Spells
Acid Arrow
School: conjuration [creation] (acid)Domain:
Level: Arcanist: 2; Bloodrager: 2; Elementalist Wizard: 2; Magus: 2; Sorcerer: 2; Wizard: 2
Components: V, S, M (rhubarb leaf and an adder's stomach), F (a dart)
Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: 1 round + 1 round per three levels
Saving Throws: none
Spell Resistance: no
Effect: one arrow of acid
Description: Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels.
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.
Acid Fog
School: conjuration [creation] (acid)Domain:
Level: Arcanist: 6; Elementalist Wizard: 6; Magus: 6; Sorcerer: 6; Wizard: 6
Components: V, S, M (powdered peas and an animal hoof)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throws: none
Spell Resistance: no
Effect: fog spreads in 20-ft. radius, 20 ft. high
Description: Fog deals acid damage.
Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
Acid Splash
School: conjuration [creation] (acid)Domain:
Level: Arcanist: 0; Elementalist Wizard: 0; Inquisitor: 0; Magus: 0; Sorcerer: 0; Summoner: 0; Wizard: 0
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws: none
Spell Resistance: no
Effect: one missile of acid
Description: Orb deals 1d3 acid damage.
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Aid
School: enchantment [compulsion] (mind-affecting)Domain: Curse Subdomain: 2; Luck Domain: 2; Tactics Subdomain: 2
Level: Adept: 2; Alchemist: 2; Cleric: 2; Inquisitor: 2; Oracle: 2; Shaman: 2; Warpriest: 2
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 1 min./level
Saving Throws: none
Spell Resistance: yes (harmless)
Target: living creature touched
Description: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
Air Walk
School: transmutation [] (air)Domain: Air Domain: 4; Wind Subdomain: 4
Level: Alchemist: 4; Cleric: 4; Druid: 4; Hunter: 4; Oracle: 4; Warpriest: 4
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Saving Throws: none
Spell Resistance: yes (harmless)
Target: creature (Gargantuan or smaller) touched
Description: Subject treads on air as if solid (climb or descend at 45-degree angle).
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.
A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.
School: abjuration [] ()Domain: Home Subdomain: 1
Level: Arcanist: 1; Bard: 1; Hunter: 1; Inquisitor: 1; Ranger: 1; Skald: 1; Sorcerer: 1; Summoner: 1; Wizard: 1
Components: V, S, F/DF (a tiny bell and a piece of very fine silver wire)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 2 hours/level (D)
Saving Throws: none
Spell Resistance: no
Area: 20-ft.-radius emanation centered on a point in space
Description: Wards an area for 2 hours/level.
Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
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: 2; Inquisitor: 2; Oracle: 2; Warpriest: 2
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 1 min./level
Saving Throws: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
Target: weapon touched or 50 projectiles (all of which must be together at the time of casting)
Description: Weapon becomes good, evil, lawful, or chaotic.
Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.
School: transmutation [polymorph] ()Domain:
Level: Alchemist: 2; Arcanist: 2; Bard: 2; Magus: 2; Shaman: 2; Skald: 2; Sorcerer: 2; Summoner: 2; Witch: 2; Wizard: 2
Components: V, S, M (a piece of the creature whose form you plan to assume)
Casting time: 1 standard action
Range: personal
Duration: 1 min./level (D)
Saving Throws:
Spell Resistance:
Target: you
Description: Assume form of a Small or Medium humanoid.
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.
Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.
Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.
School: divination [] ()Domain: Arcane Subdomain: 6
Level: Alchemist: 6; Arcanist: 6; Bard: 6; Skald: 6; Sorcerer: 6; Witch: 6; Wizard: 6
Components: V, S, F (a ruby and gold lens worth 1,500 gp)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Saving Throws: none or Will negates, see text
Spell Resistance: no
Targets: one object or creature per caster level
Description: Reveals magical aspects of subject.
You can observe magical auras. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.
Analyze dweomer does not function when used on an artifact.
