Ultimate Magic | Spells

Spells

Acidic Spray

School: conjuration [creation] (acid)
Domain:
Level: Magus: 5; Sorcerer: 5; Wizard: 5; Arcanist: 5
Components: V, S, M (a vial of acid worth 10 gp)
Casting time: 1 standard action
Range: 60 ft.
Duration: instantaneous
Saving Throws: Reflex partial (see text)
Spell Resistance: yes
Effect: 60-ft. line

Description: 1d6/level acid damage plus 1 round of acid.

A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a second Reflex save on the creature's turn negates this additional damage).

Acute Senses

School: transmutation [] ()
Domain:
Level: Alchemist: 2; Investigator: 2; Bard: 2; Skald: 2; Inquisitor: 2; Ranger: 2; Hunter: 2
Components: V, S, M (a glass lens)
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes
Target: creature touched

Description: Subject gains a bonus on Perception checks.

The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, and +30 (the maximum) at caster level 16th.

Age Resistance, Lesser

School: transmutation [] ()
Domain:
Level: Alchemist: 3; Investigator: 3; Druid: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4; Witch: 4; Hunter: 4
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 24 hours
Saving Throws:
Spell Resistance:
Target: you

Description: Ignore penalties from middle age.

You ignore the physical detriments of being middle-aged. This spell does not cause you to look younger, nor does it prevent you from dying of old age, but as long as the spell is in effect, you ignore the –1 penalties to Strength, Dexterity, and Constitution that accrue once you become middle-aged. You retain the age-related bonuses to Intelligence, Wisdom, and Charisma while under the effects of this spell. Additional penalties that you accrue upon becoming old or venerable apply in full.

Agonize

School: evocation [] (evil,pain)
Domain:
Level: Cleric: 3; Oracle: 3; Warpriest: 3; Sorcerer: 4; Wizard: 4; Arcanist: 4; Summoner: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Saving Throws: Fortitude negates
Spell Resistance: yes
Target: one conjured outsider or elemental (see text)

Description: Pain encourages an outsider to obey you.

You afflict a creature you have conjured via planar ally (or a similar spell) with bolts of vicious energy. These foul energies inflict terrible pain upon the conjured creature, torturing it to make it more pliant to your will. The targeted creature must make a Fortitude save or take a –1 penalty for every 2 levels you possess (maximum –10) on all saves and checks made against you for the next hour. In addition, creatures that demand payment for their services reduce the payment by 20% for every 4 levels you possess (maximum 60% reduction). However, beings tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to malicious ends or try to seek retribution after their release. This spell has no effect on creatures that are immune to nonlethal damage.

Allegro

School: transmutation [] ()
Domain:
Level: Bard: 2; Skald: 2
Components: V
Casting time: 1 standard action
Range: personal
Duration: 1 round/level (D) or until discharged
Saving Throws:
Spell Resistance:
Target: you

Description: Gain haste while maintaining bardic performance.

This spell allows you to act more swiftly while maintaining a bardic performance. You must already be maintaining a bardic performance before you can cast allegro. You gain the benefits of the spell haste for as long as you maintain that bardic performance. If you cease maintaining the bardic performance or it is interrupted, this spell's duration ends. As an immediate action while you are maintaining a bardic performance, you can dismiss allegro to reroll a Reflex save or Dexterity-based skill check—you must choose to reroll before the result of the original roll is known. You must take the result of the reroll, even if it's worse than the original roll. Allegro dispels and is dispelled by slow.

Animate Dead, Lesser

School: necromancy [] (evil)
Domain: Death Domain: 3; Souls Subdomain: 3; Undead Subdomain: 3
Level: Arcanist: 3; Cleric: 2; Oracle: 2; Shaman: 2; Sorcerer: 3; Warpriest: 2; Wizard: 3
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
Target: one corpse

Description: Create one skeleton or zombie.

This spell functions as animate dead, except you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies with this spell.

Anthropomorphic Animal

School: transmutation [polymorph] ()
Domain:
Level: Druid: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3; Hunter: 3
Components: V, S, M (a humanoid thumb bone)
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level
Saving Throws: Fortitude negates
Spell Resistance: yes
Target: animal touched

Description: Animal becomes bipedal.

