Spells
School: conjuration [creation] (force)Domain:
Level: Alchemist: 2; Arcanist: 3; Bloodrager: 2; Investigator: 2; Magus: 2; Sorcerer: 3; Summoner: 2; Wizard: 3
Components: V, S, M (a piece of metal cut from a shield)
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level or until discharged
Saving Throws: Will negates (harmless)
Spell Resistance: no
Target: creature touched
Description: Surrounds the target with layers of force.
Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal damage. Against attacks that already deal nonlethal damage, the target gains DR 5/—. Once this spell has converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.
School: necromancy [] ()Domain:
Level: Alchemist: 3; Investigator: 3; Druid: 4; Sorcerer: 5; Wizard: 5; Arcanist: 5; Witch: 4; Hunter: 4
Components: V, S, M (a thorn from a poisonous plant)
Casting time: 1 standard action
Range: personal
Duration: 10 minutes/level or until discharged
Saving Throws: see text
Spell Resistance: no
Target: you
Description: You become immune to diseases and toxins, absorb one, and then spread it to others.
You absorb the toxicity of your surroundings, becoming toxic as a result. While under the effect of this spell, you are immune to diseases and poisons with which you come into contact. When you are exposed to a disease or poison, you can choose to absorb it. Doing so ends the immunity due to this spell to any disease and poison other than the one you absorbed. You remain immune to the new affliction until this spell ends. Casting absorb toxicity on yourself a second time does not allow you to absorb a second toxin, but instead resets the duration of the effect to its full 10 minutes/level.
While you have a disease or poison absorbed, you can use a melee touch attack to transfer that affliction to another creature. A missed attack does not discharge the spell, and you can try to transfer the affliction again in subsequent rounds. If you hit, this spell is discharged, and your target must make a saving throw against the transferred affliction (DC equal to this spell's save DC or the affliction's save DC, whichever is higher) or suffer its effect or initial effect immediately. The target then continues to suffer from the affliction's normal effects.
If the spell's duration expires before you have transferred the affliction, you are exposed to any absorbed poison or disease as if you had transferred it to yourself, but you gain a +2 bonus on saves against that particular instance of the poison or disease.
School: conjuration [summoning] ()Domain:
Level: Bard: 1; Skald: 1; Cleric: 1; Oracle: 1; Warpriest: 1; Ranger: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1; Hunter: 1
Components: V, S, M/DF (a single piece of ammunition)
Casting time: 1 standard action
Range:
Duration: 1 minute/level
Saving Throws: none
Spell Resistance: no
Target: one container touched
Description: Replaces nonmagical ammunition every round.
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken, (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.
School: abjuration [force] ()Domain:
Level: Alchemist: 1; Investigator: 1; Bard: 1; Skald: 1; Magus: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1
Components: V, S, M (a rabbit's foot)
Casting time: 1 standard action
Range: personal
Duration: 1 round/level or until discharged
Saving Throws:
Spell Resistance:
Target: you
Description: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.
School: enchantment [] (emotion,mind-affecting)Domain:
Level: Bard: 1; Skald: 1; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes
Target: one creature
Description: You gain a bonus on Diplomacy checks and performance combat checks.
The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during performance combat. If the target is out of combat, it receives a +2 morale bonus on all Diplomacy checks it makes to influence creatures. If the creature is engaged in performance combat (see page 153), the target gains a +2 morale bonus on all performance combat checks.
Air Bubble
School: conjuration [creation] ()Domain:
Level: Cleric: 1; Oracle: 1; Warpriest: 1; Druid: 1; Ranger: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1; Witch: 1; Hunter: 1
Components: S, M/DF (a small bladder filled with air)
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one creature or one object no larger than a Large two-handed weapon
Description: Creates a small pocket of air around your head or an object.
Air bubble creates a small pocket of breathable air that surrounds the touched creature's head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage.
A firearm within an air bubble can be loaded—assuming the black powder comes from a powder horn, a cartridge, or some other airtight protective device—and fired. When shooting such a firearm underwater, the shot still takes the standard –2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.
