell_resistance: see text
description:
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.


name: Antipathy
level: druid 9, sorcerer/wizard 8, summoner 6, witch 8
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 hour
components: V, S, M/DF (a lump of alum soaked in vinegar)
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 partial
spell_resistance: yes
description:
You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.


name: Antiplant Shell
level: druid 4
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: 10 ft.
area: 10-ft.-radius emanation, centered on you
duration: 1 min./level (D)
saving_throw: none
spell_resistance: yes
description:
The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.


name: Antitech Field
level: druid 6, sorcerer/wizard 7
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (pinch of rust)
range: 10 ft.
target: 10-ft.-radius emanation centered on you
duration: 1 minute/level (D)
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
You bring into being a mobile, hemispherical energy field that prevents technological objects, signals, and creatures from entering.


name: Antithetical Constraint
level: bard 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You constrain the target such that the target automatically misses with all attacks made against creatures that are not of the opposite alignment of it. For example, a lawful evil target would automatically fail at all attacks except those made against chaotic good creatures, and a neutral good target would automatically fail at all attacks except those made against neutral evil creatures. For the purposes of antithetical constraint, creatures that are chaotic evil, chaotic good, lawful evil, or lawful good are all considered to have the opposite alignment of a target whose alignment is neutral with no other alignment components. This restriction doesn’t apply to effects that do not require attack rolls, such as magic missile.


name: Antitoxin Touch
level: alchemist 1, druid 1, ranger 1, shaman 1, witch 1
school: abjuration
casting_time: 1 standard action
components: V, S, M (a small drop of antitoxin )
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
The target’s skin secretes a small amount of venom-resistant oils for the spell’s duration. The target cannot accidentally poison itself while applying poison. Additionally, the target does not risk exposure to a creature’s poison when attempting to milk venom.


name: Anywhere But Here
level: magus 4, psychic 4, sorcerer/wizard 4, summoner 4, witch 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: V
range: touch
target: you and up to four willing creatures, none of whom can be on their home plane
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: no
description:
This spell functions similarly to plane shift, but instead of transporting the targets to a destination near an intended location on a specific plane, anywhere but here transports affected creatures to a random plane. A creature can be affected by anywhere but here only if it is currently not on its home plane (although targets can, by chance, end up traveling to their home plane as a result of this spell). Subjects always appear in a location that is not inherently harmful, but the exact destination is otherwise random. The specific plane is determined by the table below; the location on the destination plane where the transported creatures arrive is completely subject to the GM’s whim.


name: Apathy
level: bard 4, mesmerist 4, psychic 5, sorcerer/ wizard 5, witch 5
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: S, V, M (a shiny bead)
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
You cause a creature to temporarily lose interest in a passion or pursuit, taking the heat off your trail to facilitate a getaway, the finalization of a scheme, or the elimination of incriminating evidence. When casting the spell, you designate a subject or activity about which the target becomes indifferent. While under the effects of apathy, the target takes a –5 penalty on all skill checks and ability checks to investigate, pursue, or otherwise advance its goals in relation to the designated subject. In most cases, however, the target does not attempt such checks if they can be avoided, as it simply has no interest in putting effort into the endeavor.


name: Ape Walk
level: druid 3, ranger 2, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (an ape or monkey paw)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The subject can climb as well as an ape or monkey, gaining a climb speed of 30 feet and a +8 racial bonus on Climb skill checks. The affected creature must have her hands free to climb in this manner. In addition, as long as she has 10 feet of space in which to make a running start, the subject can make a long jump of up to 10 feet without making an Acrobatics check (an Acrobatics check is still required to jump longer distances).


name: Aphasia
level: bard 1, mesmerist 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft.+ 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You render the target unable to understand any language, including spoken language, written language, sign language, gestures attempting to mimic a crude language, or even truespeech and telepathy. The affected creature is unable to communicate, use command words, cast spells with verbal components, or use any other abilities that requires language.


name: Apparent Master(3.5E)
level: bard 4, sorcerer/wizard 5
school: enchantment
casting_time: 1 standard action
components: V, S
range: Close (25 ft. +5 ft./2 levels)
target: One construct ; see text
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: Yes
description:
This charm makes a construct regard you as its master. The spell only affects mindless constructs that are attuned to the commands of a master, such as animated objects, golems, retrievers, and shield guardians. All constructs with Intelligence scores, even those that explicitly follow the commands of their creator, such as an homunculus, are unaffected. If the construct is currently being threatened or attacked by you or your allies it receives a +5 bonus on its saving throw.


name: Appearance of Life
level: cleric/oracle 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3
school: illusion (glamer) [evil]
casting_time: 1 round
components: V, S, M (one Tiny or larger living creature)
range: long (400 ft. + 40 ft./ caster level )
target: one or more undead creatures
duration: 10 minutes/level (D)
saving_throw: Will disbelief or Will negates (see text)
spell_resistance: no
description:
The illusion makes undead creatures of Medium size or smaller appear as if they were living humanoid creatures. You can target a number of undead creatures whose total number of Hit Dice is no greater than twice your caster level. When you create the illusion, you choose the races, genders, and attire for the undead creatures. Additionally, the illusion makes the undead creatures’ movements appear lifelike (two shuffling zombies could be made to appear as two strolling lovers). The illusion doesn’t create smell, sound, texture, or temperature. Undead with Intelligence scores can attempt a saving throw to negate the effect of the spell, but mindless undead do not. Any creatures interacting with the illusion receive a saving throw to disbelieve the illusion.


name: Apport Animal
level: druid 3, medium 3, mesmerist 3, psychic 3, ranger 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (teleportation)
target: one touched animal of Tiny or smaller size
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions like apport object except the target is an animal. Only normal, non-magical creatures of the animal type can be teleported.


name: Apport Object
level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
school: conjuration (teleportation)
casting_time: 1 standard action
components: V
range: touch
target: one touched object of up to 1 lb. and 1 cu. ft.
duration: instantaneous or 1 hour/level
spell_resistance: yes (object)
description:
This spell allows you to instantaneously transport a small nonliving object from one location to another. There are two ways to use the spell: sending allows you to immediately send an object held in your hands to a nearby location, while receiving permits you to cast the spell ahead of time on an object and summon it to your location at a later time.


name: Aquatic Cavalry
level: antipaladin 2, druid 2, paladin 2, ranger 2, shaman 2, summoner 2
school: conjuration (summoning)
casting_time: 1 round
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You summon a school of hippocampi (one plus one per 3 caster levels, to a maximum of six at 15th level) to serve as combat-trained mounts. the hippocampi avoid combat if possible but defend themselves if attacked. If any hippocampus attacks, the remaining duration of the spell changes from 1 hour per level to 1 round per level (so if a full 4 hours remained, the hippocampi last for only 4 more rounds).


name: Aquatic Trail
level: druid 3, hunter 2, inquisitor 3, ranger 2, shaman 3
school: divination [water]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: circle centered on you, with a radius of 100 feet + 10 feet per level
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
You use divination magic to enhance the underwater trails in the area around you, allowing you to track creatures through the water as if across soft ground as long as they passed through the area less than 1 week ago (this lets you notice trails that are much older than normal underwater trails). The spell’s area moves with you, so you can follow the trail through the water over long distances. Other creatures can also follow the trail as long as they move with you. Because of the plethora of sea creatures in the higher zones, it’s possible that the trail that most interests you will be covered by the trails of other aquatic creatures.


name: Aqueous Orb
level: bloodrager 3, druid 3, magus 3, sorcerer/wizard 3, summoner/unchained summoner 3
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S, M (a drop of water and a glass bead)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-diameter sphere
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: no
description:
You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any non-magical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.


name: Arbitrament
level: cleric 7, inquisitor 6
school: evocation [sonic]
casting_time: 1 standard action
components: V
range: 40 ft.
target: non-neutral creatures in a 40-ft.-radius spread centered on you
duration: instantaneous
saving_throw: Will partial, see text
spell_resistance: yes
description:
All chaotic evil, chaotic good, lawful evil, and lawful good creatures within the area of this spell suffer the following conditions, based on their Hit Dice.


name: Arboreal Hammer
level: druid 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
target: one Huge or larger tree
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
This spell animates a tree’s branch and directs it against your foes. At caster level 10th or lower, you can target a Huge tree. At caster level 11th-15th, you can target a Gargantuan tree, and at caster level 16th or higher you can target a Colossal tree. The animated branch makes slam attacks with a Strength score equal to 10 + your caster level. The branch strikes once per round with an attack bonus equal to your caster level + the branch’s Strength modifier, adjusted by the appropriate size modifier (+2 for Huge, +4 for Gargantuan, +8 for Colossal). A Huge tree’s slam deals 2d6 points of damage, a Gargantuan tree’s slam deals 3d6 points of damage, and a Colossal tree’s slam deals 4d6 points of damage; the tree adds 1-1/2 times its Strength modifier to this damage. A Huge tree has reach 15 feet, a Gargantuan has reach 20 feet, and a Colossal has reach 30 feet. The tree attacks the creature you designate when you cast the spell, and is unable to move. You can direct the tree against a new target as a move action. The tree does not gain a bonus for flanking, nor can it help another combatant flank. It cannot attack a foe you cannot see.


name: Arcana Theft
level: magus 4
school: abjuration
casting_time: 1 standard action
components: V, S
target: creature touched
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
This spell functions as a targeted dispel magic spell, except it only affects creatures and it requires a melee touch attack. If the melee touch attack is successful and the spell successfully dispels one spell affecting the target, that spell is instead transferred to you, treating you as the original target. You do not receive a new saving throw or spell resistance check against this spell and must accept its affects even if they are not beneficial. This does not alter the spell’s duration; for example, if the spell only has 4 rounds of duration remaining when it is stolen, it only affects you for 4 rounds. If the spell or effect has a duration of permanent, its duration continues for 1 hour per caster level of the original caster, after which it ends. The stolen spell does not revert to the original target.


name: Arcane Cannon
level: sorcerer/wizard 7
school: transmutation
casting_time: 1 round
components: V, S, F (an ornate miniature cannon forged with a drop of your blood that costs 5,000 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: one magically animated cannon
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
Your focus becomes a Medium arcane cannon that appears in an unoccupied square within the spell’s range. If no unoccupied square is within range, the spell fails. The cannon comes into existence loaded. Each round thereafter, the cannon can either fire or load. A cannon must be loaded to fire. You do not need to supply ammunition for the cannon. On your turn, you can spend a move action to direct the cannon to wheel itself to a new location, moving the cannon up to 20 feet. If the arcane cannon ever leaves your line of sight, it winks out of existence, and the spell’s duration ends. The cannon has a range increment of 50 feet. It targets touch attack in the first range increment, and it has no misfire chance. The cannon acts as a weapon with the conductive special weapon ability, which you can use to channel your spell-like or supernatural abilities as long as you are within the range of arcane cannon. The cannon’s attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +1 per four caster levels (maximum +5 at 20th level). On a hit, the cannon deals 4d10 damage. The arcane cannon attacks have a critical modifier of ×4.


name: Arcane Concordance
level: bard 3
school: evocation
casting_time: 1 standard action
components: V, S, M (a spent wand )
range: personal
area: 10-ft.-radius emanation centered on you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. Any arcane spell cast by a creature within the area gains a +1 enhancement bonus to the DC of any saving throws against the spell, and can be cast as if one of the following metamagic feats was applied to it (without increasing the spell level or Casting Time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell (you choose the metamagic feat when you cast arcane concordance).


name: Arcane Disruption
level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pinch of pepper)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell makes it difficult for the subject to cast arcane spells, use spell-like abilities, and use some abilities granted by arcane spellcasting classes. The subject must succeed at a concentration check (DC = 10 + 1/2 its caster level) in order to cast an arcane spell, use any spell-like ability (even those that come from a divine source), use arcane spell completion or spell trigger magic items, or use any of the following class features that come from an arcane spellcasting class: arcane school powers, arcanist exploits, bardic performances, magus arcana, or witch hexes. Spells, spell-like abilities, or class features that take a free, swift, or immediate action aren’t affected by this spell, nor are mythic spells or mythic powers.


name: Arcane Eye
level: alchemist 4, sorcerer/wizard 4, witch 4
school: divination (scrying)
casting_time: 10 minutes
components: V, S, M (a bit of bat fur)
range: unlimited
effect: magical sensor
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
 You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal. You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.


name: Arcane Lock
level: sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S, M (gold dust worth 25 gp)
range: touch
target: door, chest, or portal touched, up to 30 sq. ft./level in size
duration: permanent
saving_throw: none
spell_resistance: no
description:
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.


name: Arcane Mark
level: magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
school: universal
casting_time: 1 standard action
components: V, S
range: touch
effect: one personal rune or mark, all of which must fit within 1 sq. ft.
duration: permanent
saving_throw: none
spell_resistance: no
description:
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.


name: Arcane Pocket
level: sorcerer/wizard 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, F (a pocket and a silver button)
range: touch
effect: extradimensional space up to 1 cu. ft./level
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
With a touch, you conjure an extradimensional space inside a pouch or pocket. The pocket acts as a bag of holding, except it can hold only 10 pounds per caster level. Regardless of what is placed into the pocket, it weighs 3 pounds. Unlike a bag of holding, the pocket created by this ability cannot be overloaded or ruptured—any additional material simply spills out of the top—nor does it have any special interaction with other kinds of extradimensional spaces.


name: Arcane Sight
level: alchemist 3, inquisitor 3, magus 3, occultist 3, psychic 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level (D)
description:
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.


name: Archon’s Aura
level: cleric/oracle 3, paladin 3
school: evocation [good, lawful]
casting_time: 1 standard action
components: V, S
range: 20 ft.
area: 20-ft. radius centered on you
saving_throw: Will negates
description:
You gain a powerful aura, similar to an archon’s aura of menace. Any hostile creature within a 20-foot radius of you must make a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of archon’s aura.


name: Archon’s Trumpet
level: bard 5, cleric 7, paladin 4, sorcerer/wizard 7
school: evocation [good, sonic]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
Upon hearing a booming report, as if from a trumpet archon’s mighty horn, all creatures in the area of the burst are paralyzed for 1d4 rounds.


name: Ardor’s Onslaught
level: cleric 4, inquisitor 4
school: evocation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level) Area 20-ft.-radius burst
duration: instantaneous or 1d6 rounds; see text
saving_throw: Will partial, see text
spell_resistance: yes
description:
You unleash the power of zealous conviction to smite your enemies with a burst of pulsing metallic energy.


name: Arid Refuge
level: bard 5, sorcerer/wizard 5, witch 5
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, M (a chip of stone wrapped in cloth)
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 small stone building on any relatively flat nonliving surface at least 20 feet square that can support its weight (such as the ocean floor or an underwater ridge). The outline of a door is marked on one wall of your choice or on the roof. You and anyone you designate as the spell is cast can pass through the door, which is actually an opaque membrane of force that keeps the surrounding atmosphere from entering the structure.


name: Aristocrat’s Nightmare
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a copper piece)
range: touch
target: creature touched
duration: 1 hour/level (see text)
saving_throw: Will negates
spell_resistance: yes
level:
alchemist 2, bard 2, cleric 3, inquisitor 2, investigator 2, magus 2, occultist 2, sorcerer/wizard 3, witch 2

description:
You temporarily curse a creature so its touch lessens the value of coins it touches. While under the effects of this curse, whenever the target touches a coin of higher value than copper piece, that coin changes into a copper piece. The change takes place over the course of the following minute, allowing the target to interact with multiple coins before the effect of the curse becomes apparent. The affected coins are permanently transmuted from their previous material (typically gold or silver) into copper coins, though remove curse (which can affect up to 50 coins with a single casting) or a similar spell can restore them to their previous material.


name: Armor Lock
level: magus 2, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of rust)
range: medium (100 ft. + 10 ft./level)
target: one armored creature
duration: 1 round/level (D)
saving_throw: Reflex partial; see text
spell_resistance: yes
description:
Upon pointing at an armored foe, you cause all of the joints of the target’s armor to stiffen as otherworldly chains wrap around the target.


name: Army Across Time
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: five 5-ft. cubes of temporal possibility plus one additional cube/level
duration: 1 round/level
saving_throw: none
spell_resistance: no
description: This spell functions as ally across time as noted above with two exceptions.
level:
arcanist 5, bard 4, cleric/oracle 5, hunter 3, inquisitor 4, medium 3, psychic 5, ranger 3, skald 4, sorcerer/wizard 5, warpriest 5


name: Arrow Eruption
level: ranger 2, sorcerer/wizard 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (arrow or crossbow bolt)
range: long (400 ft. + 40 ft./level)
area: 30-ft.-radius burst
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You create exact duplicates of the arrow or crossbow bolt you used to kill a creature in the previous round and launch one at enemy creatures within a 30-foot radius of the corpse. You can target one creature per caster level (maximum 15) within range of the burst and must make a single attack roll and apply it to each arrow. These duplicate arrows possess all the intrinsic magical properties of the arrow that killed the original creature as well as those passed on to it by your bow. They also enjoy the full benefit of any bonuses or modifiers you applied to the attack from other magical items, feats, and class or racial features. However, this spell cannot reproduce any spells or other limited-use magical effects that you used to enhance that particular attack. This includes such effects as the true strike spell, as well as any area spell you might have placed on the arrow by means of the arcane archer’s imbue arrow class feature.


name: Arrow of Law
level: cleric/oracle 2, paladin 2
school: evocation [lawful]
casting_time: 1 standard action
components: V, S, DF (a holy symbol)
range: close (25 ft. + 5 ft./2 levels)
effect: arrow-shaped projectile of lawful energy
duration: instantaneous (1 round); see text
saving_throw: Will partial (see text)
description:
You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. A chaotic creature struck by an arrow of law takes 1d8 points of damage per two caster levels (maximum 5d8). A chaotic outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. This spell deals only half damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no effect on lawful creatures.


name: Artificer’s Curse
level: bard 6, cleric 7, inquisitor 6, occultist 6, shaman 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 1 standard action
components: V, S, M (a blank scroll or page from a spellbook )
range: close (25 ft. + 5 ft./2 levels)
target: 1 magical item
duration: 1 minute/level (D)
saving_throw: Will negates (object)
spell_resistance: yes
description:
You temporarily suppress the most powerful qualities of a magical item. This item can be any object you suspect bears a magical enchantment, but if the targeted item is not magical, your spell has no effect. The spell reduces the object’s caster level by an amount equal to your caster level, to a minimum of 0. If the item grants a competence, deflection, enhancement, insight, luck, morale, natural armor, profane, resistance, or sacred bonus, the bonus is reduced by 1 for every 4 caster levels the item loses. If the item’s caster level is reduced to 0, all its magic qualities are suppressed (as if dispelled) for the duration of the spell. This spell has no effect on artifacts.


name: Ash Storm
level: druid 3, sorcerer/wizard 3, witch 3
school: conjuration (creation) [fire]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of ash)
range: long (400 ft. + 40 ft./level)
area: cylinder (40-ft. radius, 20 ft. high)
duration: 1 round/level
saving_throw: none
description:
Driving ash blocks all sight (even darkvision) within the spell’s area of effect, and falling cinders cause the ground in the area to become difficult terrain.


name: Ashen Path
level: arcanist 2, cleric 2, druid 2, hunter 2, oracle 2, ranger 2, sorcerer 2, warpriest 2, wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
You grant the creature touched the ability to breathe with ease air that is contaminated with ash, spores, smoke, dust, or the like. The creature suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants. In addition, the creature can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60 feet, although this spell does nothing to enhance sight in dark or shadowy conditions. You can cast this spell on multiple creatures, but if you do, divide the duration evenly among all the creatures you touch (to a minimum duration of 10 minutes per target).


name: Aspect of the Bear
level: druid 2, ranger 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level
description:
You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, and overrun combat maneuvers without provoking attacks of opportunity.


name: Aspect of the Falcon
level: druid 1, ranger 1
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level
description:
You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.


name: Aspect of the Nightingale
level: bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute/level
description:
You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.


name: Aspect of the Stag
level: druid 4, ranger 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level
description:
When you cast this spell, you take on an aspect of a stag, including some of its physical characteristics. Your features become elongated and sinewy, and you grow a set of antlers you can use for defense. You gain a +2 dodge bonus to AC against attacks of opportunity, your base speed increases by 20 ft., you can move through any undergrowth (including magically manipulated undergrowth) at your normal speed, and can even make a 5-foot step within such terrain.


name: Aspect of the Wolf
level: druid 5, ranger 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level
description:
When you cast this spell, you take on an aspect of a wolf, including some of its physical characteristics. You become more rugged, your ears become elongated, and you sprout sharp fangs and fur.


name: Assume Appearance
school: transmutation (polymorph)
casting_time: 1 minute
components: V, S, F (corpse of the deceased creature whose form you plan to assume)
range: personal
target: you
duration: 1 day/level (D)
description: This spell functions similarly to alter self, except for the following differences.
level:
alchemist 3, bard 3, medium 3, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner 3, witch 3


name: Assumed Likeness
level: bard 1, magus 2, medium 1, mesmerist 1, occultist 2, psychic 2, sorcerer/wizard 2
school: illusion (phantasm)) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 10 minutes/level (D)
saving_throw: Will disbelief
spell_resistance: yes
description:
You draw upon the memories of the targets to create a visual disguise for yourself that only they can see. When you cast the spell, you choose an emotion from the table below. Each target perceives you as a creature it feels that way toward. If it doesn’t feel that way toward anyone, it instead perceives you as a stranger with features likely to evoke that emotion (e.g., if you choose respect, a guard who was taught to respect her elders but who currently knows no elders might see you as an elderly version of yourself).


name: Astral Projection
level: cleric/oracle 9, sorcerer/wizard 9, witch 9
school: necromancy
casting_time: 30 minutes
components: V, S, M (1,000 gp jacinth)
range: touch
duration: see text
saving_throw: none
spell_resistance: yes
description:
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.


name: Atavism
level: druid 4
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one animal
duration: 1 minute/level
saving_throw: Fortitude negates
description:
By bringing forth the primeval ancestry of the target animal, you awaken a savage engine of destruction. The animal immediately gains the advanced creature simple template. It gains a +2 bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to AC and CMD, and +2 hit points per HD. The animal’s primal instincts take hold for the duration of this spell—if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for “attack.” This spell has no effect on animals that already have the advanced creature template.


name: Atonement
level: cleric/oracle 5, druid 5, inquisitor 5
school: abjuration
casting_time: 1 hour
range: touch
target: living creature touched
duration: instantaneous
saving_throw: none
spell_resistance: yes
components:
V, S, M (burning incense), F (a set of prayer beads or other prayer device worth at least 500 gp), DF

description:
This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). Atonement may be cast for one of several purposes, depending on the version selected.


name: Audiovisual Hallucination
level: bard 3, magus 3, medium 2, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3
school: illusion (phantasm) [mind-affecting]
duration: concentration + 3 rounds (D)
description:
This spell functions as auditory hallucination, except that you can include the image of any object, creature, or force you imagine or identify for the targets to imagine. You can move the image while you concentrate. After you cease concentration, you can define simple movements or changes for the phantasm to perform that can be explained in 25 words or fewer.


name: Augury
level: cleric/oracle 2, psychic 2, shaman 2, witch 2
school: divination
casting_time: 1 minute
components: V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)
range: personal
target: you
duration: instantaneous
description:
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.


name: Aura Alteration
level: medium 3, mesmerist 3, occultist 3, psychic 4, spiritualist 4
school: illusion
casting_time: 1 standard action
components: V, S
range: touch
target: one object or willing creature
duration: 1 day/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes
description:
You mask and manipulate the target creature’s or object’s aura, confounding those who would attempt to discern helpful information from it using the read aura occult skill unlock or the analyze aura spell. You can change each of the following four auras with one casting of aura alteration.


name: Aura Sight
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
level:
alchemist 3, cleric 3, inquisitor 4, mesmerist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3

description:
This spell makes your eyes glow and allows you to see alignment auras within 120 feet of you. The effect is similar to that of a detect chaos/evil/good/law spell, but aura sight does not require concentration, and it discerns an aura’s location and power more quickly.


name: Aura of Cannibalism
level: cleric 3, sorcerer/wizard 3, witch 3
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, M (a piece of flesh from another creature of your species)
range: personal
area: 20-ft.-radius emanation centered on you
duration: 1 minute/level (D)
saving_throw: Fort negates
spell_resistance: yes
description:
You emanate an aura that saps the strength of others of your kind and channels their energy into you.


