Advanced Class Guide | Spells

Spells

Adhesive Blood

School: transmutation [] ()
Domain:
Level: Alchemist: 2; Investigator: 2; Bloodrager: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws: Reflex negates (see text)
Spell Resistance: no
Target: you

Description: Attackers' weapons stick to your blood.

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.

Adhesive Spittle

School: conjuration [creation] ()
Domain:
Level: Alchemist: 1; Investigator: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1; Witch: 1
Components: V, S
Casting time: 1 standard action
Range: 15 ft.
Duration: 1 round/level or until discharged (see text)
Saving Throws: Reflex partial
Spell Resistance: no
Target: one creature

Description: Spit a tanglefoot bag at a creature.

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.

Adjustable Disguise

School: illusion [glamer] ()
Domain:
Level: Alchemist: 3; Investigator: 3; Antipaladin: 3; Bard: 3; Skald: 3; Inquisitor: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 10 minutes/level (D)
Saving Throws:
Spell Resistance:
Target: you

Description: As disguise self, but you can change the disguise as a swift action.

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.

Adjustable Polymorph

School: transmutation [polymorph] ()
Domain:
Level: Alchemist: 4; Investigator: 4; Bard: 4; Skald: 4; Magus: 4; Shaman: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4; Summoner: 4; Witch: 4
Components: V, S, M (a small piece of doppelganger flesh)
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level (D)
Saving Throws:
Spell Resistance:
Target: you

Description: As alter self, but you can change the shape as a swift action.

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.

Aggressive Thundercloud

School: evocation [] (electricity)
Domain:
Level: Druid: 2; Magus: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2; Hunter: 2
Components: V, S, M/DF (a piece of a tree struck by lightning)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throws: Reflex negates
Spell Resistance: yes
Effect: 5-ft.-diameter sphere

Description: Flying storm cloud deals 3d6 electricity damage.

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.

The sphere moves as long as you actively direct it (as a move action for you); otherwise, it stays at rest and crackles with lightning. It can be moved by wind effects and counts as a Small creature for the purpose of determining how winds affect it. The sphere has no physical substance and cannot exert any force on corporeal creatures or objects. It disperses if it exceeds the spell's range.

Air Geyser

School: evocation [] (air)
Domain:
Level: Bloodrager: 3; Druid: 3; Magus: 3; Shaman: 4; Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3; Hunter: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws: Reflex partial (see text)
Spell Resistance: yes
Target: one creature or object up to Large size

Description: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.

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.

Air Step

School: transmutation [] (air)
Domain:
Level: Alchemist: 2; Investigator: 2; Bard: 2; Skald: 2; Cleric: 2; Oracle: 2; Warpriest: 2; Druid: 2; Ranger: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2; Hunter: 2
Components: V, S, M (a goose feather)
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you

Description: Tread unsteadily on air, with limitations.

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. 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.

If you have 1 rank in Fly, your speed is not reduced when you use this spell, and you can cross over liquid at half speed. If you have 5 ranks in Fly, you can cross liquid at full speed and do not take the penalties to your skill checks.

Align Weapon, Communal

School: transmutation [] ()
Domain: Agathion Subdomain: 2; Archon Subdomain (Good): 2; Archon Subdomain (Law): 2; Azata Subdomain (Chaos): 2; Azata Subdomain (Good): 2; Chaos Domain: 2; Daemon Subdomain: 2; Demon Subdomain (Chaos): 2; Demon Subdomain (Evil): 2; Devil Subdomain (Evil): 2; Devil Subdomain (Law): 2; Evil Domain: 2; Good Domain: 2; Inevitable Subdomain: 2; Law Domain: 2; Protean Subdomain: 2
Level: Cleric: 3; Oracle: 3; Warpriest: 3; Inquisitor: 3
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
Target: weapons or projectiles touched

Description: As align weapon, but you can divide the duration among weapons touched.

This spell functions as align weapon, except you divide the duration in 1-minute increments between any number of touched weapons. Every group of up to 50 projectiles (which must be together at the time of casting) counts as one weapon for the purpose of dividing the spell's duration.