Air Walk, Communal
School: transmutation [] (air)Domain: Air Domain: 4; Wind Subdomain: 4
Level: Alchemist: 5; Investigator: 5; Cleric: 5; Oracle: 5; Warpriest: 5; Druid: 5; Hunter: 5
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 10 min./level
Saving Throws: none
Spell Resistance: yes (harmless)
Target: creatures touched
Description: As air walk, but you may divide the duration among creatures touched.
This spell functions like air walk, except divide the duration in 10-minute intervals among the creatures touched.
School: transmutation [polymorph] ()Domain:
Level: Alchemist: 2; Arcanist: 2; Bloodrager: 2; Druid: 2; Hunter: 2; Investigator: 2; Magus: 2; Ranger: 2; Sorcerer: 2; Wizard: 2
Components: V, S, M/DF (a part of the animal)
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level (D)
Saving Throws: none
Spell Resistance: yes (harmless)
Target: you
Description: You gain some of the beneficial qualities of an animal.
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.
Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and you always jump as if you had a running start.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the grapple or reposition combat maneuver.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb checks, and you can throw objects as if you had the Throw Anything feat.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed. Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make Constitution checks to keep holding your breath.
Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence bonus on Disable Device, Sleight of Hand, and Stealth checks.
Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus of +20 feet to your base speed.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half your normal speed and all the benefits of having a natural climb speed.
Ant Haul, Communal
School: transmutation [] ()Domain:
Level: Alchemist: 2; Investigator: 2; Cleric: 2; Oracle: 2; Warpriest: 2; Druid: 2; Ranger: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Summoner: 2; Hunter: 2
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: creatures touched
Description: As ant haul, but you may divide the duration among creatures touched.
This spell functions like ant haul, except you may divide the duration in 2-hour intervals among the creatures touched.
School: transmutation [] ()Domain:
Level: Sorcerer: 7; Wizard: 7; Arcanist: 7
Components: V, S, F (an ornate miniature cannon forged with a drop of your blood that costs 5,000 gp)
Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level
Saving Throws: none
Spell Resistance: no
Effect: one magically animated cannon
Description: Your focus becomes a magical cannon that fires on its own.
Your focus becomes a Medium arcane cannon that appears in an unoccupied square within the spell's range. If no unoccupied square is within range, the spell fails. The cannon comes into existence loaded. Each round thereafter, the cannon can either fire or load. A cannon must be loaded to fire. You do not need to supply ammunition for the cannon.
On your turn, you can spend a move action to direct the cannon to wheel itself to a new location, moving the cannon up to 20 feet. If the arcane cannon ever leaves your line of sight, it winks out of existence, and the spell's duration ends.
The cannon has a range increment of 50 feet. It targets touch attack in the first range increment, and it has no misfire chance. The cannon acts as a weapon with the conductive special weapon ability, which you can use to channel your spell-like or supernatural abilities as long as you are within the range of arcane cannon. The cannon's attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +1 per four caster levels (maximum +5 at 20th level). On a hit, the cannon deals 4d10 damage. The arcane cannon attacks have a critical modifier of ×4.
The cannon has AC 10, hardness 10, and 80 hit points. If the cannon is subject to a spell or effect that requires a save, it uses your saving throw modifiers. The cannon never provokes attacks of opportunity. If the cannon is destroyed, so is your focus.
School: enchantment [compulsion] (mind-affecting)Domain:
Level: Alchemist: 2; Investigator: 2; Antipaladin: 2; Cleric: 2; Oracle: 2; Warpriest: 2; Magus: 2; Inquisitor: 2; Paladin: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2
Components: V, S, M (pieces of shaved metal)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one creature
Description: Grants a creature proficiency in a single weapon for short period of time.
You bestow the subject with the ability to use a single type of weapon he is not proficient in as if he were proficient with that weapon. The weapon can be of any type, including an exotic weapon, but the subject of the spell must be holding the weapon.
School: evocation [] (fire,language-dependent)Domain:
Level: Alchemist: 2; Investigator: 2; Bard: 2; Skald: 2; Inquisitor: 2
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: instantaneous
Saving Throws: Reflex partial, see text
Spell Resistance: special, see below
Area: 30-ft. radius
Description: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.
School: transmutation [] ()Domain:
Level: Inquisitor: 1; Paladin: 1; Ranger: 1; Hunter: 1
Components: V
Casting time: 1 swift action
Range: personal
Duration: 1 round/level (D)
Saving Throws: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
Target: one weapon (bow)
Description: A shortbow may double as a club, or a longbow as a quarterstaff.