School: transmutation [] ()Domain:
Level: Arcanist: 5; Druid: 5; Hunter: 4; Ranger: 4; Shaman: 5; Sorcerer: 5; Wizard: 5
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 min./level
Saving Throws: Fortitude negates
Spell Resistance: yes
Target: one animal (Gargantuan or smaller)
Description: One animal doubles in size.
The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC, attack rolls, and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.
The spell gives no means of command over an enlarged animal.
Multiple magical effects that increase size do not stack.
School: enchantment [compulsion] (mind-affecting)Domain:
Level: Bard: 2; Druid: 2; Hunter: 1; Ranger: 1; Shaman: 2; Skald: 2
Components: V, S, M (a morsel of food the animal likes)
Casting time: 1 minute
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 day/level
Saving Throws: none; see text
Spell Resistance: yes
Target: one Tiny animal
Description: Sends a Tiny animal to a specific place.
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).
School: transmutation [polymorph] ()Domain: Animal Domain: 7; Aquatic Domain: 7; Eagle Domain: 7; Feather Subdomain: 7; Frog Domain: 7; Fur Subdomain: 7; Monkey Domain: 7; Plains Domain: 8; Serpent Domain: 7; Wolf Domain: 7
Level: Druid: 8; Shaman: 8
Components: V, S, DF
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level (D)
Saving Throws: none, see text
Spell Resistance: yes (harmless)
Targets: up to one willing creature per level, all within 30 ft. of each other.
Description: One ally/level polymorphs into chosen animal.
As beast shape III, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.
School: enchantment [compulsion] (mind-affecting,sonic)Domain: Serpent Domain: 2
Level: Adept: 2; Bard: 2; Druid: 2; Hunter: 2; Skald: 2
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Saving Throws: Will negates
Spell Resistance: yes
Targets: animals or magical beasts with Intelligence 1 or 2
Description: Fascinates 2d6 HD of animals.
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
School: necromancy [] (evil)Domain: Death Domain: 3; Souls Subdomain: 3; Undead Subdomain: 3
Level: Adept: 3; Antipaladin: 3; Arcanist: 4; Cleric: 3; Oracle: 3; Shaman: 3; Sorcerer: 4; Warpriest: 3; Wizard: 4
Components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Saving Throws: none
Spell Resistance: no
Targets: one or more corpses touched
Description: Creates undead skeletons and zombies.
This spell turns corpses into undead skeletons or zombies that obey your spoken commands.
The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
School: transmutation [] ()Domain: Chaos Domain: 6
Level: Bard: 6; Cleric: 6; Oracle: 6; Skald: 6; Warpriest: 6; Witch: 6
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throws: none
Spell Resistance: no
Targets: one Small object per caster level; see text
Description: Objects attack your foes.
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell.
This spell cannot affect objects carried or worn by a creature.
Animate objects can be made permanent with a permanency spell.
School: transmutation [] ()Domain: Decay Subdomain: 7; Growth Subdomain: 7; Plant Domain: 7; Swamp Domain: 7
Level: Druid: 7; Shaman: 7
Components: V
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level or 1 hour/level; see text
Saving Throws: none
Spell Resistance: no
Targets: one Large plant per three caster levels or all plants within range; see text
Description: One or more plants animate and fight for you.
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or a number of larger plants as follows: a Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large don't have hardness.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
School: transmutation [] ()Domain: Artifice Domain: 1; Construct Subdomain: 1
Level: Bard: 1; Skald: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throws: none
Spell Resistance: no
Target: one rope-like object, length up to 50 ft. + 5 ft./level; see text
Description: Makes a rope move at your command.
You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.
The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.
The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.
The rope itself and any knots tied in it are not magical.
The spell cannot affect objects carried or worn by a creature.
School: abjuration [] ()Domain: Animal Domain: 6; Fur Subdomain: 6; Souls Subdomain: 6
Level: Cleric: 6; Druid: 6; Hunter: 6; Oracle: 6; Shaman: 6; Warpriest: 6
Components: V, S, DF
Casting time: 1 round
Range: 10 ft.