name: Aura of Doom
level: cleric/oracle 4
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (powdered bone)
range: personal
area: 20-ft.-radius emanation centered on you
duration: 10 minute/level
saving_throw: Will negates
description:
You emanate an almost palpable aura of horror. All non-allies within this spell’s area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect. Creatures that leave the area and come back must save again to avoid being affected by the effect.


name: Aura of Greater Courage
level: paladin 2
school: abjuration [emotion]
casting_time: 1 standard action
components: V, S, DF
range: personal
area: 10-ft.-radius emanation centered on you
duration: 10/minutes per level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
When you cast this spell you strengthen your paladin‘s aura of courage. Until the end of its duration, all allies within that aura are immune to fear (magical or otherwise). If you do not have the aura of courage class feature, aura of greater courage has no effect.


name: Aura of Inviolate Ownership
level: cleric 3, inquisitor 3, paladin 3
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
This spell wards the attended items of all creatures it targets (items held, securely fastened to their person, or in containers on their person), enhancing each creature’s grip and protecting items from loss or theft.


name: Aura of the Unremarkable
level: bard 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a white feather)
range: 30 ft.
target: non-allied creatures within a 30-ft. emanation
duration: 1 minute/level (D) and instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous. For example, if you and your allies are beating a member of the city guard for information, creatures within the area don’t think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against a creature or its allies break the effect of the spell for that creature. When the spell ends (or when the affected creatures move outside of the range of the emanation), observers see things normally but altered perceptions from the earlier events remain. Each mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Will save to break the effect and remember things normally.


name: Authenticating Gaze
level: alchemist 1, cleric 1, inquisitor 1, occultist 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, DF/M (a miniature magnifying glass or spectacles)
range: personal
duration: 1 minute/level
description:
Your understanding of the written word becomes analytical and discerning. You gain an insight bonus equal to your caster level (maximum +10) on Appraise checks to determine the value of books and scrolls and on Linguistics checks to detect forgeries, and you can attempt a Linguistics check to detect a forged document at a glance, rather than taking the normal 1 round of examination per page. In addition, you immediately detect whether written works within 30 feet and within your line of sight have a magical aura and the strength of any such auras, as though you had concentrated on each written work for 1 round using detect magic.


name: Aversion
level: bard 2, druid 3, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level
saving_throw: Will partial
spell_resistance: yes
description:
You plant a revulsion in the mind of the subject, causing her to avoid an object or location. You must choose a specific object or place. A location chosen in this way can be no larger than a cube measuring 50 feet on a side. The aversion is entirely in the target’s mind, so the chosen object or location itself isn’t subject to any magical effect. If the target fails her saving throw, she can’t come within 60 feet of the chosen object or place.


name: Awaken
level: druid 5, shaman 6
school: transmutation
casting_time: 24 hours
components: V, S, M (herbs and oils worth 2,000 gp), DF
range: touch
target: animal or tree touched
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.


name: Awaken Construct
level: cleric 7, occultist 5, psychic 6, shaman 6, sorcerer/wizard 7
school: transmutation
casting_time: 24 hours
components: V, S, M (herbs and oils worth 2,000 gp per HD of target), DF
range: touch Target mindless construct touched
duration: instantaneous
saving_throw: Will negates
spell_resistance: no
description:
You amplify the animating force of a construct to more closely resemble a true soul, granting the construct humanlike sentience. To do so, you must succeed at a Spellcraft check (DC = 15 + the construct’s current Hit Dice). If the construct’s master (if any) is present, this is an opposed Spellcraft check.


name: Awaken the Devoured
level: cleric 5, inquisitor 4, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist 5, witch 5
school: divination [pain]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one daemon per 4 caster levels
duration: instantaneous and 1 round/level
saving_throw: Will partial (see text)
spell_resistance: yes
description:
This spell is often used by conjurers as a method to torment daemons and force compliance, for it awakens the broken, anguished memories of the countless souls that the target daemons have consumed. All daemons targeted by awaken the devoured must be within 30 feet of each other. The fragmented memories haunt and afflict the daemons, dealing 1d8 points of damage per caster level (maximum 15d8) and making the daemons confused for 1 round per level. A daemon that succeeds at a Will save halves the damage and negates the confusion effect.


name: Babble
level: bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature; see text
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell causes the target to break into a fit of bizarre, uncontrollable babbling. The target also becomes nauseated. If the target succeeds at its save, the effects end. If not, the creature continues babbling and is nauseated for the entire duration.


name: Badger’s Ferocity
level: cleric/oracle 3, druid 3, ranger 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one weapon/3 levels
duration: concentration
saving_throw: Will negates (harmless)
description:
This functions like keen edge, except it affects multiple weapons and requires your concentration. You select the weapons to be affected, and can only affect one weapon per creature. If a creature’s weapon exceeds the spell’s range, the spell ends for that weapon.


name: Balance of Suffering
level: cleric/oracle 6, inquisitor 6, occultist 6, shaman 6, spiritualist 6, warpriest 6, witch 6
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will half; see text
spell_resistance: yes; see text
description:
You borrow life force from a living creature and infuse it into another living creature, potentially wreaking destruction on the former and bolstering the life of the latter.


name: Baleful Polymorph
level: druid 5, magus 5, shaman 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: : Fortitude negates, Will partial, see text
spell_resistance: : yes
description:
As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.


name: Baleful Shadow Transmutation
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Will disbelief, then Fort negates
spell_resistance: yes
level:
alchemist 6, bard 6, druid 7, medium 6, shaman 6, sorcerer/wizard 6, spiritualist 6, summoner 6, witch 6

description:
You infuse a target’s shadow with energies from the Shadow Plane, shaping the shadow into one that appears to belong to a different creature, and tricking the target into believing it actually is that creature. When you cast this spell, choose one Huge or smaller creature of the animal type or one Medium or Small creature of the humanoid type. If the chosen creature is ill suited to the target’s current environment, such as an aquatic creature not in water, the subject gains a +4 bonus on all saving throws against baleful shadow transmutation. If the subject fails its Will save, it believes that it is the chosen creature, causing it to lose its extraordinary, supernatural, and spell-like abilities, lose its ability to cast spells (if it had the ability), and gain the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It retains any class features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.


name: Ball Lightning
level: bloodrager 4, druid 4, magus 4, shaman 4, sorcerer/wizard 4
school: evocation [air, electricity]
casting_time: 1 standard action
components: V, S, M/DF (a small iron ring)
range: medium (100 ft. + 10 ft./level)
effect: two or more 5-ft.-diameter spheres
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes
description:
You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere’s course.


name: Ban Corruption
level: cleric 5, inquisitor 4, medium 3, occultist 4, paladin 4, shaman 5
school: abjuration [good]
casting_time: 1 standard action
area: 30-ft.-radius emanation centered on you
duration: concentration plus 1 round/level, up to 1 hour/level
saving_throw: Will negates
spell_resistance: yes
components:
V, S, F (a ceremonial dagger ) 30-ft.-radius emanation centered on you concentration plus 1 round/level, up to 1 hour/level Will negates yes

description:
You strip all creatures within the emanation of any gifts associated with corruptions. Abilities associated with corruptions cease to function, as if they were magically dispelled.


name: Bane
level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1
school: enchantment (compulsion) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: 50 ft.
area: 50-ft.-radius burst, centered on you
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.


name: Banish Seeming
level: inquisitor 3, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S, M (a cold iron nail)
range: touch
duration: instantaneous and 1 round/level; see text
saving_throw: none
spell_resistance: no
description:
With a melee touch attack you can dispel an illusion or return a creature to its natural form. This functions as dispel magic directed at the effect in question, except you receive a +2 enhancement bonus on your dispel check and you can only dispel illusions or changes in form created by supernatural effects or spells. If multiple effects are changing the creature’s appearance, you can dispel one such effect for every four caster levels you possess, starting with the highest caster level spells and proceeding to spells with lower caster levels.


name: Banishing Blade
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one melee weapon
duration: 1 round/level or until discharged
saving_throw: none and Will partial (see text)
spell_resistance: yes (see text)
level:
antipaladin 4, bloodrager 4, inquisitor 5, magus 5, medium 4, paladin 4, shaman 5, sorcerer/wizard 5, spiritualist 5, summoner 5

description:
You imbue a weapon with the power to drive foes back. The first time each round the weapon strikes a creature, the weapon attempts a free bull rush combat maneuver check against that creature. This does not provoke attacks of opportunity. The combat maneuver for the bull rush is equal to 1d20 + your caster level.


name: Banishment
level: cleric/oracle 6, inquisitor 5, shaman 6, sorcerer/wizard 7, summoner 5, unchained summoner 6
school: abjuration
casting_time: 1 standard action
components: V, S, F (see text)
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.


name: Banshee Blast
level: sorcerer/wizard 6, witch 6
school: necromancy [death, fear, mind-affecting, sonic]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: instantaneous and 1 round/level (see text)
saving_throw: Reflex half and Will negates (see text)
spell_resistance: yes
description:
You create a cone of spectral energy resembling screaming elven ghosts that deals 1d4 points of damage per caster level (maximum 15d4); a successful Reflex save halves this damage. Any creature that fails its Reflex save must succeed at a Will save or become panicked for 1 round/level.


name: Barbed Chains
level: antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, occultist 1, shaman 1, summoner 1
school: conjuration (summoning) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a length of chain doused with fresh blood)
range: close (25 ft. + 5 ft./level)
effect: a chain sharpened at one end
duration: instantaneous
saving_throw: Will partial (see text)
spell_resistance: no
description:
You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell’s range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn’t stack.


name: Bard’s Escape
level: bard 5
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (pieces of a smashed fiddle)
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You whisk yourself and willing allies out of a tight jam, or instantly transfer yourselves to another location to achieve greater strategic positioning. You can move any allies within range to any other space of your choosing within range. Those spaces need not be in line of sight or line of effect from your original position, but must be open locations on surfaces able to support the creatures teleported. Except as noted above, this spell otherwise functions as dimension door.


name: Barghest Feast
level: alchemist 3
school: transmutation [evil]
casting_time: 1 standard action
components: S
range: touch
target: creature touched
duration: 10 minutes/level; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target gains the ability to absorb power from devouring a humanoid corpse. To use this ability, the target must feed on the corpse of one nonevil humanoid creature, a process that takes 1 full round per Hit Die the creature had and provokes attacks of opportunity. For every 2 rounds it feeds on the corpse in this way, the target gains a +1 profane bonus on attack rolls, saving throws, and skill checks (to a maximum of +5).


name: Barkskin
level: alchemist 2, druid 2, ranger 2, shaman 2, summoner/unchained summoner 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: living creature touched
duration: 10 min./level
saving_throw: none
spell_resistance: yes (harmless)
description:
Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.


name: Barrow Haze
level: sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: fog spreads in 20-ft. radius, 20 ft. high
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
Barrow haze creates a bank of fog similar to that created by fog cloud, except that the vapors are black and they have a necromantic link to you. The vapors do not interfere with your vision. Because of your link to the haze, if any part of it is within 30 feet of you, any creatures within the haze count as in range for the purpose of using any of your hexes that have a maximum range of 30 feet. For example, suppose you have the slumber hex, you are 25 feet from one edge of the haze, and an opponent is 40 feet farther away at the other extreme of the cloud. You can use your slumber hex on that opponent even though it is actually 65 feet away from you.


name: Batrachian Surge
level: bloodrager 1, druid 1, inquisitor 1, ranger 1, summoner 1
school: transmutation
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: 1 round + 1 round/3 levels (D)
saving_throw: none
spell_resistance: yes (harmless)
description:
You tap into your latent amphibian strengths, unlocking a short-lived physical talent. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast batrachian surge, choose one of the following features to gain its associated benefits. You can have only one batrachian surge spell active on you at a time.


name: Battering Blast
level: sorcerer/wizard 3
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or unattended object
spell_resistance: yes
description:
You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain a second ball of force.


name: Battle Trance
level: alchemist 3, antipaladin 3, cleric 4, inquisitor 3, ranger 3, witch 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
You are transformed into a single-minded force of destruction. You gain the ferocity monster special ability, a number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 morale bonus on saving throws against mind-affecting effects. You cannot use the withdraw action or willingly move away from a creature that has attacked you.


name: Battlemind Link
level: inquisitor 4, sorcerer/wizard 6
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal and close (25 ft. + 5 ft./2 levels)
target: you and 1 ally
duration: 1 minute/level
saving_throw: Will negates (harmless)
description:
You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects.


name: Beacon of Guilt
level: arcanist 2, bard 2, inquisitor 2, occultist 2, skald 2, sorcerer/wizard 2
school: evocation [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: one object
duration: 24 hours or until discharged, then instantaneous
saving_throw: Will negates (object); see text
spell_resistance: yes
description:
You place an invisible ward upon an object that is triggered the first time a creature tries to move the object from its current location. The next creature to touch the object is cursed to become obvious to everyone around it. The creature must succeed at a Will save or be surrounded in an aura of twinkling red light that functions as faerie fire (spell resistance applies). The curse bestowed by this spell cannot be dispelled, but a break enchantment, limited wish, miracle, remove curse, or wish spell can remove it.


name: Beacon of Luck
level: bard 3, cleric/oracle 3, inquisitor 4, paladin 4
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a tuft of rabbit fur)
range: personal; see text
target: you
duration: 1 minute/level (D)
description:
You send out a burst of luck with a 30-foot radius centered around you. While the beacon of luck is in effect, you gain a +2 sacred bonus on all saving throws. As an immediate action before a saving throw is made, allies within the area can choose to benefit from this luck, rolling twice for a saving throw and taking the better result. Once a creature benefits from the beacon of luck in this way, it cannot gain the benefit of this spell for 24 hours.


name: Beanstalk
level: sorcerer/wizard 4, summoner 4, witch 4
school: conjuration (creation)
casting_time: 1 minute
components: V, S, M (a small handful of beans)
range: 0 ft. (see text)
effect: a 5-foot-radius beanstalk that grows to a height of 50 ft./ caster level
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
When casting this spell, you must plant the material components in soil. When you do, at the end of casting, a large beanstalk rises up from the ground. It’s strong enough to support Huge or smaller creatures weighing no more than 2,000 pounds total, and has enough handholds and footholds that it can be climbed as if it were knotted rope (Climb DC 5). At the end of the spell’s duration, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost.


name: Bear’s Endurance
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes
level:
alchemist 2, bloodrager 2, cleric/oracle 2, druid 2, magus 2, psychic 2, ranger 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2

description:
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.


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


name: Beastspeak
level: druid 2, shaman 2, witch 2
school: divination
casting_time: 1 standard action
components: S, DF
range: personal
target: you
duration: 10 minutes/level
description:
When you’re in the form of an animal (such as when you are using wild shape or are affected by a polymorph effect), you can speak normally, including when you cast spells with verbal components, and you sound like your normal self when you speak. You can cast this spell while in animal form, using animal-appropriate somatic components.


name: Befuddled Combatant
level: arcanist 5, bard 5, mesmerist 5, psychic 5, shaman 5, skald 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 1 standard action
components: V, S, M (cooked noodles)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
As a way to befuddle your target, you fill its mind with all manner of swirling images as well as baffling and incoherent thoughts, making the target an ineffective combatant and rendering its spellcasting and other such abilities much more feeble.


name: Beguiling Gift
level: bard 1, psychic 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, F (the object to be offered)
range: 5 ft.
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its Will save, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a potion consumed, a ring put on a finger, and a sword wielded in a free hand. If the target is physically unable to accept the object, the spell fails. The subject is under no obligation to continue consuming or using the item once the spell’s duration has expired, although it may find a cursed item difficult to be rid of.


name: Beloved of the Forge
level: alchemist 2, bard 2, cleric 2, shaman 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level
description:
You gain an innate sense of the direction to your home or to the place where you last attempted a Craft check, whichever you choose when you cast the spell. You gain a +10 insight bonus on Survival checks made to find your way back to the chosen place.


name: Bereave
level: bard 3, cleric 4, mesmerist 3, psychic 4, witch 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a broken chain link)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
An overwhelming feeling of loss overcomes the targets, and their allies’ words sound bleak and hollow. Regardless of actual allegiances, affected creatures no longer count as allies for other creatures and always count as enemies for the purposes of abilities, effects, and spells that differentiate between allies and enemies, such as flanking or spells such as bane or bless.


name: Bestow Auras
level: antipaladin 3, paladin 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
You transfer one or more of your paladin or antipaladin auras (such as aura of courage and aura of resolve) to another creature. You retain the personal effect of that aura, but the target becomes the center of the aura effect instead of you. For example, if you transfer your aura of courage, you remain immune to fear, but the target becomes the center of the aura that grants a +4 morale bonus on saves against fear effects. If an aura functions only when you are conscious, the transferred aura functions only when the target is conscious. If an aura functions only when you expend uses of another ability (such as with aura of justice or aura of vengeance), the transferred aura functions only if the target has that other ability and expends uses of it to activate the aura.


name: Bestow Grace
level: paladin 2
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Will (harmless)
spell_resistance: yes (harmless)
description:
With this spell you can bestow your divine grace on another good creature for a short amount of time, infusing that creature with a portion of your holy virtue. When you touch the subject, you grant that creature a sacred bonus to its saving throws equal to its Charisma bonus (if any) on all saving throws.


name: Bestow Grace of the Champion
level: cleric/oracle 7, paladin 4
school: transmutation [good, law]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: lawful good creature touched
duration: 1 round/level (see text)
saving_throw: yes (harmless)
description:
You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin. The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws. It can use spell completion, spell trigger, or other magic items that require the ability to cast spells as a paladin. Any abilities not used by the time the spell expires are lost. This spell has no effect if cast on a paladin.


name: Bestow Insight
level: bard 2, cleric 3, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion)
casting_time: 1 standard action
components: V, S
range: touch
target: one creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
When casting this spell, choose a single skill that you have at least one rank in. The target gains a +2 insight bonus on skill checks with this skill and is considered trained in that skill. The insight bonus increases by 1 for every four levels of the caster (maximum +6). Furthermore, once before the spell’s duration, the target can choose to roll two checks and take the greater result. Doing so ends the spell’s other effects.


name: Bestow Planar Infusion I
school: evocation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Fort negates (harmless)
spell_resistance: yes
level:
cleric 1, inquisitor 1, magus 1, medium 1, occultist 1, psychic 1, sorcerer/wizard 1, summoner 1, witch 1

description:
This spell draws upon the latent planar energy of the caster’s surroundings, allowing her to temporarily infuse a creature with the plane’s power. The touched creature gains that plane’s basic infusion for the spell’s duration. This spell has no effect if cast on the Material Plane, and it ends as soon as the spell’s target leaves the plane with which it has been infused. Details on planar infusions can be found in each plane’s Infusion section.


name: Bestow Weapon Proficiency
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, antipaladin 2, cleric 2, inquisitor 2, magus 2, paladin 2, psychic 2, sorcerer/wizard 2, witch 2

description:
You bestow the subject with the ability to use a single type of weapon he is not proficient in as if he were proficient with that weapon. The weapon can be of any type, including an exotic weapon, but the subject of the spell must be holding the weapon.


name: Betraying Sting
level: cleric 6, occultist 6, psychic 6, shaman 6, witch 6
school: evocation
casting_time: 1 standard action
components: V
range: long (400 ft. + 40 ft./level)
target: one creature
duration: instantaneous
saving_throw: Will partial
spell_resistance: yes
description:
You unleash divine power to smite those who wrongly trusted you. The power takes the form of a yellow-and-black bolt of energy that makes the sound of a thousand angry, swarming wasps. This spell affects only creatures that have an attitude toward you of indifferent, friendly, or helpful. The spell deals 1d8 points of damage per 2 caster levels you have.


name: Billowing Skirt
level: bard 2, inquisitor 2, occultist 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, F (a skirt, kilt , or gown)
range: personal
target: you
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
A skirt, kilt, or gown you are wearing enables you to control your falls through the air. A creature wearing the enchanted item of clothing falls slowly as if affected by feather fall and can attempt a DC 15 Fly skill check as a move action to hover in place for 1 round.


name: Bilocation
level: psychic 8, sorcerer/wizard 9
school: conjuration (creation)
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
effect: one duplicate
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
The spell creates an identical copy of you, along with everything you wear and carry, anywhere you choose within range; you exist in two places at once until the spell ends. You and the duplicate use the same statistics and share the same resources.


name: Bind Sage
level: occultist 5, psychic 5, shaman 5, sorcerer/wizard 4, summoner 4, witch 5
school: conjuration (calling)
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels); see text
target: one caulborn
saving_throw: Will negates
spell_resistance: no and yes; see text
description:
This variant of planar binding is specifically used to call one of the most knowledgeable types of outsiders: the immortal and prophetic caulborn. This spell calls a single caulborn into a specially prepared trap. The caster of this spell can compel a bound caulborn only to provide information (using its Knowledge skills or detect thoughts); attempts to compel the caulborn to fight, guard a location, or perform some other task automatically fail. This spell otherwise functions as planar binding. The most effective gifts for a caulborn are unique books or intelligent creatures upon whose thoughts the caulborn can feed. The true names of caulborn are nearly impossible to discover, as they are not inherently individualistic.


name: Binding
level: sorcerer/wizard 8, summoner 6
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 minute
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: see text (D)
saving_throw: Will negates; see text
spell_resistance: yes
components:
V, S, M (opals worth 500 gp per HD of the target creature, plus other components as specified below)

description:
A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level.


name: Binding Earth
level: druid 2, witch 2
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature or unattended object (see text)
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
If the target of this spell fails its Fortitude save, areas of earth and stone floor act as a snapping quagmire that pulls the target down and damages it if it attempts to move through such terrain.


name: Bit of Luck
level: alchemist 4, bard 3, cleric 4, psychic 4, shaman 4, sorcerer/wizard 4, witch 4
school: evocation
casting_time: 1 standard action
components: V, S, M (a four-leaf clover)
range: personal
target: you
duration: 10 minutes/level
description:
For the spell’s duration, the caster gains a reservoir of luck with a total number of points equal to 1 point per 2 caster levels.


name: Bite the Hand
level: druid 3, inquisitor 3, sorcerer/wizard 4, summoner 3, witch 4
school: enchantment (compulsion)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature summoned by a spell or spell-like ability
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
With a short command and a wave of the hand, you compel the target creature to attack the being who summoned it, to the best of its ability. If the being who summoned it is not present, the creature acts normally according to its last task or instructions. This spell has no effect on called creatures, summoned creatures not brought forth by spells or spell-like abilities (such as a summoner’s eidolon), or bonded creatures not explicitly summoned, such as a paladin’s mount or wizard’s familiar.


name: Biting Words
level: bard 1, bloodrager 1
school: evocation [language-dependent, sonic]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
Your voice becomes suffused with magic so that you can harm your opponents with but a word. As a standard action, you can target one opponent within 30 feet with a ranged touch attack by speaking to it, dealing an amount of damage equal to 1d6 + your Strength or Charisma modifier, whichever is higher. The damage dealt is bludgeoning, piercing, and slashing damage and can be reduced by damage reduction. Each attack you make reduces the spell’s remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.


name: Black Mark
level: druid 7, witch 7
school: necromancy [curse, fear]
casting_time: 1 standard action
components: V, S, M (a flask of seawater)
range: touch
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
You mark the target with a black marking on its skin; the mark’s exact appearance determined by you, but can be no larger than your hand. The black mark functions as a mark of justice, and when the mark is activated, the target becomes shaken anytime it is on or in the water more than a 5 feet from shore. In addition, as long as the black mark is active, the target is affected as if subject to nature’s exile, but all creatures with the aquatic or water subtype or with a swim speed are made hostile, even those not of the animal type, though non-aquatic animals are not.


name: Black Spot
level: cleric 4, sorcerer/wizard 5, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
The black spot is a specific and feared pirate curse. An intangible, illusory black spot manifests above the target’s head and remains until the target dies or the curse is lifted. The black spot cannot be covered or hidden by any means, including other illusions. The black spot radiates a cursed aura in a 10-foot radius around its target. Anyone within the aura gains a +2 bonus on weapon attack and damage rolls against the target. In addition, the target has a –4 penalty on saving throws against death effects.


name: Black Tentacles
level: bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (octopus or squid tentacle)
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius spread
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.


name: Blacklight(3.5E)
level: darkness 3, sorcerer/wizard 3
school: evocation [darkness]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation
duration: 1 round/level (D)
saving_throw: Will negates or none (object)
spell_resistance: yes or no (object)
description:
You create an area of total darkness. The darkness is impenetrable even to darkvision, but you can see normally within it. Creatures outside the spell’s area, even you, cannot see through it.


