FANDOM


Spell

Boil Water

School Transmutation
Descriptor
Fire
Level Sor/Wiz 0
components V,S,M
casting time 1 standard action
range 5 feet
target
effect 1 gallion of water/level
area
duration Instantaneous
saving throw None
spell resistance No


This Cantrip brings any water source up to 1 gallon in volume to a boil instantly. The water will do 1 pt of damage to anyone touching it with bare skin. The water stays hot for 10 rounds, depending on the surrounding temperature, but will only do damage for half of that. Does not work on water based creatures.

TrickEdit

Eschew Materials feat + Major Creation.

There's no book value listed for either Osmium or it's antimatter counterpart. Just summon Anti-Osmium to the limit of your casting ability in contact with the critter. (Point of order: given an Earth-equivalent density, and assuming it has the DR of rock at all points, it takes a 17th level caster to summon enough Anti-Osmium to fragment the planet. Imagine what a 50th could do.)

EDIT: Osmium is 22610 kg/cubic meter. A 50th level caster summons 50 cubic feet, or a cube 3.7 feet to a side. This converts over to be roughly 15.25 cubic meters, for a final density of 344,802 kg. 1 gram of antimatter produces roughly a 43 kiloton reaction (doubling once the matter is added into the equation, so the detonation of 1g of AM in contact with 1g of matter is 86kt). We have 344,802,500 grams of anti-osmium, for a total yield of 29,653,015,000,000 kilotons. (these are metric tons of 1,000kg each, for a total of 29,653,015,000,000,000 kiloGRAMS of TNT) 1 lb of TNT does 3d6 damage, or, converting over, 0.454 kg of TNT does 3d6 damage. So, dividing 29,653,015,000,000,000 by 0.454 yields 65,315,011,013,215,859 increments of 3d6. So, multiply by three, and get 195,945,033,039,647,577d6 damage.

Congratulations, you've just done 195 quadrillion damage minimum. Your average damage is 685,807,615,638,766,519 hp.

685 quadrillion hp damage. That ought to blow through most DR. And it's not fire damage (even though TNT is usually thought of that way). It's just plain old force damage.


P sherpedEdit

Some druids, especially among the Greensingers or thoes who have delt extensively with that sect, reject narrow interpretations of what constitutes the "natural" world. They see the great dance of the planes as the full expression of existance and are fascinated by these other realms. such persons become planar travelers and even adopt another plane as a second home as they delve ever deeper into these natural mysteries. Dubbed "planar shepherds" for their proselytizing on planar tolerance, they work to open the minds of others to the reality of nature.

Hit Die: d8.

Requirements:

  • Skill: Knowledge (nature) 8 ranks. Knowlege (the planes) 4 ranks.
  • Feat: Greensinger Initiate or initiate of Nightbringers (at dm's option)
  • Special: Wild shape class feature

Class Skills: (Skill Points at Each Level: 4+Int modifier.) Concentration (Con), Knowledge (arcana)(Int), Knowledge (Nature)(Int), Knowledge (the planes)(Int), Listen (Wis ), Spellcraft (Int), Spot (wis), and Survival (wis) Level BAB Fort Save Ref Save Will Save Special Spells per Day 1st +0 +2 +0 +2 Animal companion, planar attunement, wildshape +1 level of existing divine class 2nd +1 +3 +0 +3 Detect manifest zone +1 level of existing divine class 3rd +2 +3 +1 +3 Wild shape (magical Beast) +1 level of existing divine class 4th +3 +4 +1 +4 Plane Shift 1/day (Dex bonus to AC) +1 level of existing divine class 5th +3 +4 +1 +4 Planar bubble 1/day +1 level of existing divine class 6th +4 +5 +2 +5 — +1 level of existing divine class 7th +5 +5 +2 +5 Intensify manifest zone +1 level of existing divine class 8th +6 +6 +2 +6 Plane shift 2/day +1 level of existing divine class 9th +6 +6 +3 +6 Wild shape (elemental or outsider) +1 level of existing divine class 10th +7 +7 +3 +7 Planar bubble 3/day, planar self +1 level of existing divine class

Class Features:

Weapon and Armor Proficiency: Planar Shepherd's gain no weapon or armor proficiencies.

Spells per Day/Spells Known: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestigue class level. you do not, however, gain any other benefit a character of that class would have gained, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known .

Animal Companion: Your Planar Shepherd levels stack with your druid levels for the purpose of determining the abilities of your animal companion.

Planar Attunement (ex): At 1st level, you must choose a single plane of existance other then the Material Plane, such as Iran the eternal day. Once selected, your Planar Shepherd features are forever attuned to this plane. You cannot choose a plane with an alignment trait opposed to any component of your own alignment. For example, a neutral good Planar Shepherd cannon choose Fernia (because that plane is mildly evil-aligned). You and your animal companion ignore any harmful effects derived from your chosen plane's elemental or energy traits, as well as any natural environmental affects associated with the plane. For instance, you are attuned to Risia, the Plain of Ice, you are not affected by the plane's cold temperatures; on fernia, you do not take fire damage for being on a fire-dominant plane. You are also immune to the entrapping effects of planes such as Dolurrh. If you choose, you can share this benifit withi a number of allies equil to your class level: these allies must remain within 100 feet of you to gain this benifit. This immunity does not extend to the plane's physical traits (including gravity and time), Alignment traits, or magic traits.

Detect manifest zone (Sp): starting at 2nd level, you can use the detect manifest zone (see page 150) at will.

Wild Shape (Su): Your druid level stacks with your Planar Shepherd class levels for the purpose of determining the number of daily uses, the maximum HD and size (but not creature type), and the duration of your wild shape ability. At 3rd level, you are able to use wild shape to change into a magical beast native to your chosen plane, with the same size restrictions as for your animal forms. For exammple. If you chose the plane of Fernia, you could become a zezir (monster manual III 205). This includes creatures whos type changes to magical beast as a result of applying a template (such as celestial or fiendish) when you attain 9th level, you become able to use wild shape to change into an elemental or outsider native to your chosen plane, although it costs two of your daily uses of whild shape to do so. For example, if you choose the plane of mabar you could become a barghest. In addition to the normal effects of wildshape, you gain all the elemental or outsider's extraordinary, supernatural, and spell-like abilities.

Plane Shiftt (Sp): On reaching 4th level, you can travel freely between your chosen plane and the material plane once per day. You can bring up to eight other creatures with you, provising all link hands with you. This ability w orks like the plane shift spell. You can use this ability twice per day at 8th level.

Planar Bubble (Su): Beginning at 5th level, once per day you can create an area around yourself that emulates the environment of your chosen plane. This area mimics all traits of your chosen plane, including physical traits, elemental and energy traits, alignment traits, and magic traits. This area has a 20-foot radius and lasts as long as you concentrate (up to a maximum of 1 hour per level) plus 1d10 rounds. At 10th level, you can use this ability three times per day.

Intensify Manifest Zone (Sp): At 7th level, you can use intensify manifest zone (see page 151) once per day, using your divine caster levvel. You can only affect manifest zones of your chosen plane.

Planar Self: At 10th level, you are a focus for the energies of your chosen plane. You become an outsider native to your chosen plane and gain damage reduction 10/magic. Whenever you are in a manifest zone of your chosen plane, you gain a +1 bonus to your caster level for all divine spells.

Feat: Greensinger Initiate: (Core book, Eberron campaign setting p54) You have embraced the duidic traditions of the green-singers, a chaotic eldeen reaches sect with close ties to the fey. Prerequisites: Ability to spontaneously cast summon nature's ally. benifit: add bluff, hide, and preform to your list of druid class skills. In addition, you can cast the following spells as if they were on the druid spell list at the indicated levvel. 1st level: charm person 2nd level: daze monster 3rd level: displacement 4th level: charm monster 5th level: hold monster 6th level: cat's grace, mass 7th level: ethereal jaunt 8th level: charm monster, mass 9th level: etherealness

Feat: initiate of Nightbringers (Faiths of eberron, p147) (at dm's option) You have been trained in the ways of the Nightbringers, a new offshoot of the Children of Winter. prerequisite: Nongood alignment, ability to spontaneously cast summon nature's ally. benifit: Add hide and move silently to youro list of druid class skills. In addition, you can cast the following spells as if they were on the druid spell list at the indicated levvel. 1st level: Inflict light wounds 2nd level: Darkness 3rd level: Deeper Darkness 4th level: Enervation 5th level: Summon Monster V (can only be used to summon a shadow mastiff) 6th level: Planar ally (can only be used to call a native of Mabar) 7th level: Control Undead 8th level: Create greater undead (can only be used to create shadows) 9th level: Gate (can only be used to open a gate to Mabar)

SpellsEdit

Detect manifest zone level: adept1, cleric1, paladin1, sorcerer/wizard 1 Components V,S,DF Casting time: 1 action range 120' Area 120' radius emanation centered on you Duration: concentration, up to 10min/level Saving throw: none Spell resistance: no

You can sense the presence of manifest zones, areas in which the energies and traits of another plane leak over into the world of eberron. the ammount of information revealed depends on how long you study a particular area or subject. 1st round, presence or absence of a manifest zone. If the zone is in your range but not in your line of sight, you discern its direction but not its exact location. 2nd round, age of manifest zone. You gain a very general sense of how long it has existed (see age categories). if the zone is going to fade in the next 24 hours you learn that too. 3rd the plane to which the manifest zone is connected. if the zone is small and fits entirely within the area of your spell, you learn its exact boarders and dimensions. If the zone is larger then that you do not know the precise location or dimensions of the zone outside your spell area. This spell can penetrate barriers, but a thin sheet of lead, 1" of common metal, 1' of stone, or 3' of wood or dirt blocks it.

Age Categories Nascent - less then 1 day new - 1 to 30 days young - 31 days to 1 year Mature - 1 to 10 years old - 11 to 100 years ancient - more then 100 years.

Intensify manifest zone Level: Cleric 7, Druid 7 components, V, S, F, XP Casting time 8 hours range: close 25' +5'/2 levels area : 40' radius/level emanation Duration: permanent Saving throw: none Spell resistance: yes

You enhance the effects of a manifest zone of the specified plane.

The effects of the manifest zone increase by one "step" since each zone is different, this can have various effects. a zone that exists in rings (such as the gloaming in the eldeen reaches) has stronger effects as one moves inward: this spell increases the effect of a ring to that of the next inmost. the innermost ring of such a zone instead takes on one trait of the associated plane that it does not already have: in the case of the gloaming again, the spell confers the mildly negative-dominant trait on that ring. A zone that has a uniform effect over its area takes on one planer trait (of your choice) in the same way. you cannot further enhance a manifest zone (or a ring within a zone) with additional intensify manifest zone spells. An intensive manifest zone effect cannot be dispelleed, but it can be removed with a limited wish, miracle, planer bubble, or wish spell. focus: a gem, piece of precious metal, or concentrated essence of the plane associated with the manifest zone, worth at least 500gp. xp cost: 500xp


Lesser Planar Breach Evocation Level: Clr 3, Sor/Wiz 2 Components: S, V Casting Time: 1 full-round action Range: 0 ft Effect: Planar Breach (see text) Duration: 1 rnd/level Saving Throw: see text Spell Resistance: No This spell creates a minor planar breach centered on the caster. The breach lasts the duration of the spell, at which time the magic of the spell ends and the breach reverts to its naturally-closed state. The breach opens over 1d4 rounds (as normal for a planar breach) and its effects begin when this onset time ends.

Planar Breach Evocation Level: Clr 5, Sor/Wiz 5 This spell functions like Lesser Planar Breach except that it creates a severe breach instead of a minor breach.

  • Note that, if these spells are used, they should replace Precipitate Breach from the Planar Handbook

Repair Planar Breach Evocation Level: Clr 6, Sor/Wiz 5 Components: S, V Casting Time: 1 full-round action Range: Short (25 ft + 5 ft/2 levels) Target: One planar breach Duration: Instantaneous Saving Throw: None Spell Resistance: No During the casting of this spell, the caster makes exaggerated arm motions, mimicking drawing the edges of a planar breach together. The spell closes a single planar breach of any level of severity, though it does not prevent another breach from being opened in the same location.

If the breach was the result of random breaching, the spell is automatically successful. If the breach was created by a spellcaster using the Precipitate Breach, Precipitate Complete Breach, Lesser Planar Breach, or Planar Breach spells, the caster must succeed on an opposed caster level check with the creator of the breach. For every 5 ranks in Spellcraft a caster has, he/she gets a +1 bonus on this opposed caster level check.

Know Planar Location Divination Level: Brd 2, Clr 2, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 rnd/level Saving Throw: None Spell Resistance: No This spell allows the caster to see across the boundaries of the planes and observe their corresponding location on another plane. The caster can choose the plane he/she sees. This spell does not allow the caster to affect the plane he/she sees, nor is the caster detectable on the other plane. The caster can view the other plane for 1 round per level, but cannot move from his/her position.

Coral Shape (Transmutation) Level: Clr 2, Drd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 hour Range: Touch Target: Coral touched, up to 10 cu. ft./ level Duration: Instantaneous Saving Throw: None Spell Resistance: No

You can form an existing piece of living or non-living coral into any shape that suits your purpose. While it’s possible to make crude coffers, doors, boat hulls and so forth with coral shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work. Living coral is killed in the process of casting the spell and does not continue to grow after the spell has been cast.

Material Component: A small piece of coral of the same type as the coral you’re shaping, which is ground into a powder and sprinkled over the coral while the verbal component is uttered.

Detect Go-Stone (Divination) Level: Brd 0, Radiation 1, Rgr 1, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 60 ft. (see text) Effect: cone-shaped emanation Duration: Concentration, up to 1 minute/level Saving Throw: None Spell Resistance: No

You gain the ability to detect the presence of go-stone. The amount of information you gain depends on how long you study a particular area.

1st Round: You detect the presence of go-stone somewhere within the area

2nd Round: Specific location of each shard or vein of go-stone. You also detect areas covered in go-stone dust.

3rd Round: Strength category of a given shard of go-stone

Note that the range of this spell is halved if you are trying to detect raw, unprocessed go-stone. Go-stone shards that have been mined, processed and used in item creation or enhancement emit far stronger auras and are easier to detect by means of this spell.

Each round, you can turn to detect go-stone in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt blocks it.

Detect go-stone can be made permanent with a permanency spell.

Habush’s Iron’Clad Contract (Divination) Level: Bard 2, Cleric 2, Wizard 2 Components: V, S, F Casting Time: 10 minutes Range: Close (25 feet + 5 ft./2 levels) Target: Up to one willing creature/level Duration: See text Saving Throw: None Spell Resistance: No

This spell was created to assist in the enforcement of contracts, especially when the reliability of one or more parties is in doubt. If one of the targets of this spell violates the terms of the contract, all other targets are immediately notified. The notification comes in the form of a brief telepathic message, no more than a few sentences long, that specifies who broke the contract and in what way.

This spell lasts as long as the terms of the contract in question stipulate. However, if a target violates the contract, the spell immediately ends for that target only. Other targets remain under the effect of the spell until the contract expires or they themselves violate its terms.

Focus: A written copy of the contract in question, which all targets of the spell must sign during casting.

Imposing Visage (Illusion [Glamer]) Level: Hexblade 1, Sor/Wiz 1 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 minute/level Saving Throw: Will negates (see text) Spell Resistance: No

Upon casting this spell, you are surrounded by a dark miasma and appear to grow larger and more threatening in the minds of your opponents. Your effective size category increases by one for the purpose of adjudicating Intimidate checks. Additionally, your effective size increases by one additional category for every 5 caster levels. Thus, a character with CL 5 appears to increase two size categories. Intelligent creatures targeted with an Intimidate check by the caster may make a Will save to disbelieve the illusion and thereby negate the effect of the spell on the ensuing Intimidate check.

Involuntary Fast (Necromancy) Level: Asceticism 3 Components: V, S Casting Time: 1 standard action Range: Close (25 feet + 5 ft./2 levels) Target: One living creature Duration: One round per level Saving Throw: None Spell Resistance: No

Upon casting this spell, you enforce a fast upon your opponent. The target cannot eat, drink or swallow anything for the duration of the spell. In addition, the target must make a Constitution check (DC 15, + 1 for every previous check) each round or take 1d6 points of nonlethal damage as if from starvation. Creatures that do not need to eat automatically avoid the nonlethal damage but are still prevented from ingesting anything.

Irradiate (Transmutation) Level: Clr 3, Radiation 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: Object touched Duration: 1 minute/level (see text) Saving Throw: Fortitude negates (see text) Spell Resistance: No

This spell causes an object to emit a powerful field of energy that saps the vitality of creatures within a 20 foot radius. The effect is immobile but it can be cast on a mobile object. Every round, all creatures within the radius take 2 points of Wisdom and Constitution damage. A creature can make a Fortitude save each round to attempt to negates this damage, even if it has already been effected. The DC for this save increase by one for every round after the first that the creature remains within the radius. Moving out of the radius does not reset the save DC but rounds spent outside the radius do not increase the save DC.

The potency of this field decreases rather quickly. When half the duration has expired, the damage dealt by the field decreases to 1 point of Wisdom and Constitution damage per round. When three quarters of the duration has expired, the field deals either 1 point of Wisdom damage or 1 point of Constitution damage (flip a coin or roll 1d2 to determine which).

Material Component: A small amount of go-stone dust

Mapmaking (Transmutation) Level: Clr 4, Navigation 4, Sor/Wiz 3 Components: S, M Casting Time: 10 minutes Range: Close (25 feet + 5 ft./2 levels) Target: One map or writing surface Duration: Instantaneous Saving Throw: None Spell Resistance: No

This spell can either craft a new map or it can enhance and correct an existing map. During casting, the caster spreads the material component on a flat surface and specifies the location she desires to map. Over the course of the casting, an accurate map of the desired location (up to 500 square miles) is created on the medium. If the medium is already a map, any errors are corrected and detail is enhanced as necessary. In order to map an area, the caster must have been physically present within the boundaries of the area or experienced the area through a divination spell of 3rd level or higher (or an equivalent), but does not need to be familiar with the entire location, nor does the caster's memory of the location need to be perfect.

Maps created by this spell are reasonably detailed and exceedingly accurate. They show mountain ranges and hills, major rivers and other bodies of water, major cities and roads, and other prominent geographical features (forests, deserts, etc).

Material Component: A map or writing surface (paper, hide, parchment, etc) of at least 10” x 10”. This material component becomes the map and so cannot be reused.

Meltdown (Evocation) Level: Clr 7, Radiation 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: 20 ft. Area: All creatures within a 20 ft. radius burst Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes

A wave of powerful radiation surges out from you, dealing 3d6 points of Wisdom and Constitution damage to all creatures within its radius. Creatures that succeed on a Fortitude save take half damage as their body fights the decay caused by the high concentration of energy.

