Human Spells
Humans have access to the following spells.
School: enchantment [compulsion] ()Domain:
Level: bard: 2; skald: 2; cleric: 3; oracle: 3; warpriest: 3; inquisitor: 2; sorcerer: 2; wizard: 2; arcanist: 2; witch: 2
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one creature touched
Description: Target gains a +2 insight bonus on skill checks with a skill you have at least one rank in and is considered trained in that skill.
When casting this spell, choose a single skill that you have at least one rank in. The target gains a +2 insight bonus on skill checks with this skill and is considered trained in that skill. The insight bonus increases by 1 for every four levels of the caster (maximum +6). Furthermore, once before the spell's duration, the target can choose to roll two checks and take the greater result. Doing so ends the spell's other effects.
School: necromancy [] (curse,fear)Domain:
Level: druid: 7; witch: 7
Components: V, S, M (a flask of seawater)
Casting time: 1 standard action
Range: touch
Duration: permanent
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature
Description: You mark the target with a black marking on its skin; The mark functions as a mark of justice but with respect to water.
You mark the target with a black marking on its skin; the mark's exact appearance determined by you, but can be no larger than your hand. The black mark functions as a mark of justice, and when the mark is activated, the target becomes shaken anytime it is on or in the water more than a 5 feet from shore. In addition, as long as the black mark is active, the target is affected as if subject to nature's exile , but all creatures with the aquatic or water subtype or with a swim speed are made hostile, even those not of the animal type, though non-aquatic animals are not.
Old Salt's Curse
School: necromancy [] (curse)Domain:
Level: druid: 5; witch: 5; hunter: 5
Components: V, S, M (a flask of seawater)
Casting time: 1 standard action
Range: touch
Duration: permanent
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature
Description: You inflict a curse of the roiling sea upon the target, making it permanently sickened.
You inflict a curse of the roiling sea upon the target, making it permanently sickened. Anytime the target is on or in the water more than a mile from shore, it also becomes staggered with seasickness. This curse cannot be dispelled, though remove curse or break enchantment can negate it.