You transform the touched animal into a bipedal hybrid of its original form with a humanoid form, similar to how a lycanthrope's hybrid form is a mix of a humanoid and animal form. The animal's size, type, and ability scores do not change. It loses its natural attacks except for bite (if it had one as an animal), all types of movement other than its land speed, and special attacks that rely on its natural attacks. One pair of its limbs is able to manipulate objects and weapons as well as human hands do; limbless animals like snakes temporarily grow a pair of arms. The creature's Intelligence increases to 3, and it gains the ability to speak one language you know. It is not considered proficient in any manufactured weapons. It can attack with unarmed strikes, dealing unarmed strike damage for a creature of its size (unless it has a bite attack, which is a natural attack).

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

Anticipate Peril

School: divination [] ()
Domain:
Level: Alchemist: 1; Investigator: 1; Bard: 1; Skald: 1; Ranger: 1; Sorcerer: 1; Wizard: 1; Arcanist: 1; Hunter: 1
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level or until activated
Saving Throws: Will negates
Spell Resistance: yes
Target: creature touched

Description: Target gains a bonus on one initiative check.

A creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell's duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end.

Arboreal Hammer

School: transmutation [] ()
Domain: Jungle Domain: 4
Level: Druid: 4; Hunter: 4
Components: V, S, DF
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Saving Throws: none
Spell Resistance: no
Target: one Huge or larger tree

Description: Tree branches attack opponents.

This spell animates a tree's branch and directs it against your foes. At caster level 10th or lower, you can target a Huge tree. At caster level 11th–15th, you can target a Gargantuan tree, and at caster level 16th or higher you can target a Colossal tree. The animated branch makes slam attacks with a Strength score equal to 10 + your caster level. The branch strikes once per round with an attack bonus equal to your caster level + the branch's Strength modifier, adjusted by the appropriate size modifier (–2 for Huge, –4 for Gargantuan, –8 for Colossal). A Huge tree's slam deals 2d6 points of damage, a Gargantuan tree's slam deals 3d6 points of damage, and a Colossal tree's slam deals 4d6 points of damage; the tree adds 1-1/2 times its Strength modifier to this damage. A Huge tree has reach 15 feet, a Gargantuan has reach 20 feet, and a Colossal has reach 30 feet. The tree attacks the creature you designate when you cast the spell, and is unable to move. You can direct the tree against a new target as a move action. The tree does not gain a bonus for flanking, nor can it help another combatant flank. It cannot attack a foe you cannot see.

Arcana Theft

School: abjuration [] ()
Domain:
Level: Magus: 4
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Saving Throws: none
Spell Resistance: yes
Target: creature touched

Description: Targeted dispel transfers an effect to you.

This spell functions as a targeted dispel magic spell, except it only affects creatures and it requires a melee touch attack. If the melee touch attack is successful and the spell successfully dispels one spell affecting the target, that spell is instead transferred to you, treating you as the original target. You do not receive a new saving throw or spell resistance check against this spell and must accept its affects even if they are not beneficial. This does not alter the spell's duration; for example, if the spell only has 4 rounds of duration remaining when it is stolen, it only affects you for 4 rounds. If the spell or effect has a duration of permanent, its duration continues for 1 hour per caster level of the original caster, after which it ends. The stolen spell does not revert to the original target.

Archon's Aura

School: evocation [] (good,lawful)
Domain:
Level: Cleric: 3; Oracle: 3; Warpriest: 3; Paladin: 3
Components: V, S
Casting time: 1 standard action
Range: 20 ft.
Duration: 1 minute/level
Saving Throws: Will negates
Spell Resistance: yes
Area: 20-ft. radius centered on you

Description: Aura penalizes enemy attacks and AC.

You gain a powerful aura, similar to an archon's aura of menace. Any hostile creature within a 20-foot radius of you must make a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of archon's aura.