name: Blade Barrier
level: cleric/oracle 6, inquisitor 6
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 min./level (D)
saving_throw: Reflex half or Reflex negates; see text
spell_resistance: yes
effect:
wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high

description:
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.


name: Blade Lash
level: bloodrager 1, magus 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: your melee weapon
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
Your weapon elongates and becomes whip-like. As part of casting this spell, you can use this weapon to attempt a trip combat maneuver against one creature within 20 feet, and you gain a +10 bonus on your roll, after which the weapon returns to its previous form.


name: Blade Snare
level: druid 3, magus 3, ranger 3, sorcerer/wizard 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted. When you are hit with a melee attack, attempt a caster level check against your opponent’s CMD. If your check succeeds, your opponent’s attacking weapon or body part becomes caught in the field, as if magically affixed to your body. If your check fails, your opponent may retract its weapon.


name: Blade Tutor’s Spirit
level: antipaladin 2, magus 1, paladin 2, sorcerer/wizard 2, summoner 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
You summon an insubstantial spirit of force that resembles a cloudy vapor hovering around your fists or any melee weapons you wield. The spirit compensates for your defensive or reckless melee attacks, nudging your weapons in the proper direction.


name: Blade of Bright Victory
level: paladin 3
school: transmutation [good]
casting_time: 1 standard action
range: touch
target: your paladin bonded weapon
duration: 1 minute/level
saving_throw: Will negates (harmless)
description:
You strengthen the bond between your divine bond weapon and its celestial spirit. The weapon gains the ghost touch property. You may change your weapon’s damage type (bludgeoning, piercing, slashing) as a swift action. You gain a sacred bonus to your CMD against disarm and sunder attacks directed at your bonded weapon; this bonus is equal to half your caster level.


name: Blade of Dark Triumph
level: antipaladin 3
school: transmutation [evil]
casting_time: 1 standard action
range: touch
target: your fiendish boon weapon
duration: 1 minute/level
saving_throw: Will negates (harmless)
description:
You strengthen the bond between your fiendish boon weapon and its unholy spirit. The weapon gains the ghost touch property. You may change your weapon’s damage type (bludgeoning, piercing, slashing) as a swift action. You gain a profane bonus to your CMD against disarm and sunder attacks directed at your boon weapon; this bonus is equal to half your caster level.


name: Bladed Dash
level: bard 2, magus 2, skald 2
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: instantaneous
description:
When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. This movement does not provoke attacks of opportunity. You may make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your Intelligence or Charisma modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is available along the trajectory, the spell fails. Despite the name, the spell works with any melee weapon.


name: Blast Barrier
level: druid 4, ranger 3, sorcerer/wizard 3, witch 4
school: transmutation (sonic)
casting_time: 1 standard action
components: V, S, M (handful of snow, earth, or gravel)
range: close (25 ft. + 5ft./2 levels)
effect: 1-ft.-thick wall up to 10 ft. high by 20 ft. wide
duration: concentration , up to 1 round/2 levels
saving_throw: Reflex half (see below)
spell_resistance: yes (see below)
description:
When you cast blast barrier, you cause a rippling wall of loose earth, mud, snow, sand, or gravel to spring up in a designated space within the spell’s range. This wall provides total cover to all Large or smaller creatures and objects. The barrier can only spring up in an area of natural, unworked ground. The energy that forms the wall’s matrix is unstable, and you must concentrate to maintain the wall’s shape. A blast barrier has an AC of 9, hardness 0, and 5 hit points per caster level. When a blast barrier reaches 0 hit points, or when you cease concentrating on maintaining it, the energies that maintain the barrier’s shape fail with explosive results, sending sharp chunks of the materials comprising the wall and magical energy out along both sides. Any creature that is adjacent to a blast barrier when it explodes takes 2d6 points of slashing damage and 1d6 points of sonic damage per 3 caster levels (maximum 6d6). A successful Reflex save halves the total damage done. Spell resistance applies as well.


name: Blast of Wind
level: druid 4, sorcerer/wizard 4
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: 60 ft.
effect: line-shaped blast of hurricane-force wind emanating out from you to the extreme of the range
duration: 1 round
saving_throw: Fort negates
spell_resistance: yes
description:
With a spiraling gesture of your hand and a forceful exhalation, you create a brief but fierce (90 mph) blast of wind. This spell functions as gust of wind, except all creatures within the area are treated as though they were one size category smaller for the purpose of determining how the spell affects them. For every 4 caster levels beyond 7th, creatures in the area are treated as an additional size category smaller (to a maximum of three size categories smaller at 15th level).


name: Blaze of Glory
level: paladin 4
school: conjuration (healing) [good, mind-affecting]
casting_time: 1 standard action or immediate action; see text
components: V
area: 30-ft.-radius burst centered on you
duration: instantaneous and 1 round/level; see text
saving_throw: Will partial
spell_resistance: yes
description:
You fall unconscious but also unleash a spectacular wave of holy energy that heartens and heals your allies while leaving your opponents daunted and damaged. You can cast this spell as either a standard action on your turn, or as an immediate action when brought to below 0 hit points. If cast as a standard action, you are immediately reduced to -1 hit points, but stable, after casting the spell.


name: Bleed
level: cleric/oracle 0, inquisitor 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0
school: necromancy
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
spell_resistance: yes
description:
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.


name: Bleed for Your Master
level: antipaladin 2, druid 3, ranger 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 immediate action
components: V, S
range: touch
target: your animal companion , familiar , or fiendish servant
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
When you would be hit by an attack that requires an attack roll, or when you are within an area of effect that allows you to attempt a Reflex saving throw, with a single touch you compel the target to throw itself in front of the blow or shield you from the effect.


name: Blend
level: alchemist 1, druid 1, magus 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
school: illusion (glamer)
casting_time: 1 standard action
components: S
range: personal
target: you
duration: 10 minutes/level
description:
You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends (as invisibility).


name: Blend With Surroundings
level: bard 1, cleric 1, druid 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1
school: illusion (glamer)
casting_time: 1 round
components: V, S, M/DF (a chess piece)
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level
saving_throw: Fort negates (harmless) or Will disbelieves (if interacted with)
spell_resistance: yes (harmless)
description:
This spell changes the appearance of the affected creature so that it better blends in with its surroundings. As chosen by you, the affected creature takes on the appearance of a statue, furniture, a tree, a bush, a rock, or another object of similar size.


name: Bless
level: cleric/oracle 1, inquisitor 1, paladin 1, shaman 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: 50 ft.
area: The caster and all allies within a 50-ft. burst, centered on the caster
duration: 1 min./level
saving_throw: none
spell_resistance: yes (harmless)
description:
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.


name: Bless Water
level: cleric/oracle 1, inquisitor 1, paladin 1
school: transmutation [good]
casting_time: 1 minute
components: V, S, M (5 pounds of powdered silver worth 25 gp)
range: touch
target: flask of water touched
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.


name: Bless Weapon
level: paladin 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: weapon touched
duration: 1 min./level
saving_throw: none
spell_resistance: no
description:
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.


name: Blessed Fist
level: cleric 1, paladin 1
school: transmutation [good]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: none
spell_resistance: yes
description:
The target is considered to be armed even when unarmed, so it doesn’t provoke attacks of opportunity when it attacks foes with unarmed strikes. Its unarmed strikes can deal lethal or nonlethal damage (target’s choice). If the target already has this ability (such as from the monk unarmed strike ability or the Improved Unarmed Strike feat), its unarmed strikes gain a +1 enhancement bonus on attack rolls and damage rolls, and they count as good-aligned weapons for the purposes of overcoming damage reduction.


name: Blessing of Courage and Life
level: cleric/oracle 2, paladin 2
school: conjuration (healing) [emotion]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 minute/level (see below)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect lasts, the target receives a +2 morale bonus on saving throws against fear and death effects. At any time while the spell is in effect, the target can choose to end the spell as a swift action for a burst of healing energy. The target loses the saving throw bonus, but is healed of 1d8 points of damage +1 point per caster level (maximum +10).


name: Blessing of Fervor
level: cleric/oracle 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).


name: Blessing of Liberty
level: bard 2, shaman 2
school: abjuration
casting_time: 1 standard action
components: V, S, M (a feather or small object that symbolizes good fortune)
range: personal
target: you
duration: 1 minute/level
description:
You imbue yourself with the blessings of liberty. You gain a +1 luck bonus per 6 caster levels (minimum +1, maximum +3) to your CMD and on saving throws against spells and traps that would move you or impede your movement. You can end the spell’s effects as a swift action to gain a +20 foot enhancement bonus to your base speed for 1 round per whole minute of duration remaining.


name: Blessing of the Salamander
level: druid 5, ranger 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
When you cast this on a creature, its skin turns slick and clammy and it is able to regenerate damage each round. While under the effects of the spell, the creature gains fast healing 5, fire resistance 20 and a +2 competence bonus to its Combat Maneuver Defense.


name: Blessing of the Watch
level: cleric 1, inquisitor 1, paladin 1
school: enchantment (compulsion) [mind-affecting]
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions like bless, except as noted. It works only in the caster’s home city, and in areas under the jurisdiction of the city watch. For example, if the watch patrols a shantytown outside the city walls but not the ruined subterranean tunnels that lie beneath the city, the spell works in the former area but not the latter.


name: Blessings of Luck and Resolve
level: cleric 2, inquisitor 2, paladin 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: one living creature touched
duration: 1 minute/level (D), special see below
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear effects. If the target has the fearless racial trait, it is immune to fear instead. If the target fails a saving throw against fear, it can end the spell as an immediate action to reroll the save with a +4 morale bonus, and must take the new result, even if it is worse.


name: Blight
level: druid 4, shaman 5, sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, DF
range: touch
target: plant touched
duration: instantaneous
saving_throw: Fortitude half; see text
spell_resistance: yes
description:
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies.


name: Blightburn Weapon
level: alchemist 4, inquisitor 4, magus 4, sorcerer/wizard 5, witch 5
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one weapon
duration: 1 round/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
You transform the target weapon into pure blightburn. The weapon functions as normal, but any creature that touches it, or that it strikes, takes 2d6 points of fire damage each round it remains in contact. In addition, the weapon emanates an aura of radiation that causes blightburn sickness. This is as the disease, but with a 10-foot radius and a save DC equal to this spell’s save DC.


name: Blinding Ray
level: cleric 2, inquisitor 3, paladin 2
school: evocation [good, light]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: one or more rays of light
duration: instantaneous (see text)
saving_throw: Fort negates
spell_resistance: yes
description:
You blast your enemies with blinding rays of sunlight. 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. If a ray hits, it explodes into powerful motes of light, and the target must save or be blinded for 1 round. If the target has light blindness, light sensitivity, or is otherwise vulnerable to bright light, it instead must save or be blinded for 1d4 rounds and take 1d4 points of damage per two caster levels (maximum 5d4). Any creature blinded by a ray sheds light as a sunrod for the duration of its blindness. 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: Blindness-Deafness
school: necromancy [curse]
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: permanent (D)
saving_throw: Fortitude negates
spell_resistance: yes
description: You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
level:
antipaladin 2, bard 2, bloodrager 2, cleric/oracle 3, psychic 2, shaman 3, sorcerer/wizard 2, witch 2


name: Blink
level: bard 3, magus 3, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
You “blink” quickly back and forth between the Material Plane and the Ethereal Plane and look as though you’re winking in and out of reality at random. Blink has several effects, as follows.


name: Blistering Invective
level: alchemist 2, bard 2, inquisitor 2
school: evocation [fire, language-dependent]
casting_time: 1 standard action
components: V, S
range: personal
area: 30-ft. radius
duration: instantaneous
saving_throw: Reflex partial, see text
spell_resistance: special, see below
description:
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.


name: Bloatbomb
level: antipaladin 4, cleric 4, sorcerer/wizard 4
school: necromancy [acid, death]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous and 1 minute/level (see text)
saving_throw: Fort negates or Reflex half (see text)
spell_resistance: yes
description:
The target creature dies if it fails a Fortitude saving throw and its Hit Dice are no more than half your caster level. If it dies, its corpse rapidly putrefies. The next creature to touch the corpse within 1 minute per level of the target’s death causes the corpse to explode in a 10-foot-radius burst, dealing 3d6 points of acid damage (Reflex half).


name: Blood Armor
level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
Your blood becomes as hard as iron upon contact with air. Each time you take at least 5 points of piercing or slashing damage, your armor gains a +1 enhancement bonus to your AC. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. This enhancement bonus stacks with itself, but not with an existing enhancement bonus, to a maximum enhancement bonus of +5. This spell has no effect while underwater or in environments that lack air.


name: Blood Biography
school: divination
casting_time: 1 minute
components: V, S, M/DF (a scrap of parchment)
range: touch
duration: instantaneous
saving_throw: Will negates (see text)
spell_resistance: no
level:
bard 2, bloodrager 3, cleric/oracle 3, inquisitor 3, medium 2, occultist 2, psychic 3, sorcerer/wizard 3

description:
You learn the answers to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures are entitled to a Saving Throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell the answers to the following four questions appear on any flat surface you designate (a wall, a piece of paper, and so on).


name: Blood Blaze
level: alchemist 2, antipaladin 1, bloodrager 2, cleric 2, magus 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation [fire]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level (D)
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air. Any creature (including the spell’s target) within the aura that takes at least 5 points of piercing, slashing, or bleed damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a randomly determined square adjacent to the injured creature. The spray deals 1d6 points of fire damage to any creature in that square, and 1 point of splash damage to all creatures within 5 feet of the spray’s target, including the target of this spell. A creature can only create one spray of burning blood per round. Creatures that do not have blood (including oozes and most constructs and undead) do not create blood sprays when attacked.


name: Blood Boil
level: magus 5, sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of mercury)
range: touch
target: one living creature
duration: 3 rounds
saving_throw: Fort negates (see text)
spell_resistance: yes
description:
The temperature of the target creature’s blood (or other similar body fluid) begins to rise over the next 3 rounds during the caster’s turn. Each round starting with the first, the target creature attempts a new saving throw at the start of the caster’s turn to resist that round’s effect. A successful save does not end the spell effect, but does prevent that round’s effect. On the round that this spell is cast, the target becomes fatigued. On the next round, as the blood temperature begins to rise, the target’s capillaries burst, dealing 1d6 points of Constitution damage to the target. On the third and final round, the target’s blood begins to boil; the spell deals 1d6 points of damage per caster level (to a maximum of 15d6), and—if the target is still alive—the target becomes exhausted rather than fatigued.


name: Blood Crow Strike
level: cleric/oracle 4
school: evocation [fire]
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous
saving_throw: none
description:
Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area; each successful attack deals damage as if you had hit it with your unarmed strike, except half the damage is fire and half is negative energy (this negative energy does not heal undead). For example, if you are a 14th-level monk, you can use a flurry of blows to attack five times, creating one energy crow for each successful attack against the target, and dealing 2d6 points of damage (plus appropriate unarmed strike modifiers) with each crow.


name: Blood Mist
level: druid 8, shaman 8
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M (a pinch of dried red algae)
range: medium (100ft. +10ft./level)
area: 60-ft. radius
duration: 1 minute/level
saving_throw: Fortitude negates (see text)
description:
This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color. All targets within the mist gain concealment. Any creature within the mist must save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures it detects nearby (as the “attack nearest creature” result of the confused condition). An enraged creature remains so as long as the spell is in effect. A creature only needs to save once each time it is within the mist (though leaving and returning requires another save).


name: Blood Money
level: magus 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 swift action
components: V, S
range: 0 ft.
effect: 1 material component
duration: Instantaneous
description:
You cast blood money just before casting another spell. As part of this spell’s casting, you must cut one of your hands, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of the component’s value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You cannot create magic items with blood money.


name: Blood Rage
level: adept 3, bard 2, cleric 3, sorcerer/wizard 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a drop of blood from each creature to be affected)
range: close (25 ft. + 5 ft./level)
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The targets of this spell become angrier as they fight, the pain of their wounds fueling their strength. An affected creature gains a cumulative +2 morale bonus to Strength and a cumulative -1 penalty to AC for every 5 points of damage it takes (maximum +10 Strength, -5 AC) for the duration of the spell. These bonuses last until the spell expires or the target falls unconscious.


name: Blood Salvation
level: bloodrager 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D; see below)
description:
While under the effect of this spell, you’re immune to any damaging area spells you cast. You can dismiss this spell as an immediate action when you are caught within the area of someone else’s damaging area spell; if you do, you’re immune to that particular casting of that spell as well. If you have the blood casting class feature, you can cast this spell as a swift action instead of a standard action while you’re in a bloodrage.


name: Blood Scent
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, antipaladin 2, bloodrager 3, cleric 3, druid 3, inquisitor 3, psychic 3, ranger 2, sorcerer/wizard 3, witch 3

description:
You greatly magnify the target’s ability to smell the presence of blood. The target is considered to have the scent universal monster ability, but only for purposes of detecting and pinpointing injured creatures (below full hit points). Creatures below half their full hit points or suffering bleed damage are considered strong scents for this ability.


name: Blood Sentinel
level: alchemist 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
range: touch
target: one animal sculpture
duration: 10 minutes/level
saving_throw: none
spell_resistance: no (harmless)
components:
V, S, M (a life-sized animal sculpture of a familiar made of clay, cloth, stone, or wood, plus mandrake root worth 25 gp)

description:
After casting this spell, you pour a few drops of your blood and saliva into the mouth of the animal sculpture material component, temporarily giving it life. The animal is bonded to you as if it were a familiar, and it has the abilities of a familiar (use your caster level as your effective wizard level to determine its abilities), but it does not grant you the Alertness feat or the special ability of its animal type. If your blood sentinel is slain, you take 2 points of Intelligence drain and the blood sentinel’s body becomes a destroyed statue. This spell has no effect if you already have a familiar or another blood sentinel.


name: Blood Song
level: bard 4
school: evocation
casting_time: 2 minutes
components: V, S, M (the caster’s blood)
range: touch
target: creature touched; see text
duration: 1 day or until discharged (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell functions as imbue with spell ability, with the following exceptions: only bard spells of the conjuration (healing), enchantment, and transmutation schools can be transferred; the imbued spells last for 1 day; and the subject isn’t beholden to any principles regarding the imbued spells’ use.


name: Blood Tentacles
level: antipaladin 4, cleric 5, shaman 5, sorcerer/wizard 5, summoner 4, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (a fresh handful of the caster’s blood)
range: personal
target: you
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
You smear a handful of your own blood across your chest, causing one writhing tentacle per caster level to burst forth. You can direct these tentacles to attack a single creature within 15 feet as a standard action, or one creature per 5 caster levels as a full-round action. Each tentacle has an attack bonus equal to your base attack bonus plus either your Constitution or Charisma bonus (whichever is higher). Each tentacle deals 2d6 points of damage, and a tentacle collapses into dried blood on a successful hit, granting you a number of temporary hit points equal to the damage dealt. You can’t gain more temporary hit points than your maximum number of hit points. These temporary hit points disappear after 1 hour.


name: Blood Ties
level: antipaladin 4, cleric 5, druid 5, inquisitor 5, psychic 5, shaman 5, witch 5
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, F (a small length of crimson string)
range: unlimited (see text)
target: two living creatures
duration: 1 day/level (D)
saving_throw: Will negates (see text)
spell_resistance: no
description:
One of the targets of this spell must be a hostage—a bound, pinned, or helpless creature within your reach (though the spell doesn’t end if the hostage later moves beyond your reach). The second target must be a member of the first target’s family. If neither creature successfully saves against the spell, the second target also takes any damage conferred to the hostage, provided both are still alive, to a maximum of 10 points of damage per caster level per day (damage beyond that necessary to kill the first target does not transfer). This transferred damage is typeless and ignores the second creature’s damage reduction and resistances. If either target succeeds at the saving throw, you can never attempt to exploit the connection between these particular two creatures again. The connection between your targets weakens when the two are less familiar with one another. Each target gains a +2 bonus on its save if the two are distant relations or related by marriage. Each target takes a –2 penalty on its save if the two targets are parent and child or siblings.


name: Blood Transcription
level: alchemist 2, magus 2, wizard 2, witch 2
school: divination [evil]
casting_time: 1 standard action
components: V, S
range: touch
target: one dead spellcaster
duration: 24 hours
saving_throw: none
description:
By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you can attempt to learn a spell that spellcaster knew. Select one spell available to the dead spellcaster (this must be a spell on your spell list); you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a witch) using the normal rules for copying a spell from another source. Once you have learned it, you may prepare the spell normally.


name: Blood in the Water
level: cleric 2, psychic 2, sorcerer/wizard 2
school: necromancy (emotion)
casting_time: 1 standard action
components: V, S, DF
range: 20 ft.
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
As part of the casting of this spell, you must deal 1 point of piercing or slashing damage to yourself to release your blood. This causes you to take 1 point of bleed damage. While the spell is in effect, all sharks, feeders in the depths, and creatures with the blood frenzy ability in the area gain a +2 bonus to Strength and Constitution and take a –2 penalty to AC. This is treated as blood frenzy for the purposes of other feats and effects, and doesn’t stack with the effects of actual blood frenzy. If you cease bleeding, the spell immediately ends.


name: Blood of the Martyr
level: cleric/oracle 2, inquisitor 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
You cause the target to bleed from every orifice, and her organs and blood become suffused with positive energy. If the subject fails her Fortitude save, she takes 1d6 points of bleed damage per 4 caster levels (to a maximum of 4d6 at 16th level) when you cast this spell. Any creature that takes a full-round action to sup the blood of the bleeding subject heals a number of hit points equal to twice as many as the subject lost that round due to the bleed effect. The subject must be willing or helpless to sup her blood, which provokes attacks of opportunity. Only one creature can be healed in this way per round. The subject can lick her own wounds in this way to regain half as many hit points as she lost that round. If the bleeding effect is stopped or the spell’s duration ends, the subject’s blood no longer heals those who drink it, though in the latter case the subject continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check.


name: Bloodbath
school: necromancy
casting_time: 1 standard action
components: V, S, F (a ceremonial dagger )
range: close (25 ft. + 5 ft./level)
target: up to one living creature/level, no two of which can be more than 30 feet apart
duration: 1 round/level (D)
saving_throw: Fort negates
spell_resistance: yes
level:
antipaladin 1, bloodrager 1, cleric 2, inquisitor 2, medium 1, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2

description:
You cut yourself with the dagger, dealing yourself 1d6 points of bleed damage. So long as you keep taking this bleed damage, your targets each bleed for 1d6 points of damage at the beginning of their turns. The bleed damage on any target ends if that target receives magical healing, or if your bleed damage ends for any reason. This spell has no effect if you’re immune to bleed damage or can otherwise reduce or ignore the bleed damage to yourself.


name: Bloodhound
level: alchemist 3, inquisitor 2, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of blood and a pinch of cinnamon)
range: personal
duration: 1 hour/level
description:
You gain the scent special quality, including the ability to track by scent. You receive a +8 competence bonus on Perception checks involving smell and a +4 competence bonus on Survival checks to track using scent. You take a -4 penalty on saving throws against odor-related effects such as the stench ability and stinking cloud. A creature under the effects of bloodhound can detect poison by scent with a DC 20 Perception check.


name: Bloodstone Mirror
level: cleric 7, occultist 5, witch 7
school: abjuration
casting_time: 1 standard action
components: V, S, M (a red bloodstone worth 500 gp)
range: personal
target: you
duration: 1 hour/level
description:
This spell reflects any attempts to steal your free will. Whenever you are exposed to a mind-affecting effect or a spell that would otherwise give another creature control of your actions (such as control undead), you can dispel this effect as an immediate action to redirect the spell to a creature within 30 feet. The affected creature must attempt a save against the original DC of the triggering effect. On a failure, it is subject to the effects of the triggering spell, with the exception that you are treated as the original caster (statistics determined by caster level are still calculated according to its original caster). The target creature applies any spell resistance or immunities it has normally. You can have only one instance of this spell active at a time.


name: Bloodsworn Retribution
level: cleric/oracle 6, paladin 4, ranger 4
school: necromancy
casting_time: 1 round
components: V, S, M (your blood)
range: personal
target: you
duration: special (see text)
description:
When you cast this spell, you cut yourself and swear an oath of retribution on your own blood. You decide how much damage you want to take from this attack, up to 25 points. This damage cannot be healed for as long as the spell is in effect. Anytime you perform an attack, save, or check that is directly related to the oath and brings you closer to the fulfillment of that oath, you gain a morale bonus to that roll equal to the number of hit points of damage you took from the oath divided by 5. The GM is the final arbiter over whether or not an action qualifies for this bonus. When you fulfill the oath (or choose to forsake it), the spell ends, and the lost hit points can be healed as normal.