The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow's enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.
Brow Gasher
School: necromancy [] ()Domain:
Level: Arcanist: 2; Bloodrager: 2; Hunter: 2; Inquisitor: 2; Magus: 2; Ranger: 2; Sorcerer: 2; Wizard: 2
Components: : V, S
Casting time: 1 standard action
Range: touch
Duration: 1 round/level or until discharged
Saving Throws: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
Area: one slashing melee weapon touched
Description: Slashing weapon deals bleed damage to an opponent's head.
You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits a living creature, in addition to the normal effects of that hit, the wielder can discharge this spell as a free action to open a gash on the target's forehead that deals bleed damage equal to half your caster level. At the start of each of the target's turns, when it takes bleed damage, it also takes a cumulative –1 penalty on all attack rolls. When that penalty reaches –3, the target also treats all targets as having concealment (20% miss chance). When the penalty reaches –5, the target is blinded. Stopping the bleed damage ends the effects this spell imposes on the bleeding creature. A target that is immune to bleed damage is also immune to all this spell's effects.
School: abjuration [] ()Domain:
Level: Alchemist: 2; Arcanist: 2; Bloodrager: 2; Investigator: 2; Sorcerer: 2; Wizard: 2
Components: V, S, M (a bullet)
Casting time: 1 standard action
Range: touch
Duration: 10 minutes/level (D)
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: creature touched
Description: You gain a +4 deflection bonus to AC against firearm attacks.
The warded creature gains a +4 deflection bonus to AC against firearm and ranged attacks, with an additional +1 to the bonus for every five caster levels you have (to a maximum of +8 at 20th level). Though the spell is called bullet shield, it also grants this protection from attacks made from firearms with the scatter weapon quality.
School: transmutation [] ()Domain:
Level: Alchemist: 3; Antipaladin: 3; Bloodrager: 3; Hunter: 3; Inquisitor: 3; Investigator: 3; Magus: 3; Paladin: 3; Ranger: 3
Components: V
Casting time: 1 swift action
Range: personal
Duration: see text
Saving Throws:
Spell Resistance:
Target: you
Description: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or Heavy armor), your movement does not provoke attacks of opportunity, and you can move through the space of creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a creature.
School: evocation [] (force)Domain:
Level: Alchemist: 6; Investigator: 6
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws:
Spell Resistance:
Target: you
Description: Your bombs create a cage of force that traps creatures inside the bomb's splash radius.
Upon drinking an extract created with this formulae, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract's duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formulae with the word "bomb admixture" in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.
When you throw a bomb and hit a direct target, it creates an invisible cubical prison composed of a solid wall of force. The prison is as large as the splash area of the bomb that you threw, and traps any creature that is entirely inside the area.
Creatures within the area are caught and contained unless any creature within the splash radius is too big to fit inside, in which case the effect automatically fails. Teleportation and other forms of astral travel provide means for escape, but the force walls extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force, the cage created by the caging bomb admixture resists dispel magic, although a mage's disjunction still functions. The walls of the cage can be damaged by spells as normal, except for disintegrate, which automatically destroys the cage. The walls of this cage can be damaged by weapons and supernatural abilities, but the cage has a hardness of 20 and a number of hit points equal to 20 per alchemist level. Contact with a sphere of annihilation or a rod of cancellation instantly destroys this cage.
When using caging bomb admixture, an alchemist can only have one cage in effect at a time. If the alchemist throws another bomb during the duration of caging bomb admixture, any other cage created by the earlier admixture ends, and a new one is created. When the duration of the caging bomb admixture ends, so does any remaining cage created by this admixture's effect.
School: transmutation [] ()Domain:
Level: Alchemist: 2; Arcanist: 2; Bloodrager: 2; Druid: 2; Hunter: 2; Investigator: 2; Sorcerer: 2; Wizard: 2
Components: V, S, M/DF (a tiny ball of tar)
Casting time: 1 standard action
Range: touch
Duration: 10 minutes/level (D)
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: creature touched
Description: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
The subject's grip and footing become sure, granting a +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. While affected by this spell, the target is also immune to the disarm combat maneuver.
