Spells
School: transmutation [] ()Domain:
Level: Alchemist: 3; Investigator: 3
Components: S
Casting time: 1 standard action
Range: touch
Duration: 1 day/level (D)
Saving Throws: Fortitude negates (object)
Spell Resistance: no
Target: object touched
Description: Caster absorbs an item for 1 day/level.
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.
An absorbed object melds with your hand and cannot be targeted, but the object's weight still counts against your carrying capacity. If you dismiss the spell, the item appears in the hand that absorbed it, or falls to the ground if that hand is full. Multiple castings let you absorb additional items, but you can only store a single item per hand.
School: transmutation [] (poison)Domain:
Level: Arcanist: 2; Druid: 2; Elementalist Wizard: 2; Hunter: 2; Ranger: 2; Sorcerer: 2; Wizard: 2
Components: V, S, M (a thorn)
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Saving Throws: Fortitude negates
Spell Resistance: yes
Target: creature touched
Description: Hastens targeted poison's onset.
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.
School: transmutation [] ()Domain:
Level: Alchemist: 2; Investigator: 2
Components: S
Casting time: 1 standard action
Range: personal
Duration: 1 round
Saving Throws:
Spell Resistance:
Target: you
Description: Gain potion's benefits without consuming it.
This extract causes a pale aura to emanate from your mouth. If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.
School: transmutation [] ()Domain:
Level: Ranger: 2; Hunter: 2
Components: V, S, M (a pinch of salt and pepper)
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Saving Throws: Will negates (object)
Spell Resistance: yes (object)
Target: object touched, weighing up to 5 lbs./level
Description: Turns item up to 5 lbs./level into food.
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. One pound of allfood provides enough sustenance to support a Medium creature for an entire day.
Objects of similar nature in close proximity, such as a pile of rocks, count as a single object for the purpose of this spell. You cannot use this spell to transform objects with magical or other exceptional qualities. An object's hardness is considered to be 0 for the purposes of eating it, but it retains its normal hardness for all other situations, and becomes no more vulnerable to sunder attacks, break attempts, or any other action typically directed against objects. Objects such as hot coals or a burning torch continue to produce energy even after you transform them into allfood and if a creature attempts to eat such an object, it takes damage accordingly.
School: transmutation [] (air)Domain:
Level: Arcanist: 1; Druid: 1; Elementalist Wizard: 1; Hunter: 1; Sorcerer: 1; Wizard: 1
Components: V, S
Casting time: 1 minute
Range: touch
Duration: 1 hour/level
Saving Throws: Will negates
Spell Resistance: yes
Area: immobile 10-ft.-radius emanation
Description: Increase/decrease strength of natural winds.
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 (Core Rulebook 439). 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.
Caster Level
Caster Level | Wind Force |
---|---|
1st–3rd | Light |
4th–9th | Moderate |
10th–15th | Strong |
16th or higher | Severe |
Domain:
Level: Alchemist: 3; Investigator: 3
Components: S
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws:
Spell Resistance:
Target: you
Description: Empowers or extends the effects of any potion or elixir.
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.
Ant Haul
School: transmutation [] ()Domain:
Level: Alchemist: 1; Investigator: 1; Cleric: 1; Oracle: 1; Warpriest: 1; Druid: 1; Ranger: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1; Summoner: 1; Hunter: 1
Components: V, S, M/DF (a small pulley)
Casting time: 1 standard action
Range: touch
Duration: 2 hours/level
Saving Throws: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
Target: creature touched
Description: Triples carrying capacity of a creature.
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.
School: conjuration [creation] (water)Domain:
Level: Arcanist: 3; Bloodrager: 3; Druid: 3; Elementalist Wizard: 3; Hunter: 3; Magus: 3; Sorcerer: 3; Summoner: 3; Wizard: 3
Components: V, S, M (a drop of water and a glass bead)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throws: Reflex negates
Spell Resistance: no
Effect: 10-ft.-diameter sphere
Description: Creates rolling sphere of water.
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 nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.
Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range.
School: evocation [] ()Domain:
Level: Bard: 3; Skald: 3
Components: V, S, M (a spent wand)
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws: none
Spell Resistance: no
Target: you
Area: 10-ft.-radius emanation centered on you
Description: Grants metamagic to arcane spells.
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).