Material Component: A small shard of go-stone, which is destroyed in the process of casting the spell.

Plot Position (Divination) Level: Brd 3, Clr 4, Navigation 3, Sor/Wiz 3 Components: V, S, F Casting Time: 10 minutes Range: Personal Target: You Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: No

During the casting of this spell, the caster spreads out a map and places a crystal on the map. The crystal and the map then move to show the caster’s exact location on the map. If the caster is above sea level, the crystal hovers above the map. If the caster is below sea level, the map hovers above the crystal. The spell automatically adjusts to the scale of the map used, including for distances above and below sea level.

This spell in no way alters the map or crystal used. It does not add detail to the map, nor does it correct any inaccuracies in the map used.

Focus: A map and a piece of crystal, spread out on a flat surface.

Radiation Signature (Transmutation) Level: Brd 2, Clr 2, Radiation 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature or object touched Duration: 1 day/caster level Saving Throw: None Spell Resistance: Yes

As part of the casting process, you touch the target and transfer a small amount of powdered go-stone. The go-stone gives off traces of radiation that you can detect until the duration of the spell expires (even if the original powdered go-stone is somehow removed), allowing you to know (roughly) the location of the radiation relative to your current position. This radiation has a unique signature that allows you to identify it, even amidst other areas of radiation, and you need not use a spell like Detect Go-Stone to sense this radiation. You must be within 400 ft plus 40 ft/level of the radiation to sense it but do not need to take any special action to do so.

Material Component: A small amount of go-stone dust

Selective Location (Divination) Level: Navigation 6, Sor/Wiz 6 Components: V, S, F Casting Time: 10 minutes Range: Unlimited (see text) Target: 10 creatures/level Duration: Instantaneous Saving Throw: None Spell Resistance: No

This spell functions similarly to Plot Position, with the exception that it allows the caster to find the location of a number of creatures equal to 10/level. These creatures must be linked by a common characteristic (i.e. all elves, all iron golems, all arcane casters, etc). This characteristic can be of any level of specificity.

To cast this spell, the caster spreads a map out on a flat surface and places a pile of small stones or markers in the center of the map. As the spell is cast, the stones spread out to show the exact location of one of the members of the specified group (similar to the functioning of Plot Position. The spell reveals all creatures (up to the spell’s limit) within the area shown on the map, regardless of the size of the map.

Focus: A map and a number of small stones or markers.

Stay on Course (Divination) Level: Brd 1, Clr 2, Navigation 2, Sor/Wiz 1 Components: V, S, F Casting Time: 1 minute Range: Personal Target: You Duration: 1 hour/level Saving Throw: None Spell Resistance: No

Upon casting this spell, the caster specifies by name a specific location (the name of a city, address, geographical feature, etc). She then knows when she is on course to arrive at that location. She does not know exactly how to get there but rather is alerted whenever she strays from the correct course. The spell selects the shortest, most direct physical route to the specified location but does not take into account objects or creatures along that route nor does it alert the caster of specific actions to take in order to successfully arrive at the destination. However, it does select a course that avoids relatively permanent physical obstacles (walls, chasms, mountain ranges, etc) wherever possible. Both the caster and the specified location must be on the same plane and must be within 100 miles of each other. The spell lasts until the duration expires or the caster arrives at the destination.

Focus: A map showing the terrain around the specified location. This map doesn’t have to include the route between the caster and the location, nor does it have to be extremely detailed or accurate.

Stomach of the Sea Dwarf (Transmutation) Level: Drd 2, Rgr 1 Components: V, S, M Casting Time: Standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: Fort negates (harmless) Spell Resistance: Yes

With an uncomfortable sloshing feeling, the stomach and digestive tract of the creature touched toughens and changes, gaining some of the qualities of a sea dwarf’s digestive tract. For the duration of the spell, the creature can digest salt water and gain sustenance therefrom as if the salt water were pure rain water.

Material Component: A small amount of sea water, which is drizzled down the target’s throat during the casting of the spell.

Taproot (Transmutation) Level: Drd 2, Rgr 1 Components: V, S Casting Time: Standard action Range: Touch Target: 1 plant touched/2 caster levels Duration: 1 day/level Saving Throw: None Spell Resistance: No

The caster touches one or more plants, granting them hardiness and nourishment even when uprooted. The target plants remain alive without water or soil for the duration of the spell, as if they had not been uprooted. They can be re-planted at any time during the duration of the spell without ill effect, though re-planting them immediately ends the spell.

This spell functions in all ways (including duration but exc luding range) as the Haste spell if cast on a plant creature.


Rend Space Conjuration (Teleportation) Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Personal Area: 100-ft.-radius emanation Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell creates an area where the laws of space and physics begin to break down. The caster may dimension door, as the spell but only within the area of the rend space spell, once each round as a standard action. Other than this ability, no teleportation or other sort of extradimensional travel is possible into, out of, or within the area. Material Components: A small silver razor. Infusion Evocation Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: Instantaneous This spell immediately restores one daily use of any spell-like ability you have used in the last 24 hours. This spell-like ability must be equivalent to a spell of 5th level or lower, and it must have limited uses measured in times per day. Spell-like abilities of higher than 5th level, or with a frequency of use less than 1/day, are unaffected. Material Components: A small silver scale worth at least 250 gp. Spell Stasis Abjuration Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: 30 ft. Area: 30-ft.-radius emanation, centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell generates a mystic field that prevents the casting of arcane spells. Any attempt to cast an arcane spell uses up the prepared sell or spell slot allocated, but produces no effect whatsoever. This expressly does not prevent the use of spell-like abilities. Magic that originates from outside the area take effect normally, even if the effect enters the spell stasis area. Most magic items function normally, though this spell does prevent the use of spell completion items, such as scrolls, within the area of effect. Material Components: A clear piece of amber worth at least 200 gp.

Anticipate Peril School divination; Level alchemist 1, bard 1, ranger 1, sorcerer/ wizard 1 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration 1 minute/level or until activated Saving Throw Will negates; Spell Resistance yes 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.

Ash Storm School conjuration (creation) [fire]; Level druid 3, sorcerer/ wizard 3, witch 3 Casting Time 1 standard action Components V, S, M/DF (a pinch of ash) Range long (400 ft. + 40 ft./level) Area cylinder (40-ft. radius, 20 ft. high) Duration 1 round/level Saving Throw none; Spell Resistance no 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. Ast ral Projection, Lesse r School necromancy; Level cleric 5, sorcerer/wizard 5 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).


Battle mind Link School divination [mind-affecting]; Level inquisitor 4, sorcerer/ wizard 6 Casting Time 1 standard action Range personal and close (25 ft. + 5 ft./2 levels) Target you and 1 ally Duration 1 minute/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) 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 or Ranged: 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.


Bless ing of the Mole School transmutation; Level cleric 3, inquisitor 3, paladin 3, ranger 3 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Area 1 creature/level Duration 1 minute/level Saving Throw none (harmless); Spell Resistance yes (harmless) The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks. Bl ood Crow Strike School evocation [evil, fire]; Level cleric 4 Casting Time 1 round Range medium (100 ft. + 10 ft./level) Target one creature Duration instantaneous Saving Throw none; Spell Resistance yes 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.

Bl ood Transcription School divination [evil]; Level alchemist 2, magus 2, wizard 2, witch 2 Casting Time 1 standard action Components V Range touch Target one dead spellcaster Duration 24 hours Saving Throw none; Spell Resistance no 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 Bl ood School transmutation; Level bard 2, cleric 2, sorcerer/wizard 2, witch 2 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Targets one creature per three levels, no two of which may be more than 30 ft. apart Duration concentration + 1 round/level (D) Saving Throw Fortitude negates (see text); Spell Resistance yes 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.

Burrow School transmutation; Level alchemist 3, druid 3, ranger 3, sorcerer/wizard 3 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration 1 minute/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) 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.

Circle of Cla rity School abjuration; Level cleric 7, sorcerer/wizard 7 Casting Time 1 standard action Components V, S, F (a crystal lens worth 100 gp) Range medium (100 ft. + 10 ft./level) Effect 20-ft.-radius emanation centered on a willing creature Duration 1 round/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) 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.

Conta gion, Greate r School necromancy [disease, evil]; Level cleric 5, druid 5, sorcerer/wizard 6, witch 5 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes 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 Summoned Creat ure School enchantment (compulsion) [mind-affecting]; Level bard 3, cleric 4, sorcerer/wizard 4, summoner 3 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one summoned creature Duration 1 round/level Saving Throw Will negates; Spell Resistance yes 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.

Curse , Ma jor School necromancy [curse]; Level cleric 5, sorcerer/wizard 6, witch 5 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration permanent Saving Throw Will negates; Spell Resistance yes 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, mindaffecting]; Level bard 3, sorcerer/wizard 5, witch 5 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration permanent Saving Throw Will negates; Spell Resistance yes 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 Ma gic Ne gat ion School abjuration [curse]; Level cleric 5, inquisitor 4, sorcerer/ wizard 4, witch 4 Casting Time 1 round Components V, S, M (powdered lead and platinum worth 250 gp) Range medium (100 ft. + 10 ft./level) Target one creature Duration 10 minute/level Saving Throw Will negates; Spell Resistance no 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. Curse d Earth School necromancy [curse, evil; see text]; Level cleric 9, sorcerer/wizard 9, witch 9 Casting Time 10 minutes Components V, S, M (powdered onyx 10,000 gp), DF Range touch Area 1-mile radius emanating from the touched point Duration permanent Saving Throw none (see text); Spell Resistance no 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. Cushioning Ba nds School conjuration (creation) [force]; Level sorcerer/wizard 2, summoner 2 Casting Time 1 standard action Components V, S, Range touch Target creature touched Duration 1 hour/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes Invisible bands of force encircle vital areas of the target. The bands resist crushing forces and impacts without interfering with movement. The target gains DR 2/piercing or slashing and takes half damage from constriction, falling, and being buried, as well as from similar crushing effects such as crushing hand. Grapple checks for attacks other than constricting (such as pinning or swallowing whole) are not affected. Once the spell has blocked 12 points of damage per caster level (to a maximum of 120 points at 10th level), it is discharged. The bands have no effect on incorporeal attacks unless they deal damage from constriction or crushing, or unless the attacks would be subject to damage reduction.

Diagnose Disease School divination; Level cleric 1, druid 1, paladin 1, ranger 1, witch 1 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target or Area one creature, one object, or a 5-ft. cube Duration instantaneous Saving Throw none; Spell Resistance no You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Know the Enemy School divination; Level cleric 1, inquisitor 1, paladin 1, ranger 1 Casting Time 1 minute Components S, V, DF Range personal Target you Duration instantaneous Saving Throw none; Spell Resistance no You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make a Knowledge check regarding that creature type with a +10 insight bonus. Leas hed Shackles School evocation [force]; Level inquisitor 4, sorcerer/wizard 6 Casting Time 1 standard action Components V, S Range medium (100 ft. +10 ft./level) Target one creature Duration 1 minute/level Saving Throw Reflex negates; Spell Resistance yes You create shackles of force that attach to the target’s limbs. You designate an object or location within 30 feet of the target for the shackles to anchor themselves to; this must be the ground, a wall, or a sturdy structure for the anchoring to occur. The target is entangled, and cannot move more than 30 feet from the anchor point of the spell. The shackle itself cannot be attacked (though it can be dispelled), but if the object or area it is attached to is broken, the target is free to move away (though it is still entangled). Lend Judgment School divination; Level inquisitor 1 Casting Time 1 standard action Components V, DF Range touch Target one ally Duration 1 round/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of one of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you have multiple judgments active, the ally gains

Lend Judgment, Greate r School divination; Level inquisitor 5 Casting Time 1 standard action Components V, DF Range touch Target one ally Duration 1 round/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) This functions as lend judgment, except the ally gains the benefit of all your active judgments.

Mal function School transformation; Level sorcerer/wizard 4 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Area one construct Duration 1 round/level (D) Saving Throw Fortitude negates; Spell Resistance yes This functions as confusion, except it only affects constructs, and instead of babbling incoherently, the construct takes no actions on its turn (but may still make attacks of opportunity).

Miserable Pity School abjuration [emotion, mind-affecting]; Level bard 2, sorcerer/wizard 2, witch 2 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration 1 round/level and 1 minute; see text Saving Throw Will negates (see text); Spell Resistance yes This spell functions as sanctuary, except creatures attempting to attack the target who fail their saves also feel a strong sense of pity toward the target, as if it were weak, pathetic, and not a threat. If the target breaks the spell by attacking, any creature that failed its save against the spell gains a +2 morale bonus on attack rolls against the target for 1 minute.


Pla y Inst rument School divination; Level bard 1 Casting Time 1 standard action Components V, S Range personal Target you Duration 10 minute/level You may play one instrument of your choice as if you had 1 rank in the appropriate Perform skill. Instead of a conventional instrument, you may use an object as an improvised 231 Spells 5 instrument, such as using a barrel as a drum or a bow as a harp, playing it as if it were crafted to make music.

Possess Object School necromancy; Level sorcerer/wizard 5, witch 5 Casting Time 1 standard action Target one object; see text Duration 1 hour/level or until you return to your body This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you. Prediction of Fa ilure School divination [curse, fear, mind-affecting]; Level sorcerer/ wizard 8, witch 8 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration permanent or 1 round/level (see text) Saving Throw Will partial; Spell Resistance yes You wrack the target’s body and mind with the anguish and suffering of every bitter failure it will ever experience, rendering it permanently shaken and sickened. A successful Will save reduces the duration to 1 round per level. If the target is a spellcaster, failing this saving throw means it also gains a random minor spellblight (see page 95). Primal Screa m School abjuration [mind-affecting, sonic]; Level bard 4 Casting Time 1 standard action Components V Range personal Target you Duration 1 round/level You voice a mighty yell from the depths of your soul, invigorating yourself and dispelling enchantment and paralysis effects. This functions as break enchantment, except it only affects you and only frees you from enchantment and paralysis effects. If the caster level check to break the hostile effect succeeds, you give voice to your scream and the spell takes effect normally; if not, this spell fails without further effect. You can cast this spell even when paralyzed or unable to speak because of an enchantment effect, but not in an area of silence , if you are unable to speak for reasons other than enchantments or paralysis (for example, if you are gagged), or if cast in an environment where speaking is not possible.

Share Memory School divination; Level bard 2, sorcerer/wizard 2, witch 2 Casting Time 1 standard action Range touch Target you and one creature touched Duration instantaneous Saving Throw Will negates; Spell Resistance yes You momentarily link your mind with the target and share a single memory of no longer than 1 minute. You can show the target one of your memories, show the target one of its own memories, or view one of the target’s memories.

Strangling Ha ir School transmutation; Level sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration concentration, up to 1 round/level Saving Throw none; Spell Resistance yes Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus (if a sorcerer). This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB. Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.


Surmount Affliction School abjuration; Level cleric 2, inquisitor 2 Casting Time 1 standard action Components V, S Range you Target personal Duration 1 round/level You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition’s effect for the duration of the spell. You can surmount any one of the following conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened.

Symbol of Scrying School divination (scrying); Level cleric 5, sorcerer/wizard 5, witch 5 Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp) Saving Throw none; Spell Resistance no 241 Spells 5 This spell functions as symbol of death, except that, when triggered, it creates a scrying sensor linked to you and centered on the symbol, even if you are on a different plane than the symbol. You are immediately aware that the symbol has been triggered if you are conscious, and are awakened from normal sleep if sleeping. The symbol does not otherwise disturb your concentration. You may observe the area through the symbol as if using a scrying spell with the sensor as the target creature. Once triggered, the symbol remains active for 10 minutes per caster level. Unlike symbol of death, a symbol of scrying is not considered a magical trap. Symbol of scrying can be made permanent with a permanency spell by a caster of 13th level or higher for the cost of 10,000 gp. Symbol of Seal ing School abjuration [force]; Level cleric 6, sorcerer/wizard 6, witch 6 Casting Times 10 minutes Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 5,000 gp) Range 0 ft.; see text Effect one symbol Duration permanent Saving Throw none; Spell Resistance no This spell allows you to scribe a potent rune of power upon or above a door or other opening measuring no more than 20 square feet/level in size. When the casting is completed, the symbol immediately triggers, glowing visibly and sealing the door or opening with an invisible barrier of force equivalent to a wall of force. Destroying the symbol ends the effect, though destroying it once the symbol has been activated requires destroying the wall of force first. Once triggered, the wall remains for 10 minutes per caster level. When scribing a symbol of sealing, you can specify a password or phrase that allows a creature speaking it to bypass the seal and pass through the opening. You can also attune any number of creatures to the symbol of sealing, but doing this extends the casting time as described under symbol of death (Core Rulebook 355). However, the force wall created by the symbol blocks attacks and line of effect even for creatures that know the password or are attuned—the password only prevents them from triggering the symbol, not from ignoring its effects if triggered. A disintegrate spell or similar effect can destroy the wall of force created by the symbol if the caster makes a caster level check against a DC of 11 + your caster level. A knock spell has no effect on a symbol of sealing or its force wall. A symbol of sealing cannot be dispelled, but mage’s disjunction automatically destroys it. Symbol of Slowing School transmutation; Level cleric 4, sorcerer/wizard 4, witch 4 Components V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp) Saving Throw Will negates; Spell Resistance yes This spell functions as symbol of death, except all creatures within 60 feet of a symbol of slowing are slowed (as the slow spell) for 1 round per caste

Symbol of Vulnerability School abjuration; Level cleric 9, sorcerer/wizard 9, witch 9 Components V, S, M (mercury and phosphorous, plus powdered diamond opal worth a total of 15,000 gp) Saving Throw none; Spell Resistance no This spell functions as symbol of death, except it saps the defenses of all creatures within 60 feet. Affected creatures receive a –4 penalty to spell resistance and a –4 penalty on saving throws, and energy resistances and damage reduction (if any) are reduced by 10 each (to a minimum of 0). Once triggered, the symbol remains active for 10 minutes per level. The effects last as long as the creature is within 60 feet of the symbol, and for 1 round per caster level afterward. Symbol of vulnerability can be made permanent with a permanency spell by a caster of 18h level or higher for the cost of 25,000 gp.


Unbrea kable Const ruct School abjuration; Level sorcerer/wizard 5 Casting Time 1 standard action Components V, S, M (powdered adamantine worth 100 gp) Range close (25 ft. + 5 ft./2 levels) Target one construct Duration 1 round/level Saving Throw Will negates (harmless); Spell Resistance no This spell increases the target’s DR/adamantine by 5 or its hardness by 5. If the target does not have DR/adamantine or hardness, this spell has no effect.