Alter Musical Instrument

School: illusion [figment] ()
Domain:
Level: Bard: 1; Skald: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1; Witch: 1
Components: V, S, F (an instrument)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level (D)
Saving Throws: Fortitude negates (object)
Spell Resistance: yes (object)
Target: one musical instrument

Description: Make one instrument sound like a different kind of instrument.

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.

Anchored Step

School: transmutation [] ()
Domain:
Level: Alchemist: 3; Investigator: 3; Druid: 3; Shaman: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3; Hunter: 3
Components: V, S, M (a bit of oak root)
Casting time: 1 standard action
Range: personal
Duration: 10 minutes/level (D)
Saving Throws:
Spell Resistance:
Target: you

Description: Vines beneath your feet stabilize you but slow you down.

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 would 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).

Animal Purpose Training

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: Antipaladin: 1; Bard: 2; Skald: 2; Druid: 2; Inquisitor: 1; Paladin: 1; Ranger: 1; Shaman: 2; Witch: 1; Hunter: 1
Components: V, S, M (a swatch of black cloth)
Casting time: 1 minute
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level
Saving Throws: none
Spell Resistance: yes
Target: one indifferent or friendly animal

Description: Animal gains a new general purpose.

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.

Anonymous Interaction

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: Bard: 2; Skald: 2; Witch: 2
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: permanent (see text)
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature/level, no two of which can be more than 30 ft. apart

Description: Creatures forget details about you and conversations with you.

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.

Anti-Incorporeal Shell

School: abjuration [] ()
Domain:
Level: Cleric: 4; Oracle: 4; Warpriest: 4; Shaman: 4; Witch: 4
Components: V, S, DF
Casting time: 1 round
Range: 10 ft.
Duration: 1 minute/level (D)
Saving Throws: none
Spell Resistance: yes
Area: 10-ft.-radius emanation centered on you

Description: Incorporeal creatures stay 10 ft. away from you.

You bring into being a mobile, hemispherical energy field that incorporeal creatures cannot enter.

This spell can be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

Aura Sight

School: divination [] ()
Domain:
Level: Alchemist: 3; Investigator: 3; Cleric: 3; Oracle: 3; Warpriest: 3; Inquisitor: 4; Shaman: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level (D)
Saving Throws:
Spell Resistance:
Target: you

Description: Alignment auras become visible to you.

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.

You know the location and power of all chaotic, evil, good, and lawful auras within your sight. An aura's power depends on a creature's Hit Dice or an item's caster level, as noted in the description of the detect evil spell. If an item or a creature bearing an aura is in line of sight, you can attempt a Knowledge (religion) check to determine the aura's strength (one check per aura; DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect).

Aura sight can be made permanent with a permanency spell by a caster of 11th level or higher at a cost of 7,500 gp.

Banshee Blast

School: necromancy [] (death,fear,mind-affecting,sonic)
Domain:
Level: Sorcerer: 6; Wizard: 6; Arcanist: 6; Witch: 6
Components: V, S
Casting time: 1 standard action
Range: 30 ft.
Duration: instantaneous and 1 round/level (see text)
Saving Throws: Reflex half and Will negates (see text)
Spell Resistance: yes
Area: cone-shaped burst

Description: Cone deals 1d4 per level and panics creatures.

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.

Barrow Haze

School: necromancy [] ()
Domain:
Level: Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 minute/level
Saving Throws: none
Spell Resistance: no
Effect: fog spreads in 20-ft. radius, 20 ft. high

Description: Fog obscures the vision of others and extends the range of your hexes.

barrow haze creates a bank of fog similar to that created by fog cloud, except 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.

Beastspeak

School: divination [] ()
Domain:
Level: Druid: 2; Shaman: 2; Witch: 2; Hunter: 2
Components: S, DF
Casting time: 1 standard action
Range: personal
Duration: 10 minutes/level
Saving Throws:
Spell Resistance:
Target: you

Description: Speak normally while in animal form.

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 you're in animal form, using animal-appropriate somatic components.

Bestow Auras

School: abjuration [] ()
Domain:
Level: Antipaladin: 3; Paladin: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level (D)
Saving Throws: Will negates (harmless)
Spell Resistance: yes
Target: one creature

Description: Transfer your paladin or antipaladin auras to another creature.