Arrow Of Law

School: evocation [] (lawful)
Domain:
Level: Cleric: 2; Oracle: 2; Warpriest: 2; Paladin: 2
Components: V, S, DF (a holy symbol)
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous (1 round); see text
Saving Throws: Will partial (see text)
Spell Resistance: yes
Effect: arrow-shaped projectile of lawful energy

Description: Harm and possibly daze chaotic creatures.

You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. A chaotic creature struck by an arrow of law takes 1d8 points of damage per two caster levels (maximum 5d8). A chaotic outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. This spell deals only half damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no effect on lawful creatures.

Ash Storm

School: conjuration [creation] (fire)
Domain:
Level: Druid: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3; Hunter: 3
Components: V, S, M/DF (a pinch of ash)
Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: 1 round/level
Saving Throws: none
Spell Resistance: no
Area: cylinder (40-ft. radius, 20 ft. high)

Description: Hamper vision and movement.

Driving ash blocks all sight (even darkvision) within the spell's area of effect, and falling cinders cause the ground in the area to become difficult terrain.

Astral Projection, Lesser

School: necromancy [] ()
Domain: Travel Domain: 9
Level: Cleric: 5; Oracle: 5; Warpriest: 5; Sorcerer: 5; Wizard: 5; Arcanist: 5
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: Limited astral travel.

This spell functions as astral projection, except you cannot leave the Astral Plane and explore other planes (though you can still return to the plane you were on when you cast this spell).

Atavism

School: transmutation [] ()
Domain:
Level: Druid: 4; Hunter: 4
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Saving Throws: Fortitude negates
Spell Resistance: yes
Target: one animal

Description: Animal gains advanced creature simple template.

By bringing forth the primeval ancestry of the target animal, you awaken a savage engine of destruction. The animal immediately gains the advanced creature simple template. It gains a +2 bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to AC and CMD, and +2 hit points per HD. The animal's primal instincts take hold for the duration of this spell—if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for "attack." This spell has no effect on animals that already have the advanced creature template.

Atavism, Mass

School: transmutation [] ()
Domain:
Level: Druid: 8
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Saving Throws: Fortitude negates
Spell Resistance: yes
Target: one animal/level, no two of which can be more than 30 ft. apart

Description: One animal/level gains advanced template.

This spell functions as atavism, except it affects multiple creatures.

Aura Of Doom

School: necromancy [] (emotion,fear,mind-affecting)
Domain:
Level: Cleric: 4; Oracle: 4; Warpriest: 4
Components: V, S, M/DF (powdered bone)
Casting time: 1 standard action
Range: personal
Duration: 10 minute/level
Saving Throws: Will negates
Spell Resistance: yes
Area: 20-ft.-radius emanation centered on you

Description: Creatures in your aura become shaken.

You emanate an almost palpable aura of horror. All non-allies within this spell's area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect. Creatures that leave the area and come back must save again to avoid being affected by the effect.

Badger's Ferocity

School: transmutation [] ()
Domain:
Level: Cleric: 3; Oracle: 3; Warpriest: 3; Druid: 3; Ranger: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2; Hunter: 2
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one weapon/3 levels

Description: Weapons are keen while you concentrate.

This functions like keen edge, except it affects multiple weapons and requires your concentration. You select the weapons to be affected, and can only affect one weapon per creature. If a creature's weapon exceeds the spell's range, the spell ends for that weapon.

Battlemind Link

School: divination [] (mind-affecting)
Domain:
Level: Inquisitor: 4; Sorcerer: 6; Wizard: 6; Arcanist: 6
Components: V, S
Casting time: 1 standard action
Range: personal and close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: you and 1 ally

Description: You and an ally gain attack and AC bonuses.

You fuse your thoughts with an ally's, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects.

Melee: If you both make melee attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack rolls (plus bonuses).

Ranged: If you both make ranged attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack roll (plus bonuses).

Spell: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on their saving throw against the spells.

You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or helpless.

Bestow Grace Of The Champion

School: transmutation [] (good,law)
Domain:
Level: Cleric: 7; Oracle: 7; Warpriest: 7; Paladin: 4
Components: V, S, DF
Casting time: 1 standard action
Range: touch
Duration: 1 round/level (see text)
Saving Throws: yes (harmless)
Spell Resistance: yes (harmless)
Target: lawful good creature touched

Description: Target gains paladin abilities for 1 round/level.