name: Bloody Arrows
level: antipaladin 3, inquisitor 3, magus 3, ranger 3, shaman 4, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one willing creature
duration: 1 round/level
saving_throw: none (harmless)
spell_resistance: no (harmless)
description:
Whenever this spell’s target hits a creature with a ranged weapon that successfully deals piercing or slashing damage, the struck creature takes 1 point of bleed damage. Unlike most bleed damage, the bleed damage dealt by the subject of this spell is cumulative up to an amount equal to 1/2 your caster level (to a maximum of 5 points of bleed damage at 10th level).


name: Bloody Claws
level: druid 4, ranger 3
school: necromancy
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 give a creature the ability to deal bleed damage when making natural attacks so long as the attack deals slashing or piercing damage. This bleed damage for each attack is equal to one-half your caster level (limited to the creature’s maximum damage with that attack), though bleed damage does not stack. When two or more attacks deal bleed damage, take the worse effect.


name: Bloody Tears and Jagged Smile
level: arcanist 2, cleric/oracle 2, sorcerer/wizard 2, warpriest 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: personal and see text
target: you and see text
duration: 10 minutes/level
saving_throw: none
spell_resistance: yes
description:
Your eyes turn black and weep blood, and your teeth become jagged fangs. You gain a bite attack (1d3 points of damage if you are Small, 1d4 points of damage if you are Medium). You gain a +4 profane bonus on Intimidate checks and on your spell DCs for spells with the fear descriptor. You perceive creatures as if using deathwatch.


name: Blot
level: bard 3, cleric 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a bit of cloth made wet with saliva)
range: close (25 ft. + 5 ft/2 levels)
area: 10 ft.-radius burst
duration: 24 hours
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell reduces all types of writing and other recognizable symbols found on any sort of surface within range into illegible smears. It affects books, carvings on stone, or even tattoos with equal ease. It does not affect writing that is not actually on a surface, such as an illusion, projection, reflection, or anything similar. Spellbooks and magical items that contain writing (such as scrolls) gain a saving throw to resist the effects of this spell. Against magical writing created by spell effects (such as glyphs of warding or symbols), blot instead functions as a dispel magic spell capable of targeting all such spell effects in the area. This spell has no effect on writing found on artifacts or similarly unique surfaces. 


name: Blur
level: alchemist 2, bard 2, magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: illusion (glamer)
casting_time: 1 standard action
components: V
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The subject’s outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).


name: Blurred Movement
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
level:
alchemist 1, bard 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
This spell functions as blur, except that the blurring occurs only when you move at least 10 feet on your turn and ceases at the end of your movement. It is therefore mainly used to protect against attacks on your turn, such as attacks of opportunity. If you move at least twice your speed on your turn, the blurring lasts until the start of your next turn.


name: Body Capacitance
level: alchemist 1, sorcerer/wizard 1
school: transmutation [electricity]
casting_time: 1 standard action
components: V, S, M (an iron coil)
range: personal
target: you
duration: 1 minute/level or until discharged (see text)
description:
If you take electricity damage while this spell is active, some of the energy is stored on your skin, as with holding the charge on a touch spell. You can release this stored electricity by making a melee touch attack. You gain a +3 bonus on the attack roll if your opponent is wearing metal armor, is carrying a metal weapon, or is made of metal. The target of your touch attack is dealt electricity damage equal to half the amount of electricity damage you took after you cast this spell (for example, if you saved for half damage against a lightning bolt and took only 15 points of electricity damage, your next touch attack deals 7 points of electricity damage). This spell is discharged once you hit with a melee touch attack to deliver its damage. If you take electricity damage multiple times while this spell is active, use the largest amount of electricity damage you took to determine your touch attack damage.


name: Body Double
level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (two glass beads)
range: close (25 ft. + 5 ft./2 levels)
target: two creatures; see text
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
Upon casting this spell, choose a primary target and a secondary target, both of which must be within range. If the primary target fails or forfeits its saving throw, its appearance, scent, sounds, and mannerisms change to match those of the secondary target.


name: Boiling Blood
level: bard 2, bloodrager 2, cleric/oracle 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level (D)
saving_throw: Fortitude negates (see text)
description:
The blood of the targeted creatures begins to boil. If a target fails its save, it takes 1 point of fire damage per round. This spell has no effect on creatures that don’t have blood.


name: Bolt of Glory
level: glory 6
school: evocation [good]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./level)
target: ray
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
You fire a ray of positive energy. A creature struck takes varying damage, depending on its nature and home plane of existence.


name: Bomber’s Eye
level: alchemist 1
school: transmutation
casting_time: 1 standard action
components: S
range: personal
duration: 1 round/level
description:
This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons.


name: Bone Fists
level: bloodrager 2, cleric 2, druid 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (the knucklebone of a dire animal)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none (harmless)
spell_resistance: no
description:
The bones of your targets’ joints grow thick and sharp, protruding painfully through the skin at the knuckles, elbows, shoulders, spine, and knees. The targets each gain a +1 bonus to natural armor and a +2 bonus on damage rolls with natural weapons, and they are treated as having armor spikes, with which they are proficient.


name: Bone Flense
level: bloodrager 2, cleric 3, druid 3, inquisitor 3, magus 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: M/F (a jagged shard of bone from a humanoid creature)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
Choose a creature that you can see. When that creature is struck by a weapon wielded by a member of the Crimson Assassins, a sawtooth sabre, or by the claw of a giant mantis, the bone nearest to the wound instantly sprouts jagged, razor-sharp spurs that flense the muscle and flesh from the inside out unless the target succeeds at a Fortitude save. The creature takes 1d6 points of piercing damage per caster level. While the bone returns to normal immediately after dealing damage, the creature takes 1d4 points of bleed damage for 1 round per 2 caster levels. The victim is sickened by the pain for the duration of the bleeding. If the target creature has no bones, this spell has no effect.


name: Boneshaker
level: antipaladin 1, cleric 2, inquisitor 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, F (human-shaped fetish made of bones)
range: medium (100 ft. + 10 ft./level)
target: one living creature or undead creature with a skeleton
duration: instantaneous
saving_throw: Fortitude partial or negates (see text)
spell_resistance: yes
description:
By using a bone fetish like a marionette, you take control of a target creature’s skeleton. This has a variety of effects depending on whether the target is living or undead.


name: Boneshatter
level: arcanist 4, cleric/oracle 5, sorcerer/wizard 4, warpriest 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (a broken bone)
range: close (25 ft. + 5 ft./2 levels)
target: one corporeal creature or object
duration: instantaneous and 1 minute/level (see text)
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
The target’s bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation.


name: Book Ward
level: bard 2, cleric/oracle 2, sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a drop of clear oil)
range: touch
target: one touched object of up to 10 pounds/level
duration: 1 day/level or until discharged (see text)
saving_throw: Will negates
spell_resistance: Yes (harmless)
description:
As protection from energy, except as noted above and that the spell only protects against acid and fire damage. While the energy protection remains, the item is also completely waterproof (this protection extends to other liquids as well, such as alcohol and oil).


name: Borrow Corruption
level: antipaladin 2, cleric 4, druid 4, medium 2, occultist 3, psychic 4, shaman 4, witch 4
school: transmutation [evil]
casting_time: 1 standard action
components: V, S, M (a dirty scrap of a good priest’s raiment)
range: touch
target: creature touched
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
You touch a creature with at least one manifestation from a corruption. You temporarily gain any stains and gifts that corruption grants to the creature, and the creature retains them. If the gifts have limited uses, you count as having no uses remaining. You take 1d3 points of Wisdom drain whenever you cast this spell.


name: Borrow Fortune
level: medium 3, oracle 3, psychic 3
school: evocation
casting_time: 1 immediate action
components: V
range: personal
duration: instantaneous; see text
description:
When you make a d20 roll, you may choose to immediately cast this spell to reroll that die before success or failure is known, keeping the more favorable result. For the next two rounds following your casting of the spell, you must roll two dice each time a d20 roll is called for, keeping the less favorable result.


name: Borrow Skill
level: bard 1, psychic 1
school: transmutation
casting_time: 1 standard action
components: S
range: touch
duration: up to 1 round/level (see description)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You borrow one of the target’s known skills. After touching the subject, you can make a single check with the chosen skill using the subject’s skill ranks, but modified by your own key ability.


name: Bouncing Bomb Admixture
level: alchemist 3
school: transmutation
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: 1 round
saving_throw: Will negates (harmless)
spell_resistance: no
description:
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of the next bomb 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 (a formula with ‘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: Bountiful Banquet
level: bard 4, cleric 4, druid 4, shaman 4
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, M (a turkey bone)
range: close (25 ft. + 5 ft./2 levels)
effect: feast for two creatures/level
duration: 1 hour; see text
saving_throw: none
spell_resistance: no
description:
You conjure a beautiful and delicious feast with hors d’oeuvres, four courses worth of food, and plentiful drink. The food appears on ornate serving trays or in exquisite covered tureens, as appropriate to each type of dish. Place settings and serving utensils also appear—enough for each creature that will participate in the feast—along with elegant tablecloths and table linens. The spell doesn’t create furniture, but the feast does adapt to appear on top of existing tables (or similar objects in the environment).


name: Bow Spirit
level: ranger 4
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 round/level
description:
A bow spirit is a shapeless force that hovers about you, taking ammunition from your quiver and firing it. For as long as the bow spirit lasts, you can spend a swift action to direct the bow spirit to fire an arrow or a bolt at a target of your choice, as if the bow spirit were firing the necessary ranged weapon. The bow spirit uses your base attack bonus plus your Dexterity modifier, as well as any bonuses and effects from feats you have that affect ranged attacks, or bonuses from the ammunition it uses.


name: Bowstaff
level: inquisitor 1, paladin 1, ranger 1
school: transmutation
casting_time: 1 swift action
components: V
range: personal
target: one weapon (bow)
duration: 1 round/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow’s enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.


name: Brand
level: inquisitor 0
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 day/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed.


name: Brand of Conformity
level: inquisitor 1
school: transmutation [curse]
casting_time: 1 round
components: V, S, DF
range: touch
target: creature touched
duration: 1 day/level
saving_throw: Fort negates
spell_resistance: yes
description:
This spell etches the symbol of a nation, organization, or order on the target, dealing 1 point of damage. The mark can be placed on any exposed portion of the creature, typically the head or forearm. While branded in this way, the recipient loses the ability to speak or understand its racial language and the language of its homeland or primary culture (if these are different). For example, an elf raised among a primitive tribe would lose Elven and the tribal language (if she knew both those languages), while a halfling raised among dwarves would lose both Halfling and Dwarven (if she knew both those languages). A gnome raised among gnomes would lose Gnome, but no other language. This spell never suppresses Common or Undercommon, nor does it prevent spellcasting, though it may prevent a target from speaking intelligibly if it suppresses all of the target’s languages. A brand of conformity can be hidden beneath clothing or removed by scraping it away (the latter deals 1d6 points of damage, though the brand returns if that damage is healed). In any event, the language-suppression element of a brand of conformity continues to function even when hidden or scraped away.


name: Brand of Hobbling
level: inquisitor 2
school: transmutation [curse]
casting_time: 1 round
components: V, S, DF
range: touch
target: creature touched
duration: 1 day/level
saving_throw: Fort negates
spell_resistance: yes
description:
This spell etches a symbol of chains, a particular prison, or a lawful institution on the target, dealing 1d6 points of damage. The mark can be placed on any exposed portion of the creature, typically on the head or forearm. While the recipient is branded in this way, all of its movement speeds are reduced by half (rounded down to the next 5-foot increment). A brand of hobbling can be hidden by clothing or removed by scraping the brand away (the latter deals 1d6 points of damage, though the brand returns if that damage is healed), but in either case the effects of a brand of hobbling continue to function.


name: Brand of Tracking
level: inquisitor 4
school: transmutation [curse]
casting_time: 1 round
components: V, S, DF
range: touch
target: creature touched
duration: permanent
saving_throw: Fort negates
spell_resistance: yes
description:
This spell etches the symbol of an eye or a lawful institution on the target, dealing 1d6 points of damage. The mark can be placed on any exposed portion of the creature, typically the head or forearm. While the target is branded in this way, twice per day as a standard action, you can instantly determine in what direction and how far away the target is, as long as it is within a range equal to 1 mile per your caster level. If the target travels beyond this range or to another plane, you cannot gain information about the recipient’s location. Similarly, if the target becomes warded by a spell or effect that thwarts divination spells (such as nondetection) or moves into such an area (such as one created by antimagic field), you cannot gain information about the target’s location. This effect otherwise works as a locate creature spell that lasts for 1 minute per caster level. It can be fooled by mislead but not by polymorph.


name: Break
level: bloodrager 1, psychic 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a twig)
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Fortitude negates (object)
spell_resistance: yes (object)
description:
You can attempt to break or at least damage any one Medium or smaller object within range. If the target fails its Fortitude Saving Throw, it gains the broken condition. If cast on a broken item, that item is destroyed on a failed save.


name: Break Enchantment
level: bard 4, cleric/oracle 5, inquisitor 5, paladin 4, shaman 5, sorcerer/wizard 5, witch 5
school: abjuration
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.


name: Brightest Light
school: evocation [light]
duration: 1 hour/level (D)
level:
bard 4, cleric 4, druid 4, inquisitor 4, magus 4, occultist 4, paladin 4, ranger 4, shaman 4, sorcerer/wizard 4

description:
This spell functions as daylight, except it lasts longer. In addition, as a swift action once during the spell’s duration, you can will the light to try to end a magical darkness effect located within 60 feet of the light this spell emits. Attempt a dispel check (1d20 + your caster level), with a DC equal to 11 + the caster level of the darkness effect. If you succeed, the darkness effect ends. Regardless of whether you are successful, the light from this spell dims to the brightness of a torch for the spell’s remaining duration.


name: Brightest Night
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level
saving_throw: none
spell_resistance: no
level:
arcanist 1, bard 1, cleric 1, druid 1, hunter 1, oracle 1, paladin 1, skald 1, sorcerer 1, warpriest 1, witch 1, wizard 1

description:
You grant low-light vision to the affected creatures. Creatures that already have low-light vision have their existing low-light vision enhanced so that they can see four times as far in conditions of dim light. Creatures within 10 feet of someone under the effects of brightest night do not gain concealment from dim light.


name: Brilliant Inspiration
level: bard 6
school: evocation [language-dependent]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level and special (see below)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You open a link between your mind and the subject’s mind, giving advice and encouragement for as long as the spell is in effect. Each time the subject of the spell makes an attack roll, ability check, or skill check, it rolls two d20s and takes the better result. If any roll is a natural 20, the spell’s effect ends-your brilliant advice is spent.


name: Bristle
level: druid 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes
description:
You give a creature the ability to redirect a portion of its innate toughness away from its own defense and toward the amount of damage it deals with natural attacks. Each round, as a swift action at the start of its turn, the creature can choose to reduce some or all of its natural armor bonus to AC and gain an enhancement bonus on all damage rolls for natural attacks equal to that amount. The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of -5/+5 at 15th level. A creature cannot reduce its natural armor bonus to less than 0 with this spell.


name: Brittle Portal
level: antipaladin 2, cleric 2, druid 2, inquisitor 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 5-ft.-radius spread
duration: 1 round/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell weakens the bonds of existence, and reduces the hardness of any non-magical surface within its area of effect by 2 per caster level. The spell is centered on a flat surface chosen by the caster, and the hardness reduction effect persists for the duration of the spell.


name: Brow Gasher
level: bloodrager 2, inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
area: one slashing melee weapon touched
duration: 1 round/level or until discharged
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits a living creature, in addition to the normal effects of that hit, the wielder can discharge this spell as a free action to open a gash on the target’s forehead that deals bleed damage equal to half your caster level. At the start of each of the target’s turns, when it takes bleed damage, it also takes a cumulative –1 penalty on all attack rolls. When that penalty reaches –3, the target also treats all targets as having concealment (20% miss chance). When the penalty reaches –5, the target is blinded. Stopping the bleed damage ends the effects this spell imposes on the bleeding creature. A target that is immune to bleed damage is also immune to all this spell’s effects.


name: Build Trust
level: bard 2, cleric 2, inquisitor 2, mesmerist 2, paladin 1, psychic 2
school: divination
casting_time: 1 standard action
components: V, S, M (a gold piece)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level; see text
saving_throw: Will negates
spell_resistance: yes
description:
You get a sense of the best way to interact with the target in order to encourage positive regard and fellowship toward you.


name: Bullet Shield
level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S, M (a bullet)
range: touch
target: creature touched
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The warded creature gains a +4 deflection bonus to AC against firearm and ranged attacks, with an additional +1 to the bonus for every five caster levels you have (to a maximum of +8 at 20th level). Though the spell is called bullet shield, it also grants this protection from attacks made from firearms with the scatter weapon quality.


name: Bullet Ward
level: antipaladin 2, bard 2, inquisitor 2, paladin 2, psychic 2, ranger 2, sorcerer/wizard 2, witch 2
school: abjuration
casting_time: 1 standard action
components: V, S, F (one to four adamantine bullets, each worth 61 gp)
range: personal
target: you
duration: 10 minutes/level or until discharged
description:
You toss several adamantine bullets into the air, which then hover protectively nearby and intercept firearm attacks targeting you. The number of bullets protecting you is equal to half your caster level (maximum 4). When an opponent takes a shot at you with a firearm, as an immediate action you can designate a hovering bullet to attempt to block the attack, increasing your AC against that attack by 10. Doing this destroys the adamantine bullet whether or not the attack hits. The spell is discharged when all affected adamantine bullets are destroyed or taken from you. Each adamantine bullet has AC 24, 20 hit points, and hardness 20.


name: Bull’s Strength
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, magus 2, paladin 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2

description:
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.


name: Bungle
level: psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid
duration: concentration + 2 rounds or until triggered
saving_throw: Will negates
description:
The target takes a –20 penalty on its next attack roll or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.


name: Buoyancy
level: bard 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: up to 1 round/level (see text)
saving_throw: Will negates (harmless) or Will negates (object)
spell_resistance: yes (object)
description:
The affected creatures or objects become incredibly buoyant. The affected creatures (including gear and carried objects up to each creature’s maximum load) and objects naturally float on any water at least 1 foot deep. An affected creature that deliberately tries to submerge must succeed at a DC 20 Swim check every round to stay underwater. The spell ends if the creature or object spends at least 1 round on dry land.


name: Burdened Thoughts
level: druid 2, shaman 2, sorcerer/wizard 3, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a lead bearing wrapped in clay)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You fill a creature’s mind with the realization of its earthly weight and responsibilities. Disheartened and wearied by these thoughts, the creature gains heavy encumbrance and is unable to fly (if already flying, it must land as soon as possible).


name: Burn Corruption
level: bloodrager 4, magus 5, sorcerer/wizard 5
school: evocation [fire, good]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: 10-ft. cube/level (S)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
This spell fills the area with violet flames that scour an area clean of life—especially of the corrupted life of the Abyss.


name: Burning Arc
level: sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
This spell causes an arc of flame to leap from your fingers, burning a number of enemies nearby. It deals 1d6 points of fire damage per caster level (maximum 10d6). For every additional target the discharge arcs to, reduce the number of damage dice by half (rounded down). Therefore, at 9th level, your burning arc deals 9d6 points of fire damage to the primary target, then 4d6 points of fire damage to a secondary target, then 2d6 points of fire damage to an additional target.


name: Burning Disarm
level: cleric/oracle 1, druid 1, sorcerer/wizard 1
school: transmutation [fire]
casting_time: 1 standard action
components: V, S
range: Short (25 ft. + 5 ft./2 levels)
target: Held metal item of one creature or 15 lbs. of unattended metal
duration: instantaneous
saving_throw: Reflex negates (object, see text)
spell_resistance: Yes (object)
description:
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.


name: Burning Entanglement
level: druid 3, hunter 3, ranger 3, shaman 3, witch 3
school: evocation
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: 40-ft.-radius spread
duration: 1 round/level
saving_throw: Reflex negates or partial (see text)
spell_resistance: no
description:
This spell functions as per entangle, except it sets the foliage on fire. A creature that begins its turn entangled by the spell takes 4d6 points of fire damage (Reflex half), and a creature that begins its turn in the area but is not entangled takes 2d6 points of fire damage (Reflex negates). Smoke rising from the vines partially obscures visibility. Creatures can see things in the smoke within 5 feet clearly, but attacks against anything farther away in the smoke must contend with concealment (20% miss chance). When the spell’s duration expires, the vines burn away entirely.


name: Burning Sands
level: druid 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
school: conjuration (creation) [earth, fire]
casting_time: 1 standard action
components: V, S, M (a handful of sand)/DF
range: medium (100 ft. + 10 ft./level)
area: 20-ft. radius
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
You cause sheets of hot sand to spread over the ground in the area of effect. This layer of sand is 1 foot deep and constantly shifts and churns, transforming the ground in the area into difficult terrain. The sand itself burns, and periodic flames rise from the grit. While these flames cannot ignite objects, they deal 1d4 points of fire damage to any creature that ends its turn in contact with the ground within the area of effect. At the end of the duration, the sand vanishes, leaving no aftereffects (other than damage dealt).


name: Burrow
level: alchemist 3, bloodrager 3, druid 3, ranger 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
description:
The subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy armor, or if it carries a medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone. Using burrow requires only as much concentration as walking, so the subject can attack or cast spells normally. The burrowing creature cannot charge or run. Loose material collapses behind the target 1 round after it leaves the area. This spell does not give the target the ability to breathe underground, so when passing through loose material, the creature must hold its breath and take only short trips, or else it may suffocate.


name: Burst Bonds
level: inquisitor 1
school: evocation
casting_time: 1 standard action
components: V
range: touch
duration: instantaneous
saving_throw: Fortitude half (object)
spell_resistance: yes
description:
You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object (maximum 5d6), ignoring hardness of 10 or less. A Fortitude save halves the damage, although only magical restraints receive a Saving Throw.


name: Burst With Light
level: cleric 4, paladin 4
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/4 levels
saving_throw: see text
spell_resistance: yes
description:
The target becomes filled with intense magical light, taking 2d6 points of damage as the light bursts from its wounds and orifices (if the target is an undead creature, it instead takes 2d8 points of damage). In addition, the creature radiates bright light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area—darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light.


name: Burst of Adrenaline
level: mesmerist 1, psychic 1, spiritualist 1
school: transmutation
casting_time: 1 immediate action
components: V, S
range: personal
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You draw upon your body’s inner reserves of strength, leaving you winded. When you are about to make a d20 roll based on Strength, Dexterity, or Constitution, you can cast this spell to gain a +8 enhancement bonus to Strength, Dexterity, or Constitution for that roll, but you are fatigued for 1 round afterward.


name: Burst of Force
level: psychic 5, sorcerer/wizard 5
school: evocation [force]
casting_time: 1 standard action
components: V
area: 20-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Fortitude half (see text)
spell_resistance: yes
description:
With a burst of telekinetic force, you deal 1d6 points of force damage per caster level (maximum 15d6 points of damage) to all other creatures in the affected area. A successful Fortitude save reduces the damage taken by half. A creature that fails its Fortitude save must also succeed at a Reflex save or be knocked prone.


name: Burst of Glory
level: cleric/oracle 5, inquisitor 4, paladin 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
area: 10-ft.-radius burst, centered on you
duration: 1 round/level (D; see text)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum 20). You shine with a white or golden radiance equal to a torch for the spell’s duration, though you can dismiss the glow effect as a free action.


name: Burst of Insight
level: medium 1, mesmerist 1, psychic 1, spiritualist 1
school: transmutation
casting_time: 1 immediate action
components: V, S
range: personal
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You plumb the depths of your mind for insight, leaving you momentarily frazzled. When you are about to make a d20 roll based on Intelligence, Wisdom, or Charisma, you can cast this spell to gain a +8 enhancement bonus to Intelligence, Wisdom, or Charisma for that roll, but you are dazed for 1 round afterward.


name: Burst of Nettles
level: druid 3
school: conjuration [acid]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 10-ft.-radius burst
duration: instantaneous
saving_throw: Reflex half
description:
You release a burst of barbed, acid-filled nettles. Creatures caught in the burst take 3d6 points of damage plus 1d6 points of acid damage on the next round. Those that save take half damage from the initial burst and no damage on the next round.