School: evocation [] (force)Domain:
Level: Arcanist: 3; Bloodrager: 3; Cleric: 3; Oracle: 3; Sorcerer: 3; Warpriest: 3; Wizard: 3
Components: V, S, M/DF (chain link)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Saving Throws: none
Spell Resistance: yes
Effect: 10-ft. chain
Description: Creates a floating chain of force.
A floating chain of force with hooks at each end appears within an unoccupied space of your choosing within range. This chain is a Medium object that has a 10-foot reach. Physical attacks cannot hit or harm the chain of perdition, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it normally. The chain's AC against touch attacks is 10 + your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric).
The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. The chain does not provoke attacks of opportunity for making combat maneuvers. It suffers no penalty or miss chance due to darkness, invisibility, or other forms of concealment.
As a move action, you can move the chain up to 30 feet. If the chain goes beyond the spell's range or out of your sight, it returns to you.
If a creature that the chain attacks has spell resistance, you must make a caster level check (1d20 + caster level) against that spell resistance the first time the chain performs a successful maneuver against that creature. If the chain is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
School: enchantment [charm] (mind-affecting)Domain:
Level: Druid: 3; Ranger: 3; Hunter: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: your animal companion
Description: You can talk with your animal companion, and can handle it with supernatural ease.
The link between you and your animal companion becomes stronger. As long as you are within line of sight of your animal companion, you can telepathically communicate with it as if you two shared a language. Also, as long as you are within line of sight of the animal companion, you can push your animal companion a swift action instead of a move action, and you do not need to succeed at Handle Animal checks to handle your animal companion. Such checks automatically succeed.
School: enchantment [compulsion] (mind-affecting)Domain:
Level: Bard: 1; Skald: 1; Cleric: 1; Oracle: 1; Warpriest: 1; Inquisitor: 1; Paladin: 1; Ranger: 1; Summoner: 1; Witch: 1; Hunter: 1
Components: V, S, M (a drop of your blood)
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws: see text
Spell Resistance: see text
Target: you
Description: Compels opponents to attack you instead of your allies.
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature's spell resistance, and the creature can attempt a Will saving throw to ignore the compulsion.
A summoner casting this spell can choose his eidolon as the target of the spell.
Damp Powder
School: transmutation [] ()Domain:
Level: Druid: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1; Witch: 1; Hunter: 1
Components: V, S, M/DF (a damp piece of cotton)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws: Will negates (object)
Spell Resistance: yes (object)
Target: 1 loaded firearm
Description: Ruins ammunition loaded in the targeted firearm.
This spell causes ammunition already loaded into the target firearm is ruined with moisture. Any attempt to fire that ammunition fails, with no chance for misfire, and the user must then take a full-round action to clear the weapon before reloading and firing it. If aware of this spell's effect prior to firing the altered ammunition (a DC 16 Spellcraft check to identify the spell being cast or similar effect), the firearm's user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.
School: transmutation [] ()Domain:
Level: Alchemist: 3; Investigator: 3; Antipaladin: 3; Ranger: 4; Sorcerer: 3; Wizard: 3; Arcanist: 3; Hunter: 4
Components: V, S, M (either a pinch of dried carrot or an agate)
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: creatures touched
Description: As darkvision, but you may divide the duration among creatures touched.
This spell functions like darkvision, except you may divide the duration in 1-hour intervals among the creatures touched.
School: evocation [] (light)Domain:
Level: Cleric: 3; Oracle: 3; Warpriest: 3; Inquisitor: 3; Paladin: 3
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 10 minutes/level
Saving Throws: Fortitude negates (harmless, object)
Spell Resistance: yes (harmless, object)
Target: up to 50 pieces of ammunition, all of which must be together at the time of casting
Description: Targeted ammunition exudes radiant energy.
You cause ammunition, including shuriken, to exude radiant energy. Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.
School: divination [] ()Domain:
Level: Bard: 1; Skald: 1; Cleric: 1; Oracle: 1; Warpriest: 1; Druid: 1; Inquisitor: 1; Ranger: 1; Hunter: 1
Components: V, S
Casting time: 1 round
Range: personal
Duration: 1 hour/level
Saving Throws:
Spell Resistance:
Target: you
Description: Gain a +4 bonus on Survival and move full speed while tracking.