You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin. The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws. It can use spell completion, spell trigger, or other magic items that require the ability to cast spells as a paladin. Any abilities not used by the time the spell expires are lost. This spell has no effect if cast on a paladin.

Blade Of Bright Victory

School: transmutation [] (good)
Domain:
Level: Paladin: 3
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Will negates (harmless)
Spell Resistance: no
Target: your paladin bonded weapon

Description: Bonded weapon gains ghost touch.

You strengthen the bond between your divine bond weapon and its celestial spirit. The weapon gains the ghost touch property. You may change your weapon's damage type (bludgeoning, piercing, slashing) as a swift action. You gain a sacred bonus to your CMD against disarm and sunder attacks directed at your bonded weapon; this bonus is equal to half your caster level.

Blade Of Dark Triumph

School: transmutation [] (evil)
Domain:
Level: Antipaladin: 3
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Will negates (harmless)
Spell Resistance: no
Target: your fiendish boon weapon

Description: Bonded weapon gains ghost touch.

You strengthen the bond between your fiendish boon weapon and its unholy spirit. The weapon gains the ghost touch property. You may change your weapon's damage type (bludgeoning, piercing, slashing) as a swift action. You gain a profane bonus to your CMD against disarm and sunder attacks directed at your boon weapon; this bonus is equal to half your caster level.

Blessing Of The Mole

School: transmutation [] ()
Domain:
Level: Cleric: 3; Oracle: 3; Warpriest: 3; Inquisitor: 3; Paladin: 3; Ranger: 3; Hunter: 3
Components: V, S
Casting time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Saving Throws: none (harmless)
Spell Resistance: yes (harmless)
Area: 1 creature/level

Description: 1 ally/level gains darkvision and a +2 Stealth bonus.

The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks.

Blood Crow Strike

School: evocation [] (fire)
Domain:
Level: Cleric: 4; Oracle: 4; Warpriest: 4
Components: V, S
Casting time: 1 round
Range: medium (100 ft. + 10 ft./level)
Duration: instantaneous
Saving Throws: none
Spell Resistance: yes
Target: one creature

Description: Unarmed strikes create crows that deal fire and negative energy damage.

Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area; each successful attack deals damage as if you had hit it with your unarmed strike, except half the damage is fire and half is negative energy (this negative energy does not heal undead). For example, if you are a 14th-level monk, you can use a flurry of blows to attack five times, creating one energy crow for each successful attack against the target, and dealing 2d6 points of damage (plus appropriate unarmed strike modifiers) with each crow.

Blood Mist

School: conjuration [creation] (poison)
Domain: Swamp Domain: 8
Level: Druid: 8; Shaman: 8
Components: V, S, M (a pinch of dried red algae)
Casting time: 1 standard action
Range: medium (100ft. +10ft./level)
Duration: 1 minute/level
Saving Throws: Fortitude negates (see text)
Spell Resistance: yes
Area: 60-ft. radius

Description: Mist causes Wisdom damage and rage.

This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color. All targets within the mist gain concealment. Any creature within the mist must save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures it detects nearby (as the "attack nearest creature" result of the confused condition). An enraged creature remains so as long as the spell is in effect. A creature only needs to save once each time it is within the mist (though leaving and returning requires another save).

Blood Transcription

School: divination [] (evil)
Domain:
Level: Alchemist: 2; Investigator: 2; Magus: 2; Sorcerer: 2; Witch: 2; Wizard: 2
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 24 hours
Saving Throws: none
Spell Resistance: no
Target: one dead spellcaster

Description: Learn a spell from the target's blood.

By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you can attempt to learn a spell that spellcaster knew. Select one spell available to the dead spellcaster (this must be a spell on your spell list); you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a witch) using the normal rules for copying a spell from another source. Once you have learned it, you may prepare the spell normally.