Vest ment of the Champion School abjuration; Level antipaladin 2, paladin 2 Casting Time 1 standard action Component V, S Range touch Target armor or shield touched Duration 1 minute/level Saving Throw none; Spell Resistance no This functions as magic vestment, except it only affects armor or a shield you are wearing or carrying. If the armor or shield is worn or carried by anyone other than you, the spell has no effect, but resumes its effect when you are wearing or carrying it again.


Witness School divination (scrying); Level bard 3, inquisitor 3, witch 3 Casting Time 1 standard action Components V, S Range long (400 ft. + 40 ft./level) Target one living creature Duration 1 minute/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You link your senses to the target, allowing you to see and hear through its eyes and ears. As a move action you can shift your senses from yourself to the target or back again. When using the target’s senses, you are blind and deaf. When perceiving through the target, you use its normal and special senses (such as darkvision), not your own. Wooden Phala nx School conjuration (creation); Level cleric 9, sorcerer/wizard 9 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect three or more wood golems, no two of which can be more than 30 ft. apart (see text) Duration 1 hour/level (D) Saving Throw none; Spell Resistance no You create 1d4+2 wood golems with the advanced template (Bestiary 164, 294). The golems willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. You can only have one wooden phalanx spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Word of Res olve School abjuration; Level paladin 1 Casting Time 1 immediate action Components V, DF Range close (25 ft. + 5 ft./2 levels) Target one ally Duration instantaneous Saving Throw Will negate (harmless); Spell Resistance yes (harmless) You focus your aura on one ally, allowing it to reroll a failed saving throw against a charm or fear effect with a +4 sacred bonus. If you do not have the aura of courage class ability, this spell has no effect on the target’s fear. If you do not have the aura of resolve class ability, this spell has no effect on any charm effects on the target.


Curse: bestow curse, blindness/deafness, brand**, brand (greater)**, crafter’s curse**, cup of dust**, feast of ashes**, geas (lesser), geas/quest, ill omen**, mark of justice, nature’s exile**, oracle’s burden**, rest eternal**. Disease: contagion, pox pustules**. Emotion: antipathy, aura of greater courage**, bane, blessing of courage and life**, calm animals, calm emotions, castigate**, castigate (mass)**, cause fear, crushing despair, doom, euphoric tranquility**, eyebite, fear, forced repentance**, good hope, hunter’s howl**, moonstruck**, phantasmal killer, phantasmal revenge**, rage, rally point**, scare, shared wrath**, symbol of fear, sympathy, weapon of awe**, weird, wrath**. Pain: eyebite, pain strike**, pain strike (mass)**, repel vermin, retribution**, symbol of pain. Poison: accelerate poison**, cloudkill, ghoul touch (stench aspect only), poison, putrefy food and drink**, stinking cloud, transmute potion to poison**, venomous bolt**. Shadow: project image, shades, shadow conjuration, shadow conjuration (greater), shadow evocation, shadow evocation (greater), shadow walk. Updated Improved




================Stuff======================Edit

D) Black-sand = It's a type of sand that does 1d4 negative energy damage to anyone on it or touching it, and you can create it with a Cleric spell (Cleric 3, Sand Domain 2). The created stuff is temporary, but anyone who dies from it permanently becomes Black Sand, so now you've got a supply of it that you can put in the boots of your undead minions for eternal Fast Healing 1d6.

E) Livewood = a woody material that is still alive when made into a weapon. The Transport Via Plants spell needs something big to work. Go campaign for a toothpick-sized piece of livewood and smuggled it out to turn it into a Fine +1 sizing quarterstaff. Keep it behind your ear. When you need to escape, turn it Colossal and warp to the nearest livewood tree. Use an effects which will let you summon the item to you and resize it. [Thanks Prime32]


Spell updatesEdit

Animate Object: Also a 6th level Mage spell. - Atonement: Priests may grant atonement to followers, Priests and Paladins. Druids may grant atonement to Druids. - Awaken: An Awakened Animal CAN choose to serve as someone's mount (as a companion/ally), given the right circumstances and a high enough Diplomacy check. - Blight: Drd 3/Mage 3; damage = d8/level (max 10d8); short range. - Changestaff: No preparation. If the Treant is killed, it cannot be created for 1 month. - Contingency: The effect reacts according to what you know, no more. - Creeping Doom: Replaced with the 3.0e version. - Cure/Cause [X] Wounds: Cure Wounds spells have an alternative casting time: Spend 1min to maximize the healing effect. The version used is decided by the caster at the time of casting. Inflict Wounds Spells have the same option. Priests can swap out Cure or Inflict spells, regardless of alignment. - Death Ward: Abjuration. Duration: 10min/CL. - Deathwatch: Not fowl and not evil in any way whatsoever. - Destruction: Modified to a 9th level spell that replaces Wail of the Banshee in Death domain. Control Undead takes its place as 7th level domain spell. - Detect Animals or Plants: Given these house rules don't define Ranger base class, this spell is also a 1st-level Bard spell. - Detect Evil: Works only on creatures with immediate hostile intent, or creatures that are inherently evil (some sentient undead and extraplanar evil creatures (demons, devils, etc), various artifacts and unholy locales. - Detect Magic: One of the oldest questions in D&D is "can Detect Magic be used to detect invisible creatures & items?". Well, to make sense the answer would have to be "yes", but to not overshadow See Invisibility, it requires 3 rounds of concentration. - Disintegrate: deals 12d10 (save for 1/2). Any creature KILLED by this spell is entirely disintegrated - Dispel Magic: DM only dispels a spell if the entire area of effect of the spell is included (for spells with no originating point) or the originating point of the spell is included in the AOE. - Dominate Person: Allows the victim to make a repeated save each day – the "concentrate on it for 1 round per DAY to keep your hold" part is omitted.

- Fabricate: This core spell is all sorts of broken and breaks all PC treasure caps, hands down. You cannot play with this spell as written and keep a consistent world. Therefore, the spell summons one craftsmen skilled at one craft (chosen at casting time) from the plane of shadow for 1 day/level to do your bidding, with ranks=CL in the chosen craft skill.
- Forcecage: This spell is modified so that it allows a Ref save to negate, but you must be able move out of the area of effect as an immediate action.

- Fly: This spell is now a 4th level spell. 5th level seems too early for me to reach for the skies. Also, pre-epic spellcasters shouldn't be able to spam Fly all day long. Furthermore, when Fly is dispelled - you drop. Slow fall applies only when the spell ends on its own (same goes for Overland Flight and other such spells). - Freedom: Let's face it; this is one crappy 9th level spell. Except for countering Imprisonment (which is incredibly situational), it's sub-par to Freedom of Movement. Let's redefine. Freedom is an 8th level spell. It also functions as a greater version of Break Enchantment, undoing any and all effects of the appropriate categories. At the caster's discretion, the spell also confers the full effect of Freedom of Movement spell. - Gate: The option of "Calling Creatures" to fight for you is cancelled. - Greater Shout: This spell breaks through magical silence and nullifies magical silence along its path. - Harm/Heal: 5HP / level. Mass Harm/Heal are removed (way too powerful, especially the "Harm" aspect). - Haste: An extra attack is also applicable when attacking as a standard action. - Healing spells: Associated with Necromancy, not Conjuration. - Heroism: Moved from the arcane (Mage) to the divine (Priest) spell-list. I never did like all those HD increasing effects. As divine (or Jack of All Spells) effects I can stomach them somehow (barely), but otherwise they make absolutely no sense. - Iron Body: Renamed to "Granite Body" and the recipient doesn’t suffer from ill effects specifically tied to metal, which is an unreasonable drawback for an 8th level spell. In a reality of mobile combat, 50% movement decrease is penalizing enough. - Mage armor: An abjuration spell. It should have been so to begin with. - Magic Missile: Does d6s and is a ranged touch attack. - Minor/Major/True Creation: Can't create material costing more then [10gp * spell level * CL] with a single casting of the spell. Also, Acid, Alchemist's Fire, Poisons and similar materials cannot be created via this spell. - Mirror Image: Cleave & Whirlwind Attack are very effective against this spell, regarding each image as a different target. - Nature's Avatar (MotW): If the druid casts the spell on himself, then upon completion of the spell, he also assumes Wild Shape of his choice. - Orb spells: Evocation rather than Conjuration. - Permanency: This sell has been substantially redefined

   - Permanency is a 6th level spell.
   - The minimum level a Mage needs to make a specific effect permanent equals 10 + the intended spell’s level.
   - There's no XP cost (see entry #5 later on). The spell requires ingredients to make a spell permanent, which cost 1000gp per SL.
   - Any non-permanent continuous effect that can target a single creature/object/area is valid for permanency.
   - No two permanent effects can share the same creature/object/area.
   - Permanent effects can be dispelled with Unmaking spell or Disjunction, or by a higher level caster via Greater Dispel Magic.

- Plane Shift: Casting time is 10min, not a standard action. - Polar Ray: The only thing that this spell has on similar evocation spells is an increased damage cap. Therefore, it also requires Fort save to avoid being paralyzed for 1d3 rounds, and you can target up to 1 creature per 5 levels. - Polymorph: Polymorph(4), Baleful Polymorph(5) and Shapechange(9) are Druid/Witch Spells only (aside from domains). Also, Baleful Polymorph has a duration of 1 day per CL and the target keeps its identity, so it has enough time to contemplate the consequences of its actions. - Polymorph Any Object: You may polymorph living creatures into other living creatures, plants into other plants or objects into other objects. You cannot polymorph a target from one category into another. The duration can be permanent or shorter - subject to the caster's choice. (Writer's note: not every Disney movie scene has to be a possibility in RPG). - Prismatic Wall/Sphere: Belong to the Conjuration school, not Abjuration. Also, the caster is not immune to the effects of his own wall/sphere (spell effects don't "recognize" their caster). - Protection From Arrows: This spell grants the caster a deflection bonus to AC vs. range weapons. This bonus is equal to the caster level for projectile weapons (sling stones, bows, crossbows), and 1/2 this value (round down) against thrown weapons. Giant-thrown rocks and siege weaponry is not affected by this spell. - Protection from Chaos/Evil/Good/Law: United as a single spell named "Protection from Harm" that works against all foes. - Raise Dead (6th level spell): At level 11 this spell enables a priest to reconnect a corpse’s soul with its body, restoring life to a creature deceased no more than 1 round per [Priest's CHA-mod + target's HD + target's CON-mod], stabilizing the target at -1 HP. At level 14 the spell functions as the core 5th level spell of the same name, however, exceeding the duration noted above requires Speak with Dead (deceased approval), Commune (deity's approval) and Consecrate / Hallow (holy ground for your deity) before application is possible. In the latter case the revived target must make a successful Fort save vs. DC [15 + recipient's ECL – Priest's (level + CHA-mod)] or lose 1 CON-point that can only be regained with a Miracle spell. At level 17 the spell works as described for Resurrection and with no CON loss risk (confirmation & holy-ground still required). In all cases, casting time equals 6 hours + 10min / ECL of the target creature. Only a Miracle can revive as described for True Resurrection. - Reincarnate: The new physical body is proportionately as far through your current age category as your old one, and that is your new age. - Righteous Might: Change DR x/evil to DR x/adamantine. - Shapechange: The ability to change into objects (including Constructs) is omitted. Furthermore, HD cap = CL. - Slow: Deprives one of a move action within a combat turn. Also imposes the noted penalties, but not the speed decrease. - Solid Fog: Any creature attempting to move through it must make a DC 20 strength check. If successful, the creature can move up to half its speed in a straight line; if it moves less, it may make another strength check to move in another direction. If unsuccessful, the creature can move 5 feet in any direction, ending its move action. - Spellstaff: Applicable for the Druid's Cudgel only (see the revised Druid in entry #6). - Spider Climb: Moved back to a 1st level spell. - Teleport via Plants: This spell gets the Conjuration [Teleportation] descriptor. An 8th level version, Greater TVP, lets you cross planes. - Time Stop: Instead of hasting the Mage to ridiculous speed, this spell has an AoE of 40ft radius sphere centered on the Mage with no save (this makes sense of some creatures being immune to TimeStop). while this power is active, only personal rage spells can be cast. This prevents abuse such as dropping a forcecage on someone and then filling their cell with lava. - Transmute Rock to Mud: Any creature attempting to move through it must make a DC 20 strength check. if the check result is less than 20 the creature can only move 5', otherwise it can move 5' for every 5 full points by which the check result exceeds 10 (up to a maximum of half its speed). - True Creation: The market value of all materials created by a single spell cannot exceed 25gp per CL. - True Seeing: Make opposed CL checks when trying to see through any spell from the Illusion school of equal or higher level (you receive a +4 to you check). A successful check reveals the illusion for what it is, whereas a failed check fails to penetrate the illusion for the duration of True Seeing. - Vision: An 8th level spell (just compare with Legend Lore to understand this one). - Wall of Iron: As written, this spell will single-handedly make you rich and ruin local economies. Therefore, any part of the wall that's removed disappears. - Wall of Force/Iron/Stone: Range: Touch. The spell fails if there's a creature occupying the space of the wall. - Wail of the Banshee: Emanates from the caster's mouth (ZERO-range) and affects everybody within AoE except the caster. The spell doesn't differentiate between friend and foe and Evasion is inapplicable. - Waves of Exhaustion: Allows Fort save for Fatigues status rather than exhausted (unless a target is already fatigued, in which case no save is allowed). - Waves of Fatigue: Allows Fort save to negate. - Wind Wall imposes only a -4 penalty to ranged attacks that go through it, like a severe wind. If the attacker is not aware of the existence of the wind wall, the attack automatically misses unless the attack is aided by divination effects such as True Strike. - Wish: See the "10th level spells" spoiler below. - Wood Shape: The limitations of this spell are overridden with the proper Craft skill(s). In fact, used in conjunction to an appropriate Craft skill, the spell's duration is concentration dependant, it cuts crafting time in half and grants a +3 competence bonus.


Magic stuffEdit

• Distance & Limits: You can only teleport a number of miles equal to [CL * spell-level * 10]. Furthermore, you can teleport only to places you've been before and you cannot D-Door somewhere unless you have line of sight. The distance limits and failure chances can be circumvented by teleporting to a place prepared ahead of time using Arcane Mark. A Mage can have no more than 1 such mark per INT-mod.

• Duration: Teleporting characters or objects disappear instantly, but the teleportation itself takes a number of rounds equal to the number of miles traveled (minimum of 1 round).
• Teleport Trace: Characters at the destination of the teleport can make a DC 20 Spot check. Success means they notice something's not right. Making a DC 25 Spellcraft reveals the incoming teleport. The same goes for outgoing teleportation. Outgoing teleport spells leave a teleport trace during the duration of the teleport. Teleport spells and similar effects can be used to automatically follow the original teleport, although you will not know where the teleport spell goes until they arrive (and you'd probably not reach the destination, given the spell ends when the target arrives and anyone that follows arrives only as far as the spell took them to that point). Scrying sensors can be sent through a teleport trace.
• Dispelling/Counterspelling Teleports: Spellcasters who are aware of the outgoing/incoming teleport can attempt to counterspell the teleport (even though they are unable to see the caster). If a teleport is counterspelled, blocked, or otherwise disrupted the character or object being teleported appears where the spell took them so far.
• Gate: This spell circumvents the distance limitation on teleportation by crossing through the astral plane. During the duration, the gate is clearly visible from both ends and events, and creatures at either end of the gate can be seen murkily through it (Spot checks suffer a -10 penalty).

You can't change into legendary or dire-version animals and size increase is limited to one category larger/smaller (unless your Wild Shape class feature specifically says otherwise). Also, creatures affected already count as being under size change, so further size-increase factors don't count.

Polymorph & Flight: Reduce speed by 10ft (min 5ft) and maneuverability by 1 step (min clumsy). 

A spellcaster can only control a single summoned/dominated creature at any given time (regardless of whether concentration is required or not). Summoning/dominating a second creature "severs the ties" and makes the previous become free willed (or sent back to its home plane - depending on the usual outcome for when said spell ends).

I've seen quite a few debates started by people (self included) who weren't content with the awkward Reverse Gravity hulahoops done by the writers of "Stronghold Builder's Guidebook" to explain flying castles.

Nothing about Reverse Gravity has anything to do with continual floating or movement and the AoE doesn't even come close for what's required to lift a small island. As for the speed related cascading prices - that was just too much. Also, the book doesn't say anything about the construction process.
So, here's my (hopefully not as lame) attempt to do a bit better job.
The idea is to make it a two-spell process. One for the creation of the island and the other for controlling its movement. Both are permanent in effect.

Floating Island

Transmutation
Level: Mage 10th
Components: V, S, M
Casting Time: 12 hours
Range: Long (100 ft. + 10 ft./level)
Area: 10 ft. radius/level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell slowly draws wisps of earth from the ground and accumulates them into a mass, high above in the sky.
If at any time during the casting of this spell the caster's concentration is broken, the spell fails and the entire accumulated mass comes crashing down to the ground (could be lethal to anyone in its path).
When casting is complete, an inverted cone of rock hangs in the air, permanently floating at a fixed distance from the ground.
Most of the mass is as hard as solid granite and the upper 30ft is a smooth surface, soft enough for laying construction foundations.
The island remains floating as long as at least 50% of its mass is intact.
Material components: A huge diamond, worth at least 10000gp + 1000gp / 10ft radius. The diamond channels the spell's energy for 10 hours, while the land mass is accumulated above, then it shatters and its remains are used by the spell to make the affected mass permanently float on its own.

Floating Island Navigator

Transmutation
Level: Mage 10th
Components: V, S, M
Casting Time: 1min
Range: Touch
Area: 1 item (see below)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
The spell raises a marble pedestal at the center of a floating island. The pedestal can be of any height between 1ft and 150ft, caster's choice (for the obvious purpose of constructing a castle or fortress around the pedestal, with the top of the pedestal standing in a sort of control room from which a designated "pilot" can navigate the flying castle's movement).
On top of the pedestal lies a 1ft, multi colored, semi translucent, marble sphere. Anyone touching the sphere can direct the island as he wishes, at a maximum advancement rate of 180ft per round (speed 60). Multiple commands (if more than one person touches the sphere) cancel each other out, unless one of them is the creator of the pedestal, which automatically assumes control.
A Mage can only cast this spell upon a floating island he's created.
As long as the island persists, the pedestal cannot be broken or detached from its base by any means less than Mage's Disjunction.
The material components that make up the pedestal are:

- Adamantine: 50lb + 5lb / 1ft - 1 solid rod - Gold: 100lb + 10 / 1ft - Marble: 600lb + 100lb / 1ft





Concealment:

• 5th. Mind Mask: a minor Mind Blank you might say. The spell prevents information gathering and Scrying by any spell effect of level 7 or lower.