School: conjuration [creation] ()Domain:
Level: Ranger: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Hunter: 2
Components: V, S, M (arrow or crossbow bolt)
Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: instantaneous
Saving Throws: none
Spell Resistance: yes
Area: 30-ft.-radius burst
Description: Creates duplicates of killing arrow.
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.
School: transmutation [polymorph] ()Domain: Arctic Domain: 2
Level: Druid: 2; Ranger: 2; Hunter: 2
Components: V, S, DF
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you
Description: +2 AC and combat maneuver rolls.
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.
School: transmutation [polymorph] ()Domain: Eagle Domain: 1
Level: Druid: 1; Ranger: 1; Hunter: 1
Components: V, S, DF
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you
Description: Gives bonuses on Perception and ranged attacks.
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/×3. This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.
School: transmutation [polymorph] ()Domain: Plains Domain: 4
Level: Druid: 4; Ranger: 3; Hunter: 3
Components: V, S, DF
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you
Description: +2 AC against attacks of opportunity and increases speed.
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. Furthermore, when you are hit with an attack of opportunity, you can make a single attack with your antlers against the opponent that hit you as an immediate action. This attack uses your highest base attack bonus plus your Strength or Dexterity bonus (your choice) and deals 1d8 points of piercing damage (if you are Medium; 1d6 points of damage if Small) plus your Strength modifier on a successful hit. The antlers have a critical multiplier of 19–20/×2.
School: transmutation [polymorph] ()Domain: Arctic Domain: 5; Wolf Domain: 3
Level: Druid: 5; Ranger: 4; Hunter: 4
Components: V, S, DF
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you
Description: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
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. You gain a +4 enhancement bonus to Strength and Dexterity, the scent ability, a +2 enhancement bonus on trip attacks, and can make a trip combat maneuver as a swift action. This trip attack does not provoke attacks of opportunity.
Aura Of Greater Courage
School: abjuration [] (emotion)Domain:
Level: Paladin: 2
Components: V, S, DF
Casting time: 1 standard action
Range: personal
Duration: 10 minutes/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Area: 10-ft.-radius emanation centered on you
Description: Increases strength of a paladin's aura of courage.
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.
Ball Lightning
School: evocation [] (air,electricity)Domain:
Level: Arcanist: 4; Bloodrager: 4; Druid: 4; Elementalist Wizard: 4; Hunter: 4; Magus: 4; Shaman: 4; Sorcerer: 4; Wizard: 4
Components: V, S, M/DF (a small iron ring)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throws: Reflex negates
Spell Resistance: yes
Effect: two or more 5-ft.-diameter spheres
Description: Flying balls of lightning deal 3d6 electricity damage each.
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.
If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a –4 penalty on this saving throw.
Each globe moves as long as you actively direct it (it's a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the spell's range.
School: abjuration [] ()Domain:
Level: Inquisitor: 3; Witch: 5
Components: V, S, M (a cold iron nail)
Casting time: 1 standard action
Range: touch
Duration: instantaneous and 1 round/level; see text
Saving Throws: none
Spell Resistance: no
Target: one creature or object
Description: Dispels touched illusion or a creature's change in form.
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. The caster level for supernatural abilities such as change shape is equal to the target creature's Hit Dice. A creature returned to its natural form by banish seeming is prevented from changing its form again for a number of rounds equal to your caster level.
Banish seeming has no effect on nonmagical means of changing appearance, such as that provided by a disguise or extraordinary ability.
Bard's Escape
School: conjuration [teleportation] ()Domain:
Level: Bard: 5; Skald: 5
Components: V, S, M (pieces of a smashed fiddle)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: instantaneous
Saving Throws: none
Spell Resistance: no
Target: you and up to 1 willing creature/2 caster levels, no two of which can be more than 30 ft. apart
Description: You and allies escape an emergency by teleporting to safety.
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.
School: enchantment [compulsion] (mind-affecting)Domain: Monkey Domain: 1
Level: Bard: 1; Skald: 1; Witch: 1
Components: V, S, F (the object to be offered)
Casting time: 1 standard action
Range: 5 ft.
Duration: 1 round
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature
Description: Subject immediately accepts an offered item and uses it.
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.
School: abjuration [] ()Domain:
Level: Paladin: 2
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Will (harmless)
Spell Resistance: yes (harmless)
Target: one good creature touched
Description: Subject gains bonus on saving throws equal to Cha modifier.