Boiling Blood

School: transmutation [] ()
Domain:
Level: Arcanist: 2; Bard: 2; Bloodrager: 2; Cleric: 2; Oracle: 2; Skald: 2; Sorcerer: 2; Warpriest: 2; Witch: 2; Wizard: 2
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: concentration + 1 round/level (D)
Saving Throws: Fortitude negates (see text)
Spell Resistance: yes
Targets: one creature per three levels, no two of which may be more than 30 ft. apart

Description: Targets take fire damage; orcs get +2 Strength.

The blood of the targeted creatures begins to boil. If a target fails its save, it takes 1 point of fire damage per round. This spell has no effect on creatures that don't have blood.

If a target has the orc subtype, it doesn't take fire damage and instead gains a +2 morale bonus to Strength.

Bungle

School: enchantment [compulsion] ()
Domain:
Level: Sorcerer: 1; Wizard: 1; Arcanist: 1; Witch: 1
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration + 2 rounds or until triggered
Saving Throws: Will negates
Spell Resistance: yes
Target: one humanoid

Description: Target takes a -20 penalty on its next attack roll or check.

The target takes a –20 penalty on its next attack roll or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.

Burrow

School: transmutation [] ()
Domain:
Level: Alchemist: 3; Arcanist: 3; Bloodrager: 3; Druid: 3; Hunter: 3; Investigator: 3; Ranger: 3; Sorcerer: 3; Wizard: 3
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 minute/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: creature touched

Description: Target gains a burrow speed of 15.

The subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy armor, or if it carries a medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone. Using burrow requires only as much concentration as walking, so the subject can attack or cast spells normally. The burrowing creature cannot charge or run. Loose material collapses behind the target 1 round after it leaves the area. This spell does not give the target the ability to breathe underground, so when passing through loose material, the creature must hold its breath and take only short trips, or else it may suffocate.

Burst Of Nettles

School: conjuration [] (acid)
Domain: Swamp Domain: 2
Level: Druid: 3; Hunter: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws: Reflex half
Spell Resistance: yes
Area: 10-ft.-radius burst

Description: Burst deals 3d6 damage and 1d6 acid.

You release a burst of barbed, acid-filled nettles. Creatures caught in the burst take 3d6 points of damage plus 1d6 points of acid damage on the next round. Those that save take half damage from the initial burst and no damage on the next round.

Cackling Skull

School: illusion [glamer] ()
Domain: Arcane Subdomain: 2; Magic Domain: 2
Level: Witch: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: permanent until discharged
Saving Throws: Will negates
Spell Resistance: yes
Target: one skull

Description: Skull acts as magic mouth, listeners are shaken.

This spell functions as magic mouth, except rather than creating an illusory mouth on any surface, it affects a skull. In addition, when the skull's magic is triggered, it releases wild and unnerving cackles before speaking its message. All creatures that can hear the cackles must save or become shaken for 1d4 rounds.

Call Construct

School: conjuration [teleportation] ()
Domain: Language Subdomain: 7; Rune Domain: 7; Wards Subdomain: 7
Level: Cleric: 8; Oracle: 8; Warpriest: 8; Sorcerer: 8; Wizard: 8; Arcanist: 8
Components: V, S, M (a sapphire worth 1,000 or 5,000 gp; see text)
Casting time: 10 minutes
Range: touch
Duration: permanent until discharged
Saving Throws: none
Spell Resistance: no
Target: construct touched

Description: Summon your construct to you.

This spell functions as instant summons, except it can only summon a construct you control. For constructs such as golems that are immune to magic, the value of the specially inscribed sapphire must be at least 5,000 gp. For other constructs, a 1,000 gp sapphire suffices.

If the construct is no longer under your control or destroyed, the spell fails, but you know roughly where the construct or its remains are located.

Cape Of Wasps

School: conjuration [summoning] ()
Domain: Swamp Domain: 4
Level: Druid: 4; Witch: 4; Hunter: 4
Components: V, S
Casting time: 1 standard action
Range: personal
Duration: 1 round/level (D)
Saving Throws:
Spell Resistance:
Target: you

Description: Wasp swarm defends or carries you.