Duration: 1 min./level (D)
Saving Throws: none
Spell Resistance: yes
Area: 10-ft.-radius emanation, centered on you
Description: 10-ft.-radius field hedges out living creatures.
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
School: abjuration [] ()Domain: Defense Subdomain: 6; Divine Subdomain: 6; Magic Domain: 6; Protection Domain: 6; Purity Subdomain: 6
Level: Cleric: 8; Oracle: 8; Warpriest: 8; Sorcerer: 6; Wizard: 6; Arcanist: 6
Components: V, S, M/DF (pinch of powdered iron or iron filings)
Casting time: 1 standard action
Range: 10 ft.
Duration: 10 min./level (D)
Saving Throws: none
Spell Resistance: see text
Area: 10-ft.-radius emanation, centered on you
Description: Negates magic within 10 ft.
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
School: enchantment [compulsion] (emotion,mind-affecting)Domain:
Level: Arcanist: 8; Druid: 9; Sorcerer: 8; Summoner: 6; Witch: 8; Wizard: 8
Components: V, S, M/DF (a lump of alum soaked in vinegar)
Casting time: 1 hour
Range: close (25 ft. + 5 ft./2 levels)
Duration: 2 hours/level (D)
Saving Throws: Will partial
Spell Resistance: yes
Target: one location (up to a 10-ft. cube/level) or one object
Description: Object or location affected by spell repels certain creatures.
You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item.
A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.
Antipathy counters and dispels sympathy.
School: abjuration [] ()Domain:
Level: Druid: 4; Hunter: 4
Components: V, S, DF
Casting time: 1 standard action
Range: 10 ft.
Duration: 1 min./level (D)
Saving Throws: none
Spell Resistance: yes
Area: 10-ft.-radius emanation, centered on you
Description: Keeps animated plants at bay.
The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.
School: divination [scrying] ()Domain: Arcane Subdomain: 4
Level: Alchemist: 4; Arcanist: 4; Sorcerer: 4; Witch: 4; Wizard: 4
Components: V, S, M (a bit of bat fur)
Casting time: 10 minutes
Range: unlimited
Duration: 1 min./level (D)
Saving Throws: none
Spell Resistance: no
Effect: magical sensor
Description: Invisible floating eye moves 30 ft./round.
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.
School: abjuration [] ()Domain: Wards Subdomain: 1
Level: Sorcerer: 2; Wizard: 2; Arcanist: 2
Components: V, S, M (gold dust worth 25 gp)
Casting time: 1 standard action
Range: touch
Duration: permanent
Saving Throws: none
Spell Resistance: no
Target: door, chest, or portal touched, up to 30 sq. ft./level in size
Description: Magically locks a portal or chest.
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.
School: universal [] ()Domain:
Level: Arcanist: 0; Magus: 0; Sorcerer: 0; Summoner: 0; Witch: 0; Wizard: 0
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: permanent
Saving Throws: none
Spell Resistance: no
Effect: one personal rune or mark, all of which must fit within 1 sq. ft.
Description: Inscribes a personal rune on an object or creature (visible or invisible).
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
School: divination [] ()Domain:
Level: Alchemist: 3; Arcanist: 3; Inquisitor: 3; Magus: 3; Sorcerer: 3; Witch: 3; Wizard: 3
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 min./level (D)
Saving Throws:
Spell Resistance:
Target: you
Description: Magical auras become visible to you.
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.
Arcane sight can be made permanent with a permanency spell.
School: necromancy [] ()Domain: Travel Domain: 9
Level: Arcanist: 9; Cleric: 9; Oracle: 9; Sorcerer: 9; Warpriest: 9; Witch: 9; Wizard: 9
Components: V, S, M (jacinth worth 1,000 gp)
Casting time: 30 minutes
Range: touch
Duration: see text
Saving Throws: none
Spell Resistance: yes
Targets: you plus one additional willing creature touched per two caster levels
Description: Projects you and companions onto Astral Plane.