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.

You cannot transfer an aura that affects only you (such as aura of good).

Blade Lash

School: transmutation [] ()
Domain:
Level: Bloodrager: 1; Magus: 1
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Saving Throws: none
Spell Resistance: no
Target: your melee weapon

Description: Use your weapon like a whip to trip an opponent.

Your weapon elongates and becomes whiplike. 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.

Blazing Rainbow

School: evocation [] (light)
Domain:
Level: Druid: 6; Hunter: 6
Components: V, S, M (a drop of rainwater)
Casting time: 1 round
Range: 0 ft. or 10 ft./level
Duration: 1 minute/level or until discharged (see text)
Saving Throws: none
Spell Resistance: no
Effect: bow or bridge of light

Description: Create bow with brilliant energy arrows or a bridge that helps allies and hinders opponents.

You create a spectrum of multicolored solid light that can be used for one of two effects.

BowThe spell creates a longbow or a shortbow appropriate for your size, and you are proficient in the use of this weapon. When drawn, the bow automatically creates a +1 seeking brilliant energy arrow; it cannot fire any other arrows. A creature struck by one of these arrows is surrounded by faerie fire and dazzled for 1 minute. This version of the spell ends when you have fired a number of arrows equal to your caster level.

BridgeThe light forms a bridge or a ramp 5 feet wide and up to 10 feet long per caster level. Creatures on the bridge are dazzled. Allies gain a bonus equal to your Wisdom modifier (minimum 1) on checks, saves, and to their CMD to resist being moved from the bridge against their will. Enemies take a penalty equal to your Wisdom modifier (minimum 1) on checks, on saves, and to CMD to resist being moved from the bridge against their will.

Blessed Fist

School: transmutation [] (good)
Domain:
Level: Cleric: 1; Oracle: 1; Warpriest: 1; Paladin: 1
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: none
Spell Resistance: yes
Target: creature touched

Description: Target doesn't provoke attacks of opportunity with unarmed strikes.

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 purpose of overcoming damage reduction.

Bloatbomb

School: necromancy [] (acid,death)
Domain:
Level: Antipaladin: 4; Cleric: 4; Oracle: 4; Warpriest: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: instantaneous and 1 minute/level (see text)
Saving Throws: Fortitude negates or Reflex half (see text)
Spell Resistance: yes
Target: living creature touched

Description: Kill a weak creature and turn its corpse into an explosive trap.

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).

Blood Armor

School: transmutation [] ()
Domain:
Level: Alchemist: 2; Investigator: 2; Bloodrager: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Summoner: 2; Witch: 2
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you

Description: Your blood hardens when you are wounded, increasing your AC.

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 you are underwater or in an environment that lacks air.

Blood Sentinel

School: transmutation [] ()
Domain:
Level: Alchemist: 3; Investigator: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3
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)
Casting time: 1 standard action
Range: touch
Duration: 10 minutes/level
Saving Throws: none
Spell Resistance: no (harmless)
Target: one animal sculpture

Description: Animate an animal sculpture to be your temporary familiar.

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.

Blurred Movement

School: illusion [glamer] ()
Domain:
Level: Alchemist: 1; Investigator: 1; Bard: 1; Skald: 1; Bloodrager: 1; Magus: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1; Summoner: 1
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level (D)
Saving Throws:
Spell Resistance:
Target: you

Description: As blur, but only while you are moving.

This spell functions as blur, except 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.

Body Capacitance

School: transmutation [] (electricity)
Domain:
Level: Alchemist: 1; Investigator: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1
Components: V, S, M (an iron coil)
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level or until discharged (see text)
Saving Throws:
Spell Resistance:
Target: you

Description: Store electricity attacks used against you and release the energy as a touch attack.

If you take electricity damage while this spell is active, some of the energy is stored on your skin, as per when 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.

Bullet Ward

School: abjuration [] ()
Domain:
Level: Antipaladin: 2; Bard: 2; Skald: 2; Inquisitor: 2; Paladin: 2; Ranger: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2; Hunter: 2
Components: V, S, F (one to four adamantine bullets, each worth 61 gp)
Casting time: 1 standard action
Range: personal
Duration: 10 minutes/level or until discharged
Saving Throws:
Spell Resistance:
Target: you

Description: Adamantine bullets intercept firearm attacks.