Corruption:

• 4th. Sterilize: This touch attack spell makes a target that fails its Fort save becomes totally sterile, unable to impregnate or become pregnant. Only Fertility and Mass Fertility can undo this spell's effect.
• 6th. Pox: The affected creatures (one living creature/level at short range, no two of which more than 10ft. apart) take 1d4 points of Constitution drain. Their skin breaks out in lesions and takes on a pale yellow pallor.
• 8th. Befoul: 100ft / level by 100ft / level by 10ft / level of water permanently become foul. 1HD creatures die immediately. Others must make fort save or take 1d4 CON deterioration per round. If mixed with up to x4 volume – the entire amount becomes fouled. If mixed with up to x20 volume, the entire amount becomes fouled within 24 hours. Beyond that, the effect dissipates.
• 9th. Eternity of Torture: subject rendered helpless with pain forever (needs no food, drink or air). All the subject's senses are oblivious to the world and are assaulted in the worst manner imaginable. All of the subject's ability scores are reduces by -1 from each day, down to score 1. a successful Fort save results in 5d6 damage and -4 to all checks for 1 round / CL. The effect can only be undone with a Miracle spell, or by killing the subject. Recovered survivors of this spell require some serious maintenance before they can function again, but they're never the same after the experience.

Darkness:

• 3rd. Blacklight: 20ft radius sphere at close range for 1min / level that is impenetrable from the outside to normal vision / Darkvision. You can see normally within the Blacklight. The spell negates any magical light source of equal or lower level.
• 4th. Armor of Darkness: Subject is enveloped by a shroud of flickering darkness for 10min / CL. Subject gains[3 + 1 / 4-levels](max +8) deflection bonus to AC, Darkvision up to 60ft (no boost for recipients with darkvision) and +2 to save vs. holy, good and light spell effects. The caster can choose to conceal the subject's features. Undead subjects also gain +4 turning resistance.
• 5th. Darkbolt: You can create up to 1 bolt of darkness per 2-levels as a ranged touch attack at medium range – either all at once or one in your combat turn as a free action. Each bolt does 2d8 damage and dazes the target for 1 round if it fails will save. Undead suffer no damage, but can be dazed by the bolts. Multiple save failures don't result in duration extension of being dazed.
• 8th. Utterdark: Spreads outward from you, creating an area of cold, cloying magical darkness that covers 100ft radius / level and lasts 1 hour / level. This darkness is similar to that created by the Deeper Darkness spell, but it cannot be dispelled by magical light (although a Light spell or similar effect of equal or higher level can temporarily suppress the Utterdark where their areas overlap, restoring normal illumination to the affected area for as long as the Light spell or effect lasts). Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area.
• 9th. Sphere of Sensory Deprivation: A 20ft radius sphere that spreads outward from its source, which can either be in midair, an object or a creature, including the caster. The effect lasts for 3 rounds + 1 round / level and blocks light, sound, smell and taste from traveling in or out of the area of effect. Moreover, all within the sphere (living, undead, outerplanar and constructs) lose all senses except touch. Their speed is reduced to 1/5, they have 40% chance of falling down each round if they stand (-10% for each extra pair of legs), they suffer -8 hit penalty and Ref saves, they completely lose all dodge abilities, and they take 20% spell failure for the somatic components, 50% spell failure for the magical receptacle - if and when applicable - and 80% spell failure for the verbal component (check separately for each). Creatures within the area of effect have 75% chance of changing direction by 45 degrees to either side. If the caster designates himself as the source of the sphere, he's unaffected by the sensory deprivation, but even he's shut out from the outside of the spell effect. The sphere does not penetrate solid objects. All in the sphere have absolute concealment (75% miss chance) except regarding the caster when he's the source of the sphere.

Denial:

• 2nd. Touch Me Not: This spell charges your body with protective energy. For a period of 1 round / CL, you gain +2 deflection AC. In addition, anyone touching you against your will takes 1d8+5 sacred energy damage. The effect is purely defensive. You cannot use it to attack and you're not considered armed because of it.
• 5th. Mass Sanctuary: This spell functions as Sanctuary, but affects multiple targets within close range, no two of which more than 30ft apart.
• 9th. Peace Aura: Wards a designated touched location of 40ft radius against violence for 24 hours. Anyone within the area that attempts to direct a violent or harmful action toward another immediately suffers 1d6 points of force damage (Will ½, no SR). Any creature with the Evil subtype takes 1d10 / CL and suffers -4 to its save attempts.

Dream:

• 2nd. Pleasent Dreams: This spell protects a touched creature from influenced or bad dreams - whether of magical, supernatural or mundane origins.
• 6th. Dream Sight: Outer body incorporeal Travel at 100ft/round for 10min/level. Incorporeal form uses the caster's normal senses.

Mind:

• 4th. Greater Status: Taken to the letter from: http://www.d20srd.org/srd/divine/spe...tusGreater.htm
• 6th. Mind Probe: for 1 round / level you can extract information from the minds of subjects at close range. You can target 1 creature / round, send a question to its mind and receive the answer telepathically. If the creature is asleep, you automatically succeed the 1st attempt and it wakes up, otherwise, it's allowed a will save to resist, rechecked separately each round.

Pleasure:

• 1st. Grope: This Mage Hand lets you "feel" a creature from a short distance as if you were touching it (Will negates). The creature feels a sensation as if being lightly groped or caressed on their bare skin by a hand while the caster experiences a sensation as if physically touching the target. As long as the effect lingers, the target suffers at least -2 penalties to all Concentration checks. The caster may direct the effect to the genitalia, causing the target to suffer -2 on attack rolls and all skill checks, except Concentration that takes -4 penalties. Grope cannot be used for offense or defense in any way.
• 2nd. Disrobe: The spell strips target at short range of all but held gear (Ref negates). Armor is not entirely removed, but dangles loosely, granting only ½ its AC, doubling its ACP and requiring a full round action to re-done properly.
• 3rd. Orgasmic Vibrations: A grand, shuddering orgasm overwhelms a living creature that fails its saving throw, making the target dazed for the duration of the spell. A target that makes its initial save negates the effect. A target that make its saves later on manages to partially resist the effect and is rendered slowed. Spellcasting or concentration on spell during the spell effect requires Concentration check vs. DC 20+SL (DC 20 for skill checks that require patience).
• 4th. Mirror Talk: (Mage 4; conjuration; infinite; instant) This spell enables the caster to create a link from one focus mirror to a second focus mirror elsewhere on the same plane. The caster must have carefully studied the mirror, but needs not know its location. The link between the mirrors enables those in front of them to see and hear through them as if standing on opposite sides of an open window. Spells effects cannot get through the mirrors. The spell lasts for up to 10 minutes and is dismissible. Each mirror surface must be worth at least 1000gp, but otherwise they may be of any usable size.
• 5th. Seduction: This spell incites a sudden, overwhelming lust toward the caster in a creature within short range for 1 round / 2 CL (Will negates). The target's attitude changes to Helpful, tempered by the fact that it strives to copulate with the caster (up to the DM/player to role play the situation). If the target's sexual orientation conflicts with the caster's gender, it gains +4 on its save. During this time, the target does not willingly attacks, uses spells or employs Sp or Su abilities, or even uses negative verbal tone toward the caster. The spell ends as soon as the caster directs an evident violent action toward the subject, or after 10min / CL have passed.
• 6th. Hedonist's Delight: You confer on a touched subject heightened sensitivity to pleasurable sensations for 1 hour / CL. Food tastes better, cloth feels softer, sexual stimulation is more powerful and so on. Any cure spell on the target is maximized and the target gains +4 on all saves.
• 7th. Mirror Walk: (Mage 7; conjuration; infinite; instant) This spell enables the caster (along with one touched object or creature) to instantly pass between 2 mirrors upon which s/he has applied Mirror Talk. Both mirrors have to be large enough to allow the caster to physically pass through the area of their surfaces.
• 8th. Mass Orgasmic Vibrations: Same as Orgasmic Vibrations, but affects multiple targets, no two of which more than 30ft apart.
• 9th. Rapture: Any and all conditions placed upon the target within short range (other than death, prone and other conditions that have nothing to do with one's health) are instantly removed. Rapture affects up to 1 ally per WIS-mod.

Procreatione:

• 1st. Analyze Fertility: The spell gives insight into the reproduction capabilities of a touched target, including when a female is most productive. It identifies problems such as impotency and infertility and reveals any conception-influencing spells such as Block the Seed and Fiendish Seed. The spell can also tell the basic characteristics of an upcoming newborn(s) of an existing pregnancy.
• 2nd. Block the Seed: You are incapable of getting someone pregnant or becoming impregnated for 1 day / CL.
• 3rd. Moon's Blood: This spell kills a fetus instantly, dissolving it and terminates pregnancy in a torrent of blood within 1 minute (Fort negates).
• 4th. Ehlonna's Blessing: Cast during labor, this spell ensures that a mother touched and her offspring survive childbirth and that the delivery is quick and relatively painless.
• 5th. Fertility: This spell makes the target's genitals fertile / receptive, even if the target is after menopause or physical mutilation, and for 1 hour / CL ensures that, with copulation, conception will take place. This spell is especially in demand for creatures with very low natural fertility (e.g. elves, dragons, etc).
• 6th. Compatibility: Compatibility allows 2 subjects normally not cross-fertile to interbreed for 1 hour / CL. If their species are basically similar (humanoid), there is no saving throw. If there are extreme differences, both subjects are allowed a saving throw vs. spells to negate the effect. The mother is then able to carry the offspring to term. See the Orcs of Thar gazetteer for information on crossbreeding.
• 7th. Gender Switch: A touched subject that fails its Fort save has its gender reversed (male into a female and vice versa). The result is not magical and never wears off unless this spell is used once again.
• 8th. Parthenogenesis: This spell impregnates a touched female with an offspring identical to herself (or as closely resembling as possible, if the offspring is a male. There's 7% for 2 offspring and 1% for trio (check if male or female for each) but no more than that.
• 9th. Mass Fertility: Same as Fertility , but the spell targets all creatures within 30ft.

Renewal:

• 8th. Unmaking: See "Limited Wish" under the "Omitted Spells" spoiler.

Rune:

• 8th. Transcribe Symbol: Safely moves an un-triggered magical symbol to another location. You must first cast the spell on the intended magical symbol and then cast it in a slightly different way on the target destination within 1-hour shift of the day cycle (within 1 hour or after 23-25 hours and so on). The second application transcribes the magical symbol to its alternative location. The spell fails if the caster attempts to transcribe the magical symbol to another plane or if the caster is subjected to magic dispelling.

Summoning:

• 6th. Call Ally: This spell instantly transports a willing ally to you, provided it's on the same plane and is not within Antimagic, Dimensional Anchor or other situation that would prevent teleportation. The subject recognizes and understands that it is being called and may reject the call. (Focus: a pair of platinum rings worn by both you and the subject).
• 9th. Transdimensional Trump: A transdimensional link is formed between the caster and a target creature the caster has met personally.
-- On the recipient’s side of the link, an illusion appears (in his mind) of the caster reaching out his/her hand, telling them to arrive or accept his/her arrival.
-- On the caster's side of the link, an image of the recipient telling the caller to wait for the recipient who is on his way, or that the recipient is busy and can/will not answer.
The recipient has 1 round / level of the caster to grab the phantasmal hand or the transdimensional link collapses. The recipient / caster travels through the link and appears before the caster / recipient. Once the conversation is over, the recipient / caster simply rings a magical bell hovering nearby (this time with 3 rounds / level window of opportunity) and is returned to the original location. The spell is capable of working across the Planes of the Multiverse as it's name implies. It will work through all types of warding, save those of 8th level or higher.

Time:

• 4th. Accelerated metabolism: This spell speeds up the life processes of the recipient at a rate of 1 day / turn for a max duration of 10min / level. All life processes (sleeping, eating, healing, etc) progress at this accelerated pace. If insufficient nourishment is provided, the recipient suffers from thirst and starvation. The target of the spell does not move or fight any faster than normal and ages 3 days each 10min from the physical strain. The spell cannot be forced upon the unwilling, unless the recipient is helpless.

Transmutation:

• 7th. Trans-Racial Switch: This spell affects only humanoid creatures. Touched subject is transformed into another race and may receive the opposite gender. The transformation is perfect to the last detail. Within each race the subject has a unique appearance, so it is quite possible to transform the recipient back to his/her original race and appearance. The effect is permanent and non-magical.

Twilight:

• 3rd. Blacklight: See Darkness domain spells.
• 5th. Starlight Blade: the spell creates a dull-black blade equivalent to a long sword with 25% the usual weight. The blade glows with a silvery radiance equal in intensity to full moonlight extending to a 20ft radius and with each stroke leaves a trail of white sparkles, like stars in the night sky. The blade has no weight when held and cannot harm the wielder. The blade requires just touch attack to have full effect and does 2d8 points damage not modified by STR. An undead struck by the blade is affected by Channel Positive Energy as if by a priest with 4 levels below the caster's level. The caster can make the blade disappear and reappear during the duration of the spell, which is 1 round / level.


• Animal Domain: Speak With Animals (level/4 + WIS-mod) times per day.

• Elemental Domains (Air/Earth/Fire/Water): "Rebuke Elemental Creature" is omitted. You channel your selected domain’s energy. This heals creatures of the element’s type and affects creatures of the opposite element the same way as positive energy affects living and undead creatures respectively. When any of these powers is employed, your type counts as the one that is healed by the energies.

None of these domains grants the ability to channel energy (positive or otherwise), but classes that grant them as features also grant the ability to channel their energy instead of positive energy.

• Luck Domain: 9th level spell is Foresight (Miracle can never be domain-associated).

• Sun Domain: You gain +2 levels to your Channel Positie Energy ability (revised Turn Undead).

• Trickery Domain: Also grants +2 to save against any magical falsehood.

• War Domain: 4th / 7th / 8th / 9th level spells are: Black Tentacles (4) / Emerald Flame Fist (CA) (7) / Mind Blank (8) / Crushing Hand (9).


Enchant Item (Universal)

Level: Bard 4, Druid 3, Mage 3, Priest 3, Witch 3
Components: V, S, M
Casting Time: Varies (see below)
Range: Touch
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows the creation of magical items. It is cast repeatedly during the creation process (the exact frequency & casting time are of no significant consequence and are left to the DM’s imagination).
The items to be affected by this spell are solid, manufactured items.
Druids are limited to items made of wood, stone & animal remains (bones, hide, tendons etc).
Enchant Item can also be used to repair damaged magical gear (see the "Repairing Magical Equipment" spoiler below).

Create Golem (Conjuration (Creation))

Level: Bard 6, Druid 5, Mage 5, Priest 5, Witch 5
This spell uses the same rules as Enchant Item, but enables the creation of Golems – mindless constructs. Golems have STR, DEX, AGI & PER stats.
Golems always have INT score 2, which is just enough to respond to 5 different short commads issued by their creator only.
Golems don’t have CON, WIS or CHA stats.
Golems usually possess human-level sight & hearing and no other senses.
Used in conjunction with Enchant Item, the spell allows bestowing a golem with (Su) & (Sp) powers – including other senses and special sensory powers.
The CL of spell effects generated by golems cannot exceed their HD - regardless of the creator's CL.
Druids must create their golems from wood, stone & animal remains.

Create Artificial Sentience (Conjuration (Creation))

Level: Druid 7, Mage 7, Priest 7, Witch 7
This spell uses the same rules as Enchant Item, but enables the creation of items with personality (INT, WIS & CHA), including sentient constructs. A spellcaster cannot bestow higher mental scores (INT/WIS/CHA) than s/he possesses.
Any and all sensory & communicational capabilities of such items are gained by assigning appropriate magical effects via Enchant Item. The exception to this rule is when the spell is used in conjunction with Create Golem, in which case sight & hearing and the ability to speak (INT 3 or more) are already included.
The alignment of sentient items can be either identical to that of the creator or one step away on either axes, but not both.
The CL of spell effects generated by golems may exceed their HD, but still limited to the creator's CL.

Discern Species (Divination)

Level: Bard 1, Druid 1, Mage 1, Priest 1, Witch 1
Range: Touch
Components: S (touch)
Casting Time: Swift action.
Duration: Instantaneous
Target: Creature touched
SR: Yes
Save: No
You immediately know the name of the species (the name by which they refer to themselves - in their language and your own) to which the target you touched belongs and what are their inborn natural traits.
The spell's main usage is in the preparation of magical items that would react to certain creature types in whatever manner the creator would choose them to.

Well, I find 3 compelling motivations for that:

1. Enchanting an item with a magical power means (to me at least) to bind the magical energies to the item, not to beat it into it with a hammer.
2. D&D 3.5e categorizes magical-crafting according to the physical shape of the item to be enchanted. This makes no sense whatsoever, given totally different items can have similar or even identical powers (and wondrous items have no predefied shape/form/usage).
3. One might decide that bestowing magical powers is done while an item is physically crafted. In such case, a spellcaster can always find a crafter and pay for his time (or take the appropriate Craft skill) – but then it would make no sense that an item could be bestowed with magical powers later on.
The binding process itself should be something that’s applicable only magically – and since:
1) I don’t know of any other case where both a specific spell and a specific feat are a requirement for anything
2) the level-“tax” of known spells is already a high enough payment
I see no justification in also requiring the expenditure of feats.
This notion also leads me to the conclusion that magical effects should never depend upon mechanically moving parts for activation (what’s the verdict when the button’s spring breaks – is the magic still in there or not?). Every mechanized magical item (e.g. Rod of Immovability) can easily have a non-mechanized version and no one should even feel the difference (e.g. tapping with a finger rather than pressing a button). 

Base costs (per effect): [1000gp x spell-level *] for an expendable power (500 for zero-level spells). [500gp x SpL] for one-time-use items **. [4000gp x SpL] for a permanent (reusable) power. [6000gp x SpL] for emanating ***(always-active) effects of spells with duration other than instantaneous or permanent. [10000gp x SpL] for ever repeating effects ***: once per round. [20000gp x SpL] for ever repeating effects ***: per attack.

* Spell level 0 counts as spell level 1/2 for the purpose of pricing items.
** one-time-use items: the following magical items are exclusively class-associated and do not require (or gained via) spells/feats/skills:
- Scrolls can be scribed by the two classes that study their magical art via written text: Priests and Mages.
- Untampered vegetation (herb, root, fruit, vegetable, mushroom, bud etc) infused with magical powers can be created by druids.
- Disposable substances (e.g. potions, balms, powders, smoke etc) with magical properties can be concocted in Witches’ cauldron.
*** Emanating & Ever-Repeating effects are valid either for a user of an item (e.g. Boots of Flight) or for the item itself (e.g. trap room with Incendiary Cloud or teleportation chamber).

Note: Any and all percentage-based calculations below relate directly to base costs, not any mid-way results.

CL:

Each CL adds 5% to the initial cost. If CL is irrelevant to a spell’s effect, use the minimal level that grants access to the spell’s level (creator’s choice otherwise).