You summon a wasp swarm, which fills your space (up to 5 feet by 5 feet) but does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of swarm damage and poison from the wasp swarm, but is not affected by the swarm's distraction ability. As a free action on your turn, you may have the swarm cling to you tightly, giving you a fly speed of 20 feet (poor maneuverability); when using the swarm to fly, it does not provide concealment or harm creatures that strike you. You can return the swarm to its protective shape as a free action on your turn.

Caustic Eruption

School: conjuration [creation] (acid)
Domain:
Level: Sorcerer: 7; Wizard: 7; Arcanist: 7
Components: V, S
Casting time: 1 standard action
Range: 30 ft
Duration: instantaneous and 2 rounds; see text
Saving Throws: Reflex half (see text)
Spell Resistance: no
Area: 30-ft.-radius burst

Description: Burst deals 1d6 acid/level and lingers.

Acid erupts from your space in all directions, causing 1d6 points of damage per caster level (maximum 20d6) to creatures and unattended objects in the area. On your turn in each of the next 2 rounds, creatures and objects that failed their saves against the initial burst take an additional 1d6 points of acid damage per 2 caster levels (maximum 10d6) unless the acid is neutralized, dispelled, or washed away.

Chord Of Shards

School: evocation [] ()
Domain:
Level: Bard: 1; Skald: 1
Components: V, S
Casting time: 1 standard action
Range: 15 ft.
Duration: instantaneous
Saving Throws: Reflex negates
Spell Resistance: no
Area: cone-shaped burst

Description: Performance deals 2d6 piercing damage.

During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.

Circle Of Clarity

School: abjuration [] ()
Domain:
Level: Arcanist: 7; Cleric: 7; Oracle: 7; Shaman: 8; Sorcerer: 7; Warpriest: 7; Wizard: 7
Components: V, S, F (a crystal lens worth 100 gp)
Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Effect: 20-ft.-radius emanation centered on a creature, object or point in space

Description: Emanation hampers illusions and stealth.

You create a magical emanation that interferes with all figments and glamers within it, giving creatures a +4 bonus on saving throws to recognize them as illusions. The emanation negates concealment less than total concealment within the area. Perception checks to notice creatures or objects within the area gain a bonus equal to half your caster level (maximum +10). The spell is stationary if cast on a point in space. It is mobile if centered on a creature or object, though creatures or attended objects can negate the spell with a saving throw or spell resistance.

Cold Ice Strike

School: evocation [] (cold)
Domain:
Level: Cleric: 6; Oracle: 6; Warpriest: 6; Sorcerer: 6; Wizard: 6; Arcanist: 6
Components: V, S
Casting time: 1 swift action
Range: 30 ft.
Duration: instantaneous
Saving Throws: Reflex half
Spell Resistance: yes
Area: 30-ft. line

Description: Cone of ice slivers deals 1d6 cold/level.

You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6).

Compassionate Ally

School: enchantment [compulsion] (emotion,mind-affecting)
Domain:
Level: Bard: 2; Skald: 2; Cleric: 2; Oracle: 2; Warpriest: 2; Sorcerer: 2; Wizard: 2; Arcanist: 2
Components: V, S
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: Target is compelled to help injured ally.

At the sight of an injured ally, the target immediately disengages from its current course of action and rushes to provide aid. If the target possesses curative spells or magic items, it utilizes them to help the injured ally. If not, the target provides aid by performing a Heal check. The target remains with the injured ally to assure her safety and refuses to leave the ally's side until her wounds are fully treated or the spell ends, but can otherwise defend itself and make attacks.

Conjure Black Pudding

School: conjuration [summoning] (acid)
Domain: Cave Domain: 6
Level: Sorcerer: 6; Wizard: 6; Arcanist: 6; Summoner: 5
Components: V, S, M (a flask of acid worth 10 gp)
Casting time: 1 round
Range: close (25 ft. + 5 ft./2 level)
Duration: 1 round/level (D)
Saving Throws: none
Spell Resistance: no
Effect: one summoned black pudding

Description: Summon a black pudding.

You summon a black pudding that immediately attacks creatures near it. You have no control over the creature, and it may attack you if there are no more obvious opponents. The black pudding is treated as a summoned creature and has the extraplanar subtype. The black pudding's split ability works normally, but all puddings derived from the summoned one disappear when the spell ends.