name: Burst of Radiance
level: cleric 2, druid 2, sorcerer/wizard 2
school: evocation [good, light]
casting_time: 1 standard action
components: V, S, M/DF (a piece of flint and a pinch of silver dust)
range: long (400 ft. + 40 ft./level)
area: 10-ft.-radius burst
duration: instantaneous
saving_throw: Reflex partial
spell_resistance: yes
description:
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.


name: Burst of Speed
school: transmutation
casting_time: 1 swift action
range: personal
target: you
duration: see text
level:
alchemist 3, antipaladin 3, bloodrager 3, magus 3, medium 3, inquisitor 3, paladin 3, psychic 3, ranger 3

description:
Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or Heavy armor), your movement does not provoke attacks of opportunity, and you can move through the space of creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a creature.


name: Business Booms
level: bard 3, sorcerer/wizard 3
school: enchantment
casting_time: 1 standard action
components: V, S, M (promotional materials such as flyers and posters worth 10 gp)
range: touch
target: one building
duration: see text (D)
saving_throw: none
spell_resistance: no
description:
You may cast this spell immediately prior to spending 1 day of downtime to promote a business. The spell is cast on a building you wish to promote, which is magically bestowed with magical decorations and other improvements that make it generally more appealing, and it is treated as seeing increased activity for the spell’s duration. If the spell is cast on a building that you do not promote immediately thereafter, the spell is expended with no effect.


name: Cackling Skull
level: witch 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one skull
duration: permanent until discharged
saving_throw: Will negates
description:
This spell functions as magic mouth, except rather than creating an illusory mouth on any surface, it affects a skull. In addition, when the skull’s magic is triggered, it releases wild and unnerving cackles before speaking its message. All creatures that can hear the cackles must save or become shaken for 1d4 rounds.


name: Cacophonous Call
level: bard 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a scrap of sheet music)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
You fill your target’s mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the nauseated condition for the duration of the spell if it fails its Will save.


name: Caging Bomb Admixture
level: alchemist 6
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
Upon drinking an extract created with this formulae, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formulae with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active. When you throw a bomb and hit a direct target, it creates an invisible cubical prison composed of a solid wall of force. The prison is as large as the splash area of the bomb that you threw, and traps any creature that is entirely inside the area. Creatures within the area are caught and contained unless any creature within the splash radius is too big to fit inside, in which case the effect automatically fails. Teleportation and other forms of astral travel provide means for escape, but the force walls extend into the Ethereal Plane, blocking ethereal travel. Like a wall of force, the cage created by the caging bomb admixture resists dispel magic, although a mage’s disjunction still functions. The walls of the cage can be damaged by spells as normal, except for disintegrate, which automatically destroys the cage. The walls of this cage can be damaged by weapons and supernatural abilities, but the cage has a hardness of 20 and a number of hit points equal to 20 per alchemist level. Contact with a sphere of annihilation or a rod of cancellation instantly destroys this cage. When using caging bomb admixture, an alchemist can only have one cage in effect at a time. If the alchemist throws another bomb during the duration of caging bomb admixture, any other cage created by the earlier admixture ends, and a new one is created. When the duration of the caging bomb admixture ends, so does any remaining cage created by this admixture’s effect.


name: Calamitous Flailing
level: bard 3, cleric 4, mesmerist 3, sorcerer/wizard 4, spiritualist 3, witch 3
school: necromancy [curse]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You cause the victim’s attacks to careen wildly, endangering itself and those around it. Your target gains a 25% miss chance on all attack rolls. If an attack misses due to this magical effect, the victim instead targets an ally, or else itself if there are no allies within range of the original attack. Apply the attack roll for the original attack to the new target’s Armor Class to determine if this attack hits. This is a curse effect.


name: Calcific Touch
level: bloodrager 4, sorcerer/wizard 4
school: transmutation [earth]
casting_time: 1 standard action
components: V, S
range: touch
target: creature or creatures touched (up to one per level)
duration: 1 round/level
saving_throw: Fortitude Partial
spell_resistance: yes
description:
Your touch progressively transmutes the substance of creatures you touch into stone. Once per round, you may deliver a touch attack that inflicts 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round. A successful Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is petrified permanently. Break enchantment, restoration, or stone to flesh can reverse the effects of calcific touch.


name: Calculated Luck
level: cleric 3, witch 4
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You are able to use the Path of Numbers to substantially boost your combat preparedness, but your foresight comes at a price.


name: Call Animal
level: druid 1, ranger 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: see description
effect: one animal whose CR is equal or less than your caster level
duration: 1 hour/level (D)
saving_throw: None
spell_resistance: None
description:
This spell calls the nearest wild animal of a particular type you designate (provided the animal’s CR is equal to or less than your caster level) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within the spell’s duration, you are aware of this fact, but the spell is wasted. Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge (nature) skill check (DC 15) to know what animals can be found in an area.


name: Call Construct
level: cleric/oracle 8, sorcerer/wizard 8
school: conjuration (teleportation)
casting_time: 10 minutes
components: V, S, M (a sapphire worth 1,000 or 5,000 gp; see text)
range: touch
target: construct touched
duration: permanent until discharged
saving_throw: none
description:
This spell functions as instant summons, except it can only summon a construct you control. For constructs such as golems that are immune to magic, the value of the specially inscribed sapphire must be at least 5,000 gp. For other constructs, a 1,000 gp sapphire suffices.


name: Call Lightning
level: druid 3, shaman 3
school: evocation [electricity]
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: one or more 30-ft.-long vertical lines of lightning
duration: 1 min./level
saving_throw: Reflex half
spell_resistance: yes
description:
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.


name: Call Lightning Storm
level: druid 5, shaman 5
school: evocation [electricity]
range: long (400 ft. + 40 ft./level)
description:
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.


name: Call Spirit
level: cleric 5, medium 3, shaman 5, spiritualist 5
school: conjuration (calling)
casting_time: 10 minutes
components: V, S
range: 10 ft.
effect: call the spirit of a single deceased humanoid creature
duration: concentration
saving_throw: Will negates; see text
spell_resistance: no
description:
You attempt to cause the spirit of a specific individual to manifest from its final resting place. You must request the spirit’s presence by speaking its name.


name: Call Weapon
level: bard 1, magus 1, ranger 1
school: transmutation
casting_time: 1 swift action
components: V, S
range: 30 feet
target: one melee weapon wielded by an ally
duration: instantaneous
description:
You cause a weapon wielded by an ally within 30 feet to telekinetically fly across the space between you and into your open hand. This extra energy persists in the weapon for the rest of the round, granting you a +2 circumstance bonus on attack rolls and weapon damage rolls made during the same round you cast this spell.


name: Call the Godspawn
level: cleric/oracle 9, sorcerer/wizard 9, witch 9
school: conjuration (calling) [chaotic, evil]
casting_time: 1 week
components: V, S, M/DF (bull’s blood, tallow, one or more humanoid victims totaling at least 15 Hit Dice )
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
Having attained the highest and most profane form of magical achievement in your god’s service, you are able to call forth his most dreaded creations: the godspawn.


name: Callback
level: shaman 2, sorcerer/wizard 2, witch 2
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (a crushed grasshopper)
range: long (400 ft. + 40 ft./level)
target: your familiar or spirit animal
duration: 10 minutes/level or until expended (see text)
saving_throw: Fort negates (harmless)
spell_resistance: yes
description:
If the target takes hit point damage while within range of this spell, it immediately teleports to your space (or adjacent to your space) after the damage is applied. If the target is killed, its corpse teleports instead. Optionally, you can specify a number of points of damage for your familiar to take before the spell takes effect, but you must do so when the spell is cast. Once the familiar has teleported back to you, the spell ends.


name: Calm Air
level: druid 4, sorcerer/wizard 5, summoner 4
school: abjuration [air]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: cylinder (5-ft./level radius, 40 ft. high)
duration: 10 minute/level (D)
saving_throw: none (object)
spell_resistance: no (object)
description:
This spell calms the air and disperses fog, dust, and other particles. The wind force in the area is reduced in strength by one step per 4 caster levels (to a minimum wind force of light) and clouds are dispersed, although parts of non-magical clouds that extend beyond the area are not affected. If a magical cloud or wind’s point of origin is inside the area of a calm air spell, the whole effect is suppressed; otherwise, only the part inside the area is suppressed. Suppression still counts against the duration of a wind or cloud effect. Magical wind and cloud effects are suppressed only if you succeed at a caster level check (DC 11 + effect’s caster level). You can move the calm air effect by concentrating as a standard action.


name: Calm Animals
level: druid 1, psychic 1, ranger 1, shaman 1
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.


name: Calm Emotions
level: bard 2, cleric/oracle 2, inquisitor 2, psychic 2, shaman 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: creatures in a 20-ft.-radius spread
duration: concentration, up to 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.


name: Calm Spirit
level: cleric 2, medium 1, shaman 2, spiritualist 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one incorporeal undead creature or haunt
duration: 1 minute or 1 round/level; see text
saving_throw: Will negates or none; see text
spell_resistance: yes
description:
This spell temporarily calms agitated haunts and incorporeal undead such as ghosts. You have no control over the affected creatures, but calm spirit postpones hostile action by the affected spirits for the duration of the spell. Entities so affected cannot take violent actions or do anything destructive, including triggering persistent haunt abilities, though they can defend themselves. Any aggressive action against or damage dealt to a calmed spirit or haunt immediately ends the effect.


name: Campfire Wall
level: bard 3, druid 2, ranger 2, sorcerer/wizard 3
school: evocation [fire, light]
casting_time: 1 standard action
components: V, S, M/DF (ash made from burnt thorns)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-radius sphere centered on fire source
duration: 2 hours/level; see below (D)
saving_throw: none
spell_resistance: yes
description:
You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire continues to burn. The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as much illumination as a torch.


name: Canopic Conversion
level: cleric/oracle 9, sorcerer/wizard 9
school: necromancy [death, evil]
casting_time: 1 round
range: close (25 f. + 5 f./2 levels)
target: one creature
duration: instantaneous
saving_throw: Fortitude half
spell_resistance: yes
components:
V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target)

description:
This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 hit points of damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the dune mummy template.


name: Cape of Wasps
level: druid 4, witch 4
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
You summon a wasp swarm, which fills your space (up to 5 feet by 5 feet) but does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of swarm damage and poison from the wasp swarm, but is not affected by the swarm’s distraction ability. As a free action on your turn, you may have the swarm cling to you tightly, giving you a fly speed of 20 feet (poor maneuverability); when using the swarm to fly, it does not provide concealment or harm creatures that strike you. You can return the swarm to its protective shape as a free action on your turn.


name: Carrion Compass
level: cleric 1, ranger 1, sorcerer/wizard 2, witch 1
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one undead creature
duration: 10 minutes/level
saving_throw: Will negates
spell_resistance: no
description:
You animate one of the target’s fetid organs so that it leads you to the undead creature’s most recent controller or the cause of the creature’s undeath. The organ (typically the heart, the brain, or an eyeball) floats in front of you at chest level and slowly leads you to the undead creature’s most recent controller at a rate of 30 feet per round, always staying within your range of vision. If the creature from which the organ originated had no controller, but rather was created deliberately by another creature, the organ instead leads you to that creator. If the undead was animated by an effect or event at a particular location, the organ leads you to that location. If the creature was animated by none of the methods above, if it was self-created, or if the creature’s most recent controller no longer exists, the spell fails. Once the organ is within 10 feet of its intended destination, the spell ends, and the organ falls to the ground.


name: Carry Companion
level: druid 2, paladin 2, ranger 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of sand or limestone dust)
range: touch
target: one willing creature touched
duration: permanent; see text
saving_throw: none
spell_resistance: yes (harmless)
description:
You touch an animal or magical beast that has a helpful attitude toward you, instantly transforming the creature into a miniature figurine of stone, small enough to fit into the palm of your hand. Creatures with an attitude of less than helpful will not tolerate this spell, and it automatically fails to work on them.


name: Carrying Wind
level: druid 3, shaman 3
school: conjuration [air]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level
description:
When you cast this spell, a wind spirit envelopes you and carries you with it at your direction. You gain a +10-foot enhancement bonus to your base speed and fly speed while this spell is in effect. If you don’t have a fly speed, you instead gain a fly speed of 10 feet with poor maneuverability. If your caster level is 10th–14th, the enhancement bonus to these speeds is +20 feet (if applicable, your temporary fly speed is 20 feet with average maneuverability). If your caster level is 15th or higher, the enhancement bonus to these speeds is +30 feet (if applicable, your temporary fly speed is 30 feet with average maneuverability).


name: Carve Passage
level: druid 5, sorcerer/wizard 5
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, F (a tiny diamond pick worth 500 gp)
range: close (25 ft. + 5 ft./2 levels)
area: dirt or loose rock in one 5-ft. cube/level
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
You can excavate and move an amount of snow, earth, dust, sand, and loose or packed rocks or ice chunks (each no more than 5 feet in diameter) whose volume fills one 5-foot cube per level. If you are buried, you can open a space around yourself and use any remaining cubes for tunneling. This spell is otherwise similar to expeditious excavation. Carve passage has no effect on earth creatures or solid rock or ice.


name: Cast Out
level: inquisitor 3
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: instantaneous
saving_throw: Will partial
spell_resistance: yes
description:
With a melee touch attack you blast a single creature and disrupt any magic controlling it. The target takes 2d8 points of damage + 1 point per caster level (maximum +15). In addition, you make a dispel check against any magic jar effect (including a ghost‘s malevolence ability) or enchantment (compulsion) spells on the target creature, starting with the highest level spells and proceeding to lower level spells. Treat this as a targeted dispel magic spell, except cast out can dispel one such spell for every four caster levels you possess. A successful Will save halves the damage and limits the dispelling to a single spell or effect.


name: Castigate
level: inquisitor 2
school: enchantment (compulsion) [emotion, fear, language-dependent, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart.
duration: 1 round/level or 1 round; see text
saving_throw: Will partial
spell_resistance: yes
description:
You compel the target to beg for forgiveness. On a failed save, the target cowers with fear. On a successful save, it is shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect. A creature who worships the same god as you takes a -2 penalty on its Saving Throw.


name: Catatonia
school: necromancy
casting_time: 1 standard action
components: S
range: touch Target willing creature touched
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: yes
level:
alchemist 2, bard 2, cleric 3, medium 2, mesmerist 2, psychic 3, sorcerer/wizard 3, spiritualist 2, witch 3

description:
You touch the target and place it into a deathlike state that persists for the duration. The target appears to be dead, and any creature that interacts with the target must succeed at a DC 20 Heal check to recognize it is actually alive.


name: Cat’s Grace
school: transmutation
casting_time: 1 standard action
components: V, S, M (pinch of cat fur)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes
level:
alchemist 2, bard 2, bloodrager 2, druid 2, psychic 2, magus 2, ranger 2, sorcerer/wizard 2, summoner/unchained summoner 2

description:
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.


name: Cause Fear
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature with 5 or fewer HD
duration: 1d4 rounds or 1 round; see text
saving_throw: Will partial
spell_resistance: yes
level:
antipaladin 1, bard 1, bloodrager 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1

description:
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.


name: Caustic Eruption
level: sorcerer/wizard 7
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: 30-ft.-radius burst
duration: instantaneous and 2 rounds; see text
saving_throw: Reflex half (see text)
description:
Acid erupts from your space in all directions, causing 1d6 points of damage per caster level (maximum 20d6) to creatures and unattended objects in the area. On your turn in each of the next 2 rounds, creatures and objects that failed their saves against the initial burst take an additional 1d6 points of acid damage per 2 caster levels (maximum 10d6) unless the acid is neutralized, dispelled, or washed away.


name: Caustic Safeguard
level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 4
school: abjuration [acid]
casting_time: 1 round
components: V, S, M (a thin metal wire and a vial of acid )
range: touch
target: object touched
duration: 1 hour/level (D)
saving_throw: Reflex half (see text)
spell_resistance: no
description:
You imbue a single object with an acidic protective ward. Any creature other than you that touches the object takes 1d6 points of acid damage per 2 caster levels (maximum 10d6; Reflex half).


name: Cauterizing Weapon
level: bard 2, magus 2, ranger 2, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a gobbet of melted wax)
range: close (25 ft. + 5 ft./2 levels)
target: one weapon or 50 projectiles, all of which must be together at the time of casting
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You infuse a weapon with faint but pernicious energy that stymies accelerated healing. Damage dealt by the weapon or ammunition is treated as acid, cold, electricity, and fire, but only for the purpose of negating a creature’s regeneration. The weapon is also treated as silver and cold iron at 8th level and is treated as chaotic, evil, good, and lawful at 11th level for the purpose of negating regeneration.


name: Cave Fangs
level: druid 5, shaman 5, witch 5
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M (a sharp gemstone fragment worth 150 gp)
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. square/level (S); the area must be a stone surface
duration: 1 day/level or until triggered (D)
saving_throw: Reflex half (see below)
spell_resistance: no
description:
You create a magical trap in the area that causes deadly stalactites or stalagmites to lurch out of the floor or ceiling of a stone surface to “bite” an intruder. the magical trap is triggered whenever a Small or larger creature (other than you or your animal companion, familiar, or spirit animal) moves through the affected area. the effect of cave fangs depends on whether you create stalactites or stalagmites (see below). You can place these trapped squares anywhere within the spell’s range; they need not be adjacent to each other, and you can create any mix of stalactites and stalagmites you wish. Cave fangs can be detected and disarmed as per a magical trap with successful DC 30 Perception and Disable Device checks. All trapped squares created by a single casting are linked, and they are all disabled if one of them is. If you place the traps in an area that is occupied by a creature, the spell effect is triggered at the completion of the casting.


name: Celestial Companion
level: druid 2, paladin 1, ranger 2, shaman 2, sorcerer/wizard 2, summoner 1, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF/M
range: touch
target: animal companion , eidolon , familiar , or mount
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You bestow divine protection on your companion. The target gains spell resistance equal to 5 plus half your caster level against spells and spell-like effects produced by evil creatures. The target also gains a +1 sacred bonus on saving throws and DR 5/evil or silver.


name: Celestial Healing
level: bloodrager 1, cleric 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
school: conjuration (healing) [good]
casting_time: 1 round
components: V, S, M (1 drop of blood from a good outsider or 1 dose of holy water )
range: touch
target: creature touched
duration: 1 round/2 levels
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You anoint a wounded creature with the blood of an outsider with the good subtype (such as an angel) or holy water, giving it fast healing 1. The target radiates the aura of a good creature for the duration of the spell and can sense the righteousness of the magic, though this has no long-term effect on the target’s alignment. If the target has its own evil aura, this is not suppressed by celestial healing, and can also be detected normally.


name: Ceremony
level: cleric 1
school: transmutation
casting_time: 8 hours
components: V, S, DF
range: touch or medium (100 ft. + 10 ft./level) (see text)
target: willing, living creature or creatures touched or one creature/level (see text)
duration: 1 hour/level or 1 day/level (see text)
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You harness divine power to create one of four different ceremonies—a funeral, holiday fete, marriage, or naming—and can also create two domain-based ceremonies. Each ceremony provides a boon to two living, touched subjects for 1 hour per caster level, representing the divine gifts granted by your deity as well as the normal morale-boosting benefits of participating in an officiated ceremony. Bonuses granted by these boons are sacred bonuses if you channel positive energy or profane bonuses if you channel negative energy. (Bonuses in this section are referred to simply as sacred bonuses for ease of reading.) Only subjects whose alignments are within one step of your deity can be affected by this spell.


name: Certain Grip
level: alchemist 2, bloodrager 2, druid 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a tiny ball of tar)
range: touch
target: creature touched
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The subject’s grip and footing become sure, granting a +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. While affected by this spell, the target is also immune to the disarm combat maneuver.


name: Chain Lightning
level: magus 6, sorcerer/wizard 6, witch 7
school: evocation [electricity]
casting_time: 1 standard action
range: long (400 ft. + 40 ft./level)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
components:
V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin per caster level)

description:
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.


name: Chain of Perdition
level: bloodrager 3, cleric/oracle 3, psychic 3, sorcerer/wizard 3
school: evocation [force]
casting_time: 1 standard action
components: V, S, M/DF (chain link)
range: close (25 ft. + 5 ft./2 levels)
effect: 10-ft. chain
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
A floating chain of force with hooks at each end appears within an unoccupied space of your choosing within range. This chain is a Medium object that has a 10-foot reach. Physical attacks cannot hit or harm the chain of perdition, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it normally. The chain’s AC against touch attacks is 10 + your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric).


name: Chains of Fire
level: magus 6, sorcerer/wizard 6
school: evocation [fire]
casting_time: 1 standard action
components: V, S, F (a drop of oil and a small piece of flint)
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
This spell functions like chain lightning, except as noted above, and the spell deals fire damage instead of electricity damage.


name: Chains of Light
level: cleric 6, inquisitor 5, paladin 4, sorcerer/wizard 6
school: conjuration (creation) [good]
casting_time: 1 standard action
components: V, S, F (a length of fine golden chain)
range: short (25 ft. + 5 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Reflex negates
spell_resistance: no
description:
A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. While held by the golden chains, a creature cannot use any sort of extradimensional travel, such as astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spells and spell-like abilities. The spell does not affect creatures that are already in ethereal or astral form when the spell is cast.


name: Challenge Evil
level: paladin 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends.


name: Chameleon Scales
level: alchemist 1, druid 0, ranger 1, sorcerer/wizard 0
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level (D)
description:
You temporarily alter the color of your skin, hide, or scales to another option legal for your race. You take no penalty for using Disguise to appear as a member of a different race as long as that race has the same type and color of skin, hide, or scales as you.


name: Chameleon Stride
level: ranger 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, DF
range: personal
area: allies in a 10-ft.-radius emanation centered on you
duration: 1 minute/level
description:
You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance).


name: Changestaff
level: druid 7
school: transmutation
casting_time: 1 round
components: V, S, F (a quarterstaff that has been carved and polished for 28 days)
range: touch
target: your touched staff
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You change a specially prepared quarterstaff into a Huge treant-like creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.


name: Channel Vigor
level: alchemist 3, cleric 3, inquisitor 3, magus 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a move action. You can gain the benefit of only one channel vigor spell at a time.


name: Chaos Hammer
level: cleric/oracle 4, inquisitor 4
school: evocation [chaotic]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius burst
duration: instantaneous (1d6 rounds); see text
saving_throw: Will partial; see text
spell_resistance: yes
description:
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.


name: Charge Object
level: medium 1, mesmerist 1, occultist 1, psychic 1, spiritualist 1
school: transmutation
casting_time: 10 minutes
components: V, S
range: touch
target: object touched
duration: permanent
saving_throw: none; see text
spell_resistance: no
description:
You charge an item with minor psychic energy. The item can be detected by the detect psychic significance spell. If you wish, You can imprint the item with your ownership history. Spells such as object reading a nd uses of the psychometry occult skill unlock can reveal any information about yourself you impart into the object, including your name, alignment, profession, and a summary of your experiences with the item. You can’t impart false information into the object, but you can omit any details you’d prefer not to divulge. If the target object is already psychically charged, you can add more information to it, but you can’t use charge object to erase existing psychic information.


name: Charm Monster
level: bard 3, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4
school: enchantment (charm) [mind-affecting]
components: V
target: one living creature
duration: 1 day/level
description:
This spell functions like charm person, except that the effect is not restricted by creature type or size.


name: Charm Person
level: bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.


name: Charnel House
level: antipaladin 3, cleric 5, mesmerist 5, psychic 5, sorcerer/wizard 5, witch 5
school: illusion (shadow) [evil, shadow]
casting_time: 10 minutes
components: V, S, M (one Tiny or larger living creature)
range: close (25 ft. + 5 ft./2 levels) Area 20-ft. cube (S)
duration: 10 minutes/level
saving_throw: Will partial
spell_resistance: no
description:
By sacrificing a living creature, you create the grisly illusion of viscera and gore splattered about the nearby area. When the casting time is complete, the walls drip with blood and the floor is slick with unidentifiable lumps of meat and other signs of a massacre. Anyone entering the area must attempt a Will save or be sickened for 1d6 rounds. This is a mind-affecting effect. If a creature succeeds at its save, it can see the semi-real nature of the illusion.


name: Charon’s Dispensation
school: abjuration
casting_time: 1 standard action
components: V, S, M (2 silver coins)
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
cleric 4, inquisitor 4, medium 4, mesmerist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, witch 4

description:
The target of this spell gains immunity to the harmful effects of touching or drinking from the River Styx and a +4 profane bonus on saves against effects that alter or suppress memory (such as modify memory or mindwipe). This does not grant the target the ability to breathe water, nor does it grant any protection against creatures or mundane hazards such as rapids. The spell has no power to restore memory to a creature already suffering from an existing fugue or amnesia state.