Charges:

Each charge costs 10% of initial cost.
For non rechargeable items, detract 25 % of the base cost.
Temporary/ rechargeable magical effects can have up to 50 charges.
Charging rechargeable items demands full cost per charge.

Cost reductions for permanent magical items (by frequency of use):

Permanent magical items have #charges according to the frequency of use per time quota (each #uses is regarded as a charge):

-0% – activation per 10min (once) -10% – activation per hour (up to 3 times) -20% – activation per day (up to 6 times) -30% – activation per week (up to 7 times) -50% – activation per month (up to 12 times)

Price Increases by Means of Activation:

+0% – Spell Completion (Casting the spell(s) regularly, but without paying the strain toll): Action cost as given in the spell’s description
+10% – Simple activation with vocal & somatic component (irrelevant to the spell’s actual components): Standard action
+20% – Simple activation without vocal or somatic (at least one is mandatory): Move action
+30% – Simple activation with either vocal or somatic (owner’s choice with each activation) : Move action
+50% – Reactive powers (power activates on its own, according a predefined scenario): Non action

Speed of Activation:

Most magical powers (not including spell completion) are activated as a standard action.
The creator may decide to make the activation a move action. This requires another +30% of the initial cost.

Pricing Constructs:

( 2000 x HD) + [1000 x (total of ability scores)] + (any of the above, appropriately)

Magical Vehicles:

This is where my inspiration did not prevail in regards to any officially published spells.
The best option I see so far is to make high-level spells specifically for this purpose. These spells will follow the creation rules as given in this topic for any other spell effects

Notes: - Instant, changing or exhaustible powers (such as disintegrate, mirror image, quest etc) can't be used to create emanating effects. - An item’s property must conform to a particular spell effect available to the caster. A spellcaster cannot assign an item with a magical property/behavior unless s/he has an appropriate spell (e.g. Ioun Stone). - Being magical does not make an item physically more durable to damage/manipulation by any means, unless specific magical effects are keyed particularly for this purpose. - Use Magic Device skill doesn't exist. An item either requires spell-completion or not.


Sword +1 of Flaming (assuming Flaming amounts to a 1st level spell)

- Emanating 1st level effect (+6000)
- CL 1st (+300)
- Emanating 1st level effect (+6000)
- CL 1st (+300)
- No spell completion required to use (+600)
This amounts to: 13200gp

Non-rechargeable Wand of Fireball with 20 charges for 7d6:

- Temporary 3rd level effect (+3000)
- CL 7th (+1050)
- Non-rechargeable (-750)
- 20 charges (+6000)
This amounts to: 9300gp

Ring of invisibility 3 per hour that activates by rubbing the ring and operates at minimum CL:

- Permanent 2nd level power (+10000)
- CL 5th (+2500)
- Hourly use (-1000)
- 3 “charges” (+3000)
- Can be turned on/off with no spell completion and no voice requirement (+2000)
This amounts to: 16500gp

The process of enhancing an item with a magical power requires creation time of 1 day per 1000gp.

Creating magical items is by no means a guaranteed success. Far from it. There’s about 50% failure chances when attempting to enchant an item with an effect belonging to the highest available spell-level.

- To successfully enchant an item with a magical power, make a [level + STAT-mod] check vs. DC [10 + (3 x Spell-Level)]

- Each effect is checked for separately. In case of failure, no harm done – one can always retry.
- Failure is evident after ½ the process is complete. A spellcaster may either stop there and save the extra cash or see the process through and gain a cumulative +2 on his next attempt regarding the same effect on a given item.
- Alleviating Factors: Magical items’ creation doesn’t come with an XP toll.

The idea is to slow down the “production line” and to make WBL a little less significant factor. Furthermore, I regard magical items as fantastically-mechanized gadgets. I see no reason whatsoever why items should feed off of one’s XP.

If a magical item is damaged, but can still be physically repaired, then it is possible to restore its enchantment.

If the item has been partially or wholly destroyed (disintegrated, burned, dissolved, etc), then it cannot be physically repaired.
First, the item must be fully repaired to its original masterwork quality.
Second, the enchantment needs to be rekindled. The broken pieces still contain residual magical energies, so once the item is made whole, those energies need to be refocused to get the item to full working order.
Repairing the enchantment costs 30% of its creation price and requires 1/2 the time it would take to enchant that item in the first place.

Note: Disposable substances, obviously, cannot be repaired.

Unlike other magical items, a construct is something that is created magical from the get go. One must combine crafting knowledge and magical prowess during an animation’s physical creation. For the purpose of creating a golem or any other animated construct (humanoid/animal/plant/furniture/structure...), a Mage must have at least 1/2 the ranks as the intended HD in the appropriate Craft branch, and must match or top the target’s HD with his Craft check.

Dodge AC Progression

Among the more puzzling facts about all D&D incarnations, one that shines above is the fact that there's no built in rule for characters to improve their dodging capabilities with level progression.
I mean, a melee character battles the greatest horrors of creation throughout 20 levels advancement and learns nothing about avoiding getting hit?
NOTHING?!
My idea was to show some level of advancement of the raw - class-independent - insight that all should gain with level progression, with the "dodgy" types progressing faster than the non-"dodgy" types.
And since nothing in 3e spells dodgyness more than Ref saves, it seems to me that the most suitable mechanics to describe what I'm talking about would be to grant 1/2 base Ref save bonus as dodge AC. This bonus is lost when a character is denied its AGI-bonus to AC.

Dropping prone is an immediate/swift (not free) action.

- A swift action is something you integrate into your actions, whereas an immediate action is something you do as a response to someone else's actions (a reaction). The two don't usually come at the expense of one another.
- A standard action can be broken down into 2 move actions or forfeited for gaining a 2nd swift action.
- A move action can be substituted for a 5ft-step, trading distance for avoiding AoOs.
- Total Defense does not prohibit immediate actions (including AoOs - see below).
- Withdraw, given the above, is no longer an action by itself, but rather a combination of other actions.
- An AoO is an immediate action, not an additional (and untimed) action or set of actions


Making all your melee or range attacks against a single target from where you stand takes a standard action.

- Also, as a full round action, you can make use of all your attacks while moving up to your speed, targeting anyone within reach you see fit to attack. Your movement provokes AoOs as normal.
- Upon Gaining 3 attacks per round, you can spend a standard action to make a single attack while moving up to your speed. You may also make a single attack at your highest BAB from where you stand as a move-action.
- TWF and extra attacks granted by the Monk's FoB are both applicable in any attack sequence that takes a standard action or longer - moving or not. 


New Actions


Aim (Full-Round Action)

By taking a full round action to line up and execute an attack, you get [+1 bonus to hit and your weapon's base damage] per extra attack (beyond the first) that your BAB and weapon speed entitle you. This extra damage is a damage multiplication that is not further multiplied on crit.
Generally, you can aim only ranged weapon attacks against targets within the weapon's range multiplier.
You cannot aim ranged powers.
You can aim melee attacks only when targeting an immobile object, which you hit automatically.
While aiming, you are flat-footed.
If you are struck or distracted in any way before your attack, you must make a Concentration Check vs. DC 15+damage or lose your attack.

Command (Move Action)

Issuing a command to a minion or a character under the influence of Dominate requires a move action. If you want to issue different commands to different groups of minions, each one requires a move action.

Cling (Standard Action)

You can only cling onto a target that is 2 sizes or more larger than you. If you make a successful attack roll or Climb check, you are considered to be clinging. On its action, the target may attempt to attack you, or shake you off with an attack roll or Escape Artist check of its own. If the target has facing (mechanically speaking) and is flatfooted when you make a successful Cling, it takes -4 to any and all rolls against you (offensive and defensive alike).
Clinging: The target is not considered flat-footed against you or others. You can attack it with one handed weapons, but all attacks or power checks take a -4 penalty. You are in its space and move with it.
Special: If you use the Ride skill, you can attempt the Cling action against a target one size larger than you.

Foil Action

One can ready an action to foil someone else's action (single).
Foil Action allows a movement of up to 1/2 one's speed and making an attack against a creature.
Foil Action allows disruption of any of the following actions:
- Attack sequence against someone else (foils only a single attack when the attacker makes a full round action attack)
- Casting of a spell
- Activating a device (magical or otherwise)
- Consuming edible/drinkable substance
- Using any of the following skills: Balance, Climb, Disable Device, Escape Artist, Handle Animal, Perform, Ride, Swim and Use Rope.
You make an attack roll. If the attack hits, the creature's action fails (movement is halted, spells fizzle, attack is cancelled, etc). The movement provokes AoOs as normal, but the attack doesn't.
From a stand-still, Foil Action is an attack action with allowed iteration equivalency of wielding large weapons (see entry #4).


Pounce

Creatures & characters that have pouncing capabilities gain +2 to following attacks for every attack that hits while pouncing.
Note: While 2W-pounce is fine, one cannot attack more than once with an extremity while pouncing.

Helmets:

The entire subject of how helmets contribute to one's defenses was totally ignored by WotC. This is something I never found justification for. Therefore, I've devised the following rulings, which seem to best describe the benefits and penalties for wearing helmets, in and out of combat:
- A helmet is worth +1 armor AC.
- Light, medium and heavy helms grant +1/2/3 AC vs. confirming-crit. They also cause the wearer to suffer a penalty equal to this number to all perception skill checks (Spot, Listen, Search... etc).
- This would probably mean people are constantly taking off their helmets between fights, which seem reasonable.
Note: wearing lighter helmets than your armor-appropriate type grants lower defenses, however, wearing heavier helmets than your armor-appropriate type doesn't grants higher defenses. This has to do with how helmets interact with the design of their appropriate armor.

ChargeEdit

- When determining the line on which you charge, you do not have to take the shortest route to your opponent. Instead, you may charge in any straight line on which you would threaten your opponent. You must make your attack when you enter the first square in which you threaten your opponent.

- Charging and Level Advancement: When charging, an attacker's BAB is added (on top of the +2 everyone gets) to his charge damage. In case of Two Weapon Pounce or other cases of multiple attacks (e.g. by a Hydra), only the 1st attack gains the extra damage on a successful hit. This definition comes instead of the Barbarian's "Pounce" ACF (which is rationally flawed and pushes up the damage too far high), but still keeps charging a decent combat option at higher levels, when no better options are available, while preventing itfrom becoming an "I win" option.


The cumbersome 3.5e Grapple rules cause many gaming tables to use hand-waving when dealing with grappling situations (or bar it altogether).


What's the problem here? Why are so many people leery of the grappling rules?

The rules for actually initiating a grapple are relatively simply (being largely similar to the rules for Bull Rushing, disarming, and the like). The problem is that, once you're in a grapple, there's a whole slew of new rules to determine what you can and cannot do in the grapple.

- Sometimes you can't attempt the action.
- Sometimes you make an opposed grapple check in addition to (or instead of) the normal check.
- Sometimes the scope of the action is limited (attack, but only with a light weapon; cast a spell, but only if the action is no more than 1 standard action).
- Sometimes the rules aren't changed at all.
- And then, on top of all that, there's pinning... which introduces a completely different set of conditional rules.

This set of optional rules tries to fix that problem by applying a simple, consistent rule to actions attempted in grappling.


Starting a Grapple

First, make a touch attack (provokes AoOs) – if successful, make an opposed Grapple check.
The winner has its opponent held (or can break the hold).

IN A GRAPPLE:

• You do not threaten opponents that are not grappling.
• You lose your AGI-bonus to AC (if any) against opponents that are not grappling.
• When attempting any action, a character in a grapple must first succeed at an opposed grapple check against everyone else in the grapple (in case of multiple grapplers). This check is a free action (Note: When making a full attack you must make an opposed grapple check before each attack)

Movement

A holding opponent can move as much as its opponent's additional total weight allows. Each additional opponent that overcomes the holder's Grapple check also adds its weight to the total.

Pinning

Overcoming a held opponent by 10 or more, or a free opponent by 20 or more, means the opponent is pinned (or the Grapple ends; winner's choice).
Pinned opponents take -5 on all Grapple checks and -4 on all attack rolls. They can’t move, and you may put ropes or manacles on them if you wish to, using a standard action.
At the end of any turn you are pinning your opponent, you may inflict unarmed or constriction damage. With subsequent attack actions, you may attack with natural weapons or light weapons with no penalty.

Lift

A held opponent can be handled by expending an attack action as if it were inanimate gear of twice its weight (since it's struggling).
A pinned opponent can be handled as if it were inanimate gear of its actual weight.
Throw: A lifted opponent can be thrown just out of your reach if it can be lifted off ground, and up to twice as far if it can be lifted over head.

Escaping a Grapple

Escaping a grapple requires an attack action. As with any action in a grapple, the character must succeed at an opposed grapple check against everyone in the grapple.

Combined Effort

When 2 or more grapplers are engaged in a grapple, their combined score is used by taking the maximum BAB & STR scores within the group. Each grappler in the group beyond the 1st adds +2 to the group's grapple check result.


While it's generally agreed that Poisons are an effective (albeit expensive) tool for early game, they quickly stop being useful entirely.

How would we best go about making poison use viable in endgame situations, without utterly destroying the early game?

The answer: Concentrated doses.

Sufficient alchemical skill should allow a player to distill extremely powerful concentrates from existing poisons, raising the DC of the poison.


- The craft DC for creating a given poison equals its required save DC when used in combat.

- The price for all poisons equal 50% their market value.
- Preparation time equals 1 day per 500gp.

Concentrated doses:

Distilling powerful poisons is a long and expensive process.
For each +1 DC increase, the poisonmaker requires an extra dose of active poison and a Craft DC check that surpasses the original DC by +5.
Failure entirely ruins all the dose.


For official poisons with more potent effects, one can take a peek at Ds p.129.

And if one also wishes to up diseases, the best source I know of is BoVD p.29. 

The core Turn Undead ability has 4 distinct problems:

1. It's very complicated (two rolls, nonstandard mechanics).
2. It works differently for good and evil characters.
3. It's too powerful at low levers and useless at high levels if not used to fuel divine feats (undead HD rise much faster than their CR. At levels 10+ most undead will have more HD than party level+4).
4. It affects all targets exactly the same, regardless of their efforts to resist.

The following rule is meant to solve all 4 issues:

- A priest can channel positive energy [3 + WIS-mod + 1/4 class-level] times per day.
- Channeled positive energy is a discharge that deals [1/2-class-level (rounded up)] * 1d6 damage to all undead within line of effect in [20ft + 5ft / 2-levels] radius sphere and allows Will save for 1/2 damage against DC [10 + 1/2 priest's level + CHA-mod].
- It also heals the living, and affects specific magical portals/barriers specifically designed to react to such energies. Positive energy works the same for good and evil priests. Undead priests channel negative energy that harms the living (basically, "Turning" them) and heals undead.
Turning Results:
- Targets Are Shaken: Undead that fail their saving throw by 4 or less are shaken for 1d4 rounds.
- Targets Are Frightened: Undead that fail their saving throw by 5 or more are frightened for 2d4 rounds.
- Targets Are Destroyed: Undead that fail their saving throw by 10 or more are destroyed.
- Targets take 1/2 damage: Undead that make their saving throw suffer no special effect.

Notes:

- These modifications keep undead turning strong at low levels, but not as much as the PHB version, and it keeps being useful at higher levels. Additionally, changing "nothing or destroyed" to damage & saves not only causes the ability to scale better against undead with higher CRs, it also makes turning more dynamic and creates a varied result.
- The healing aspect grants the priest extra healing without bumping its spells and makes it useful when there are no undead around.
- This setup is much stronger against a horde of weak undead than a single strong one, which is probably for the better. It means that the Priest unleashes whatever he can unleash... and it does what it does.
- Controlling Undead is a powerful tool that's accomplished with the appropriate 7th level Priest spell.

Turn Resistance note: Creatures resistant to turning also gain 5 points of positive energy resistance for every +2 save modifier.


XP is not a fluid substance one can trade: You cannot just "pore" your accumulated knowledge to anything. The same rule that is given for magical items' creation (special components) is applied to spells that are defined with XP cost. This is the thing that limits their uses. Other spell components are only required when they serve as receptacles.

Here's the motivation: http://forums.gleemax.com/showpost.p...postcount%3D12
And here's how to tone down the power level gained by magical items: http://forums.gleemax.com/showpost.p...postcount%3D16
XP and Level Advancement: Whenever a level is gained, the XP drops to ZERO. Gaining the next level requires earning XP equal to your next ECL (current +1) times 1000. This simplifies things significantly and is OK, given the classes are way more capable and there's no XP loss of any kind.
Energy Drain doesn't consume XP: You make an immediate save check. If you fail, you lose 1 point of STR, DEX, CON (Instant death at Stat=0) and BAB (Instant death at BAB=-1).
The HP drain isn't significant, but you may lose #Att, there's still danger of instant death and the effect is immediately permanent

Alluring Voices

Illusion (Pattern)[Mind-Affecting, Audible] Level: Drd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. /level) Target: One living creature Duration: 10 min/level Saving Throw: Will disbelief Spell Resistance: No

With this spell the caster creates four different phantasmal voices. The whispers and laughs form words in each person’s mind. Although the true nature of the magic only really affects one person, others will be able to hear the voices. The spell will randomly affect the first person encountered unless the caster specifies a target. The spell will find the target, if within range, or simply affect the first encountered person.

While the target is not compelled to follow the voices if he fails his save, the character believes the voices belong to someone familiar. Indeed, the intense familiarity of the voices (perhaps a loved one, or a deceased relative) makes it highly likely that the character will choose to follow them. He takes a -2 penalty to checks to notice anything other than the voices. If he makes a successful save, the character attaches no personal relevance to the illusion, but can still choose to investigate their origins. Baleful Illusion

Illusion (Pattern) [Mind-Affecting, Visual, Audible] Level: Sor/Wiz 2 Components: V, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels) Target: One illusionary foe Duration: 1 round/level Saving Throw: Will disbelief Spell Resistance: No

The caster creates an illusionary foe which threatens to attack any opponent within range as chosen by the caster.

If the attacker is unsuccessful in his Will save, he believes completely that he is being attacked by the creature created by the caster. Also, the attack will seem to be so fierce, so relentless that the character will believe he can do nothing but defend himself.

Because the illusion leaves such a strong imprint upon the target’s mind, the character cannot take any other action but total defense or move away from the illusion (which follows the character) at a full run. Every round the target gets a new saving throw at +1 until successful.

Material Component: Something from an enemy of the caster. Betrayal’s Delusion

Illusion (Phantasm) [Mind-Affecting, Visual, Audible] Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: close (25 ft. + 5 ft. /2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will disbelief Spell Resistance: Yes

When this spell is cast, the caster must succeed at a ranged touch attack. The victim makes a Will save, and if unsuccessful, the spell clouds the target’s mind, causing him to believe a companion has somehow betrayed him.