While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.
School: necromancy [] (death)Domain:
Level: Antipaladin: 3; Cleric: 3; Oracle: 3; Warpriest: 3; Inquisitor: 3; Paladin: 3
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you
Description: Your might increases with every kill you make.
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice equal to or greater than your Hit Dice –4.
School: enchantment [compulsion] (mind-affecting)Domain:
Level: Cleric: 4; Oracle: 4; Warpriest: 4; Witch: 4
Components: V, S, DF
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D) see text
Saving Throws: none
Spell Resistance: yes
Target: one creature
Description: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
The target is surrounded by a glowing green aura of ill fate. Each time the spell's subject makes an attack or casts a spell, it must succeed at a Will saving throw with a DC = 10 + 1/2 caster level + Charisma (in the case of oracles), Intelligence (in the case of witches), or Wisdom (in the case of clerics). If it fails the saving throw, it deals half damage with the attack or spell. You can dismiss this spell as an immediate action when the target confirms a critical hit; doing so negates the critical hit. The attack that you negated still hits, but only deals half damage.
School: conjuration [healing] ()Domain: Frog Domain: 2
Level: Alchemist: 3; Investigator: 3; Bard: 3; Skald: 3; Cleric: 3; Oracle: 3; Warpriest: 3; Druid: 3; Inquisitor: 3; Paladin: 3; Ranger: 3; Witch: 3; Hunter: 3
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level
Saving Throws: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
Target: creatures touched
Description: As delay poison, but you may divide the duration among creatures touched.
This spell functions like delay poison, except you divide the duration in 1-hour intervals among the creatures touched.
School: transmutation [] ()Domain:
Level: Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2
Components: V, S, M (a few drops of liquor)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws: Will negates (object)
Spell Resistance: yes (object)
Target: 1 loaded firearm
Description: Ammunition in the targeted firearm is prone to misfire.
This spell makes the ammunition in the target firearm is prone to misfire. Increase the misfire range by 1 + 1 per five caster levels (maximum +5) for the ammunition currently loaded into that firearm. If aware of this spell's effect prior to firing the altered ammunition (a DC 17 Spellcraft check to identify the spell being cast or similar effect), the firearm's user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.
School: evocation [] (light)Domain:
Level: Bard: 2; Skald: 2; Cleric: 3; Oracle: 3; Warpriest: 3; Inquisitor: 2
Components: V, S
Casting time: 1 round
Range: touch
Duration: 10 minutes/level
Saving Throws: none
Spell Resistance: no
Target: object touched
Description: Object touched emanates bright light, granting Perception and Sense Motive bonuses.
An object you touch emanates a 20-foot radius of bright light. The effect looks like a regular flame but creates no heat and uses no oxygen. Allies within the area of this light gain a +2 enhancement bonus on Perception and Sense Motive checks, as well as on Knowledge checks to identify monsters that are also within the area and their special powers and vulnerabilities.
When an inquisitor casts this spell, the light emanation doubles (40-ft.-radius emanation) while that inquisitor has a judgment active.
Light spells counter and dispel darkness spells of an equal or lower level.
School: transmutation [] (good)Domain:
Level: Paladin: 2
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 round/level or until discharged
Saving Throws: none
Spell Resistance: no
Target: one projectile
Description: Imbues a projectile with holy energy.
You imbue a projectile, such as an arrow or shuriken, with holy energy so that it deals extra damage to undead equal to that dealt by your lay on hands feature. This extra damage is not multiplied on a critical hit. Although this spell does not expend a daily use of your lay on hands class feature, you must have at least one daily use available to cast this spell. If the projectile hits a target or is destroyed before the duration ends, the spell is discharged.
Dust Form
School: transmutation [polymorph] ()Domain:
Level: Alchemist: 5; Investigator: 5; Cleric: 6; Oracle: 6; Warpriest: 6; Druid: 6; Witch: 6; Hunter: 6
Components: V, S, M (a pinch of dust gathered from a gravestone or sacred shrine)
Casting time: 1 standard action
Range: personal
Duration: 1 round/level
Saving Throws:
Spell Resistance:
Target: you
Description: You become an incorporeal creature of dust for a short period of time.