name: Chill Metal
level: druid 2, psychic 2
school: transmutation [cold]
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
duration: 7 rounds
saving_throw: Will negates (object)
spell_resistance: yes (object)
description: Chill metal makes metal extremely cold.
target:
metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest


name: Chill Touch
level: bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
duration: instantaneous
saving_throw: Fortitude partial or Will negates; see text
spell_resistance: yes
description:
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.


name: Chord of Shards
level: bard 1
school: evocation
casting_time: 1 standard action
components: V, S
range: 15 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Reflex negates
description:
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.


name: Circle of Clarity
level: cleric/oracle 7, shaman 8, sorcerer/wizard 7
school: abjuration
casting_time: 1 standard action
components: V, S, F (a crystal lens worth 100 gp)
range: medium (100 ft. + 10 ft./level)
effect: 20-ft.-radius emanation centered on a creature, object, or point in space
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
description:
You create a magical emanation that interferes with all figments and glamers within it, giving creatures a +4 bonus on saving throws to recognize them as illusions. The emanation negates concealment less than total concealment within the area. Perception checks to notice creatures or objects within the area gain a bonus equal to half your caster level (maximum +10). The spell is stationary if cast on a point in space. It is mobile if centered on a creature or object, though creatures or attended objects can negate the spell with a saving throw or spell resistance.


name: Circle of Death
level: inquisitor 6, sorcerer/wizard 6
school: necromancy [death]
casting_time: 1 standard action
components: V, S, M (a crushed black pearl worth 500 gp)
range: medium (100 ft. + 10 ft./level)
area: several living creatures within a 40-ft.-radius burst
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.


name: Claim Identity
level: alchemist 3, antipaladin 3, bard 3, druid 4, inquisitor 3, shaman 4, sorcerer/wizard 4, witch 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a needle and thread)
range: touch
target: humanoid creature touched
duration: 1 hour/level
saving_throw: Fort negates
spell_resistance: yes
description:
You steal the target’s face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. You transform into a perfect likeness of the target’s true form, as if affected by alter self, and gain a +10 bonus on Disguise checks to impersonate the original subject of this spell; you take no penalties on this check if the original target is of a different race, age, size, or gender.


name: Clairaudience-Clairvoyance
school: divination (scrying)
casting_time: 10 minutes
components: V, S, F/DF (a small horn or a glass eye)
range: long (400 ft. + 40 ft./level)
effect: magical sensor
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
level:
bard 3, medium 2, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3

description:
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known – a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.


name: Clarion Call
level: bard 1, cleric 1, magus 1, sorcerer/wizard 1
school: illusion
casting_time: 1 standard action
components: V, S, M (a piece of brass)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
The subject of this spell gains two benefits. First, the affected creature gains the ability to create a sound like the blast of a mighty horn or trumpet simply by miming the action of sounding one. Second, the subject can speak in a booming voice that carries easily over great distances, lowering the DC of any check to hear what is said by –15. This spell is particularly prized by battlefield commanders and champions who wish to make themselves clearly heard or gain the attention of their allies or foes.


name: Clashing Rocks
level: druid 9, sorcerer/wizard 9
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
effect: see text
duration: instantaneous
saving_throw: Reflex partial, see text
spell_resistance: no
description:
You create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. The clashing rocks appear up to 30 feet away from the target on opposite sides and rush toward it with a mighty grinding crash. You must make a ranged touch attack to hit the target with the rocks. The clashing rocks ignore concealment and cover, and if there is a solid barrier between the target and either of the clashing rocks, the spell has a +28 bonus on the Strength check to burst through the barrier and continue unimpeded to the target. A creature struck by the clashing rocks takes 20d6 points of bludgeoning damage and is knocked prone. If the target fails a Reflex Saving Throw, it is also buried under the resulting rubble as if by a cave-in.


name: Clay Skin
level: alchemist 3, bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 3
school: abjuration
casting_time: 1 standard action
components: V, S, M (clay and iron filings)
range: touch
target: creature touched
duration: 10 minutes/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target’s skin becomes as thick and tough as clay, granting the target DR 5/adamantine. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged and the spell ends.


name: Cleansing Fire
level: cleric 5, inquisitor 4, paladin 4
school: evocation [good, fire]
casting_time: 1 standard action
components: V, S, DF
range: touch
area: 30-ft. radius emanating from the touched point
duration: concentration , up to 1 round/level
saving_throw: none
spell_resistance: yes
description:
A ring of fire surrounds the area affected by the spell. The flames radiate heat, but not enough to damage adjacent creatures. The flames deal 2d6 points of fire damage to any creatures that pass through them (or 4d6 points of damage to undead creatures). If you manifest a portion of the ring in a square that contains a creature, that creature takes damage as if it passed through the ring.


name: Clear Grove
level: druid 3, ranger 2, shaman 3, witch 3
school: transmutation
casting_time: 10 minutes
components: V, S, M/DF (a miniature hoe)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-radius clearing
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
Trees, shrubs, and other thick vegetation move out of the spell’s area. The affected area is cleared of all vegetation thick enough to provide cover or concealment. This also creates a hole in any tree canopy, allowing sunlight to pass through. Affected trees and undergrowth form a 5-foot-wide ring along the edge of the clearing, which may provide cover or concealment based on the thickness of the vegetation (at the GM’s discretion).


name: Clenched Fist
level: sorcerer/wizard 8
school: evocation [force]
components: V, S, F/DF (a leather glove)
description:
This spell functions like interposing hand, except that the hand can also push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.


name: Cleromancy
level: cleric 2, druid 3, inquisitor 3, sorcerer/wizard 3
school: divination
casting_time: full-round action
components: V, S, F/DF (a set of 64 chicken bones)
range: personal
target: you
duration: 1 round/ caster level
saving_throw: none
spell_resistance: no
description:
Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.


name: Climbing Beanstalk
level: druid 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: 5-ft. square of climbable beanstalks
duration: instantaneous
description:
You cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of 10 feet + 5 feet per 2 caster levels. The growing stalk anchors itself to sturdy objects such as walls or ceilings, and grows around objects that do not fully obstruct its square (such as tree branches), but is stopped by solid obstacles. The beanstalk provides numerous hand- and footholds; its climb DC 5. The beanstalk can support up to 200 pounds plus 50 pounds per caster level, or double that amount if anchored on its upper end. If it anchors itself to a sturdy mobile object (such as a ship or a siege engine), breaking the object free requires a DC 23 Strength check or cutting through the beanstalk (hardness 2, 40 hp).


name: Cloak of Chaos
level: cleric/oracle 8
school: abjuration [chaotic]
casting_time: 1 standard action
components: V, S, F (a tiny reliquary worth 500 gp)
range: 20 ft.
duration: 1 round/level (D)
saving_throw: see text
spell_resistance: yes (harmless)
description:
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.


name: Cloak of Dreams
level: bard 5, shaman 7, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, M (a rose petal and a drop of perfume)
range: 5 ft.
area: 5-ft.-radius emanation centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded.


name: Cloak of Secrets
level: antipaladin 1, bard 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
school: illusion (glamer)
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 5-ft.-radius emanation centered on a point in space
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
This spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the conversation. The bubble also disguises lip movements to match the false conversation.


name: Cloak of Shade
level: druid 1, ranger 1
school: abjuration
casting_time: 1 standard action
components: V, S, M (a leaf from a shade tree)
range: touch
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
This spell provides the subject with some degree of protection from the harmful effects of the sun. The cloaked subject treats environmental heat due to sun exposure as one level less: severe heat is considered very hot conditions, while very hot is considered average temperature (see heat dangers). The cloak of shade also reduces any penalties from sunlight by 1. The spell does not, however, eliminate the effects of direct sunlight on creatures vulnerable to sunlight. Cloak of shade has no effect on environmental heat from sources other than the sun.


name: Cloak of Shadows
level: antipaladin 4, arcanist 5, bard 5, mesmerist 5, skald 5, sorcerer/wizard 5
school: illusion (shadow) [evil, shadow]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
You wrap yourself in a protective mantle of semireal shadow. This grants a number of advantages: you gain concealment (20% miss chance), a +5 competence bonus on Stealth checks, and DR 5/good. This shroud of shadows also protects you from direct sunlight, negating sunlight vulnerability, sunlight powerlessness, and similar effects.


name: Clone
level: sorcerer/wizard 8, witch 8
school: necromancy
casting_time: 10 minutes
components: V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment costing 500 gp)
range: 0 ft.
effect: one clone
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.


name: Cloud Shape
level: druid 4, ranger 4, sorcerer/wizard 4
school: transmutation [air]
range: personal
target: you
duration: 10 minutes/level (D)
description:
This spell functions like gaseous form, except you assume the shape of a Colossal cloud with a space of 30 feet. You choose the general appearance of the cloud (white, stormy, fluffy, flat, and so on), after which your appearance cannot be changed. Even the closest inspection cannot reveal that the cloud in question is actually a magically concealed creature. To all normal tests you are, in fact, a cloud, although a detect magic spell reveals a moderate transmutation aura on the cloud. Your fly speed in cloud form is 30 feet.


name: Cloud of Seasickness
level: cleric 2, druid 2, sorcerer/ wizard 2
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M (a piece of seaweed)
range: close (25 ft. + 5 ft./2 levels) Effect cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: Fort negates; see text
spell_resistance: no
description:
This spell functions like stinking cloud, except as noted above and that the vapors make creatures sickened instead of nauseated.


name: Cloudkill
level: magus 5, sorcerer/wizard 5, unchained summoner 5, witch 5
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 min./level
saving_throw: Fortitude partial; see text
spell_resistance: no
description:
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).


name: Codespeak
level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a complex rune inscribed on a slip of paper that is then placed under your tongue)
range: close (25 ft. + 5 ft./2 levels)
target: you plus one willing creature per 2 levels, no two of which can be more than 30 ft. apart
duration: 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
Upon casting this spell, all recipients gain the ability to speak a new language. This language sounds like random, babbling syllables to anyone not under the influence of the spell, but the targets understand each other perfectly.


name: Cognitive Block
level: medium 2, mesmerist 2, psychic 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You create a mental block in the target’s mind, impeding the flow of his mental spellcasting process and forcing him to incorporate a thought component into any spell or spell-like ability he uses. This is in addition to any other components the spell already requires, and doesn’t replace the verbal component. Spell-like abilities require this thought component, even though they normally don’t need spell components.


name: Coin Shot
level: alchemist 1, antipaladin 1, bard 1, bloodrager 1, magus 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: S
range: touch
target: up to three coins touched
duration: 10 minutes or until discharged
saving_throw: none
spell_resistance: yes (harmless, object)
description:
You turn up to three coins into deadly projectiles that gain the velocity of a bullet when thrown. The coins retain their normal appearance but can be used as simple thrown weapons with a range increment of 20 feet and a critical multiplier of ×2. The transmuted coins are treated as ammunition for the purposes of drawing them. Like firearm bullets, the coins deal bludgeoning and piercing damage, and attacks with them are resolved as touch attacks within the first range increment. Regardless of whether a transmuted coin hits or misses the target, it is destroyed after the attack. Only you can make attacks with the coins, though other creatures can safely handle them without discharging the spell.


name: Cold Ice Strike
level: cleric/oracle 6, sorcerer/wizard 6
school: evocation [cold]
casting_time: 1 swift action
components: V, S
range: 30 feet
area: 30-ft. line
duration: instantaneous
saving_throw: Reflex half
description:
You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6).


name: Cold Iron Fetters
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M/DF (miniature cold iron shackle)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Reflex negates
spell_resistance: no
level:
arcanist 5, cleric/oracle 5, hunter 3, inquisitor 4, occultist 5, ranger 3, shaman 5, sorcerer/wizard 5, summoner 4, summoner (unchained) 4, warpriest 5, witch 5

description:
Cold iron shackles materialize around the target’s limbs, reducing each of the target’s movement speeds by half. Any flying target has its maneuverability worsened by two steps (from good to poor, for example, to a minimum of clumsy maneuverability). Additionally, if the target has DR/cold iron or DR/cold iron and magic, it is unable to use supernatural or spell-like means of movement (such as dimension door, teleport, or tree meld) for the duration of the spell.


name: Collaborative Thaumaturgy
level: bard 3, cleric 3, druid 3, magus 3, summoner 3, sorcerer/wizard 3, witch 3
school: universal
casting_time: 1 immediate action
components: V, S, F (a bronze tuning fork)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
description:
You tap into the magical resonance between you and your allies to enhance one another’s magic. Cast this spell when an ally casts a spell at least 1 level lower than the highest-level spell she can cast.


name: Color Spray
level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (red, yellow, and blue powder or colored sand)
range: 15 ft.
area: cone-shaped burst
duration: instantaneous; see text
saving_throw: Will negates
spell_resistance: yes
description:
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.


name: Command
level: antipaladin 1, cleric/oracle 1, inquisitor 1, psychic 1, witch 1
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.


name: Command Plants
level: druid 4, ranger 3, shaman 4
school: transmutation
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.


name: Command Undead
level: sorcerer/wizard 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (a shred of raw meat and a splinter of bone)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 day/level
saving_throw: Will negates; see text
spell_resistance: yes
description:
This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.


name: Commune
level: cleric/oracle 5, inquisitor 5, shaman 5
school: divination
casting_time: 10 minutes
components: V, S, M (holy or unholy water and incense worth 500 gp), DF
range: personal
target: you
duration: 1 round/level
description:
You contact your deity–or agents thereof–and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.


name: Commune With Texts
level: bard 5, cleric 6, inquisitor 6, medium 4, occultist 4, psychic 6, sorcerer/wizard 5, spiritualist 6
school: divination
casting_time: 1 minute
components: V, S, M (incense worth 250 gp)
range: close (25 ft. + 5 ft./2 levels)
target: a collection of texts
duration: 1 hour/level
description:
You quickly absorb the knowledge in the target, which can be any assortment of books, scrolls, or other texts. During the spell’s duration, you can search the texts and immediately find the most relevant information regarding any topic the collection holds, potentially including singling out spellbooks or scrolls containing individual or particular types of spells. You can attempt Knowledge checks related to the collection’s topics as if you were trained in those skills, and you know whether the collection contains any information about which you failed a Knowledge check in the past 24 hours. The bonus on Knowledge checks granted by the collection of texts (if any) increases by 2.


name: Commune with Birds
level: bard 2, druid 1, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes; see text
description:
You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked them the question using speak with animals, giving you a general consensus answer to the question based on their knowledge. For example, you could ask if there is drinkable water in the area, the location of predators or other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities would answer to the best of their ability.


name: Commune with Nature
level: druid 5, ranger 4, shaman 5
school: divination
casting_time: 10 minutes
components: V, S
range: personal
target: you
duration: instantaneous
description:
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.


name: Companion Life Link
level: druid 2, ranger 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (a drop of eidolon ichor)
range: touch
target: one of your animal companions or your familiar
duration: 1 minute/level (see below)
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
You create a life link between yourself and the target. You sense whenever the target is wounded and are made immediately aware if the target is slain. If you are wounded or slain, the target is made aware. As a free action, you can call out to the target, causing it to return to you (if able and willing); this ends the spell.


name: Companion Mind Link
level: druid 3, ranger 3
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: your animal companion
duration: 1 minute/level
description:
The link between you and your animal companion becomes stronger. As long as you are within line of sight of your animal companion, you can telepathically communicate with it as if you two shared a language. Also, as long as you are within line of sight of the animal companion, you can push your animal companion a swift action instead of a move action, and you do not need to succeed at Handle Animal checks to handle your animal companion. Such checks automatically succeed.


name: Companion Transposition
level: antipaladin 4, druid 5, paladin 4, ranger 4, shaman 5, sorcerer/wizard 5, witch 5
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, F (a feather, tuft of fur, or similar memento from your target)
range: long (400 ft. + 40 ft./level)
target: yourself and one animal companion , familiar , or spirit animal within range
duration: instantaneous
saving_throw: none (harmless)
spell_resistance: no
description:
You trade places with the other target, teleporting as if you were both affected by dimension door. Both you and the other target arrive in a square you choose in the other’s former space. If the targets are different sizes, they must appear in locations that cover previously occupied squares. As with dimension door, after casting this spell, you can’t take any other actions until your next turn, and the other target is staggered until the end of its next turn due to the transposition.


name: Compassionate Ally
level: bard 2, cleric/oracle 2, psychic 2, sorcerer/wizard 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
description:
At the sight of an injured ally, the target immediately disengages from its current course of action and rushes to provide aid. If the target possesses curative spells or magic items, it utilizes them to help the injured ally. If not, the target provides aid by performing a Heal check. The target remains with the injured ally to assure her safety and refuses to leave the ally’s side until her wounds are fully treated or the spell ends, but can otherwise defend itself and make attacks.


name: Compel Hostility
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a drop of your blood)
range: personal
target: you
duration: 1 round/level
saving_throw: see text
spell_resistance: see text
level:
bard 1, cleric 1, inquisitor 1, paladin 1, psychic 1, ranger 1, summoner/unchained summoner 1, witch 1

description:
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the compulsion. A summoner casting this spell can choose his eidolon as the target of the spell.


name: Compel Tongue
level: bard 1, cleric/oracle 2, druid 2, medium 2, mesmerist 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a wooden block carved with a letter)
range: touch
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
This spell functions as share language, granting a creature the ability to read, understand, and communicate to the best of its ability in any one language you know. For the spell’s entire duration, the target can speak and write only in the language imparted, but its ability to understand other languages is unaffected.


name: Compelling Rant
level: bard 5, cleric 5, inquisitor 5, mesmerist 5, psychic 5, sorcerer/wizard 5
school: enchantment (charm)
casting_time: 1 minute
components: V, S, M/DF (a handwritten sheet of notes)
range: medium (100 ft. + 10 ft./level)
target: any number of creatures
duration: concentration plus 1 round/level, up to 1 hour/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
You deliver a confusing but fascinating monologue, relaying conspiracies or metaphysical revelations that confound your audience, throughout the spell’s casting time and as long as you concentrate. You take 1d4 points of Wisdom drain when you begin the speech and can’t reduce or prevent this damage in any way. Each intelligent creature in the spell’s area takes 1d6 points of Wisdom damage as their perceptions of reality realign with yours for the spell’s duration. Listeners with at least 5 HD can attempt a Will save to negate the effects. Your targets view you with a friendly attitude and respond to criticism of you with irritation. Bluff, Diplomacy, or Intimidate checks to create doubt about your purpose in those affected by the spell take a –4 penalty. The attitude of your targets regarding any creature that criticizes you or your vision automatically changes one step toward hostile; a Diplomacy check that fails by 5 or more reduces their attitude further. Your targets retain the same alignment and their prior beliefs, in addition to the ones you force on them. You can’t force beliefs on a target if such beliefs would be necessarily against the nature of its alignment and prior beliefs, but targets are otherwise able to hold contradictory beliefs.


name: Complex Hallucination
level: bard 4, magus 4, medium 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, witch 4
school: illusion (phantasm) [mind-affecting]
duration: concentration + 3 rounds
description:
This spell functions as audiovisual hallucination, except that the phantasm you create can also include olfactory, tactile, and thermal effects.


name: Comprehend Languages
level: alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (pinch of soot and salt)
range: personal
target: you
duration: 10 min./level
description:
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.


name: Compulsive Liar
level: bard 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
The target becomes unable to speak the truth. Lies the target speaks don’t need to be convincing, nor do they even need to be consistent, but they can’t be true as far as the target is aware.


name: Concealed Breath
school: transmutation
casting_time: 1 standard action
components: S, M/DF (a palm-sized stone)
range: touch
target: living creature touched
duration: 1 hour/level; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 4, arcanist 4, cleric/oracle 4, druid 4, hunter 4, investigator 4, shaman 4, sorcerer/wizard 4, summoner 4, summoner (unchained) 4, warpriest 4

description:
This spell allows affected creatures to hold their breath freely without negative effects or risk of suffocation.


name: Condensed Ether
level: psychic 4, sorcerer/wizard 5, spiritualist 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (crushed amber)
range: medium (100 ft. + 10 ft./level)
target: 20-ft.-radius spread
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
You condense the substance of the Ethereal Plane as it interpenetrates the Material Plane. This thickened planar conjunction slows movement through the area to a crawl.


name: Conditional Curse
school: necromancy [curse]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent (see text)
saving_throw: Will negates
spell_resistance: yes
level:
antipaladin 4, cleric 4, inquisitor 4, medium 3, mesmerist 3, occultist 4, psychic 5, shaman 4, sorcerer/wizard 5, spiritualist 5, witch 4

description:
This spell functions as bestow curse, except that you must state a condition under which the curse is broken, ending its effect.


name: Conditional Favor
level: antipaladin 1, bard 2, cleric 2, inquisitor 2, mesmerist 2, occultist 2, paladin 1, witch 2
school: abjuration
casting_time: 1 swift action
components: V
target: 1 creature
duration: 1 day/level (D)
saving_throw: none (see below)
spell_resistance: yes
description:
You must cast this spell immediately before casting another spell on the same creature, eliciting a promise or warning against a behavior and binding the target to the paired spell. If you don’t cast a paired spell, conditional favor has no effect. The paired spell must be from the abjuration, conjuration (healing), enchantment, or transmutation school or subschool, and must be cast on a willing creature. If the spell’s recipient violates the oath or prohibition while conditional favor remains in effect, the paired spell is undone as if never cast. If the spell was a healing spell, the hit point damage or condition you removed returns immediately, even if the subject has enjoyed subsequent rest or healing. Poisons, diseases, curses, restored ability damage, and negative levels removed by the paired spell return as well.


name: Cone of Cold
level: magus 5, shaman 6, sorcerer/wizard 5, witch 6
school: evocation [cold]
casting_time: 1 standard action
components: V, S, M (a small crystal or glass cone)
range: 60 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).


name: Confess
level: inquisitor 2, psychic 2
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round
saving_throw: Will partial; see text
spell_resistance: yes
description:
You ask the target creature a single question. On the subject’s next action, it must answer truthfully in the same language as the question or take 1d6 points of damage per two caster levels (maximum 5d6) and be sickened for 2d4 rounds. A successful Will save negates the sickening effect and halves the damage. A creature that is unable to answer still takes damage.


name: Confusion
level: bard 3, bloodrager 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (three nutshells)
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject’s turn each round to see what it does in that round.


name: Conjuration Foil
school: abjuration
casting_time: 1 immediate action
components: S
range: medium (100 ft. + 10 ft./level)
area: 20-foot radius spread
duration: 1 round
saving_throw: Will partial (see text)
spell_resistance: yes (object)
level:
bard 4, magus 3, medium 4, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, summoner 3, witch 4

description:
All creatures in the area gain a +4 bonus on saving throws against teleportation effects. If any creature would enter or depart the area via a summoning or teleportation effect, that creature takes 1d6 points of damage per spell level of the triggering effect (or half the HD of the originating creature if the effect has no spell level) and arrives in a random similar location within the triggering effect’s range, rather than the intended destination.


name: Conjure Black Pudding
level: sorcerer/wizard 6, summoner/unchained summoner 5
school: conjuration (summoning) [acid]
casting_time: 1 round
components: V, S, M (a flask of acid worth 10 gp)
range: close (25 ft. + 5 ft./2 level)
effect: one summoned black pudding
duration: 1 round/level (D)
saving_throw: none
description:
You summon a black pudding that immediately attacks creatures near it. You have no control over the creature, and it may attack you if there are no more obvious opponents. The black pudding is treated as a summoned creature and has the extraplanar subtype. The black pudding’s split ability works normally, but all puddings derived from the summoned one disappear when the spell ends.


name: Conjure Carriage
level: bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (creation)
casting_time: 1 round
components: V, S, M (a gourd)
range: close (25 ft. + 5 ft./2 levels)
effect: one quasi-real carriage, horses, and driver
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You create a fine wooden carriage with whatever cosmetic embellishments you desire. It is well constructed, although not exceptionally ostentatious. The carriage can carry up to six Medium or Small passengers. When conjured, the carriage comes with a team of two quasi-real light horses, which are already harnessed to the carriage. At your command, an invisible coachman similar to an unseen servant can assume the role of driver and direct the carriage, although it can’t perform any complex or dangerous driving, and fails any checks made to drive the carriage in such conditions. At the end of the spell’s duration, the carriage, horses, and coachman disappear into nothingness, depositing everything on or in it on the ground in its space.


name: Consecrate
level: cleric/oracle 2, inquisitor 2
school: evocation [good]
casting_time: 1 standard action
components: V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
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 blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area).