If the spell was cast outside of combat (perhaps the caster might be hidden nearby), the victim’s companion will likely act as if he doesn’t have a clue as to why the target of the spell is behaving the way he is. In the mind of the person who failed the save however, everything his companion does reinforces the illusion.

The target’s companion can make a diplomacy check (DC 25) to try and convince the victim of the spell that there is nothing underhanded going on. The victim of the spell should be considered hostile with regards to the length of time it takes to change the victim’s attitude. Failing the diplomacy check indicates that the target’s companion didn’t change the victim’s attitude. A botch indicates that the companion actually made things worse for himself. The spell is broken if the victim’s companion (or other party members) manage to change the character’s attitude back to friendly.

If the characters are in combat, or combat results from botched diplomacy checks, the person affected by the illusion sees his companion making threatening gestures as if he or she were about to attack. The victim of the spell takes a -2 penalty to AC because his concentration is fixed on keeping track of the companion regardless of the dangers involved (I.E. other monsters or enemies in combat). Also, the victim of the spell must make a Will save each round to avoid falling into a rage and attacking the companion until the spell ends or he is successful in killing his companion. The target will continue to attack the betrayer for as long as he is under the influence of the spell. If the victim’s companion makes no threatening gestures during combat, the victim of the spell gets a +2 bonus to will saves. If the victim’s companion dies, the spell also ends. Confuse Tracks

Illusion (Figment) Level: Drd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: See text Effect: Alter the tracks of the party Duration: 1 hour/level Saving Throw: Will disbelief Spell Resistance: No

When this spell is cast the tracks left behind by the party are affected and altered. It is up to the caster to decide what the illusionary tracks will look like, but the caster must have some familiarity with the illusionary tracks for the spell to work. The new tracks cannot affect anything greater than 10x10 foot area of dirt, small twigs and branches. Anyone who interacts or studies the tracks can get a saving throw to disbelieve. Gruesome Appearance

Illusion (Pattern) [Mind-Affecting, Visual] Level: Brd 2, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: One living creature Duration: 1 min/level Saving Throw: Will disbelief Spell Resistance: Yes

This spell was created by a spiteful wizard named Arkelon the Craven who had no friends. He was highly unpopular, mostly because of his grotesque countenance. He was badly burned in a fire during childhood, but the people at the academy he went to cared nothign for that. Many of Arkelon’s fellow students would pick on him and make jabs about the wizard’s hideous face. Indeed, Arkelon was truly hideous. But even as an adolescent, he was a powerful wizard who eventually developed spells that would facilitate the revenge he had sought for so long.

This spell alters the appearance of any creature touched by the caster. The target will appear and sound gruesome and hideous to all onlookers. The target cannot see any differences however. The target’s Charisma is lowered by 10 to those who failed their saving throw, but can never go below 1. Storytelling

Illusion (Figment) Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels) Effect: See text Duration: 1 min/level Saving Throw: None Spell Resistance: No

The caster chants softly before beginning his tale and smoke appears where he wishes. When the smoke parts it reveals a small mirror that visualizes the tale as it is told.

This spell gives the caster a +2 competence bonus to any perform (storytelling) check made while this spell is in effect.

Material Component: A lock of hair from a young maiden.

Coin into Dagger By: George Tormay

Spell Level: 1

School: Alteration, Evocation

Range: Touch

Components: V, M

Duration: 1d4 rounds, plus 2 rounds per level

Casting Time: 1

Area of Effect: One coin

Saving Throw: None

By means of this spell the caster is able to transform one coin (or similar small, metal object of any variety or condition) into a non-reflective, silent dagger in the caster's hand. The Dagger possesses the following powers: Acts as a Dagger +2 that is considered to be magical in terms of the type of creatures to which it may cause harm. The weapon is unbreakable and weightless and vanishes if deliberately dropped by the caster; otherwise it cannot be made to leave his hand. The caster can NEVER be cut with his own blade (and may thus use it on bindings without fear of harm). After one round of use the caster can elect to hurl the Dagger. The Dagger may be hurled in the second round of the spell, or at any time thereafter. It has an effective range of 90 feet (with no penalties for range) and strikes at a bonus of +4 to hit, but gains no damage bonus. Note: Use of a silver coin with this spell allows the caster to create a Silver Dagger +2, with full bonuses for such.

Enrage

Transmutation Level: Brd 1, Adp 2, Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area of Effect: 1 target Duration:: 1d4 rounds Saving Throw: Will negates Spell Resistance: Yes

The recipient of this spell flies into a bestial rage, disregarding his own safety in order to launch a ferocious attack on his enemies. This rage functions exactly like the Barbarian’s Rage class ability, except the period of recovery after the rage ends lasts only one round.

Material Components: A rattle made from the bones of a weasel or wolverine. Extend Rage

Transmutation Level: Adp 3, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area of Effect: 1 target Duration:: See below Saving Throw: Will negates Spell Resistance: Yes

This spell allows a barbarian to continue raging past his normal limits. The barbarian recipient of this spell adds 1 round per caster level to the duration of his current rage. At the end of this extended rage, the barbarian takes 2d6 points of subdual damage in addition to normal fatigue. The spell must be cast on a barbarian who is already raging and may not be combined with the enrage spell.

Material Components: A rattle made from the bones of a weasel or wolverine. Intimidate

Enchantment (Compulsion) Level: Brd 2, Clr 2, Adp 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: 30 ft. burst centred on caster Duration:: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

This spell causes all those in the area to regard the caster as a powerful and deadly enemy. Affected creatures will not attack the caster or his allies, and have a –2 penalty to all Will saves for the duration of the spell. The caster also gains a +10 competence bonus on any Intimidate checks versus affected creatures. If an affected creature or his allies are attacked during this time, the spell is automatically broken. Using Intimidate to make them commit actions they normally would not attempt does not break the spell, but the normal rules for using the skill still apply.

Material Components: The caster must paint fearsome patterns on his face with specially prepared paste as a part of casting the spell. Rally

Transmutation Level: Brd 2, Clr 2, Adp 2 Components: V, S, M Casting Time: 1 action Range: 50 ft. radius centred on caster Duration:: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: Yes

All allies within 50 ft. of the caster gain an additional saving throw against any existing fear effects, with a +4 morale bonus to the roll. In addition, all affected creatures gain a +1 morale bonus to their next attack roll. Material Components: Banner or flag depicting some significant image.

VanFleet’s Watery Servant

Conjuration (creation) [water] Level: Drd 4, Sor/Wiz 4, Water 4 Components: V, S, F Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: Creatures in a 30 ft. radius Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes

A modified form of summon monster, VanFleet’s watery servant draws on the body’s moisture to create a water mephit or small water elemental. The target of the spell, which can be you or any creature you designate within the spell’s radius, suffers 1d8+1 points per level of damage (up to +20) as moisture is pulled from the targets’ bodies. You can distribute the damage among all the targets inside the area, and they can resist the effect with a Fortitude save, but the spell cannot extract more hit points than each creature has remaining. Any target reduced to 0 hit points is instantly slain. The extracted moisture immediately coalesces into a water mephit or small water elemental (your choice) with hit points equal to the damage inflicted. The summoned creature appears where you designate and acts immediately on your turn. It attacks to the best of its ability and can be directed to perform other actions.

At the end of the spell’s duration, the mephit or elemental is absorbed into your body, its remaining hit points healing your wounds. Hit points in excess of your normal maximum are wasted. If the creature is slain or dispelled before the end of the spell’s duration, it is not absorbed.

Focus: A small piece of towel, sponge or other absorbent material. Water Spark

Transmutation Level: Drd 2, Sor/Wiz 2, Fire 2 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. +10 ft./level) Area: Water in a volume up to 5 ft. x 5 ft. x 5 ft./level Duration: 1d4+1 rounds Saving Throw: See text Spell Resistance: See text

You make a small body of water as combustible as lantern oil. Application of an open flame will cause it to burn with the intensity of alchemist’s fire, inflicting 1d6 points of damage to all creatures in the area for 2 rounds. If used against a creature formed entirely of water, like a water elemental, you must first defeat its Spell Resistance (if any) and it is allowed a Fortitude save to negate the effect. If the saving throw fails, the creature loses its immunity to fire and can be ignited by a successful touch attack with an open flame, or by any other fire effect. If thus ignited, the creature erupts in a fiery conflagration, suffering 1d6 points of initial fire damage per caster level (maximum of 10d6). Any creature within a 20 feet radius suffers the same damage, but can halve it with a successful Reflex save. If the target creature survives its initial explosion, it suffers 1d6 points of fire damage each round thereafter up to the spell’s duration.

Material Components: A small bit of cotton soaked in lantern oil, which is consumed in the casting.


Confirmed Cynic (General)

You have been around long enough to know that the only person with your best interests at heart is you.

Benefit: You receive a +2 bonus to Will saves against enchantments and a +2 bonus to Sense Motive checks. Energy Preservation (Metamagic)

Your fire and electricity-based spells are unchanged when cast underwater.

Benefit: Spells with the fire or electricity descriptor that are enhanced with Energy Preservation work normally when cast underwater (Seas of Blood, page 97). In addition, fires started by a spell enhanced with this feat are more stubborn, requiring double the normal amount of time to extinguish. For example, objects ignited by a burning hands spell require two full-round actions to extinguish, rather than one. Preparing a spell with the Energy Preservation feat requires a slot one higher than the spell’s actual level. New Magic Items Octopus Gauntlet

Only a few of these rare magical weapons are known to exist, each a hardened, studded, red leather gauntlet enchanted to provide a +2 bonus to attack and damage. Additionally, three times per day the fingers of an octopus gauntlet can be commanded to join and extend to a length of 10 feet, forming a tentacle that functions in combat exactly as a +2 spiked chain, but does not require the wielder to have the Exotic Weapon Proficiency (spiked chain) feat. The tentacle remains for 10 rounds and can be used to deliver touch spells instead of dealing normal damage.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armour, polymorph any object; Market Price: 18,302 gp. Fathom

Forged by the hand of Artimur Spence, the greatest of all shark hunters, the handle of this harpoon (shortspear) is fashioned of adamantine, the blade a magically-strengthened tooth wrenched from a dire shark’s jaws. The blade is covered in the flowing runes of an obscure offshoot of Aquan that glow a brilliant sapphire blue when immersed in water, giving off radiance equivalent to a light spell. Fathom is a +3 shortspear, +5 against creatures with the aquatic or water subtype, with several additional powers.

Fathom allows its wielder to water walk once per day, as the spell cast by a 10th level wizard. In addition, the wielder is affected as if by a breathe water spell as long as Fathom is held. Finally, the wielder can cast the spell hold monster once each day (DC 17). Fathom is an intelligent weapon (Int 14, Wis 16, Cha 17, AL CG) with the ability to speak Aquan.

Minor Artefact The Black Spot

The gods of the sea play cruelly with sailors like children with their toys, but will not suffer others to do so. Among their many vengeances, perhaps none is more feared than the legendary artefact the Black Spot. The Black Spot appears as a piece of cracked and weathered parchment folded in quarters that, when opened, reveals a fist sized spot of ink as blue-black as the bottom of the sea.

No scholar can claim to know which god created the Black Spot, if indeed any of them did. Nor do they know how it selects its victims, beyond the fact that all have, in some way, wronged a sailor, whether through lying, cheating or violence. What are welldocumented, however, are the artefact’s insidious powers and the nature of the doom it inflicts on its victims.

First, the victim of the Black Spot is cursed, as by the spell bestow curse, suffering a -6 enhancement penalty to all attack rolls, saving throws, ability checks and skills checks made against, or relating to, the sea, sailors, or creatures and spells with the water or aquatic subtype. Second, the effects (damage, duration, etc.) of spells or spell-like abilities of the water descriptor are doubled against the victim, unless they are beneficial, such as breathe water, in which case they are halved. Finally, all sailors, as well as creatures with the subtypes aquatic or water, react to the target as if affected by emotion spell, shifting their attitude to the next less favourable reaction.

Disposing of the Black Spot is not as simple as destroying or throwing away the parchment. Regardless of the means used to dispose of it, the Black Spot will always return to the victim, generally choosing an awkward time, such as falling out of a knapsack during delicate negotiations with a pirate king, to make its presence felt. The only way to be rid of its curse is to perform a quest or service as directed by a high level (17+) cleric of a sea god. The only other known method of removing the Black Spot is with the application of a wish or miracle, though a sea druid (see page 6 of Seas of Blood) or cleric of a sea god will never cast these spells for such a purpose.

Major Artefact

Anchor Spell

Abjuration Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1round Range: Close (25 ft. + 5 ft./level) Target: 1 active spell Duration: See below Saving Throw: Will negates Spell Resistance: Yes

After a number of illusory artworks were lost to vandals and vengeful rivals, DunDalveron realised he had to develop a means of protecting his irreplaceable treasures. His answer was the beautifully simple anchor spell.

Through the casting of this spell, you cause another spell to cling more tenaciously to its target, making it more difficult to dispel. Anchor spell can be cast only on a currently active spell with a duration other than instantaneous. When cast, anchor spell adds the bonus from your primary ability score to the DC that an opponent must overcome to successfully dispel your magic. For example, if a sorcerer with a Charisma of 20 casts anchor spell on a bull’s strength placed on an ally, the DC to overcome that spell would be 11 + 5 + caster level, rather than 11 + caster level. A single casting of anchor spell affects only one spell, regardless of how many spells a creature or object is currently under the effect of.

Anchor spell lasts until the spell it is cast upon expires or is dispelled. Once cast, anchor spell cannot be dispelled, as it becomes inseparably attached to the target spell.

Material Component: A piece of paper upon which is scribed the name of the spell to be protected. Dragon Magic

Illusion (figment) (mind affecting) Level: Sor/Wiz 1, Dragonkind 1 Components: V, S, M Casting Time: 1 action Range: Personal Area: Creatures within line of sight Duration: 10 minutes/level or until discharged Saving Throw: Will negates Spell Resistance: No

Dragon magic is a common defensive spell among the spellcasters of Stonebridge and almost ubiquitous among the sangue di drago, who prefer to frighten enemies into submission rather than slay them outright. Dragon magic is a relatively new spell, having been developed by Sforza less than 100 years ago. It is ironic that, given his reputation as an absolute failure as a spellcaster, his spell has come into such widespread use.

The next time a character under the effects of this spell casts a spell in combat, dragon magic causes a spectral image of a roaring dragon, wings spread and claws bared, to flare up around him, terrifying his enemies. All enemies with an unobstructed line of sight to the caster must make a successful Will save or be shaken, suffering a -2 morale penalty to attack rolls, damage rolls and saving throws for one round per level.

Spellcasters with the Wolf Among Sheep feat stack the effects of the feat and this spell, making it much more potent. On a failed Will save, enemies become frightened and will flee to the best of their ability. If they are unable to flee, they suffer the above penalties.

Material Component: A bit of tinder and a few lizard scales, both of which are consumed in the casting. Forked Tongue

Transmutation Level: Brd 1, Clr/Drd 2, Sor/Wiz 2 Components: V, M Casting Time: 1 action Range: Touch Target: Creature Touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Upon casting this spell, you gain the ability to hold two entirely separate conversations simultaneously, speaking and listening to two different groups with no confusion. A character under the effects of the forked tongue spell can even perform a rousing song or recite an epic poem for an appreciative audience while holding a whispered conversation with a nearby friend, his song and his speaking voice issuing forth simultaneously with no break between them.

While benefiting from forked tongue’s effects, a bard can use his bardic music ability while freely conversing or using verbal skills. He is still restricted from casting spells or using items that require spell completion or command word triggers.

Material Component: A 6-inch length of snakeskin split down the middle for half its length. Roar of the Wyrm

//Evocation (sonic) // Level: Brd 5, Sor/Wiz 5, Dragonkind 4 Components: V Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone Duration: Instantaneous Saving Throw: Fortitude partial (see text) (object) Spell Resistance: Yes (object)

You emit an earth-shattering roar that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6+6 rounds and suffers 4d6 points of damage. A successful save reduces both the damage and duration of the deafness by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of damage per caster level (maximum 20d6). Crystalline creatures are allowed a Fortitude saving throw for half damage and creatures holding fragile objects can negate the damage to them with a successful Reflex save.

A character with the Wolf Among Sheep feat, or under the effects of the dragon magic spell, increases the Difficulty Class of saving throws against their effect by half their character level when casting this spell.

A character that prepares this spell with the Quicken Spell and Silent Spell metamagic feats and possesses a breath weapon can use this spell at the same instant they breathe, greatly increasing the effect of their breath attack.

A deaf character, in addition to the obvious effects, suffers a –4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal component that he tries to cast.

Unlike the shout spell, roar of the wyrm is able to penetrate the spell silence with a successful caster check (DC 11 + caster level). Note that this does not dispel the silence spell, the roar of the wyrm is simply unaffected by it. Seedling Wyrm

Transmutation Level: Clr 8, Sor/Wiz 8 Components: V, S, M Casting Time: 24 hours Range: Touch Target: One creature Duration: Permanent Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Many dragons find the idea of mating with lesser races, particularly animals and physically repulsive creatures such as trolls, to be a disgusting proposition at best. Still, few dragons would deny the usefulness of a half- dragon/troll as a bodyguard and enforcer. It is for this reason that the seedling wyrm spell exists.

With a touch, the caster invests a small amount of draconic essence into a living creature, a spark of energy that they will pass on to their offspring, creating a generation of half-dragons and dragon-touched. The spell has no noticeable effect on the target creature; instead its effects are felt by the subject’s offspring. When the target creature gives birth or sires children, those children are likely to be born with either the half-dragon or dragon-touched template (75% chance for either). The spell’s effects apply to the first child (or children in the case of twins) born to the target creature, though those children have a 25% chance of giving birth to more dragon-touched.

The spell can only be cast after a rigorous 24-hour ceremony that requires the presence of both the caster and the target creature. The recipient of the spell need not be willing, or even awake, during the ceremony and will not demonstrate any recognisable symptoms following the investure. Dispel magic, remove curse and similar magic have no effect on the seedling wyrm spell, only a limited wish, miracle or wish spell can undo its effects.

Seedling wyrm can be cast only on aberrations, animals, beasts, fey, giants, humanoids, magical beasts, monstrous humanoids and shapechangers and has no effect on other creature types.