Upon casting this spell, you keep your relative form, but you and your equipment become composed entirely of dust. While in this dust form, you take no penalties for squeezing, and can move through spaces as if you were a creature three size categories smaller without penalty. You are also considered incorporeal, though any nonmagical attack you make deals half damage (50%). Magic attacks are unaffected, and you can still use your magic items and other equipment as normal.
If the duration ends in a square that your normal space cannot occupy, you take 3d6 damage and are shunted to the nearest open space that you can normally occupy.
School: transmutation [] ()Domain:
Level: Cleric: 2; Oracle: 2; Warpriest: 2; Inquisitor: 2; Magus: 2; Paladin: 2; Ranger: 2; Hunter: 2
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you
Description: Armor you wear no longer slows your speed.
Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5).
School: abjuration [] ()Domain: Day Subdomain: 1; Sun Domain: 1
Level: Alchemist: 3; Investigator: 3; Cleric: 2; Oracle: 2; Warpriest: 2; Druid: 2; Paladin: 2; Ranger: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Hunter: 2
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 24 hours
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: creatures touched
Description: As endure elements, but you may divide the duration among creatures touched.
This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched.
School: transmutation [] (variable)Domain:
Level: Sorcerer: 5; Wizard: 5; Arcanist: 5; Summoner: 5
Components: V, S, M (a ball of pitch)
Casting time: 10 minutes
Range: close (25 ft. + 5 ft./2 levels)
Duration: 10 minute/level
Saving Throws: Fortitude negates (harmless, object)
Spell Resistance: yes (harmless/object)
Target: one Large siege engine
Description: A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose.
This spell transforms any ammunition fired by the target ranged siege engine into ammunition made of pure energy. When casting the spell, the caster picks a one of the following energy types: acid, cold, electricity, fire, sonic, or force. The ammunition within the siege weapon now deals that type of energy damage on a hit, though the amount of damage dealt by the ammunition does not change, nor does it change any of the other effects of the ammunition. Unlike other forms of energy damage, this energy damage does full damage to objects. Based on the type of energy the caster chose while casting, the ammunition also gains one of the following effects.
Acid: The ammunition deals half its damage in a splash to all creatures and unattended objects within 15 feet of the target hit by the siege engine. Creatures can halve the splash damage with a Reflex saving throw. The DC of the splash is the same as the DC of the spell.
Cold: The ammunition creates an ice sheen within a 20-foot-radius burst around the target of the siege engine's attack. That sheen lasts 1d6 rounds. Creatures within the ice sheen are entangled. Any creature within the area of the ice sheen at the start of its turn takes 2d6 cold damage.
Electricity: Creatures hit by the siege engine attack or within 15 feet of the attack are staggered for 1 round.
Fire: Creatures and wood objects within 15 feet of the attack may catch on fire.
Sonic: Creatures hit by the attack or within 20 feet of the attack must succeed at a Fortitude saving throw or be deafened for one hour. The DC of this effect is the same as the spell DC.
Force: No extra effect.
School: transmutation [] ()Domain:
Level: Sorcerer: 1; Wizard: 1; Arcanist: 1
Components: V, S, M (1 pound of lead or other soft metal worth 2 gp)
Casting time: 1 round
Range: touch
Duration: instantaneous
Saving Throws: none
Spell Resistance: no
Target: 1 pound of soft metal
Description: Converts 1 pound of metal into ammunition.
You convert 1 pound of lead into bullets. When you cast this spell, you decide whether you create normal sling bullets, firearm bullets, or firearm pellets. The spell creates two sling bullets, 30 firearm bullets, or 10 uses of pellets.
School: conjuration [creation] (fire)Domain:
Level: Sorcerer: 2; Wizard: 2; Arcanist: 2
Components: V, S, M (a pinch of sulfur and a single shuriken worth 2 sp)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Saving Throws: none
Spell Resistance: yes
Effect: Two or more fiery shuriken
Description: Calls forth several fiery projectiles ready to be flung at opponents.
You call forth two fiery projectiles resembling shuriken, plus one more for every two caster levels beyond 3rd (to a maximum of eight shuriken at 15th level), which hover in front of you. When these shuriken appear, you can launch some or all of them at the same target or different targets. Each shuriken requires a ranged touch attack roll to hit and deals 1d8 points of fire damage. You provoke no attacks of opportunity when launching them.