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.
School: conjuration [healing] (good,mind-affecting)Domain:
Level: Paladin: 4
Components: V
Casting time: 1 standard action or immediate action; see text
Range:
Duration: instantaneous and 1 round/level; see text
Saving Throws: Will partial
Spell Resistance: yes
Area: 30-ft.-radius burst centered on you
Description: Last stand cures good creatures, hurts evil.
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.
When you cast this spell, any good creature within range is healed for 1d6 points of damage per two caster levels. All evil creatures within range take the same amount as damage instead (a successful Will save halves this damage). In addition, all allies and enemies within range are affected as if by the prayer spell for 1 round per caster level.
School: conjuration [healing] (emotion)Domain:
Level: Cleric: 2; Oracle: 2; Warpriest: 2; Paladin: 2
Components: V, S, DF
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level (see below)
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one living creature
Description: Grants a +2 bonus on saves vs. fear and death.
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).
School: transmutation [] ()Domain:
Level: Cleric: 4; Oracle: 4; Warpriest: 4
Components: V, S, DF
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Saving Throws: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Description: Gives allies a choice of benefits.
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).
- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
School: transmutation [polymorph] ()Domain: Frog Domain: 5; Jungle Domain: 5
Level: Druid: 5; Ranger: 4; Hunter: 4
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 1 round/level
Saving Throws: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
Target: creature touched
Description: Subject gets fast healing 5, fire resistance 20, +2 CMD.
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.
School: divination [] ()Domain:
Level: Arcanist: 3; Bard: 2; Bloodrager: 3; Cleric: 3; Inquisitor: 3; Oracle: 3; Skald: 2; Sorcerer: 3; Warpriest: 3; Wizard: 3
Components: V, S, M/DF (a scrap of parchment)
Casting time: 1 minute
Range: touch
Duration: instantaneous
Saving Throws: Will negates (see text)
Spell Resistance: no
Target: one creature's blood or one bloodstain
Description: Learn about a creature with its blood.
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).
- Who are you? (The name by which the creature is most commonly known)
- What are you? (Gender, race, profession/role)
- How was your blood shed? (Brief outline of the events that caused its wound, to the best of the victim's knowledge)
- When was your blood shed?
These answers always appear in a language you can read even if the creature cannot speak that or any language.
School: transmutation [] ()Domain: Wolf Domain: 2
Level: Alchemist: 3; Investigator: 3; Inquisitor: 2; Ranger: 2; Hunter: 2
Components: V, S, M (a drop of blood and a pinch of cinnamon)
Casting time: 1 standard action
Range: personal
Duration: 1 hour/level
Saving Throws:
Spell Resistance:
Target: you
Description: Gives caster the scent special ability.
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.
School: necromancy [] ()Domain:
Level: Druid: 4; Ranger: 3; Hunter: 3
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
Target: living creature touched
Description: Gives creature the ability to deal bleed damage with natural attacks.
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.
School: transmutation [] ()Domain:
Level: Alchemist: 1; Investigator: 1
Components: S
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws:
Spell Resistance:
Target: you
Description: Increases thrown weapon range; +1 attack.
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.
School: evocation [] ()Domain: Fate Subdomain: 3
Level: Oracle: 3
Components: V
Casting time: 1 immediate action
Range: personal
Duration: instantaneous; see text
Saving Throws:
Spell Resistance:
Target: you
Description: Retry attack or check, but do worse on next two.
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.
School: transmutation [] ()Domain:
Level: Bard: 1; Skald: 1
Components: S
Casting time: 1 standard action
Range: touch
Duration: up to 1 round/level (see description)
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: creature touched
Description: Make a skill check using another's ranks.
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. If you take longer than the spell's duration to make the check or the check requires more time, then it fails and you must use your own skill ranks (if any). If the borrowed skill is a class skill for you, you gain the +3 bonus on checks using that skill.
Bow Spirit
School: conjuration [creation] ()Domain:
Level: Ranger: 4; Hunter: 4
Components: V, S, DF
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws:
Spell Resistance:
Target: you
Description: Summons an invisible spirit that fires your arrows for you as a swift action.
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. A bow spirit's attacks do not provoke attacks of opportunity. There must be ammunition available for the bow spirit to use, and it expends ammunition as if used by you.