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.

Buoyancy

School: transmutation [] ()
Domain:
Level: Bard: 2; Skald: 2; Shaman: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2
Components: V
Casting time: 1 immediate action
Range: close (25 ft. + 5 ft./2 levels)
Duration: up to 1 round/level (see text)
Saving Throws: Will negates (harmless) or Will negates (object)
Spell Resistance: yes (object)
Targets: one Medium or smaller object or creature/level, no two of which can be more than 20 ft. apart

Description: Targets easily float on water.

The affected targets become incredibly buoyant, floating naturally 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. If a target spends at least 1 round on dry land, the spell ends for that creature only.

Chameleon Stride, Greater

School: illusion [glamer] ()
Domain: Plains Domain: 2
Level: Ranger: 3; Hunter: 3
Components: V, S, DF
Casting time: 1 standard action
Range: 5 ft.
Duration: 1 minute/level (see text)
Saving Throws:
Spell Resistance:
Area: allies in a 10-ft.-radius emanation centered on you

Description: As chameleon stride, but affecting all nearby creatures.

This spell functions as chameleon stride, except it confers its bonuses upon all allies within 10 feet of you at the time the spell is cast. Those affected by this spell are able to see each other and themselves as if they were unaffected by the spell. If an affected creature moves out of the area, it loses the benefit of the spell. Creatures that move into the area after the spell is cast do not gain its benefit.

Climbing Beanstalk

School: conjuration [creation] ()
Domain:
Level: Druid: 2; Witch: 2; Hunter: 2
Components: V, S, DF
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws:
Spell Resistance:
Effect: 5-ft. square of climbable beanstalks

Description: Create a beanstalk that is very easy to climb.

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 (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, hp 40).

If the ground is capable of supporting plant life, the beanstalk continues to live as a normal plant, and it produces nutritious (if unappetizing) beans. Otherwise, the plant dies after 1d6 hours; its husk remains as durable as a small tree.

Companion Life Link

School: necromancy [] ()
Domain:
Level: Druid: 2; Ranger: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2; Hunter: 2
Components: V, S, M/DF (a drop of eidolon ichor)
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level (see text)
Saving Throws: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
Target: one of your animal companions or your familiar

Description: Sense whenever your companion is wounded and call out to it in a time of need.

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); doing this ends the spell.

Contingent Action

School: evocation [] ()
Domain:
Level: Bard: 3; Skald: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3
Components: V, S
Casting time: 1 minute
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level (D) or until discharged
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one willing creature

Description: Set the condition for triggering a target's readied standard, move, or swift action.

The target gains an extra action that becomes available when a condition that 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.

The condition needed to trigger the readied action must be clear, although it can be general. If a complicated or convoluted condition is prescribed, the whole combination might fail when triggered. For example, suppose the trigger and the action are stated as "If the target is attacked while he is not holding a weapon, he draws a weapon." If the target has no weapon to draw when the trigger occurs, the action fails. If the trigger and the action are "If an ally within 20 feet falls unconscious, the target moves to a space adjacent to that ally" but the target is chained to a wall when the trigger occurs and can't reach the unconscious ally, the action fails.

The readied action must be a standard, a move, or a swift action, and it cannot be used to cast a spell or use a supernatural ability. This action counts as a readied action and doesn't count toward the number of actions the creature can take in a round. When the condition occurs, the target can decide not to use the readied action. Once the condition is triggered, the spell is discharged—whether or not the target uses the readied action or the action is successful.

This spell counts as a contingency spell for the purpose of having multiple contingent effects on a creature at the same time.

Contingent Scroll

School: evocation [] ()
Domain:
Level: Bard: 4; Skald: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4
Components: V, S, M (the scroll to be triggered; see text), F (a platinum quill worth 100 gp)
Casting time: 10 minutes
Range: personal
Duration: 10 minutes/level (D) or until discharged
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: you

Description: Transfer a scroll's power to the target; the scroll is then triggered as contingency.

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).