Any shuriken you do not launch as part of casting this spell remains floating near you for the spell's duration. On rounds subsequent to your casting of this spell, you can spend a swift action to launch one of these remaining shuriken or a standard action to launch any number of these remaining shuriken. If you fail to launch a shuriken before the duration ends, that shuriken disappears and is wasted.
Find Quarry
School: divination [] ()Domain:
Level: Inquisitor: 4; Ranger: 4; Hunter: 4
Components: V, S, DF
Casting time: 1 standard action
Range: personal
Duration: instantaneous
Saving Throws: none
Spell Resistance: no
Target: you
Description: You can sense whether a particular creature is within 20 miles of your location.
You sense whether a well-known creature you can clearly visualize is within a 20-mile radius of your current location, as well as the distance and direction to the creature in relation to you. You also discern whether the creature is moving, and its direction, speed, and mode of movement. The radius you can sense increases by 5 miles for every two caster levels you have above 10th (to a maximum of a 45-mile radius at 20th level). Anything that would prevent locate creature from finding a creature also prevents find quarry from doing so.
School: transmutation [] ()Domain:
Level: Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3
Components: V, S, M (a pinch of powdered fool's gold)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws: Will negates (object); see text
Spell Resistance: yes (object); see text
Target: 1 firearm
Description: Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him.
The firearm fires with a blinding flash, even if the firearm is not currently loaded. Every creature within 15 feet of the creature carrying the weapon must succeed at a Fortitude save or be blinded for 1d4 rounds. The creature carrying the firearm takes a –4 penalty on this saving throw. If the firearm is loaded, the ammunition is wasted.
School: abjuration [] ()Domain:
Level: Druid: 2; Ranger: 2; Hunter: 2
Components: : V, S, M (a pinch of manure)
Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Saving Throws: none
Spell Resistance: no
Targets: one willing living creature per three levels, no two of which may be more than 30 ft. apart.
Description: Plants in a forested area become helpful instead of hindering you and your allies.
While subject to this spell, the targets find that forested areas become helpful instead of hindering. The targets suffer no hindrances to movement and suffer no penalties on Acrobatics and Stealth checks from undergrowth in forested terrain. Furthermore, forested overgrowth imposes a miss chance 10% lower than normal.
When moving in and among trees, those subject to the spell gain a +5 circumstance bonus on Acrobatics checks and Climb checks. Rangers in their favored terrain can also add their favored terrain bonus on such Acrobatics and Climb checks.
School: transmutation [polymorph] ()Domain:
Level: Cleric: 8; Oracle: 8; Warpriest: 8; Druid: 8; Sorcerer: 8; Wizard: 8; Arcanist: 8; Witch: 8
Components: V, S, M (the skin of a toad)
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws:
Spell Resistance:
Target: you
Description: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
You become a larger, awful version of yourself. You grow to size Large, and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell resistance equal to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack, that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura's effect is a fear and mind-affecting effect.
School: evocation [cold] ()Domain:
Level: Druid: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Witch: 2; Hunter: 2
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/2 levels
Saving Throws: Fortitude partial
Spell Resistance: yes
Area: 5-foot radius burst
Description: The area is covered in a chilling frost.
The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it. Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The area remains chilled for the spell's duration. Any creature that starts your turn within the spell's area takes 1d6 points of cold damage (Fortitude saving throw for half) but does not become staggered even on a failed saving throw.
School: illusion [glamer] ()Domain:
Level: Bard: 0; Skald: 0; Sorcerer: 0; Wizard: 0; Arcanist: 0
Components: S
Casting time: 1 standard action
Range: Personal
Duration: 1 round/level (D)
Saving Throws:
Spell Resistance:
Target: You
Description: You surround yourself with disturbing illusions.
You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.
School: necromancy [] ()Domain:
Level: Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3
Components: V, S, M (a bit of sponge, damp with tears)
Casting time: 1 standard action
Range: touch
Duration: 1 round/level or until discharged
Saving Throws: none
Spell Resistance: yes
Target: creature touched
Description: You siphon half of all magical healing that the targeted creature receives.