Contagion, Greater

School: necromancy [] (disease,evil)
Domain: Decay Subdomain: 3
Level: Cleric: 5; Oracle: 5; Warpriest: 5; Druid: 5; Sorcerer: 6; Wizard: 6; Arcanist: 6; Witch: 5; Hunter: 5
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throws: Fortitude negates
Spell Resistance: yes
Target: one living creature

Description: Infect a subject with a magical disease.

This spell functions as contagion, except the victim cannot overcome the disease without magic—making the required number of saves does not cure it. The DC to remove the disease with magic is equal to the save DC + 5.

Control Construct

School: transmutation [] ()
Domain:
Level: Sorcerer: 7; Wizard: 7; Arcanist: 7
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: concentration
Saving Throws: none (see text)
Spell Resistance: no
Target: one construct

Description: Take control of a construct.

You wrest the control of a construct from its master. For as long as you concentrate, you can control the construct as if you were its master. You must make a Spellcraft check each round to maintain control. The DC of the Spellcraft check is (10 + the construct's HD). If the construct's creator or master is present and trying to control the construct, you both must make opposed Spellcraft checks each round to control the construct.

Control Summoned Creature

School: enchantment [compulsion] (mind-affecting)
Domain:
Level: Bard: 3; Skald: 3; Cleric: 4; Oracle: 4; Warpriest: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4; Summoner: 3
Components: V, S
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 summoned creature

Description: Direct a summoned monster as if you had summoned it.

You seize control of a summoned creature by disrupting the bond between it and the caster who summoned it. If the creature fails its save, you may command it as if you had summoned it. The original caster can attempt to regain control of the creature as a standard action by making an opposed Spellcraft check against you. When your spell ends, control reverts to the original summoner. If the summoning spell ends before this spell ends, the remaining duration of this spell is lost.

Corrosive Consumption

School: conjuration [creation] (acid)
Domain:
Level: Magus: 5; Sorcerer: 5; Wizard: 5; Arcanist: 5
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 3 rounds
Saving Throws: none
Spell Resistance: yes
Target: creature touched

Description: Acidic patch damages an opponent.

With a touch, this spell causes a small, rapidly growing patch of corrosive acid to appear on the target. On the first round, the acid deals 1 point of acid damage per caster level (maximum 15). On the second round, the acid patch grows and deals 1d4 points of acid damage per caster level (maximum 15d4). On the third and final round, the acid patch covers the entire creature and deals 1d6 points of acid damage per caster level (maximum 15d6). The target can spend a full-round action to scrape off the acid, or can wash it off with at least 1 gallon of liquid to halve the damage for that round and negate the remaining rounds of the spell.

Corrosive Touch

School: conjuration [creation] (acid)
Domain:
Level: Arcanist: 1; Bloodrager: 1; Magus: 1; Sorcerer: 1; Summoner: 1; Wizard: 1
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: instantaneous
Saving Throws: none
Spell Resistance: yes
Target: creature or object touched

Description: Touch attack deals 1d4 acid/level.

Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4).

Countless Eyes

School: transmutation [] ()
Domain:
Level: Alchemist: 3; Arcanist: 3; Bloodrager: 3; Inquisitor: 3; Investigator: 3; Sorcerer: 3; Witch: 3; Wizard: 3
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 1 hour/level
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: creature touched

Description: Extra eyes give all-around vision.

The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision and cannot be flanked.

Create Demiplane, Lesser

School: conjuration [creation] ()
Domain:
Level: Cleric: 7; Oracle: 7; Warpriest: 7; Sorcerer: 7; Wizard: 7; Arcanist: 7; Summoner: 5; Witch: 7
Components: V, S, F (a forked metal rod worth at least 500 gp)
Casting time: 2 hours
Range: 0 ft.
Duration: 1 day/level
Saving Throws: none
Spell Resistance: no
Effect: extradimensional demiplane, up to three 10-ft. cubes/level (S)

Description: Create your own demiplane.

You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell.