Material Component: The complete shell of a dragon egg from which a healthy hatchling was born. The shell must be filled with a mixture of 1,000 gp worth of crushed gems and the shavings of five dragon scales taken from the desired species. The egg must be placed on the stomach of the target creature at the beginning of the ceremony and as the last words of the spell are uttered, the egg is absorbed into the creature’s body where it diffuses and bonds with its skeleton. Soothing Dream

Illusion (phantasm) (mind affecting) Level: Brd 2, Clr/Drd 3, Sor/Wiz 2 Components: S, M Casting Time: 10 min. Range: Touch Target: Up to one creature touched per 4 levels Duration: 1 hour/level (see text) Saving Throw: Will negates Spell Resistance: Yes

This spell sends soothing dreams to the designated recipients, granting them a restful night’s sleep. The caster determines the basics of the dream during the casting of the spell and has control over its general theme. For example, he could decide that the dream takes place in a mystical cloud forest populated by elves, songbirds and friendly giants. Beyond this, the dreamer controls the contents of the dream, though the dream can never be anything other than a completely pleasant experience.

While under the effects of a soothing dream spell, the dreamers are in a state of deep slumber and are completely unaware of their surroundings. While in this state they are unable to defend themselves either physically or mentally and can only be awakened by a full round’s effort or when harmed in any way. The soothing dream lasts as long as the character would normally sleep or eight hours, whichever is longer. Upon waking, they are completely refreshed and rested, healing an extra hit point of damage and gaining a +1 morale bonus to the first skill check or attack roll made within the next four hours.

Material Component: A lock of each recipient’s hair, a sack of feathers and a handful of sand, which must be sprinkled on the ground as the spell is cast.

Soul Sculpture

Necromancy Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5ft./2 levels) Target: 1 creature Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes

You steal soul energy from an unwitting victim and use it to create a phantom image or bolster an existing illusion. When this spell is cast, the victim is allowed a Will save and if successful the spell has no effect. If the victim fails to save, however, a piece of his soul essence is torn away and absorbed into the spell’s effect. The negative effects of the spell are not immediately noticeable, with the victim feeling only a slight weakening of the limbs and a brief period of dizziness, both of which fade after 1d4 rounds. The long-term consequences, however, are much more dangerous.

When the victim dies, whether by natural or violent causes, his soul does not pass on to its final reward, instead it is fully absorbed into the phantom image. While so captured, the soul’s energy is rendered nonsentient and may not be communicated with in any manner. The bound soul can be freed by application of dispel magic, miracle, raise dead, reincarnation, resurrection, true resurrection, wish or similar magic.

   Create a Phantom Image: When used to create a phantom image, the captured soul energy can be sculpted in the same manner as a minor image, with the notable difference that the phantom image is permanent. When the victim dies, the phantom image is strengthened, becoming equivalent to a major image. New sound, smell and thermal effects gained upon the victim’s death must be programmed into the phantom image during the initial casting.
   Bolster Illusion: When used to bolster an existing illusion, the soul energy can greatly strengthen the image’s authenticity and duration. When augmented by soul energy, a silent image spell is upgraded to a minor image, a minor image gains the strength of a major image and a major image is improved to a persistent image. In the same manner, a hallucinatory terrain spell can be upgraded to the potency of mirage arcana. The duration of all spells augmented in this fashion are changed to permanent.

Material Component: A paintbrush, around the handle of which a thin chain of silver or gold must be wound. The chain must be valued at a minimum of 50 gp.

Approaching Wizard

Illusion (Glamer) Level: Sor/Wiz 2 Components: V,S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One object Duration: Permanent until discharged Saving Throw: Will negates Spell Resistance: Yes

Whenever someone other than you touches the designated target, the sound of approaching voices and footsteps fill the area. Any creature within 60 ft. of the object easily hears the disturbance. The illusion lasts for 1 round/level, although affected creatures disbelieving the illusion no longer hear it. Champion of the Tome

Conjuration Level: Sor/Wiz 7 Components: V,S Casting Time: 1 hour Range: Touch Target: Any touched book Duration: Until discharged (D) Saving Throw: None Spell Resistance: No

Whenever any creature other than you approaches within 10 feet of the protected spellbook, a magical warrior instantly materializes in the space directly in front of the intruder. If that space is otherwise occupied, it appears in the next closest space. Dressed in a shimmering suit of plate mail and armed with a greataxe, the warrior otherwise appears as your exact duplicate. Its attack bonus, saving throws and the number of attacks it receives are identical to those of a fighter of the same level as you. A successful hit inflicts 1d10+7 points of damage, and its greataxe is considered a +3 weapon for purposes of damage reduction. The warrior’s armor class is 18 + your Int modifier, and it possesses the same number of hit points as you at the time that the spell was cast. It functions as a construct for all other purposes. Furthermore, it cannot be dispelled, however it must remain within 70 ft. of the book, otherwise it dissipates. Once triggered, the warrior remains for 1/round per caster level or until slain, whichever happens first.

The DC for a rogue attempting to detect the spell using her Search ability is 32. Ethereal Library

Conjuration Level: Sor/Wiz 5 Components: V, M Casting Time: 10 minutes Range: Touch Target: One book/2 levels Duration: 30 days or until discharged Saving Throw: None Spell Resistance: None

Your spellbook exists simultaneously on the Ethereal and Material Plane. The spell requires an expertly crafted miniature replica of your library, constructed by a carpenter, dollmaker or toymaker with no fewer than 8 ranks in her particular craft. The replica must include furniture and its materials cost no less than 5,000 gp. Once finished, you begin casting the spell. Ethereal library creates miniature copies of the books that then appear in the corresponding location in the replica. The replica along with the duplicates vanishes into the Ethereal plane.

Meanwhile, the copies of the books remaining on the Material plane appear blank to everyone else but you. The effect can be removed by a dispel magic, returning the books to their normal state, or true seeing, enabling the caster to read the books normally. When the spell expires, the replica returns to the Material Plane, and the books resume their original appearance. The replica can be used multiple times, however the chance of permanently losing the library and its contents on the Ethereal plane cumulatively increases by 1% per usage. Illusory Glue

Illusion (Figment) Level: Sor/Wiz 3 Components: V,S,M Casting Time: 1 action Range: Touch Target: 10 touched pages/level Duration: 1 day/level Saving Throw: Will negates (see text) Spell Resistance: Yes

The affected pages bond to one another as if smeared with incredibly potent glue. Anyone attempting to separate the amalgamated pages receives a Will save in order to negate the spell’s effects. If successful, the individual easily turns the pages. Otherwise, no physical force can separate the conjoined pages. Grease automatically negates the spell.

Arcane Spell Component: A barnacle Oozing Script

Illusion (Phantasm) Level: Sor/Wiz 3 Components: V,S,M Casting Time: 1 minute Range: Touch Target: 1 book weighing 10 lb. or less Duration: 1 day/level Saving Throw: Will negates (see text) Spell Resistance: Yes

At the time of the spell’s casting, you authorize a number of readers no greater than your caster level to read the targeted book. You do not count toward this limit, nor is there any requirement to authorize anyone other than yourself to read the book. Whenever an authorized reader attempts to read the book, the ink apparently alters its shape, forming oozing streams of liquid that pour down the page. The creature must then make a Will save; otherwise it believes that the ink is trying to devour it. A successful save ignores this effect, but still does not allow the reader to decipher the script. Failure panics the stricken creature for one round per caster level, forcing it to flee. Such creatures utterly refuse any attempts to read the work for one hour per caster level, violently resisting all efforts to even view the book. True seeing enables the viewer to read the text, provided that she comprehends the text’s language.

Arcane Material Component: Octopus ink Phineus’ Writhing Tentacles

Conjuration Level: Sor/Wiz 4 Components: V,S Casting Time: 1 action Range: Touch Target: 1 touched book Duration: 1 hour/level Saving Throw: None Spell Resistance: None

Whenever anyone but one touches or opens the protected book, writhing gray tentacles emerge from the ground in a 5 ft. radius centered on the book. The spell creates 1d4 tentacles, plus an additional tentacle per caster level up to a maximum of fifteen tentacles. For example, an 8th level wizard creates 1d4+8 tentacles. Each tentacle is 20 feet long (Huge) and saves as you do. It has an AC 16, 1 hit point/per caster level and an attack bonus of +1/per caster level. The tentacles are immune to the same effects as constructs. The tentacles attack as mindless creatures, randomly striking anything, including anything larger than a tiny object. On a successful hit, the tentacles deliver 1d4 points of damage, and also secrete thin, black mucous through their porous skin. Any creature struck by one of the tentacles must make a successful Reflex save DC16 or be blinded by the foul liquid for 1d6 rounds. The tentacles are immobile, and once summoned remain in existence for 1 round/per caster level or until slain, whichever occurs first.

The DC for a rogue using her Search skill to detect Phineus’ writhing tentacles is 29. River of Blood

Conjuration Level: Sor/Wiz 3 Components: V,S,M Casting Time: 1 action Range: Touch Target: One touched book Duration: Until discharged (D) Saving Throw: Reflex ½ (see text) Spell Resistance: Yes

Whenever anyone other than you opens the warded book, a river of globular, black blood spews from its pages dousing everyone within a 10-ft. radius of the book. The vile substance inflicts 5d4 points of damage and also nauseates affected humanoids for 5d4 rounds. A successful Reflex save halves the damage, but does not negate nausea.

Extremely popular among evil necromancers, this spell’s material component requires the usage of ink crafted from humanoid blood. Triggering the spell destroys all spells penned with the ink. It can be removed with a dispel magic or whenever the caster elects to end the spell.

The DC for a rogue using her Search skill to detect river of blood is 29. Venomous Pages

Necromancy Level: Sor/Wiz 4 Components: V,S,M Casting Time: 1 action Range: Touch Target: 1 touched page/level Duration: 1 hour/level Saving Throw: Fort negates Spell Resistance: Yes

Your touch coats a number of pages equal to your level with a virulent contact poison. Anyone other than you touching the page comes into contact with the deadly toxin. The use of gloves or other protective devices adds a +4 circumstance bonus to the victim’s saving throw. The poison inflicts 1d8 points of temporary Constitution damage immediately and another 1d8 points of temporary Constitution damage 1 minute later. The victim receives a Fortitude save to negate the damage in both instances.

The DC for a rogue using her Search skill to detect venomous pages is 29.

Arcane Material Component: A drop of snake, spider or scorpion venom




More StuffEdit

Aquatic Combat Combat works essentially the same under the water as it does on land, with a few notable exceptions. While all land moving maneuvers such as a five-foot step and attacks of opportunity apply to swimming, other maneuvers have slightly different effects. The most notable change is that the prone condition is obsolete underwater. This condition has been replaced by the “disoriented” condition. When an effect would normally elicit a prone position, the effect causes the character to be disoriented instead. Disoriented (condition): The character has lost track of which way is up and therefore cannot account for buoyancy and is terribly off-balance. In addition to not being able to sacrifice swim speed to battle the effects of buoyancy or water currents, the character gains a -4 penalty on melee attack rolls and cannot use any ranged weapon. A spinning and flopping disoriented defender gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks. Righting oneself is a move-equivalent action that provokes an attack of opportunity. A character can, as a free action, choose to flop around so erratically that he causes himself to become disoriented. This would be a good way to avoid ranged attacks, as the target becomes harder to hit as its movement becomes chaotic and unpredictable. Adjacent Squares: Underwater combat happens in three dimensions. Therefore, there are many more places from which one can be attacked. On land, there are usually 8 adjacent squares; right, left, front, back, and the four diagonals. In the sea, there are potentially 26 adjacent squares; the normal eight plus a plane of nine squares both above and below each Medium or Small-sized individual. This also means that an individual threatens all of these squares because they are considered adjacent squares. Swimming creatures can make a 5-foot step into any adjacent square as well, including strait up. It makes perfect sense for a combatant to back itself against a rock, move to the surface, or swim to the bottom in an effort to eliminate some of these potential openings for attack. Unfortunately, if these squares aren’t completely occupied by something else, they are considered adjacent. Creatures at the surface of the water could be potentially attacked from the plane above, but only by creatures that can fly or move on the surface of the water. Weapons: While terrestrial races have a lot of issues using weapons underwater, aquatic races do not suffer the same penalties. Aquatic races not only design their weapons aquadynamically, but they train to use them under the water as well; learning how to overcome the forces of buoyancy and drag to get the greatest striking and damage potential. As long as the character is using weapons tailored for undersea combat (detailed in Chapter 5), using natural weapons or striking unarmed, the character suffers no penalties to hit or damage for being under water, regardless of the type of weapon. Plunge Weapons: There are no thrown weapons that have any significant range in the Cerulean seas campaign setting. However, some weapons can be plunged towards opponents. Plunged weapons are in fact propelled at full speed in the direction of their buoyancy. To be used effectively, the character must be either directly above (for negatively buoyant weapons) or directly below (for positively buoyant weapons) their intended target. The plunge weapon has a range increment, much like a thrown weapon, but is often slightly longer than their thrown counterparts. In currents moving 50 feet or faster, a plunge weapon with positive buoyancy can be launched in the direction of the current, though its range increments are cut in half. Currents also affect plunge weapons that are not moving in the direction of the current, conferring a -2 penalty to hit for every 5 feet of speed that the current is moving, and the range increment is halved. Plunge weapons cannot be launched in a current that is moving 50 feet or greater, unless it is in the same direction of that current. Plunge weapons are typically made to be either positively buoyant or negatively buoyant and come with attachments that can reverse the polarity of their buoyancy. These attachments are typically one buoyancy unit (bu.) greater than the bu. of the weapon in the opposite polarity of the weapon. For example, a harpoon that exhibits -6 bu. has an attachment that exhibits 7 bu. to enable it to be launched from below. Adding these attachments takes a move equivalent action. Masterwork plunge weapons can be adjusted without an attachment, but still require a move equivalent action to reverse their polarity (usually a twisting or pumping action to increase or release pressure inside the core of the weapon, thus changing its density.) Splash Weapons: These work essentially the same as they do on land, except that they generally do not discharge unless they land in a square with a solid object. In an aquatic setting, it is highly plausible that missing with a splash weapon causes it to land in a square of empty water. Consequently, the splash weapon hangs motionless (if it is a zero buoyancy item), floats, or sinks until someone or something hits it moving at a speed of at least 50 feet. If it floats or sinks for more than 5 rounds and then hits an object, creature, or surface it detonates into that square. Otherwise, it just rests against that object or surface undetonated. If released into a water current that pulls it faster than buoyancy, it moves in the direction of the current, and could potentially hit any directly upstream object or creature that is not moving with the current. If it is moving at least 50 feet per round, it will discharge. In addition, the splash effect happens in three dimensions. After missing with a splash weapon, before rolling 1d8 to determine the misdirection of the throw, roll a 1d3. A roll of 1 indicates that the weapon lands in the plane five feet above the target, a roll of 2 indicates that it is in the same plane, and a roll of 3 dictates that it has landed in the plane 5 feet below the intended target. If it is in the same plane as the target, apply the 1d8 directional roll accordingly (where 1 is directly in front of the target, moving clockwise). If it is in a different plane, roll a 1d10 instead, with rolls of 1 through 8 be applied in the same way, and rolls of 9 or 10 referring to squares directly above or below the target, depending on the plane on which it lands. If there is a solid surface above or below the target, any result that would have the splash weapon enter those areas cause it to instead detonate in the same plane as the target, according to the roll of the 1d8. Large and larger targets typically take up more than one plane. In such cases, always assume that the center of the creature is the intended target and make attacks accordingly. With this in mind, it is possible to miss the center of a large target and still hit its top or bottom, though this would not be considered a direct hit. Regardless of the size of the target, a missed splash attack only has a chance of landing in a cube of 27 five-foot squares, where the exact center square of the cube is the center of the target. Aquatically launched splash weapons and the effects associated with splash weapons will not extend beyond the surface of the water due to surface tension. While the surface of the water alone will not detonate a splash weapon, any result that would have the splash weapon or the effects of a splash weapon enter an area beyond the water’s surface, instead applies to the plane directly below it. Splash weapon containers in an aquatic setting are usually not made of glass or ceramic as they are in a terrestrial setting. Instead, the splash weapon is usually contained in a thin membranous material, much like a water balloon. This membrane is typically made of animal intestine, seaweed, or the bodies of common invertebrates such as jelly fish, sea slugs, and sea anemones.