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.
You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).
When this spell ends, your astral body and all of its gear, vanishes.
School: abjuration [] ()Domain: Purity Subdomain: 5
Level: Cleric: 5; Druid: 5; Hunter: 5; Inquisitor: 5; Oracle: 5; Warpriest: 5
Components: V, S, M (burning incense), F (a set of prayer beads or other prayer device worth at least 500 gp), DF
Casting time: 1 hour
Range: touch
Duration: instantaneous
Saving Throws: none
Spell Resistance: yes
Target: living creature touched
Description: Removes burden of misdeeds from subject.
This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). Atonement may be cast for one of several purposes, depending on the version selected.
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.
Restore Class: A paladin, or other class, who has lost her class features due to violating the alignment restrictions of her class may have her class features restored by this spell.
Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for her god's intercession.
Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.
Though the spell description refers to evil acts, atonement can be used on any creature that has performed acts against its alignment, regardless of the actual alignment in question.
Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.
School: divination [] ()Domain: Fate Subdomain: 2
Level: Cleric: 2; Oracle: 2; Shaman: 2; Warpriest: 2; Witch: 2
Components: V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)
Casting time: 1 minute
Range: personal
Duration: instantaneous
Saving Throws:
Spell Resistance:
Target: you
Description: Learns whether an action will be good or bad.
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
- Weal (if the action will probably bring good results).
- Woe (for bad results).
- Weal and woe (for both).
- Nothing (for actions that don't have especially good or bad results).
If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting.
School: transmutation [] ()Domain:
Level: Druid: 5; Hunter: 5; Shaman: 6
Components: V, S, M (herbs and oils worth 2,000 gp), DF
Casting time: 24 hours
Range: touch
Duration: instantaneous
Saving Throws: Will negates
Spell Resistance: yes
Target: animal or tree touched
Description: Animal or tree gains human intellect.
You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.
An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.
School: transmutation [polymorph] ()Domain:
Level: Adept: 5; Arcanist: 5; Druid: 5; Hunter: 5; Magus: 5; Shaman: 5; Sorcerer: 5; Summoner: 4; Witch: 5; Wizard: 5
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: permanent
Saving Throws: Fortitude negates, Will partial, see text
Spell Resistance: yes
Target: one creature
Description: Turns subject into harmless animal.
As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.
If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.
Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Bane
School: enchantment [compulsion] (emotion,fear,mind-affecting)Domain: Curse Subdomain: 1
Level: Antipaladin: 1; Cleric: 1; Inquisitor: 1; Oracle: 1; Shaman: 1; Warpriest: 1
Components: V, S, DF
Casting time: 1 standard action
Range: 50 ft.
Duration: 1 min./level
Saving Throws: Will negates
Spell Resistance: yes
Area: 50-ft.-radius burst, centered on you
Description: Enemies take -1 on attack rolls and saves vs. fear.
Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless.
School: abjuration [] ()Domain:
Level: Arcanist: 7; Cleric: 6; Inquisitor: 5; Oracle: 6; Shaman: 6; Sorcerer: 7; Summoner: 5; Warpriest: 6; Wizard: 7
Components: V, S, F (see text)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws: Will negates
Spell Resistance: yes
Targets: one or more extraplanar creatures, no two of which can be more than 30 ft. apart
Description: Banishes 2 HD/level of extraplanar creatures.
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.
You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), and the saving throw DC increases by 2.
Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).
School: transmutation [] ()Domain: Decay Subdomain: 2; Defense Subdomain: 2; Growth Subdomain: 2; Plant Domain: 2
Level: Alchemist: 2; Druid: 2; Hunter: 2; Ranger: 2; Shaman: 2; Summoner: 2
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Saving Throws: none
Spell Resistance: yes (harmless)
Target: living creature touched
Description: Grants +2 (or higher) enhancement to natural armor.
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.