name: Constricting Coils
level: cleric 5, sorcerer/wizard 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a snakeskin)
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: yes
description:
This spell functions like hold monster, except that the target is constricted as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and constriction effects.


name: Contact Entity
level: cleric 2, medium 1, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner 2, witch 2
school: evocation
casting_time: 1 minute
components: V, S, M (see text)
range: 100 miles
target: up to 20 entities of 6 HD or fewer; see text
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You send out a magical message to any eldritch entities of a particular kind within a 100-mile radius, which can be delivered to up to 20 such creatures, starting with the nearest creatures until the limit has been met. This spell can’t contact creatures with more than 6 Hit Dice. You can’t send a specific message, but this spell (and all similar contact entity spells) can be characterized as an open invitation to make contact and establish communication.


name: Contact High
level: alchemist 2, bard 2, cleric 3, mesmerist 3, shaman 3, skald 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: living creatures touched (up to one per level)
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
While under the effects of a drug, you can duplicate those effects in others. You can touch another creature once per round (this requires a melee touch attack if the target is unwilling). When touched, the target begins experiencing the effects of the same drug by which you are currently affected (select one, if you are under the influence of more than one drug). The target doesn’t take any ability damage or risk addiction from the drug.


name: Contact Nalfeshnee
level: cleric 6, sorcerer/wizard 6, witch 6
school: divination
casting_time: 1 round
components: V, S, M (powdered sapphire worth 250 gp), F (bejeweled cold iron mirror worth at least 2,000 gp)
range: personal
target: you
duration: concentration
description:
When you cast this spell, you fall into a trance and become helpless as long as you continue concentrating.


name: Contact Other Plane
level: alchemist 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: divination
casting_time: 10 minutes
components: V
range: personal
target: you
duration: concentration
description:
You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.


name: Contagion
level: antipaladin 3, bloodrager 4, cleric/oracle 3, druid 3, sorcerer/wizard 4
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. For more information see Diseases.


name: Contagious Flame
level: magus 6, sorcerer/wizard 6
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 3 rounds
saving_throw: none
spell_resistance: yes
description:
You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.


name: Contagious Suggestion
level: bard 4, medium 4, mesmerist 4, occultist 5, psychic 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one living creature
duration: 1 hour/level or until completed (D)
description:
This spell functions as per suggestion, except the target can pass on the enchantment to other targets. The target is compelled to communicate your suggestion to another creature, forcing the new target to attempt a saving throw as if it were the initial target. If a secondary target successfully saves, the suggestion effect on the initial target isn’t negated. If a secondary target fails, it is placed under the same compulsion as the initial target and can further spread the suggestion. This spell can affect a total number of Hit Dice of creatures equal to your caster level.


name: Contagious Zeal
level: bard 2, cleric/oracle 3, inquisitor 3, psychic 3, sorcerer/wizard 3, spiritualist 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 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The target gains a +2 morale bonus on attack rolls and weapon damage rolls, 1d6 temporary hit points, and a +4 morale bonus on saving throws against fear effects and to the DC of Intimidate checks attempted against her. Once per round, the target can select one other creature to gain this bonus as well.


name: Contest of Skill
level: bard 2, cleric 3, magus 2, paladin 2
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a tiny gong)
range: close (25 ft. plus 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
The randomness of critical hits has long vexed certain duelists in the school who consider luck to be an unwelcome addition to duels, which they view as contests of skill rather than chance.


name: Contingency
level: sorcerer/wizard 6
school: evocation
casting_time: at least 10 minutes; see text
range: personal
target: you
duration: 1 day/level (D) or until discharged
components:
V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)

description:
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast contingency.


name: Contingent Action
level: bard 3, psychic 3, sorcerer/wizard 3
school: evocation
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one willing creature
duration: 1 minute/level (D) or until discharged
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
description:
The target gains an extra action that becomes available when a condition which you dictate is met. At the time of casting, you dictate the condition, and the target specifies a readied action that occurs when triggered by this condition.


name: Contingent Scroll
level: bard 4, sorcerer/wizard 4
school: evocation
casting_time: 10 minutes
components: V, S, M (the scroll to be triggered; see text), F (a platinum quill worth 100 gp)
range: personal
target: you
duration: 10 minutes/level (D) or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
You transfer the power of a scroll to the target so that it comes into effect under some condition you dictate. Casting this spell destroys the scroll, but allows the spell in it to be triggered in a manner similar to the contingency spell. The spell on the scroll must be a spell on your spell list, it must affect the target of this spell (the target of this spell is considered the caster of the scroll), and its level must be no higher than one-fourth your caster level (maximum 5th level).


name: Contingent Venom
level: shaman 4, sorcerer/ wizard 4
school: necromancy [poison]
components: V, S, M (herbs used in antitoxins worth 100 gp)
description:
This spell functions as languid venom, but you can stipulate a specific condition or circumstance that will end the poison’s onset time and cause it to take effect. The conditions for triggering the poison can be as general or as detailed as desired, but the triggers must be visual or audible (as per magic mouth) or else based on physical contact with or consumption of a specific object, substance, or creature. This triggering condition can either result in the immediate onset of the poison, or cause the poison to take effect a number of rounds after being triggered no greater than 1 round per caster level. You must make all decisions involving triggering when you cast contingent venom, and you can’t change those decisions later.


name: Continual Flame
level: cleric/oracle 3, inquisitor 3, occultist 2, psychic 3, sorcerer/wizard 2
school: evocation [light]
casting_time: 1 standard action
components: V, S, M (ruby dust worth 50 gp)
range: touch
target: object touched
effect: magical, heatless flame
duration: permanent
saving_throw: none
spell_resistance: no
description:
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.


name: Control Construct
level: sorcerer/wizard 7
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one construct
duration: concentration
saving_throw: none (see text)
description:
You wrest the control of a construct from its master. For as long as you concentrate, you can control the construct as if you were its master. You must make a Spellcraft check each round to maintain control. The DC of the Spellcraft check is (10 + the construct’s HD). If the construct’s creator or master is present and trying to control the construct, you both must make opposed Spellcraft checks each round to control the construct.


name: Control Plants
level: druid 8
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 min./level
saving_throw: Will negates
spell_resistance: no
description:
This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.


name: Control Summoned Creature
level: bard 3, cleric/oracle 4, sorcerer/wizard 4, summoner/unchained summoner 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one summoned creature
duration: 1 round/level
saving_throw: Will negates
description:
You seize control of a summoned creature by disrupting the bond between it and the caster who summoned it. If the creature fails its save, you may command it as if you had summoned it. The original caster can attempt to regain control of the creature as a standard action by making an opposed Spellcraft check against you. When your spell ends, control reverts to the original summoner. If the summoning spell ends before this spell ends, the remaining duration of this spell is lost.


name: Control Undead
level: sorcerer/wizard 7
school: necromancy
casting_time: 1 standard action
components: V, S, M (a piece of bone and a piece of raw meat)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.


name: Control Vermin
level: cleric 3, druid 2, ranger 4, sorcerer/wizard 3, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF/M (a beetle)
range: close (25 ft. + 5 ft./2 levels)
target: up to 1 HD/level of vermin , no two of which can be more than 30 ft. apart
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: no
description:
You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence.


name: Control Water
level: cleric/oracle 4, druid 4, shaman 4, sorcerer/wizard 6
school: transmutation [water]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of dust for or a drop of water for )
range: long (400 ft. + 40 ft./level)
area: water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
duration: 10 min./level (D)
saving_throw: none; see text
spell_resistance: no
description:
This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water’s depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.


name: Control Weather
level: cleric/oracle 7, druid 7, shaman 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 10 minutes; see text
components: V, S
range: 2 miles
area: 2-mile-radius circle, centered on you; see text
duration: 4d12 hours; see text
saving_throw: none
spell_resistance: no
description:
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.


name: Control Winds
level: druid 5, shaman 5
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: 40 ft./level
area: 40 ft./level radius cylinder 40 ft. high
duration: 10 min./level
saving_throw: Fortitude negates
spell_resistance: no
description:
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.


name: Controlled Fireball
level: bloodrager 4, magus 4, occultist 4, sorcerer/wizard 4
school: evocation [fire, ruse]
casting_time: 1 standard action
components: V, S, M (a ball of bat guano and sulfur)
range: long (400 ft. + 40 ft./level)
area: 20-foot-radius spread
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
This spell functions as fireball except you can cause the bead of fire to originate from anywhere you can see within range.


name: Conversing Wind
level: bard 4, sorcerer/wizard 4 Duration 1 hour/level (D)
school: transmutation [air]
duration: 1 hour/level (D)
description:
This spell functions as whispering wind, except it can carry responses and doesn’t end after delivering its first message.


name: Coordinated Effort
level: bard 3, inquisitor 3
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
Choose a single teamwork feat that you possess. You forge a link with your allies, allowing them to gain the benefits of the chosen feat even if they do not have it themselves. You must be a part of the group qualifying for a given bonus for your allies to gain the benefits. For example, two of your allies flanking an orc would gain no benefit from your Outflank feat, but an ally flanking the orc with you would. Your allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for either of you to receive the listed bonus.


name: Corpse Hammer
level: sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, M (a leather glove coated in dried embalming herbs)
range: close (25 ft. + 5 ft./2 levels)
effect: sphere of undead remains composed of 3 or more destroyed undead
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
When you cast this spell, you draw the remains of nearby destroyed undead together and fuse them into a mass of flesh and bone you can then hurl at any foes within range.


name: Corpse Lanterns
level: sorcerer/wizard 2, witch 2
school: necromancy [light]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: up to 4 lights, all within a 10-ft.-radius area
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
This spell functions as dancing lights, except it summons up to four spheres of light, each of which glows a sickly pale green. These corpse lanterns shed dim light in a 20-foot radius, and do not increase the light level in areas of normal light or bright light. In dim or normal light, the radiance of corpse lanterns provides a strange contrast, giving all creatures in the area a –5 penalty on Stealth checks. In addition, the hue interferes with illusion (pattern) spells, giving all creatures in the illuminated area a +2 bonus on any saving throws against such spells. Unlike dancing lights, you may have more than one corpse lanterns spell active at a time, but you may only move one set in any given round. Moving the corpse lanterns does not require concentration. Corpse lanterns can be made permanent on an area with a permanency spell by a caster of at least 11th level for the cost of 7,500 gp.


name: Corrosive Consumption
level: magus 5, sorcerer/wizard 5
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 3 rounds
saving_throw: none
description:
With a touch, this spell causes a small, rapidly growing patch of corrosive acid to appear on the target. On the first round, the acid deals 1 point of acid damage per caster level (maximum 15). On the second round, the acid patch grows and deals 1d4 points of acid damage per caster level (maximum 15d4). On the third and final round, the acid patch covers the entire creature and deals 1d6 points of acid damage per caster level (maximum 15d6). The target can spend a full-round action to scrape off the acid, or can wash it off with at least 1 gallon of liquid to halve the damage for that round and negate the remaining rounds of the spell.


name: Corruption Resistance
level: antipaladin 2, inquisitor 2, paladin 2
school: abjuration [chaotic, evil, good, or lawful]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 10 minutes/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
You grant the touched creature limited protection from magical effects that inflict damage based on the target creature’s alignment, such as holy smite, order’s wrath, a paladin‘s smite evil attack, or an unholy weapon. Choose one alignment type: chaos, evil, good, or law. The subject takes 5 less points of damage from effects that specifically harm creatures of that alignment. The value of the protection increases to 10 points at 7th level and 15 points at 11th level. The spell protects the recipient’s equipment as well.


name: Counterbalancing Aura
level: cleric 8
school: abjuration
casting_time: 1 standard action
components: V, S, F (a set of scales worth 500 gp)
range: 20 ft.
target: one creature/level in a 20-ft.-radius burst centered on you
duration: 1 round/level
saving_throw: see text
spell_resistance: yes
description:
An oscillating bronze glow surrounds the targets, protecting them from attacks, granting them resistance to spells cast by neutral creatures, and sickening or nauseating neutral creatures that strike the targets. This abjuration has four effects.


name: Countless Eyes
level: alchemist 3, bloodrager 3, inquisitor 3, occultist 3, psychic 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
description:
The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision and cannot be flanked.


name: Covetous Aura
level: bard 5, sorcerer/wizard 5
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
area: 25-ft.-radius emanation centered on you
duration: 1 round/level or until discharged
saving_throw: none
spell_resistance: no
description:
Anytime a harmless (so noted by a spell’s saving throw description) spell of 3rd level or lower is cast within a covetous aura’s area of effect, you may choose to immediately gain the benefit of that spell as if it had also targeted you. The intended target still gains the effect of the spell. You gain the benefits of this duplicated spell only if the caster is in range of the covetous aura. You are considered the caster of the additional spell effect. If the effect allows for multiple targets other than yourself, you cannot use the stolen spell effect to target other creatures—a covetous aura only aids you. Once you choose to gain the benefit of another spell, the covetous aura immediately ends. Rumors hold that this unusual spell was invented thousands of years ago by a powerful spellcaster who was constantly jealous of other spellcasters’ abilities.


name: Covetous Urge
level: arcanist 2, bard 2, skald 2, sorcerer/wizard 2, summoner 2, summoner (unchained) 2, witch 2
school: enchantment (compulsion) [curse, language-dependent]
casting_time: 1 standard action
components: V, S, M (a golden coin)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature with 7 HD or fewer
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You curse the target with insatiable greed, causing it to attempt to steal any item worth 100 gp or more that it can see, each time it enters a new room or area. If it can see multiple items of value in a single room or area, it attempts to steal the item it thinks is worth the most. This covetous compulsion might cause the target to act recklessly where it normally would not (unless acting in this manner would clearly cause it to die, suffer great harm, or get caught).


name: Coward’s Lament
level: inquisitor 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: Will partial
spell_resistance: yes
description:
You compel an opponent to face you in combat, or suffer for its cowardice. Each round that the target fails to attack you in melee, it receives a cumulative -1 penalty to its Armor Class, attack rolls, and saving throws (maximum penalty -5). Each round at the end of its turn, the target may attempt a Will Saving Throw to prevent the penalties from increasing for that round. All penalties reset to zero when the target attacks you in melee, but increase again if it stops attacking. If the target is prevented from attacking you by physical restraint, magic, or impassable terrain, the penalties do not increase. If you move away from the target, the spell ends.


name: Crafter’s Nightmare
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a broken tool)
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
level:
bard 2, druid 2, medium 1, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2

description:
You concentrate feelings of competitiveness, envy, and ill will into a poltergeist-like haunt that wreaks havoc on its victim’s long-term endeavors. Every time a creature in the affected area attempts a Craft or Profession check to generate income, create an item, or earn capital, any skill check required for crafting or repairing a magic item, or any skill check required for an occult ritual, the haunt imposes a –5 penalty on the check. If the creature fails its check by 5 or more, the haunt’s mischief deals 1d6 points of damage to the creature in addition to any other negative effects from such a failure. If the creature attempts to cast a spell with a casting time of 1 minute or longer, the haunt becomes similarly disruptive, requiring the caster to succeed at a concentration check (DC = 15 + spell level) or lose the spell and take 1d6 points of damage from the mischief. Each time the haunt is disruptive, the spell’s haunt-like manifestation occurs during that round.


name: Create Armaments
level: bard 4, medium 4, psychic 4, sorcerer/wizard 4, spiritualist 3, witch 4
school: conjuration (creation)
casting_time: 1 minute
components: V, S, M (diamonds worth price of arms to be created)
range: 0 ft.
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You create one non-magical weapon, shield, or set of armor. To determine whether the item functions as intended, you must attempt an appropriate Craft check with the DC required to create the item normally. If you fail, the item is created with the broken condition. You can create items made of rare or unusual materials if you include a bit of that material as an additional material component when you cast the spell, but cannot create cold iron items with this spell.


name: Create Demiplane
level: cleric/oracle 8, sorcerer/wizard 8, summoner 6, witch 8
school: conjuration (creation)
casting_time: 4 hours
components: ?
range: 0 ft.
effect: extradimensional demiplane, up to 10 10-ft. cubes/level (S)
duration: 1 day/level or instantaneous (see text)
saving_throw: none
description:
This spell functions as create lesser demiplane, except the area is larger and you can add more features to the plane. You can use this spell to expand a demiplane you created with create lesser demiplane (you do not need to create an entirely new plane using this spell), in which case it has a duration of 1 day/level. Alternatively, when cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration.


name: Create Drug
level: alchemist 3, cleric 4, druid 3, occultist 3
school: conjuration (creation)
casting_time: 1 round
components: V, S
range: 0 ft.
effect: 1 dose of a drug/3 levels
duration: 1 minute
saving_throw: none (see below)
spell_resistance: no
description:
The caster conjures into being one of the following drugs: aether, flayleaf, opium, keif, scour, shiver, or zerk. (At the GM’s discretion, other drugs of similar power can be included on this list.) The drug doses the caster creates with this spell must be used within 1 minute of being conjured, or they dissolve into worthless dust or evaporate into noxious but fleeting vapors, though the effects of the drug may last far longer if taken before it decays.


name: Create Food and Water
level: cleric/oracle 3, shaman 3
school: conjuration (creation)
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: food and water to sustain three humans or one horse/level for 24 hours
duration: 24 hours; see text
saving_throw: none
spell_resistance: no
description:
The food that this spell creates is simple fare of your choice–highly nourishing, if rather bland. Food so created decays and becomes inedible after 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and drink spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does.


name: Create Pit
level: sorcerer/wizard 2, summoner/unchained summoner 2
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:
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.


name: Create Soul Gem
level: cleric 3, occultist 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3
school: necromancy [death, evil]
casting_time: 1 round
components: V, S, F (crystal lens worth 500 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one dying or recently dead creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
You draw forth the ebbing life force of a dying creature or one that has died in the past round, focusing it through a crystal lens focus to transform into a soul gem. If the creature is alive and fails its saving throw, it dies and you capture its soul in the gem. If the creature is dead, it can still resist the spell effect by attempting a Will save as if it were still alive. The value of the soul gem created depends on the nature of the creature it is made from. Soul gems created by this spell crumble to dust once the spell’s duration expires, releasing the trapped soul to travel on to judgment in the Great Beyond.


name: Create Treasure Map
level: bard 2, druid 3, psychic 2, ranger 2, sorcerer/wizard 2
school: divination
casting_time: 1 hour
components: V, S, M (powdered metal and rare inks worth 100 gp)
range: touch
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
You can take a piece from a dead creature’s body and use it to create a map that reveals the locations of any valuables that creature knew about while still alive. You must cut this piece off yourself and the creature cannot have died more than 24 hours prior to the casting of this spell. You cannot cast this spell on a creature without a physical body, and the portion you remove must have a fairly level surface such as a piece of hide, carapace, or skin. The map you create is accurate to the best knowledge the creature had at the time of its death. It reveals the location of one source of treasure for every three caster levels you possess.


name: Create Undead
level: cleric/oracle 6, shaman 6, sorcerer/wizard 6
school: necromancy [evil]
casting_time: 1 hour
range: close (25 ft. + 5 ft./2 levels)
target: one corpse
duration: instantaneous
saving_throw: none
spell_resistance: no
components:
V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)

description:
A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.


name: Create Variant Mummy
level: arcanist 7, cleric/oracle 7, sorcerer/wizard 7
school: necromancy [evil]
casting_time: 1 hour
components: V, S, M (onyx gems worth 50 gp per HD of the undead to be created)
range: close (25 ft. + 5 ft./2 levels)
target: 1 corpse steeped in a peat bog for at least 24 hours
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This spell functions as create undead, except it creates one of the following variant mummies: bog mummy, ice mummy, or pharaonic guardian.


name: Create Water
level: cleric/oracle 0, druid 0, inquisitor 0, paladin 1, shaman 0
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: up to 2 gallons of water/level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large — possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.


name: Creeping Doom
level: druid 7, shaman 7, summoner 5, unchained summoner 6
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)/100 ft.; see text
effect: four swarms of insects
duration: 1 round/level
saving_throw: Fortitude partial, see text
spell_resistance: no
description:
This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.


name: Creeping Ice
level: druid 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: anchored plane of ice, up to one 10-ft. square/level
duration: 10 minutes/level
saving_throw: Reflex negates (see text)
spell_resistance: yes
description:
This spell covers the floor, the ground, or some other calm horizontal surface (such as a placid lake or a gentle river) with a sheet of slowly growing ice. The initial sheet of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. The ice is hard, strong, and opaque, and is 1 inch thick per caster level. The ice is strong enough to support the weight of a typical horse, making it possible for creatures to cross a body of water.


name: Crime Wave
level: antipaladin 4, bard 5, mesmerist 5, psychic 7, sorcerer/wizard 7
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a tarnished coin)
range: medium (100 ft. + 10 ft./level)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You instill overwhelming avarice in the targets and impel them toward a wild spree of larceny. Creatures affected by a crime wave must roll percentile dice each round to determine what action they take.


name: Crime of Opportunity
level: antipaladin 1, mesmerist 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a slit purse)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
You awaken a sudden criminal impulse in the target, compelling it to commit a criminal act as if affected by the crime wave spell.


name: Crimson Confession
level: psychic 2, sorcerer/wizard 2, witch 2
school: abjuration
casting_time: 10 minutes
components: V, S
range: touch
target: or Area object touched or up to 1 sq. ft.
duration: permanent and 1 hour/level (see text)
saving_throw: Fort negates
spell_resistance: yes
description:
You ward an object or an area with your personal rune or mark. You can choose for the writing to be visible or invisible, and it doesn’t harm the material upon which it is placed. A detect magic spell causes an invisible mark to glow and be visible. If any creature other than you touches the warded object or area and fails a Fortitude save, its skin turns bright red for 1 hour per level. This coloring cannot be washed away, but it can be dispelled.


name: Crown of Glory
level: glory 8
school: evocation
casting_time: 1 full round
components: V, S, M (opal worth at least 200 gp), DF
range: personal
area: 120-ft.-radius emanation centered on you
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
You gain a +4 enhancement bonus to Charisma. All creatures with fewer than 8 HD are compelled to stop and pay attention to you. Any such creature that wants to take hostile action against you must make a Will save to do so. Any creature that fails this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell’s area. It does not try to leave the area on its own. Creatures with 8 HD or more are not affected.


name: Cruel Jaunt
level: antipaladin 4, cleric 6, inquisitor 6, magus 6, psychic 6, shaman 6, sorcerer/wizard 6, witch 6
school: conjuration (teleportation) [evil, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a dilated human eyeball)
range: medium (100 feet + 10 ft./level)
target: you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
You gain the ability to detect fear, as per sense fear, but you sense creatures within medium range.


name: Crusader’s Edge
level: cleric 4, inquisitor 4, paladin 4
school: transmutation [good]
casting_time: 1 standard action
components: V, S, M (dried blood from an evil outsider , sprinkled on the weapon)
range: touch
target: melee weapon touched
duration: 1 minute/level
saving_throw: Fort negates
spell_resistance: no
description:
When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds—the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save.


name: Crushing Despair
level: bard 3, bloodrager 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M
range: 30 ft.
area: cone-shaped burst
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
 An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.


name: Crushing Hand
level: sorcerer/wizard 9
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a soft glove)
range: Medium (100 ft. + 10 ft./level)
target: 10′ Hand
duration: round/level (D)
saving_throw: none
spell_resistance: yes
description:
This spell functions as interposing hand, except that it can also grapple one opponent as grasping hand. Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +12 bonus for its Strength score (35) and a +1 bonus for being Large (its Dexterity is 10, granting no bonus to the CMD). A crushing hand deals 2d6+12 points of damage on each successful grapple check against an opponent. The crushing hand can instead be directed to bull rush a target (as forceful hand), using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does.


name: Cultural Adaptation
level: bard 1, cleric 1, medium 1, occultist 1, psychic 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a document written in the language of the culture to be emulated)
range: personal
target: you
duration: 10 minutes/level
description:
When casting this spell, you must concentrate on a culture or subculture to which you wish to adapt. If you speak the native language of the culture in question, then for the duration of this spell, you speak the language with a native accent. The spell doesn’t teach you the language in question, but can be combined with tongues or a similar spell. Your body language and gestures mark you as a native of the culture, and you unconsciously make small decisions that help you blend in. Combined, these grant you a +2 circumstance bonus on Diplomacy checks to influence members of the culture to which you have adapted, which doesn’t stack with other circumstance bonuses you might possess by virtue of being a member of the chosen culture. You also gain a +2 circumstance bonus on Disguise checks to pass yourself off as if you were a member of the culture, if you are not.