A bow spirit occupies your space, and moves with you. It cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A bow spirit's AC against touch attacks is 10 + your Dexterity modifier.
School: transmutation [] (curse)Domain:
Level: Inquisitor: 0
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 1 day/level
Saving Throws: Fortitude negates
Spell Resistance: yes
Target: creature touched
Description: Creates permanent brand on target creature.
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.
School: transmutation [] ()Domain:
Level: Arcanist: 1; Bloodrager: 1; Sorcerer: 1; Wizard: 1
Components: V, S, M (a twig)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws: Fortitude negates (object)
Spell Resistance: yes (object)
Target: one Medium or smaller object
Description: Gives an object the broken condition.
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.
School: evocation [] (language-dependent)Domain: Leadership Subdomain: 6
Level: Bard: 6; Skald: 6
Components: V
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level and special (see below)
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one living creature
Description: Take best of two d20 rolls.
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.
School: transmutation [] ()Domain:
Level: Druid: 1; Hunter: 1
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Fortitude negates (harmless)
Spell Resistance: yes
Target: one creature
Description: Trade natural armor bonus for a bonus on attacks with natural weapons.
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. All attacks directed against the creature use its adjusted AC until the start of its next turn, at which time it can choose to modify its AC again or keep it at its current level. Creatures make this decision without any need for conscious thought or reflection; even creatures with no Intelligence score can benefit from this spell, although they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might lose.
School: evocation [] (fire)Domain:
Level: Arcanist: 2; Bloodrager: 2; Druid: 2; Elementalist Wizard: 2; Hunter: 2; Magus: 2; Shaman: 2; Sorcerer: 2; Witch: 2; Wizard: 2
Components: V, S, M/DF (eye of a mundane salamander)
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws: Fortitude negates (see text)
Spell Resistance: yes
Target: you
Description: Inflict 1d6 fire damage to creature by looking at it.
Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance.
As a standard action as long as this spell's effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the spell must make a Reflex save or catch fire. Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze.
Note that this spell does not grant an actual gaze attack—foes and allies are not in danger of catching on fire simply by meeting your gaze.
School: evocation [] ()Domain:
Level: Inquisitor: 1
Components: V
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Saving Throws: Fortitude half (object)
Spell Resistance: yes
Target: one object or creature restraining you
Description: 1d6 damage/level (max 5d6) to restraints.
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.
You can also target a creature that is grappling or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to use burst bonds against a creature, and you can cast this spell without making a concentration check while grappled or pinned. The creature does not take damage as above. If you are grappled and your target fails its save, you may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability that originally allowed a saving throw, burst bonds allows a new saving throw with a +1 luck bonus per two caster levels (maximum +5).
School: enchantment [compulsion] (mind-affecting)Domain: Monkey Domain: 3
Level: Bard: 2; Skald: 2
Components: V, S, M (a scrap of sheet music)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature
Description: Nauseates target.
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.
School: enchantment [compulsion] (mind-affecting)Domain:
Level: Bard: 5; Skald: 5
Components: V, S, M (a scrap of sheet music)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature/level (all of which must be within 30 feet)
Description: Nauseates multiple targets.
This spell functions as cacophonous call, except that it affects multiple creatures.
School: transmutation [] (earth)Domain:
Level: Arcanist: 4; Bloodrager: 4; Elementalist Wizard: 4; Sorcerer: 4; Wizard: 4
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 round/level
Saving Throws: Fortitude partial
Spell Resistance: yes
Target: creature or creatures touched (up to one per level)
Description: Touch attack slows target, 1d4 Dex damage.
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.
Call Animal
School: enchantment [compulsion] (mind-affecting)Domain:
Level: Druid: 1; Ranger: 1; Hunter: 1
Components: V, S, DF
Casting time: 1 standard action
Range: see description
Duration: 1 hour/level (D)
Saving Throws: none
Spell Resistance: none
Effect: one animal whose CR is equal or less than your caster level
Description: Makes an animal come to you.
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.
When the called animal arrives, it approaches to within 5 feet of you and remains nearby for the duration of the spell. Its starting attitude is indifferent, modified by circumstances and interaction. Other than starting attitude, this spell gives you no special influence or ability to communicate with the called animal, although you may use other spells or abilities to do so.