The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
Bear's Endurance
School: transmutation [] ()Domain:
Level: Adept: 2; Alchemist: 2; Arcanist: 2; Bloodrager: 2; Cleric: 2; Druid: 2; Hunter: 2; Magus: 2; Oracle: 2; Ranger: 2; Shaman: 2; Sorcerer: 2; Summoner: 2; Warpriest: 2; Wizard: 2
Components: V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
Casting time: 1 standard action
Range: touch
Duration: 1 min./level
Saving Throws: Will negates (harmless)
Spell Resistance: yes
Target: creature touched
Description: Subject gains +4 to Con for 1 min./level.
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.
Bear's Endurance, Mass
School: transmutation [] ()Domain:
Level: Arcanist: 6; Cleric: 6; Druid: 6; Hunter: 6; Magus: 6; Oracle: 6; Shaman: 6; Sorcerer: 6; Summoner: 4; Warpriest: 6; Wizard: 6
Components: V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 min./level
Saving Throws: Will negates (harmless)
Spell Resistance: yes
Targets: one creature/level, no two of which can be more than 30 ft. apart
Description: As bear's endurance, affects one subject/level.
Mass bear's endurance works like bear's endurance, except that it affects multiple creatures.
School: transmutation [polymorph] ()Domain: Fur Subdomain: 3
Level: Alchemist: 3; Arcanist: 3; Bloodrager: 3; Magus: 3; Sorcerer: 3; Wizard: 3
Components: V, S, M (a piece of the creature whose form you plan to assume)
Casting time: 1 standard action
Range: personal
Duration: 1 min./level (D)
Saving Throws:
Spell Resistance:
Target: you
Description: You take the form and some of the powers of a Small or Medium animal.
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
School: transmutation [polymorph] ()Domain:
Level: Alchemist: 6; Arcanist: 6; Magus: 6; Sorcerer: 6; Wizard: 6
Components: V, S, M (a piece of the creature whose form you plan to assume)
Casting time: 1 standard action
Range: personal
Duration: 1 min./level (D)
Saving Throws:
Spell Resistance:
Target: you
Description: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
This spell functions as beast shape III except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.
Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.
Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.
School: necromancy [] (curse)Domain: Curse Subdomain: 3
Level: Adept: 3; Antipaladin: 3; Arcanist: 4; Bloodrager: 4; Cleric: 3; Oracle: 3; Shaman: 3; Sorcerer: 4; Warpriest: 3; Witch: 3; Wizard: 4
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: permanent
Saving Throws: Will negates
Spell Resistance: yes
Target: creature touched
Description: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
You place a curse on the subject. Choose one of the following.
- –6 decrease to an ability score (minimum 1).
- –4 penalty on attack rolls, saves, ability checks, and skill checks.
- Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.
School: enchantment [compulsion] (mind-affecting)Domain:
Level: Arcanist: 8; Sorcerer: 8; Summoner: 6; Wizard: 8
Components: V, S, M (opals worth 500 gp per HD of the target creature, plus other components as specified below)
Casting time: 1 minute
Range: close (25 ft. + 5 ft./2 levels)
Duration: see text (D)
Saving Throws: Will negates; see text
Spell Resistance: yes
Target: one living creature
Description: Utilizes an array of techniques to imprison a creature.
A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level.
You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to a third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.
Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.
If you cast any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature's save succeeds, all binding spells it has received are broken.
The binding spell has six versions. Choose one of the following versions when you cast the spell.
Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.
Slumber: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a sleep effect.
Bound Slumber: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a sleep effect.
Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.
Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.
Minimus Containment: The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.
You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane by dismissal, banishment, or a similar effect.
School: conjuration [creation] ()Domain: Aquatic Domain: 5
Level: Arcanist: 4; Bloodrager: 4; Magus: 4; Sorcerer: 4; Summoner: 3; Witch: 4; Wizard: 4
Components: V, S, M (octopus or squid tentacle)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Saving Throws: none
Spell Resistance: no
Area: 20-ft.-radius spread
Description: Tentacles grapple all creatures within a 20-ft. spread.