The writing on the scroll appears on the target's skin in any location you desire; this writing does not harm or interfere with the target in any way, and doesn't need to be on exposed skin to function. For example, you could make the writing appear under a target's clothing. The writing on the target's skin can be deciphered and identified as if it were the scroll it was copied from. Damaging the target has no effect on the stored spell, but effects such as erase that target magical writing can affect it.

The condition needed to bring the spell into effect must be clear, although it can be general. In all cases, this spell immediately brings into effect the scroll's spell, the latter being effectively cast instantaneously when the trigger occurs. If a complicated or convoluted condition is prescribed, the whole spell combination (the contingent scroll and the scroll's spell) might fail when triggered. The scroll's spell occurs based solely on the stated conditions, regardless of whether you want it occur to at that moment.

This spell counts as a contingency spell for the purpose of having multiple contingent effects on a creature at the same time.

Creeping Ice

School: evocation [] (cold)
Domain:
Level: Druid: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4; Summoner: 3; Hunter: 4
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 10 minutes/level
Saving Throws: Reflex negates (see text)
Spell Resistance: yes
Effect: anchored plane of ice, up to one 10-ft. square/level

Description: Sheet of ice slowly spreads outward on a horizontal surface.

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.

Each 10-foot square of ice has 3 hit points per inch of thickness. Creatures can hit the ice automatically. A section of ice whose hit points drop to 0 is destroyed, leaving an area of ice chunks, slush, and snow that counts as difficult terrain. If a creature tries to break through the ice with a single attack, the DC of the Strength check is 15 + your caster level.

Each round on your turn, the sheet of ice grows 1 foot in all directions except toward you. This growth is slow enough that any creature in the area has time to move out of the way or step onto the ice. If the growing ice completely covers a creature's square, the creature must choose whether it moves onto the sheet of ice, is knocked prone on the sheet of ice, or is bull rushed into an adjacent square.

Crimson Confession

School: abjuration [] ()
Domain:
Level: Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2
Components: V, S
Casting time: 10 minutes
Range: touch
Duration: permanent and 1 hour/level (see text)
Saving Throws: Fortitude negates
Spell Resistance: yes
Target or Area: object touched or up to 1 sq. ft.

Description: Touching the marked object or area turns one's skin red.

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.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible mark. A read magic spell reveals the words, if any. The ward cannot be dispelled, but it can be removed by the caster or by an erase spell.

Curse Of Burning Sleep

School: transmutation [] (curse,fire)
Domain:
Level: Shaman: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4; Witch: 4
Components: V, S, M (a feather and a drop of oil)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: permanent until triggered (see text)
Saving Throws: Will negates (see text)
Spell Resistance: yes
Target: one creature

Description: Creature catches fire the next time it sleeps for an hour.

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.

Only one of these spells can be in place on a creature at any time. This has no effect on creatures that don't sleep.

Dimensional Bounce

School: conjuration [teleportation] ()
Domain:
Level: Sorcerer: 7; Wizard: 7; Arcanist: 7; Summoner: 6; Witch: 7
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level or until discharged
Saving Throws: none and Will negates (object)
Spell Resistance: no and yes (object)
Targets: you and touched objects or other touched willing creatures

Description: Teleport multiple times between two designated locations.

You designate two locations within range and create a dimensional link between them; you must have line of effect to both locations when casting this spell. As a swift action, you can teleport from your current location to either of the designated locations as if you had cast dimension door. The spell is discharged once you have used it to teleport a number of times equal to one-fourth your caster level (maximum 5 times).

Disable Construct

School: transmutation [] ()
Domain:
Level: Alchemist: 3; Investigator: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 round/level (D)
Saving Throws: Will negates
Spell Resistance: no
Target: construct touched

Description: Touch attack makes a construct helpless for 1 round/level.

You can make a melee touch attack to send a pulse into the target, interfering with the magic that endows it with life. If the construct fails its saving throw, it becomes helpless, but it receives a new save each round at the end of its turn to shake off the effect. If the construct is normally immune to magic, the pulse is less effective and the construct receives a +4 bonus on its saving throw..