When you cast the spell, you decide whether the demiplane is within the Astral or the Ethereal Plane. It is filled with air or water (decided by you). The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The "walls" and "ceiling" of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane's environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane's light level (bright, normal, dim, or darkness), which affects the entire plane.

There are no native creatures or plants on this plane, though you may bring some there (if the plane's light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use move earth to create a hill or wall of stone to create a barricade.

When you finish casting this spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle. The demiplane is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes. Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or plane shift. You are considered "very familiar" with your entire demiplane.

As a standard action, you may eject a creature from your demiplane. The creature may resist with a Will saving throw. An ejected creature goes to the closest plane to your demiplane (usually the Astral Plane or the Ethereal Plane, but if you cast this spell on the Material Plane, the creature is sent to the Material Plane). When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw. The plane cannot be dispelled, but a creature on the plane can destroy it by using limited wish, mage's disjunction, miracle, or wish and making a successful dispel check.

If you are within the demiplane, you can add to its area by casting the spell again. Alternatively, you may cast this spell again to reset the duration of an existing area to that of your latest casting. If the duration on one area of the demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a collapsing portion of the demiplane would leave one section cut off from other sections of the demiplane (for example, if there were three areas connected in a straight line and the center part expired), the stranded sections count as separate demiplanes under your control. You may reconnect these stranded sections by casting the spell again to create a linked area between the two.

You can make this spell permanent with the permanency spell, at a cost of 17,500 gp. If you have cast create lesser demiplane multiple times to enlarge the demiplane, each casting's area requires its own permanency spell.

Cursed Earth

School: necromancy [] (curse,evil)
Domain:
Level: Cleric: 9; Oracle: 9; Warpriest: 9; Sorcerer: 9; Wizard: 9; Arcanist: 9; Witch: 9
Components: V, S, M (powdered onyx 10,000 gp), DF
Casting time: 10 minutes
Range: touch
Duration: permanent
Saving Throws: none (see text)
Spell Resistance: no
Area: 1-mile radius emanating from the touched point

Description: Plants die, living creatures catch diseases, or dead creatures rise as zombies.

You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.

Famine: All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants.

Living Death: Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.

Plague: Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. This is a disease effect.

Curse, Major

School: necromancy [] (curse)
Domain: Curse Subdomain: 3
Level: Arcanist: 6; Cleric: 5; Oracle: 5; Shaman: 5; Sorcerer: 6; Warpriest: 5; Witch: 5; Wizard: 6
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: permanent
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature

Description: As bestow curse, but harder to remove.

This spell functions as bestow curse, except the DC to remove the curse is equal to the save DC + 5.

Curse Of Disgust

School: enchantment [] (compulsion,curse,emotion,mind-affecting)
Domain:
Level: Bard: 3; Skald: 3; Sorcerer: 5; Wizard: 5; Arcanist: 5; Witch: 5
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: permanent
Saving Throws: Will negates
Spell Resistance: yes
Target: one creature

Description: Target is sickened while viewing trigger.

You place a curse upon a creature, causing it to avoid the sight of a specific trigger, which is a kind of creature, object, or condition designated by you. When the target is within 30 feet of a trigger and is aware of the trigger, it gains the sickened condition and feels an urge to leave. A successful Will save negates the urge to leave, but the sickened condition persists as long as the target is within 30 feet of a trigger and aware of it. Example triggers include beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats, corpses, and sewage.

Curse Of Magic Negation

School: abjuration [] (curse)
Domain:
Level: Cleric: 5; Oracle: 5; Warpriest: 5; Inquisitor: 4; Sorcerer: 4; Wizard: 4; Arcanist: 4; Witch: 4
Components: V, S, M (powdered lead and platinum worth 250 gp)
Casting time: 1 round
Range: medium (100 ft. + 10 ft./level)
Duration: 10 minute/level
Saving Throws: Will negates
Spell Resistance: no
Target: one creature

Description: Target gains the negated spellblight.

You disrupt the target creature's ability to draw upon magical energies. For the duration of the spell, it gains the negated spellblight (see page 97). Dispel checks to remove the spellblight take a –5 penalty due to this spell's interference with magical energies.

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