name: Cup of Dust
level: druid 3, mesmerist 3, occultist 3, psychic 3, witch 3
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a pinch of dust)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 day/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
You curse the target with a thirst no drink can quench. On a failed saving throw, the target begins to dehydrate (see starvation and thirst). The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of drinking can counter this effect, although the target still experiences the other normal effects of any liquid imbibed (such as poisons or potions). Cup of dust can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of dehydration must be healed by normal means.


name: Curative Distillation
level: alchemist 2, cleric/oracle 3, investigator 2, warpriest 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, M ( healing herb, alchemical remady, or potion of a healing spell worth at least 50 gp)
range: touch
target: one living creature touched
duration: instantaneous
saving_throw: Will half (harmless)
spell_resistance: yes (harmless)
description:
You concentrate the healing potential of the material component so that it’s exceptionally potent and restorative. This spell restores a number of hit points equal to 1d8 + 1 point per caster level (maximum +10) to the target, and also grants the target the benefits of the material component. Roll the hit points restored separately when determining how many total hit points this spell and the material component restore.


name: Cure Critical Wounds
level: alchemist 4, bard 4, cleric/oracle 4, druid 5, inquisitor 4, shaman 4, witch 5
school: conjuration (healing)
description:
This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).


name: Cure Light Wounds
level: alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will half (harmless); see text
spell_resistance: yes (harmless); see text
description:
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.


name: Cure Moderate Wounds
level: alchemist 2, bard 2, cleric/oracle 2, druid 3, inquisitor 2, paladin 3, ranger 3, shaman 2, witch 2
school: conjuration (healing)
description:
This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).


name: Cure Serious Wounds
level: alchemist 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, paladin 4, shaman 3, ranger 4, witch 4
school: conjuration (healing)
description:
This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).


name: Curse Terrain
level: cleric 4, druid 4, shaman 4, sorcerer/wizard 4, witch 4
school: necromancy [curse, evil]
casting_time: 10 minutes
components: V, S, M (the heart of a creature that dwelled in the area and powdered onyx worth 700 gp)
range: touch
area: 1-mile radius emanating from the touched point
duration: 1 day (D)
saving_throw: none
spell_resistance: no
description:
By touching the ground, you curse the land with four unnatural hazards. This functions as lesser curse terrain, but with the effects of the major perilous demesne curse.


name: Curse Water
level: antipaladin 1, cleric/oracle 1, inquisitor 1
school: necromancy [evil]
casting_time: 1 minute
components: V, S, M (5 lbs. of powdered silver worth 25 gp)
range: touch
target: flask of water touched
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.


name: Curse of Befouled Fortune
level: antipaladin 3, bloodrager 4, cleric 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 3
school: necromancy [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
You curse the target, making it incredibly unlucky. While affected by curse of befouled fortune, the target can’t receive luck bonuses or benefit from effects that grant it the ability to roll multiple times and take the higher result (like the swashbuckler’s charmed life ability). The target also can’t choose a die result, such as taking 10 or 20 in lieu of rolling (as per the bard’s lore master ability). Finally, the first time each turn the target would succeed at an attack, saving throw, or skill check, it must roll twice and use the worse of the two results.


name: Curse of Burning Sleep
level: shaman 4, sorcerer/wizard 4, witch 4
school: transmutation [curse, fire]
casting_time: 1 standard action
components: V, S, M (a feather and a drop of oil)
range: close (25 ft. + 5 ft./2 levels)
target: one creature duration permanent until triggered (see text)
saving_throw: Will negates (see text)
spell_resistance: yes
description:
You place a curse upon the target that triggers 1 hour after the next time it falls asleep. When the curse is triggered, the creature bursts into flame, taking 1d6 points of fire damage per 2 caster levels (maximum 8d6). Furthermore, it catches on fire, taking 2d6 points of fire damage per round at the end of its turn each round until the creature dies or is quenched as normal. If the target is still asleep, the fire damage from this spell wakes it.


name: Curse of Disgust
level: bard 3, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [curse, emotion, 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 place a curse upon a creature, causing it to avoid the sight of a specific trigger, which is a kind of creature, object, or condition designated by you. When the target is within 30 feet of a trigger and is aware of the trigger, it gains the sickened condition and feels an urge to leave. A successful Will save negates the urge to leave, but the sickened condition persists as long as the target is within 30 feet of a trigger and aware of it. Example triggers include beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats, corpses, and sewage.


name: Curse of Dragonflies
level: druid 3, magus 3, shaman 4, sorcerer/wizard 4, summoner 4, witch 3
school: conjuration [air, curse]
casting_time: 1 standard action
components: V, S, M (a paper insect)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: permanent (D)
saving_throw: Will negates
spell_resistance: yes
description:
You invest a target with cursed elemental energy, making the open skies anathema to it. If the affected creature ever tries to fly more than 5 feet above the ground, paper insects erupt from the air around the creature to interfere with its movement. The affected creature’s flight maneuverability decreases by one step for every 3 caster levels you have. A creature whose maneuverability would be brought below clumsy must land at the end of its turn each round or fall.


name: Curse of Fell Seasons
level: druid 9, shaman 9, sorcerer/wizard 9, witch 9
school: transmutation [curse, darkness]
casting_time: 10 minutes
components: V, S, F ( darkwood carving of a tree worth 15,000 gp)
range: touch
area: 2-mile radius emanating from the touched point
duration: permanent (D)
saving_throw: none
spell_resistance: no
description:
By touching the ground, you drastically change the weather in the area, as the unseasonable weather curse. The focus merges into the cursed area as part of the spell and can only be retrieved if the curse is lifted.


name: Curse of Keeping
level: antipaladin 2, mesmerist 2, shaman 2, witch 2
school: enchantment (compulsion) [curse]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
You curse the target with the inability to sell, barter, or give away any item it owns, other than ordinary currency, for as long as the spell remains in effect. The target cannot sell, trade, drop, or give away possessions. The target can purchase items using ordinary currency but can’t then sell the purchased items. The target can accept gifts from others but can’t offer anything in exchange. A curse of keeping can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a curse of keeping.


name: Curse of Magic Negation
level: cleric/oracle 5, inquisitor 4, sorcerer/ wizard 4, witch 4
school: abjuration [curse]
casting_time: 1 round
components: V, S, M (powdered lead and platinum worth 250 gp)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 10 minute/level
saving_throw: Will negates
description:
You disrupt the target creature’s ability to draw upon magical energies. For the duration of the spell, it gains the negated spellblight. Dispel checks to remove the spellblight take a –5 penalty due to this spell’s interference with magical energies.


name: Curse of Night
level: cleric 8, druid 8, sorcerer/wizard 8, witch 8
school: evocation [curse, darkness]
casting_time: 10 minutes
components: V, S, F (jet gemstones worth a total of 10,000 gp)
range: touch
area: 1-mile radius emanating from the touched point
duration: permanent (D)
saving_throw: none (see curse text)
spell_resistance: no
description:
By touching the ground, you curse an area to remain in bleak darkness, as the endless night curse. The focus merges into the cursed area as part of the spell and can only be retrieved if the curse is lifted.


name: Curse of the Outcast
level: bard 4, cleric 6, inquisitor 4, mesmerist 4, shaman 6, witch 6
school: enchantment (compulsion) [curse, emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a handful of earthworms)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
Everything about the target seems off-putting and grating, and everyone he meets is compelled to see the worst in him.


name: Cursed Earth
level: cleric/oracle 9, sorcerer/wizard 9, witch 9
school: necromancy [curse, evil; see text]
casting_time: 10 minutes
components: V, S, M (powdered onyx 10,000 gp), DF
range: touch
area: 1-mile radius emanating from the touched point
duration: permanent
saving_throw: none (see text)
description:
You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.


name: Cursed Treasure
school: necromancy [curse]
casting_time: 1 minute
components: V, S, M (a platinum piece)
range: touch
target: unattended object touched
duration: permanent until discharged, then permanent (see text)
saving_throw: Fort negates (object), then Will negates (see text)
spell_resistance: yes (object), then yes (see text)
level:
antipaladin 3, arcanist 4, bloodrager 4, cleric/oracle 3, shaman 3, sorcerer/wizard 4, spiritualist 3, warpriest 3, witch 3

description:
You touch a piece of treasure or container filled with treasure and place a terrible curse upon it, choosing from any option available with bestow curse. The next creature to take the treasure or remove items from the container is affected by the curse, unless it succeeds at a Will save (spell resistance applies). If you are the next creature to take the treasure or get objects from the container, though, the spell discharges harmlessly instead.


name: Cushioning Bands
level: psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: conjuration (creation) [force]
casting_time: 1 standard action
components: V, S,
range: touch
target: creature touched
duration: 1 hour/level or until discharged (D)
saving_throw: Will negates (harmless)
description:
Invisible bands of force encircle vital areas of the target. The bands resist crushing forces and impacts without interfering with movement. The target gains DR 2/piercing or slashing and takes half damage from constriction, falling, and being buried, as well as from similar crushing effects such as crushing hand. Grapple checks for attacks other than constricting (such as pinning or swallowing whole) are not affected. Once the spell has blocked 12 points of damage per caster level (to a maximum of 120 points at 10th level), it is discharged. The bands have no effect on incorporeal attacks unless they deal damage from constriction or crushing, or unless the attacks would be subject to damage reduction.


name: Cyclic Reincarnation
level: druid 6 Components V, S, M (oils worth 5,000 gp), DF
school: transmutation
components: V, S, M (oils worth 5,000 gp), DF
description:
This spell allows a dead creature that died no more than 1 year before the casting of the spell to return to life in a body that closely resembles its original body; it functions as reincarnate except as noted. Cyclic reincarnation returns the dead creature to life in a new body of the same race that the target belonged to in life, and the new body appears physically similar to the creature’s previous one, to the extent that the creature could be easily mistaken for its own offspring or kin. If the affected creature isn’t a humanoid, there is a 75% chance that the creature returns to life as a youth of its race, gaining the young creature simple template instead (or becomes a juvenile, in the case of dragons and other creatures whose power is determined by their age category).


name: Daemon Ward
level: cleric 4, druid 5, paladin 4, sorcerer/wizard 4, witch 4
school: necromancy
components: V, S, M (50 gp worth of powdered silver)
description:
This spell functions like death ward, except as noted above and it only protects against these attacks from daemons.


name: Damnation
level: cleric 3, inquisitor 3, paladin 3
school: evocation [good]
casting_time: 1 standard action
components: V, S, M/DF (a drop of holy water ) 30-ft.-radius burst centered on you instantaneous Will half yes
area: 30-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Will half
spell_resistance: yes
description:
You pass judgment on your enemies’ intentions and punish them with holy power. Each creature in the spell’s area takes 1d8 points of damage per spell level, determined by the most powerful effect with the evil descriptor either affecting that creature or in its spell repertoire. A caster who prepares spells takes this damage based on the highest-level evil spell he prepared that day, even if he already cast that spell.


name: Damnation Stride
level: sorcerer/wizard 5, summoner 4, witch 5
school: conjuration (teleportation) [fire]
casting_time: 1 standard action
components: V
target: you ( teleportation ) and creatures within a 10-foot-radius burst (burst of flame) (see text)
duration: instantaneous
saving_throw: Reflex half, see text
spell_resistance: no
description:
This spell functions like dimension door, except you leave behind a burst of fire. Choose one corner of your starting square. A 10-foot-radius burst of flame explodes from that corner the moment you leave, dealing 4d6 points of fire damage.


name: Damnation of Memory
level: bard 6, mesmerist 6, psychic 9
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 hour
components: V, S, F (a massive, flawless gemstone worth 5,000 gp)
range: long (400 ft. + 40 ft./level)
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
You name one creature and excise all memory of that creature’s involvement in events the targets remember. The targets either forget who exactly performed the named creature’s deeds or assume some other individual performed them.


name: Damp Powder
level: druid 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a damp piece of cotton)
range: close (25 ft. + 5 ft./2 levels)
target: 1 loaded firearm
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
This spell causes ammunition already loaded into the target firearm is ruined with moisture. Any attempt to fire that ammunition fails, with no chance for misfire, and the user must then take a full-round action to clear the weapon before reloading and firing it. If aware of this spell’s effect prior to firing the altered ammunition (a DC 16 Spellcraft check to identify the spell being cast or similar effect), the firearm’s user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.


name: Dancing Darkness
level: antipaladin 1, bard 1, magus 1, shaman 1, psychic 1, sorcerer/wizard 1, spiritualist 1, witch 1
school: evocation [darkness, shadow]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: Up to four spheres, all within a 10-ft.-radius area
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
You create either up to four spheres of darkness that each reduce the illumination level by one step within a 20-foot-radius, or one dimly lit, vaguely humanoid shape. Each sphere must stay within a 10-foot-radius area of one another but can otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like.


name: Dancing Lantern
level: bard 1, cleric/oracle 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
school: transmutation [fire, light]
casting_time: 1 standard action
components: V, S, F (a lantern)
range: touch
effect: animates one lantern
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell (CL 9th, 2,500 gp).


name: Dancing Lights
level: bard 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: Up to four lights, all within a 10-ft.-radius area
duration: 1 minute (D)
saving_throw: none
spell_resistance: no
description:
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.


name: Dark Whispers
level: antipaladin 1, bard 2, cleric 2, sorcerer/wizard 2, summoner 2, witch 2
school: illusion (shadow) [language-dependent, shadow]
casting_time: 1 standard action
components: V, S, F/DF (a scrap of black cloth)
range: long (400 ft. plus 40 ft./level)
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: yes
description:
You communicate through the shadows of one or more targets within range. The shadows have no physical presence and don’t move or animate. Instead, your words emerge from the shadow as a clear whisper, absent any accent or other identifying features. The targets can make conversation with the shadow, but must speak aloud to do so. The targets’ voices emerge from your own shadow only when they intend to speak to the shadow, but you hear no other sounds from the target’s immediate area. Their responses also emerge as clear whispers, absent identifying features, but you can instinctively identify which target is speaking to you through the shadow.


name: Dark-Light
level: cleric 3, druid 3, sorcerer/wizard 3
school: evocation [light]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of earth)
range: medium (100 ft. + 10 ft./level)
target: living creatures without light sensitivity
area: 20-ft.-radius burst
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
You evoke a powerful light that affects all sighted creatures that do not posses light sensitivity. Those that succeed on their saves are dazzled for 1 round per level; those who fail are blinded for the same duration.


name: Darkness
level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, magus 2, shaman 2, sorcerer/wizard 2
school: evocation [darkness]
casting_time: 1 standard action
components: V, M/DF (bat fur and a piece of coal)
range: touch
target: object touched
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness. 


name: Darkvision
level: alchemist 2, antipaladin 2, psychic 2, ranger 3, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (either a pinch of dried carrot or an agate)
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.


name: Darting Duplicate
level: antipaladin 1, bard 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
school: illusion (figment)
casting_time: 1 swift action
components: V, S
range: 5 ft.
effect: visual figment of the caster
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence.


name: Daybreak Arrow
level: cleric 3, inquisitor 3, paladin 3
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: touch
target: up to 50 pieces of ammunition, all of which must be together at the time of casting
duration: 10 minutes/level
saving_throw: Fort negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
You cause ammunition, including shuriken, to exude radiant energy. Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.


name: Daylight
level: bard 3, cleric/oracle 3, druid 3, inquisitor 3, magus 3, paladin 3, shaman 3, sorcerer/wizard 3
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: touch
target: object touched
duration: 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.


name: Daywalker
level: antipaladin 4, cleric 5, sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (a black glass vial containing unholy water )
range: touch
target: undead creature touched
duration: 24 hours (D)
saving_throw: none
spell_resistance: yes (harmless)
description:
You reshape the substance of a willing undead creature to resemble a living, breathing creature of the same size. This is a physical change to the undead creature’s bone, flesh, or incorporeal ectoplasm, adding new flesh or bone and even hair, teeth, and blood, all of which demonstrate false signs of life that mimic a living creature’s breathing and other physiological processes. An incorporeal undead creature using daywalker ceases to be incorporeal for the duration of the spell, gaining a physical corpse body. Creatures interacting with the undead can attempt a Perception check (DC = 30 or DC = 21 + the undead’s Disguise modifier, whichever is higher) to realize that the signs of life are false, and a close examination with a Heal check always reveals the truth of the dead flesh.


name: Daze
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pinch of wool or similar substance)
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature of 4 HD or less
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
level:
bard 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

description:
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.


name: Daze Monster
level: bard 2, bloodrager 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 1, witch 2
school: enchantment (compulsion) [mind-affecting]
range: medium (100 ft. + 10 ft./level)
target: one living creature of 6 HD or less
description:
This spell functions like daze, but it can affect any one living creature of any type. Creatures of 7 or more HD are not affected.


name: Dazzling Blade
level: bard 1, sorcerer/wizard 1
school: illusion (pattern)
casting_time: 1 swift action
components: V, S
range: Touch
target: one metal weapon
duration: 1 minute/level
saving_throw: Will negates (see text)
spell_resistance: yes (harmless, object)
description:
Dazzling blade makes a weapon appear dazzlingly shiny, as if crafted from pure silver and heavily polished. In combat, the flashing movements of a dazzling blade become almost hypnotic. The wielder of a weapon under the effects of dazzling blade gains a +1 competence bonus on all Bluff checks made to feint in combat. The wielder also gains a +1 competence bonus on all CMB checks made to disarm a foe, and a +1 competence bonus to his CMD against disarm attempts made against the weapon bearing the dazzling blade effect. This bonus increases by +1 for every 3 caster levels, to a maximum bonus of +5 at 12th level.


name: Deadeye’s Lore
level: bard 1, cleric 1, druid 1, inquisitor 1, ranger 1
school: divination
casting_time: 1 round
components: V, S
range: personal
target: you
duration: 1 hour/level
description:
While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild.


name: Deadly Juggernaut
level: antipaladin 3, cleric 3, inquisitor 3, paladin 3
school: necromancy [death]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice equal to or greater than your Hit Dice –4.


name: Deadman’s Contingency
level: bard 4, cleric 4, psychic 4, sorcerer/wizard 4, witch 4
school: evocation
casting_time: 10 minutes or more; see text
components: V, S, M (a scorpion’s tail), F (ivory statuette of you worth 1,500 gp)
range: personal
target: you
duration: up to 1 hour/level plus 1d6 rounds (D); see text
description:
This spell functions as contingency, except as noted above. This spell also only comes into effect after your death and works only with certain spells. The companion spell triggers 1d6 rounds after your death. All decisions made involving the companion spell must be made when deadman’s contingency is cast (including messages and recipients for spells like magic mouth or sending).


name: Deafening Song Bolt
level: bard 5
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
Three notes you sing or perform become tangible bolts of arcane energy that shriek across the battlefield. Each bolt requires a ranged touch attack to hit and deals 3d10 points of sonic damage, deafening the target for 1d6 rounds. The bolts may be fired at the same or different targets, but all must be fired simultaneously.


name: Death Candle
level: antipaladin 1, cleric 2, inquisitor 2, witch 2
school: necromancy [death, evil, fire]
casting_time: 1 round
components: V, S
range: touch
target: living creature touched
duration: instantaneous/1 round per HD of subject; see text
saving_throw: Fort negates
spell_resistance: yes
description:
This spell functions like death knell, except instead of using the slain target’s life energy to enhance yourself, you use it to summon a Small fire elemental resembling a burning, howling version of the slain creature. The elemental acts immediately on your turn and otherwise behaves as if you had summoned it with summon monster II. The elemental remains for a number of rounds equal to the Hit Dice of the slain creature.


name: Death Clutch
level: cleric 8, druid 9, psychic 8, sorcerer/wizard 8, witch 8
school: necromancy [death, evil]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. A target with 200 or fewer hit points remaining that fails its saving throw is instantly reduced to a number of negative hit points equal to your caster level or its Constitution score – 1, whichever is less negative. The creature is staggered until the beginning of your next turn, at which point it dies. If the affected creature receives a regenerate spell before the beginning of your next turn, the creature gains the normal benefits of that spell and, thanks to its heart’s regeneration, it doesn’t immediately die when your next turn begins. If a creature that dies from death clutch is brought back from the dead by a breath of life or raise dead spell, it must also be targeted with regenerate on the following round to restore its missing heart or be unable to return to life.


name: Death Knell
level: antipaladin 1, cleric/oracle 2, inquisitor 2, witch 2
school: necromancy [death, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous/10 minutes per HD of subject; see text
saving_throw: Will negates
spell_resistance: yes
description:
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.


name: Death Knell Aura
level: cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4
school: necromancy [death, evil]
casting_time: 1 standard action
components: V, S
range: 20 ft.
area: 20-ft.-radius emanation, centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You gain a shimmering gray aura that feeds on the souls of creatures who die within it. The aura sheds light as a candle. If a creature at –1 or fewer hit points is within the aura at the start of its turn, it must save or die, granting you the benefits of death knell.


name: Death Pact
level: bard 5, mesmerist 5, psychic 6, witch 6
school: enchantment [mind-affecting]
casting_time: 1 minute
components: V, S, M (a contract signed in blood)
range: touch
target: one creature
duration: 24 hours
saving_throw: Will negates; see text
spell_resistance: yes
description:
You take control of a creature’s mind and implant deadly subconscious commands. This spell functions as dominate person, allowing you to control your subject and see through her senses, but also implants a powerful burst of psychic energy in the subject’s mind. At any point during the spell’s duration, you can trigger this burst as an immediate action, dealing 1d8 points of damage per caster level (Fortitude half) to the subject. If this damage is enough to reduce to target to 0 or fewer hit points, the target dies instantly.


name: Death Ward
level: alchemist 4, cleric/oracle 4, druid 5, inquisitor 4, paladin 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, DF touch living creature touched 1 min./level Will negates (harmless) yes (harmless)
range: touch
target: living creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
 The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. 


name: Death from Below
level: bard 3, bloodrager 2, sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
You grant the target a dodge bonus to its Armor Class against attacks from larger creatures. The bonus is equal to +1 for every size category the attacker is larger than the target of the spell, to a maximum of +1 per 3 caster levels. If the spell’s target is a gnome, the maximum bonus is equal to +1 per 2 caster levels.


name: Deathwatch
level: cleric/oracle 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped emanation
duration: 10 min./level
saving_throw: none
spell_resistance: no
description:
Using the powers of necromancy, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.


name: Deathwine
level: alchemist 2, cleric 2, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 minute
components: V, S
range: touch
target: 1 potion touched/level
duration: 1 hour/level
saving_throw: none (object)
spell_resistance: no (object)
description:
This spell allows you to turn a potion into a temporary pool of necromantic energy. Only a potion created using a conjuration (healing) spell can be affected by this spell. An affected potion turns dark red and reveals a necromantic aura if detect magic is cast on it while it remains under this spell’s effects.


name: Debilitating Pain
level: psychic 3, witch 3
school: enchantment (compulsion) [mind-affecting, pain]
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/3 levels
saving_throw: Will partial (see text)
spell_resistance: yes
description:
The target is overcome with intense pain, causing it to be stunned on a failed save or dazed for 1 round on a successful save.


name: Debilitating Speech
level: sorcerer/wizard 4
school: enchantment [language-dependent, mind-affecting]
casting_time: see below
components: V, S
range: close (25 feet + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
By speaking eloquently on the subject of your opponents’ ineptitude in combat, past failures, personal hygiene, or other faults, you sap their will to fight.


name: Decapitate
level: inquisitor 5, magus 6, psychic 6, sorcerer/wizard 6
school: evocation
casting_time: 1 immediate action
components: V, S, F (a sliver from a guillotine blade)
range: close (25 ft. + 5 ft./2 levels)
target: one creature (see text)
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
You can cast this spell only as a response to a confirmed critical hit against the target that would deal slashing damage. If the target fails the saving throw and has a discernible head, the attack deals an extra 4d6 points of damage and the critical multiplier of the critical hit increases by 1. If the critical hit then brings the target to 0 hit points or fewer, the target is instantly decapitated and dies unless it can survive decapitation. Even on a successful saving throw, the critical hit deals an extra 4d6 points of damage.


name: Deceitful Veneer
level: antipaladin 3, bard 4, inquisitor 4, medium 3, mesmerist 4, psychic 4, witch 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
You subtly alter both the target’s aura and subtle cues in its body language, tone of voice, and word choice, which makes everything that the target says seem to be a lie. Every statement that the target makes appears to be a lie under both magical scrutiny (such as discern lies) and mundane scrutiny (such as using the Sense Motive skill). Someone who closely scrutinizes the target can determine when it is actually telling the truth with a successful Sense Motive check (DC = 15 + your caster level).