Discern Next Of Kin

School: divination [] (mind-affecting)
Domain:
Level: Bard: 1; Skald: 1; Shaman: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1; Witch: 1
Components: V, S, F (a copper piece)
Casting time: 1 standard action
Range: 60 ft.
Duration: concentration, up to 1 minute/level (D)
Saving Throws: Will negates (see text)
Spell Resistance: yes
Target: one creature

Description: Read the target's mind to learn about its family.

You can scan the thoughts of one individual and learn the names and locations of the target's living relatives, as well as the attitude of the target toward those relatives (and vice versa). You learn about one relative per round you concentrate on the target. For example, you might learn that the target's father's name is Jarn, the father lives on a nearby farm, and the target and his father don't get along. Since this spell reads the target's mind, you can learn only what the target knows or believes.

Disguise Weapon

School: illusion [glamer] ()
Domain:
Level: Bard: 1; Skald: 1; Magus: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1; Witch: 1
Components: V, S
Casting time: 1 round
Range: touch
Duration: 1 hour/level (D)
Saving Throws: none
Spell Resistance: no
Target: manufactured weapon touched

Description: Changes one weapon's appearance.

You make one manufactured weapon look like a different manufactured weapon of the same size and relative encumbrance (light, one-handed, or two-handed). For example, you could make a Small greatsword look like a Small quarterstaff, a Medium club, or a Large dagger. Even the appearance of an improvised weapon is possible. The extent of the apparent change is up to you. You could add or obscure a minor feature or make the item look like it is composed of different materials (stone, wood, adamantine, and so on). The spell does not provide any of the abilities of the chosen form, nor does it alter the perceived tactile or audible properties of the item or how it is wielded. A creature that interacts with the glamer may attempt a Will save to recognize it as an illusion.

Enchantment Foil

School: abjuration [] ()
Domain:
Level: Alchemist: 4; Investigator: 4; Cleric: 4; Oracle: 4; Warpriest: 4; Inquisitor: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4; Witch: 4
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 hour/level (see text)
Saving Throws:
Spell Resistance:
Target: you

Description: Trick opponents who try to cast enchantments on you.

You gain a +4 bonus on saving throws against enchantment effects. If you succeed at a save against an enchantment effect, you identify the effect as if you had succeeded at a Spellcraft check to do so. Furthermore, you can choose to act as if you had failed your saving throw. If you do so, you gain a +20 bonus on Bluff checks to convince others that you failed your save and are under the enchantment's effects. A creature that attempts to use magic to detect this ruse or to make you speak truthfully about it must succeed at a caster level check (DC 15 + your caster level) to do so.

Enemy Insight

School: divination [] ()
Domain:
Level: Ranger: 2; Hunter: 2
Components: V, S, DF
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Saving Throws: none
Spell Resistance: no
Targets: you plus one willing creature/3 levels, no two of which can be more than 30 ft. apart

Description: Grant others a bonus against your favored enemies.

You forge a mental bond between yourself and the other targets, each of which must have an Intelligence score of 3 or higher. Choose one of your favored enemy types (such as goblinoids or magical beasts). You grant the targets half your favored enemy bonus against that type of creature. If any target moves out of range, the spell ends for it.

Euphoric Cloud

School: conjuration [creation] (poison)
Domain:
Level: Druid: 2; Magus: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2; Hunter: 2
Components: V, S, M (rare mushrooms worth 5 gp)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throws: Fortitude negates (see text)
Spell Resistance: no
Effect: fog spreads in 20-ft. radius, 20 ft. high

Description: Fog obscures vision and fascinates living creatures.

You create a bank of fog similar to that created by fog cloud except its vapors are intoxicating. Living creatures in the cloud become fascinated. This condition lasts as long as a creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds at its save but remains in the cloud must continue to save each round on your turn.

Extreme Flexibility

School: transmutation [] ()
Domain:
Level: Alchemist: 2; Investigator: 2; Bloodrager: 2; Magus: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you

Description: Gain a bonus to AC, on Escape Artist checks, and when grappling.

You gain a +1 dodge bonus to AC, a +4 circumstance bonus on Escape Artist checks and combat maneuver checks to escape a grapple, and a +4 circumstance bonus to your CMD against grapple attempts.