With this spell you can steal the healing of the target creature. You must succeed at a melee touch attack to strike the target. If you do, until the effect ends, whenever your target is subject to a healing spell or a supernatural effect that heals hit points, the target only receives half the healing (rounded down) and you receive the other half (also rounded down). You must remain within 25 feet (plus 5 feet per two caster levels) of the target to gain this benefit. If you move outside that range, the spell is discharged. Once you steal 5 hit points per your caster level (maximum 50 hit points) of healing from this spell's effect, the spell is discharged.
School: enchantment [compulsion] (mind-affecting)Domain:
Level: Sorcerer: 9; Wizard: 9; Arcanist: 9; Witch: 9
Components: V, S
Casting time: 10 minutes
Range: close (25 ft. + 5 ft./2 levels)
Duration: 10 minutes /level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one or more creatures, no two of which can be more than 30 ft. apart
Description: Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects.
Using worlds of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell's duration.
At the end of the spell's duration, the subjects become fatigued.
School: conjuration [teleportation] ()Domain:
Level: Sorcerer: 5; Wizard: 5; Arcanist: 5; Summoner: 4; Witch: 5
Components: V, S, M (a coin)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level or until discharged
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature of your size or smaller
Description: You create a dimensional link with a targeted creature, and switch spots with it.
You create a dimensional link to the target creature. When attacked or the subject of a spell that deals damage to you, you can spend an immediate action to cause yourself and the target creature to teleport and switch places. The target then becomes the target of the triggering attack or spell instead of you. If you fail to teleport out of the area of an effect, that effect might still affect you. If the target creature cannot fit safely into the new space without squeezing, or you try to teleport the target into an occupied space or a space it could not normally stand within, the juxtaposition fails. Further, if the target is unconscious or dead when you attempt to switch places, the juxtaposition fails. Once you have used it to teleport once, this spell is discharged.
School: transmutation [] ()Domain:
Level: Arcanist: 3; Bloodrager: 3; Sorcerer: 3; Witch: 3; Wizard: 3
Components: V, S, M (a leather loop studded with lodestones)
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: Levitates the targeted creature up off the ground.
You levitate the target a few inches off the ground, removing solid footing and halving the target's speed. The target also takes a –4 penalty to CMD against bull rush, drag, and reposition attempts. A targeted creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full-round action spent stabilizing allows the creature to begin again at –1.
This spell fails if cast on a flying creature.
School: illusion [figment] ()Domain:
Level: Alchemist: 1; Investigator: 1; Magus: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throws: Will disbelieve (on hit; see below)
Spell Resistance: no
Target: you
Description: You appear to be standing still, even when you take some actions.
When casting this spell, you create an illusory double that takes the same space of you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a successful saving throw, it successfully disbelieves and the spell's effect ends for that creature.
School: transmutation [] ()Domain:
Level: Cleric: 2; Oracle: 2; Warpriest: 2; Inquisitor: 2
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Will negates (harmless, object), see text
Spell Resistance: yes (harmless, object), see text
Target: weapon touched
Description: Weapon exudes divine fury, granting a bonus on Intimidate checks.
You cause a weapon to exude a palpable aura of divine fury. While wielding this weapon, a creature gains a +2 morale bonus on Intimidate checks. When an attack made using the targeted weapon hits, the wielder can spend a free action to discharge the effect to inflict agony on the creature the weapon hit. If that creature has spell resistance, it applies against this effect. If the creature fails a Will save, it is nauseated for 1d4+1 rounds. If it succeeds at the saving throw, the creature is instead sickened for 1 round. The sickened condition created by the instrument is a mind-affecting effect.
School: evocation [electricity] ()Domain:
Level: Cleric: 7; Oracle: 7; Warpriest: 7
Components: V, S, DF
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D) see text
Saving Throws: none
Spell Resistance: yes
Target: one creature
Description: You inflict a vengeful fate on a creature, dealing electricity damage each time it attacks or casts a spell.
The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Charisma (in the case of oracles) or Wisdom (in the case of clerics). If the target fails the saving throw, it takes 4d6 + your Charisma modifier (in the case of oracles) or Wisdom modifier (in the case of clerics) electricity damage. It takes no damage on a successful saving throw. You can dismiss this spell as an immediate action when its subject confirms a critical hit to negate the critical hit and daze the creature for 1 round. The attack still hits its target and deals normal damage. The effects of the daze occur after the attack.