Once the spell's duration expires, the animal acts in accordance with its attitude. Most animals will likely wander off, but a hostile predatory animal may attack, especially if it is hungry or provoked.
Domesticated animals or animals trained by someone else, including such creatures as familiars or animal companions, are unaffected by call animals.
School: evocation [] (fire,light)Domain:
Level: Arcanist: 3; Bard: 3; Druid: 2; Elementalist Wizard: 3; Hunter: 2; Ranger: 2; Skald: 3; Sorcerer: 3; Wizard: 3
Components: V, S, M/DF (ash made from burnt thorns)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 2 hours/level; see below (D)
Saving Throws: none
Spell Resistance: yes
Effect: 20-ft.-radius sphere centered on fire source
Description: Creates a shelter around a campfire.
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. The barrier bocks line of sight, granting creatures on either side of the barrier total concealment from creatures on the other side. Any object or creature passing through the barrier from outside takes 1d6 points of fire damage and is also outlined with light equivalent to that of a torch, for 1d6 minutes. Creatures outlined in this way are plainly visible regardless of the light conditions and do not benefit from any sort of concealment, magical or otherwise. The light is not bright enough to have any special effect on undead or creatures vulnerable to light. Creatures inside the barrier can leave without penalty, but if they try to return they suffer the same consequences as anyone else. If the fire source at the barrier's center is extinguished or moved, the spell ends.
School: enchantment [compulsion] (emotion,fear,language-dependent,mind-affecting)Domain:
Level: Inquisitor: 2
Components: V, S, DF
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level or 1 round; see text
Saving Throws: Will partial
Spell Resistance: yes
Target: one living creature
Description: Causes target to be shaken and cower.
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.
School: enchantment [compulsion] (emotion,fear,language-dependent,mind-affecting)Domain:
Level: Inquisitor: 5
Components: V, S, DF
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level or 1 round; see text
Saving Throws: Will partial
Spell Resistance: yes
Targets: one creature/level, no two of which can be more than 30 ft. apart
Description: As castigate, but affects multiple creatures.
This spell functions as castigate, except it affects many creatures.
Cast Out
School: abjuration [] ()Domain:
Level: Inquisitor: 3
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Saving Throws: Will partial
Spell Resistance: yes
Target: creature touched
Description: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
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.
School: enchantment [compulsion] (mind-affecting)Domain:
Level: Paladin: 1
Components: V, DF
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level (D)
Saving Throws: Will negates
Spell Resistance: yes
Target: one evil creature
Description: Sickens creature if it refuses to fight you.
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.
School: illusion [glamer] ()Domain: Plains Domain: 2
Level: Ranger: 2; Hunter: 2
Components: V, S, DF
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you
Description: Gives a +4 bonus on Stealth checks and concealment.
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).
School: conjuration [creation] (earth)Domain: Mountain Domain: 9
Level: Arcanist: 9; Druid: 9; Elementalist Wizard: 9; Sorcerer: 9; Wizard: 9
Components: V, S
Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: instantaneous
Saving Throws: Reflex partial, see text
Spell Resistance: no
Effect: see text
Description: 20d6 damage to target creature.
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 (see Pathfinder RPG Core Rulebook 415).
If the clashing rocks miss the target, the target still takes 10d6 points of bludgeoning damage from falling rocks and is knocked prone. A successful Reflex save reduces this damage to half and the target remains standing. Creatures other than the target that occupy the spaces where the clashing rocks appear or within their path (30 feet wide, 30 feet high, and up to 60 feet long) must also make Reflex saves or take 10d6 points of bludgeoning damage and be knocked prone (save for half and remain standing). A creature can only take damage once from the clashing rocks, no matter how many times the clashing rocks pass over a target creature.
School: evocation [] ()Domain: Divine Subdomain: 5
Level: Cleric: 5; Oracle: 5; Warpriest: 5; Inquisitor: 6
Components: S, DF
Casting time: 1 standard action
Range: personal
Duration: instantaneous
Saving Throws:
Spell Resistance:
Target: you
Description: As heal, but only cures 4d8 damage +1/level (max +25).
Positive energy infuses and cleanses your body. This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, cleanse functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.
If used by undead or other creatures healed by negative energy, the spell cleanses with negative energy rather than positive.