Eyes Of The Void

School: transmutation [] ()
Domain:
Level: Alchemist: 4; Investigator: 4; Antipaladin: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4
Components: V, S, M (a pinch of dried carrot or an agate)
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you

Description: See 60 ft. in darkness, including magical darkness.

You gain the ability to see 60 feet in total darkness, including that created by deeper darkness. This vision is black-and-white only, but otherwise like normal sight. While affected, your eyes turn completely black (but appear white to anyone viewing you with darkvision).

Fairy Ring Retreat

School: conjuration [creation] ()
Domain:
Level: Druid: 7; Shaman: 7; Witch: 7
Components: V, S, DF
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 2 hours/level (D)
Saving Throws: none
Spell Resistance: no
Effect: extradimensional meadow, up to three 10-ft. cubes/level (S)

Description: Toadstool circle leads to an extradimensional meadow.

You conjure up an extradimensional meadow that can be accessed from a single entrance on the plane from which the spell was cast. The entry point looks like a circle of toadstools enclosing a 10-foot square. Only those you designate can enter the meadow before you do, and the portal is shut and made invisible behind you when you enter. You can open it again from your own side at will. Once visitors have passed through the entry point, they find themselves in an idyllic twilight meadow surrounded by an impassable grove of fruit and nut trees. The atmosphere is clean, fresh, and warm.

You can configure the meadow in any shape you desire, to the limit of the spell's effect. The place is comfortable and temperate. The trees can provide enough food to sustain four people per caster level for a day. A staff of near-transparent animal or feylike servants (as many as two per caster level) wait upon all who enter. The servants function as unseen servant spells except they are visible and can go anywhere in the meadow.

Since the place can be entered only through its special portal, outside conditions do not affect the meadow, nor do conditions inside it pass to the plane beyond.

Familiar Double

School: illusion [shadow] (shadow)
Domain:
Level: Witch: 7
Components:
Casting time:
Range:
Duration:
Saving Throws:
Spell Resistance:

Description: As project image, but the image follows your familiar.

This spell functions as project image, except the image appears in your familiar's square and moves when your familiar moves.

Feast On Fear

School: necromancy [] (emotion,fear,mind-affecting)
Domain:
Level: Bard: 4; Skald: 4; Shaman: 5; Sorcerer: 5; Wizard: 5; Arcanist: 5; Witch: 5
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Saving Throws: Fortitude negates
Spell Resistance: yes
Targets: one or more living creatures (see text)

Description: Targets are panicked, and you gain temporary hit points.

Each round, as a standard action, you can target a single living creature of up to 9 HD and strike it with terrifying waves of power. If the target fails its saving throw, it becomes panicked for 1d4 rounds, and you gain 5 temporary hit points (which disappear after 1 hour). After the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time.

These temporary hit points stack if they come from different creatures.

Flaming Sphere, Greater

School: evocation [] (fire)
Domain:
Level: Bloodrager: 4; Druid: 4; Magus: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4; Hunter: 4
Components: V, S, M/DF (tallow, brimstone, and powdered iron)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throws: Reflex negates (see text)
Spell Resistance: yes
Effect: 5-ft.-diameter sphere

Description: Rolling ball of fire deals 6d6 fire damage and ignites targets.

This spell functions as flaming sphere, except it deals 6d6 points of fire damage to any creature it strikes. Any creature that fails its save against the sphere catches on fire. If a creature catches on fire, the DC to extinguish the flames is equal to the DC of this spell.

Flexible Fury

School: transmutation [] ()
Domain:
Level: Bard: 3; Skald: 3
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws:
Spell Resistance:
Target: you

Description: Swap one rage power for another.

You swap one of your current rage powers for another rage power you qualify for. If the rage power granted by this spell has a use limitation (such as a number of times per day), any uses of that rage power count toward that limit (in case you gained that rage power through later castings of this spell).

If you swap out a rage power that is required to qualify for another one of your rage powers, you cannot use any rage powers dependent on the one you swapped out until the spell ends. For example, if you have the intimidating glare and terrifying howl rage powers and you swap out intimidating glare for surprise accuracy, you cannot use terrifying howl until the spell ends.

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