This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.
Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.
If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.
The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.
School: evocation [] (force)Domain: Blood Subdomain: 6; Good Domain: 6; Tactics Subdomain: 6; War Domain: 6
Level: Cleric: 6; Inquisitor: 6; Oracle: 6; Warpriest: 6
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 min./level (D)
Saving Throws: Reflex half or Reflex negates; see text
Spell Resistance: yes
Effect: wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high
Description: Wall of blades deals 1d6/level damage.
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
School: evocation [] (evil,sonic)Domain: Daemon Subdomain: 7; Demon Subdomain (Evil): 7; Devil Subdomain (Evil): 7; Evil Domain: 7
Level: Cleric: 7; Inquisitor: 6; Oracle: 7; Warpriest: 7
Components: V
Casting time: 1 standard action
Range: 40 ft.
Duration: instantaneous
Saving Throws: Will partial
Spell Resistance: yes
Area: nonevil creatures in a 40-ft.-radius spread centered on you
Description: Kills, paralyzes, weakens, or dazes nonevil subjects.
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
HD
HD | Effect |
---|---|
Equal to caster level | Dazed |
Up to caster level –1 | Weakened, dazed |
Up to caster level –5 | Paralyzed, weakened, dazed |
Up to caster level –10 | Killed, paralyzed, weakened, dazed |
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.
Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates.
Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.
Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
School: necromancy [] ()Domain:
Level: Arcanist: 0; Cleric: 0; Inquisitor: 0; Oracle: 0; Sorcerer: 0; Warpriest: 0; Witch: 0; Wizard: 0
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws: Will negates
Spell Resistance: yes
Target: one living creature
Description: Cause a stabilized creature to resume dying.
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
School: enchantment [compulsion] (mind-affecting)Domain: Community Domain: 1; Family Subdomain: 1; Leadership Subdomain: 1; Resolve Subdomain: 1
Level: Adept: 1; Cleric: 1; Inquisitor: 1; Oracle: 1; Paladin: 1; Shaman: 1; Warpriest: 1
Components: V, S, DF
Casting time: 1 standard action
Range: 50 ft.
Duration: 1 min./level
Saving Throws: none
Spell Resistance: yes (harmless)
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Description: Allies gain +1 on attack rolls and saves against fear.
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
School: transmutation [] (good)Domain: Divine Subdomain: 2
Level: Cleric: 1; Inquisitor: 1; Oracle: 1; Paladin: 1; Warpriest: 1
Components: V, S, M (5 pounds of powdered silver worth 25 gp)
Casting time: 1 minute
Range: touch
Duration: instantaneous
Saving Throws: Will negates (object)
Spell Resistance: yes (object)
Target: flask of water touched
Description: Makes holy water.
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
School: transmutation [] ()Domain: Glory Domain: 2; Heroism Subdomain: 2
Level: Paladin: 1
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 min./level
Saving Throws: none
Spell Resistance: no
Target: weapon touched
Description: Weapon strikes true against evil foes.
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
School: necromancy [] ()Domain: Seasons Subdomain: 4
Level: Arcanist: 5; Druid: 4; Hunter: 4; Shaman: 5; Sorcerer: 5; Witch: 5; Wizard: 5
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Saving Throws: Fortitude half; see text
Spell Resistance: yes
Target: plant touched
Description: Withers one plant or deals 1d6/level damage to plant creature.
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.
This spell has no effect on the soil or surrounding plant life.
School: necromancy [] (curse)Domain: Darkness Domain: 2; Loss Subdomain: 2; Night Subdomain: 2
Level: Antipaladin: 2; Arcanist: 2; Bard: 2; Bloodrager: 2; Cleric: 3; Oracle: 3; Shaman: 3; Skald: 2; Sorcerer: 2; Warpriest: 3; Witch: 2; Wizard: 2
Components: V
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: permanent (D)
Saving Throws: Fortitude negates
Spell Resistance: yes
Target: one living creature
Description: Makes subject blind or deaf.
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.