Karkanaks are common denizens found on all sandy beaches of the realm’s shores. While they are great in number, their presence is seldom felt unless they are severely threatened. Karkanaks prefer to spend their day eating, lounging, crafting, and competing for a mate. Innate artisans, they make their living in the seas selling finely crafted wares; typically nets and tools, but sometimes well-made weapons and armor. They spend their earnings on simple pleasures, eschewing material possession in favor of food, drink, and attracting as many desirable mates as possible. Physical Description: Karkanaks look like an uprightwalking crab with six appendages instead of ten. The lower two legs are called "walking legs," and used primarily for movement. The first two legs are not really "legs" per se, but rather claws — technically they are called chelipeds. Females have two medium-sized pincers, while males have one small pincher and one large. These claws are used for attacking, and lack dexterity for fine manipulation. The middle legs (or arms...it’s all relative) of both genders end small, dexterous pinchers that are used for more delicate manipulation. Typical coloration is brownish red, but blue, black, green, and even yellow karkanaks are not unknown. Society: Karkanaks are surprisingly gentle despite their brutish strength, appearance, and mannerisms. They tend to avoid conflict whenever possible, preferring to flee. Most will keep to themselves. Young adults have been known to explore and be curious, but most quickly decide to return to a more simple existence. Karkanaks are usually simple huntergatherers, subsisting predominantly on carrion and algae. Much of each karkanak's day is spent hunting, filtering algae, or scavenging along the shore. Karkanaks usually live in coastal caves. Some tribes dig extensive burrows in seaside cliffs. Within a burrow complex, each karkanak has an individual lair, situated near a large, central meeting area. Males and females are found in approximately equal numbers in a tribe. Karkanaks have innate ability to make things, and can be excellent artisans, engineers, and builders with little or no education. Relations: Karkanaks have no particular fondness for other races, but instead have a deep respect for all life. They get along well with all individuals that can return that respect, and have great contempt for those that cannot. Most other races view the karkanaks as very simple, often underestimating their intelligence and mistaking their lack of sophistication for a deficiency of wits. Alignment and Religion: While evil karkanaks are not unheard of, most karkanaks are of neutral alignment. Rarely swayed by plights of other races, they seldom take up the cause of good. Many karkanaks worship nature itself, and are otherwise atheistic. One could say that their sense of purpose is very tactile; if they cannot touch it, then it is of no concern. Adventurers: Young karkanaks often set off in search of adventure, hoping to bring home stories or a reputation that will help them attract a mate. Karkanaks will also take up the adventurer’s path if they feel they are personally threatened, their territory is in danger, or if others of their kind are being harmed. Most karkanak adventurers are wandering barbarians. Male Names: Wikakak, Niknak, Mak, Tedernak, Wikwak, Grak Female Names: Hepik, Wekik, Clekik, Netikik, Thikik, Mik, Grik

Pisceans were once considered an evil race. They were selfish, worshipped noxious deities, and were often behind nefarious plots to murder and destroy. Their only saving grace was that they were too greedy to work well with the sahuagin, and the two became savage rivals. During the Bloody War, sahuagins whittled the piscean population down to near extinction. When the tides of war changed, the pisceans were right there with the forces of good to see the sahuagin to their decimation. Somewhere in the process of convincing the other races that they turned a new leaf, their society changed. While not a benevolent race by any account, they found peace in balance. They obliterated their wicked temples, and placed kahunas in positions of leadership. While vestiges of corruption remain, the piscean race now strives towards a life of oneness with nature. Physical Description: Piscean skin is covered in fine scales, which can be just about any color of the rainbow. Their heads are very fish-like, and their hands and feet are webbed. Large eyes are designed to enhance underwater vision and the ear fins enhance hearing. Females and males look very much alike, although the former can be recognized by the two ocher stripes on their lower abdomen marking their egg sacs. Pisceans make their lairs in rocks carved into castle-like strongholds. These aquatic castles are very similar to their surface counterparts. Openings are protected by stout doors, shutters, or coral bars. Often moray eels are used as guard beasts. A herd of giant eels is kept at the edge of each piscean stronghold. Society: Pisceans see everything in terms of balance; even the sea exists in a stable tension between profound peace and furious rage, between life-giving beneficence and horrific slaughter. While not as protective of their natural environment as selkies, pisceans are concerned to maintain ecological balance in their territorial waters, and may become involved in adventures to protect that balance. Pisceans are intelligent and contemplative, and often take longer than other races to weigh situations and assess the possible outcomes before acting. They are caught in an unceasing internal battle between their nature and their philosophy. Relations: Pisceans perceive every race to be part of a greater balance. They are quick to act when they feel one race is becoming too powerful, or another too weak. However, this concern is mitered with seething inborn hatred of all things non-piscean. If a piscean can rationalize genocide being the answer to maintaining balance, he will attempt to carry it out. Perhaps it is this that causes even the altruistic mogogols and trusting naiads to feel some sense of distrust in the species. Alignment and Religion: Pisceans are stoically neutral most of the time. However, they are prone to sudden and unprovoked rages that can last decades and cause an individual to seep into the madness of his ancestors. Occasionally, when these rages cease, an individual will dedicate the rest of his life to atonement; performing good deeds wherever they are needed. Pisceans have generally abandoned religion, though a few individuals are known to worship Poseidon. Most despise worshippers of Clagguth, a deity that they once erected temples to. A piscean rite of passage is to sever a tentacle from a large octopus to symbolize their deliberant disassociation from their former lord. They often preserve and wear this tentacle as a reminder not to slip back into evil ways. Adventurers: Pisceans usually adventure to maintain balance; though this could be either external balance, internal balance, or both. A few are looking to make up for some evil they have committed. Names: Pisceans have non-gender specific names that often represent a musical note or sound. Examples: Rey, Mea, Za, Hrum, Dim, Sol, Bri, Dar, Fah.

The sebek-ka race was created by a human civilization that crumbled millennia ago. In that bygone age, they were bred to be representations of the god Sebek to serve as priests, temple protectors, and servants to a pharaoh. As their kingdom crumbled into dust and ruin, the sebek-ka’s racial memory of this lost culture stood against the passage of time like the monoliths that they helped to raise. Over the centuries, an encroaching desert pushed this crocodilian race further into an isolated marsh where they faded into obscurity. When the flood came, the sebek-ka took it as a sign for the kingdom of Sebek to rise again. Physical Description: Sebek-kas are fundamentally humanoid archosaurs. They have long crocodilian snouts and their bodies are covered in thick scales that range in color from brilliant green to dark brown. They have long, massive tails that help them swim. They are well adapted to aquatic life by having webbed feet, nostrils on top of their snout that can be closed by valves, and eyes with a transparent membrane that closes while underwater. Society: In the centuries since the flood, the sebek-ka have resurrected a long dead civilization. While their leader, or pharaoh, is not a human this time around, he is no less venerated. Their population has grown ten-fold, and they have temples dotted throughout the Cerulean Seas. Sebek-ka tend to be one of three types of personality and this has much to do with which caste one belongs to. The noble caste, or ahbka, tends to be impulsive and quick to anger. The priestly caste or tathba are quick of wit, sly, and subtle in their dealing with others. The last of the three castes, the vrahg or servants, are almost always subservient to those of the upper castes, but their frustrations will frequently manifest in a more violent temperament when dealing with anyone to whom they do not have to show deference. Relations: Sebek-kas are very diplomatic, but equally haughty. They tend to view other races as younger and more naïve. The exception are the nommo, whom they view with suspicion and quiet reverence. Merfolk, feykith, and other anthromorphs have found the sebek-ka to be trustworthy and great business associates. However, good words seldom go further than that. At best, sebek-ka are viewed as somewhat dangerous, and certainly not a race to anger or show open disrespect. It is well-known that the sebek-ka have very strict laws and even more severe punishments for breaking those laws. Alignment and Religion: Sebek-kas are typically lawful by nature, a result of their highly structured society. All sebek-ka are expected to worship the god Sebek. Those who do not openly show devotion to their patron deity are labeled outcasts and sent into exile from all sebek-ka cities. Adventurers: Sebek-ka who tend toward adventuring, often fall outside of their societal structure in some way. They could be outcasts, criminals, or vrahgs whose masters could no longer keep them. Occasionally, they will personally take up a cause that they feel called into by their god, and join adventuring parties with similar goals. Often, their quest is to retrieve ancient relics of their past. Names: Sebek-ka have complex naming practices that include title, rank, birth order, and so on. A full name can literally take minutes to relate. Shortened versions are acceptable for everything except introductions. Examples of the shortened versions: Hekera Nephera Mawhesk Vyk'sebekenka, Hteru Meseru Ahnk em Aesau-sen Dal'sebekenka, Neperu Heputep Niripi Em Abkuka Tal'sebekenka

Calculating Buoyancy Units The racial descriptions relate the character’s racial buoyancy, and the equipment section has the buoyancy of all the items listed. Refer to the tables below when the buoyancy units are not listed. For objects, multiply the weight of the object (in pounds) by the modifier on the table to obtain the buoyancy units of the item. The numbers listed for creatures are the approximate racial buoyancy of the creature, without considering equipment or natural buoyancy controls such as lungs or swim bladders. TABLE 8-1: BUOYANCY OF OBJECTS Material Weight Multiplier Metal or Dense Rock -5 Wood 5 Coral or Porous Rock -1 Ice or Bone 1 Leather or flesh -3 Air or Objects full of air 10 TABLE 8-2: BUOYANCY OF NON-FISH VERTEBRATES* Size Racial Buoyancy Fine -0 Diminutive -1 Tiny -5 Small -20 Medium -50 Large -225 Huge -760 Gargantuan -1800 Colossal -6000

  • Includes most humanoids and quadrupeds, examples: elves,

lizardmen, and trolls. TABLE 8-3: BUOYANCY OF FISH-BODIED CREATURES* Size Racial Buoyancy Fine -0 Diminutive -1 Tiny -2 Small -10 Medium -25 Large -110 Huge -370 Gargantuan -870 Colossal -3000

  • Includes non-fish creatures with a fusiform body, examples:

sharks, dolphins, and whales. TABLE 8-4: BUOYANCY OF SOFT-BODIED INVERTEBRATES* Size Racial Buoyancy Fine -0 Diminutive -0 Tiny -0 Small -1 Medium -2 Large -10 Huge -35 Gargantuan -80 Colossal -260

  • Includes most jellyfish and mollusks, examples: starfish, squids,

and octopi. TABLE 8-5: BUOYANCY OF HARD-SHELLED INVERTEBRATES* Size Racial Buoyancy Fine -0 Diminutive -1 Tiny -12 Small -75 Medium -190 Large -865 Huge -3000 Gargantuan -7000 Colossal -25000

  • Includes most crustaceans and shellfish, examples: snails, crabs,

and lobsters. TABLE 8-6: BUOYANCY OF PLANTS* Size Racial Buoyancy Fine 0 Diminutive 2 Tiny 10 Small 40 Medium 100 Large 550 Huge 1520 Gargantuan 3600 Colossal 12000

  • Includes plant-like creatures, examples: naiads, kelpies, and

lillypads. For combination creatures, such as merfolk, take the percentage of each creature in their makeup and multiple that by the number in the table, then add together for the result. For example, a Medium-sized merfolk is half non-fish vertebrate and half fishbodied. Half of -50 plus half of -25 creates a racial buoyancy of -38.

Finding Depth Tolerance Each race has a depth tolerance listed, and it can be assumed that the character's Small sized or smaller animal companion has the same depth tolerance as the character (for ease of play). For other creatures, Table 8-8 can be referred to as a general guideline. Note that species with greater or lower Depth Tolerance can exist. Typically, a creature is normally encountered within its depth tolerance and will not want to enter depths beyond it. TABLE 8-7: DEPTH TOLERANCE Type of Creature Depth Tolerance Aberrations* 1000-50,000 feet Elementals, Ooze & Undead immune to pressure Fey 600-5,000 feet Fish* 300-6,000 feet Humanoids 300-600 feet Invertebrates 1,000-30,000 feet Marine Mammals & Reptiles 600 feet Merfolk & Merpeds* 600-1200 feet Outsiders 5000 feet Plants 600 feet Sea Birds 100 feet Terrestrial Creatures 50 feet

  • These creatures also often have depth sensitivity if their

tolerance is deeper than 1000 feet.

False Casting When using a magic item, you can trick onlookers into thinking you used spellcasting instead. Prerequisites: Magical Aptitude, Bluff 1 rank, Sleight of Hand 1 rank. Benefit: When you use a magic item or a spelllike ability to create a magical effect, you may add additional magic-seeming words and hand gestures to trick onlookers into believing you cast the spell yourself. If using an item that is recognizable as a magical implement (such as a wand or ring), you can trick viewers into thinking you are just using the item as a focus component. Onlookers who have no ranks in Spellcraft have no knowledge of what is genuine spellcasting, and automatically believe you are casting a spell. If an onlooker attempts a Spellcraft check to identify your “casting,” his check is opposed by your Bluff check. If he succeeds, he realizes the deception. If he fails, he believes you cast the spell. Regardless of the result of that opposed check, he uses the result of that Spellcraft check to identify the “spell” you cast, except the DC is 20 + the spell’s level instead of 15 + the spell’s level. False Focus You can use a divine focus to cast arcane spells. Prerequisites: Knowledge (religion) 1 rank, ability to cast arcane spells. Benefit: By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal. Normal: A divine focus has no effect when used as a component in arcane spells.

Shadowcasting Protection from the dark times of Earthfall was but one of Zon-Kuthon’s “gifts” to the terrified people of Nidal. To ensure the grip of his Umbral Court would remain forever unbroken, the Midnight Lord bequeathed to his mortal servants the secrets of blending shadow and magic. Though most shadowcasters practice wizardry (and indeed, wizards can choose the shadowcaster archetype if they wish to fully embrace this style of magic—see page 39), Zon-Kuthon’s gifts can be used by any spellcasting tradition. Beyond the borders of Nidal, cabals practicing shadow magic haunt the fringes of Galt and Taldor, some in service of the Midnight Lord, and others serving only their own lust for power. The traditions of shadowcasting utilize the following feats to enhance magical effects. Shadow Gambit You can tap into the Plane of Shadow to momentarily lend reality to one of your illusion (figment) spells. Prerequisites: Spell Focus (illusion), caster level 5th. Benefit: As a standard action, you can draw upon energies from the Plane of Shadow to cause an ongoing figment spell you cast to damage a foe as if the illusion were real. The illusion must be one you retain ongoing control of, such as minor image, and the target must be both visible to you and within or adjacent to the area of your illusion. Using this feat immediately ends the figment’s duration. You must either make a melee touch attack or give the target a saving throw (Fortitude or Reflex) to resist the damage (see below). If you choose a melee touch attack, you use your own melee touch attack bonus, and if you miss, the spell deals no damage. If you choose to allow the target a saving throw, a successful save means it takes half damage. The shadowy attack deals 1d6 points of damage per spell level. If the target disbelieves or sees through the illusion, reduce the damage by half. The shadowy attack can deal acid, bludgeoning, cold, electricity, fire, piercing, or slashing damage, but the damage must be appropriate to the illusion. For example, an illusory wall that collapses deals bludgeoning damage with a Fortitude save for half, an illusory swordsman strikes with a melee touch attack deals slashing damage, and an illusory wall of fire deals fire damage with a Reflex save for half. Shadow Grasp (Metamagic) Your darkness spells have substance and bind your foes. Prerequisites: Tenebrous Spell, Umbral Spell. Benefit: When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell’s DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature’s spell resistance means it is not entangled. An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the effects of your spells modified by this feat. A Shadow Grasp spell uses up a slot one level higher than the spell’s actual level. Tenebrous Spell (Metamagic) You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light. Benefit: When you cast a tenebrous spell in darkness or dim light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a tenebrous spell in darkness or dim light take a –2 penalty on the dispel check. Casting a tenebrous spell in bright light is difficult, and requires a concentration check (DC 15 + twice the tenebrous spell’s effective spell level). Attempts to dispel a tenebrous spell in bright light gain a +4 bonus on the dispel check. You cannot use this feat on spells with the light descriptor. A tenebrous spell uses up a spell slot one level higher than the spell’s actual level, except in the case of spells with the darkness or shadow descriptor or of the illusion (shadow) subschool; this feat does not change the effective level of those spells (but still counts as using a metamagic feat for all other purposes).

Umbral Spell (Metamagic) Targets of your darkness spells radiate darkness. Prerequisite: Tenebrous Spell. Benefit: An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell’s unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness. An umbral spell uses up a spell slot two levels higher than the spell’s actual level. You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object

Inscribe Magical Tattoo (Item Creation) You can craft magical tattoos. Prerequisites: Craft (calligraphy, paintings, or tattoos) 5 ranks, caster level 5th. Benefit: You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process. Magic tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (nonmagical tattoos and tattoos acquired from the tattooed sorcerer archetype do not count against this limit). Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots. Magical tattoos are difficult to destroy, though they count as magic items for the purposes of dispel magic. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner. Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes. Caster’s Tattoo Aura faint (lesser), moderate (normal), or strong (greater) evocation; CL 5th (lesser), 11th (normal), or 17th (greater) Slot none; Price 6,000 gp (lesser), 21,000 gp (normal), 48,000 gp (greater) DESCRIPTION A caster’s tattoo is infused with potential magical energy that aids in casting spells that normally utilize verbal and somatic components. Once per day, a spellcaster may activate her caster’s tattoo as a swift action to automatically enhance the next spell she casts in that round with both the Still Spell and Silent Spell feats. When she casts the spell, the caster’s tattoo flares with light for a moment, then grows faint and faded—it replenishes its energy in 24 hours, after which it becomes bold and colorful and can be used again. Required material components or foci must be in the creature’s possession to cast the spell (and are consumed as normal), but need not be held when the spell is cast. Caster’s tattoos are available in lesser, standard, and greater versions, allowing the modified casting of a spell of up to 3rd level, 6th level, or 9th level respectively. CONSTRUCTION Requirements Inscribe Magical Tattoo, Silent Spell, Still Spell; Cost 3,000 gp (lesser), 10,500 gp (normal), 24,000 gp (greater) Reservoir Tattoo Aura moderate transmutation; CL 7th Slot none; Price 10,000 gp DESCRIPTION Once per day as a standard action, the bearer can transfer into the tattoo an ongoing single-target spell (of up to 3rd level). The spell must be one the bearer cast on itself. While stored in the tattoo, the spell’s effects are suppressed, and the spell’s duration is similarly suspended. As a standard action, the bearer can bring the spell back into effect on itself. Spells stored in reservoir tattoos are lost when the bearer next prepares spells. CONSTRUCTION Requirements Inscribe Magical Tattoo; Cost 5,000 gp Spell Tattoo Aura varies; CL varies Slot none; Price varies DESCRIPTION A spell tattoo is essentially a wearable scroll inscribed on flesh instead of on parchment or vellum. These tattoos appear as colorful and intricate patterns rather than magical writing. The tattoo is a silent, spell completion item that only the bearer can activate. It vanishes when activated. A spell tattoo must be visible to the bearer and must be touched as part of its activation. These magical tattoos are not normally placed on the head, neck, or back as a result, since most creatures would require mirrors to activate them. A spell tattoo’s aura and caster level varies as per the scroll it emulates. A spell tattoo has a market price four times as much as an equivalent scroll. CONSTRUCTION Requirements Inscribe Magical Tattoo, the s

Aroden’s Spellbane School abjuration; Level sorcerer/wizard 9 Casting Time 1 standard action Components V, S, F (cold iron scepter worth at least 1,000 gp) Range 10 ft. Area 10-ft.-radius emanation, centered on you Duration 1 hour/level (D) Saving Throw none; Spell Resistance see text One of many spells originally created by the Last Azlanti before he became a god, Aroden’s spellbane creates an area within which spells selected by you simply do not function. Select one spell per five caster levels at the time of casting. The spells selected cannot be changed after the spell is cast. Aroden’s spellbane otherwise functions like antimagic field, except its emanation only prevents the functioning of the selected spells. Only the exact spells mentioned are affected—a spellbane set to prevent the casting of summon nature’s ally II would not prevent castings of summon nature’s ally I or summon nature’s ally III. If you move into an area where a previously cast spell you have selected as a banned spell is in effect, that spell is affected as if by antimagic field. If the spell affects a summoned creature that has spell resistance, you must make a caster level check against the creature’s spell resistance to make it wink out. Aroden’s spellbane can even negate an antimagic field, another Aroden’s spellbane, or any spell that specifies immunity to antimagic field (such as wall of force, prismatic sphere, and prismatic wall). Multiple spellbane effects can overlap. Their effects stack, preventing the functioning of every spell targeted by any of the multiple spellbane emanations. Spell effects created by artifacts or deities cannot be suppressed by Aroden’s spellbane. Bladed Dash School transmutation; Level bard 2, magus 2 Casting Time 1 standard action Components V Range personal Target you Duration instantaneous Both Quantium and Jalmeray claim that this spell was born in their arcane universities. Regardless of the spell’s origin, it quickly spread throughout the Inner Sea and beyond as spellcasting sword-fighters learned of its existence. When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. This movement does not provoke attacks of opportunity. You may make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your Intelligence or Charisma modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is available along the trajectory, the spell fails. Despite the name, the spell works with any melee weapon. Bladed Dash, Greater School transmutation; Level bard 5, magus 5 This spell functions like bladed dash, save that you can make a single melee attack against every creature you pass during the 30 feet of your dash. You cannot attack an individual creature more than once with spell. Blast Barrier School transmutation (sonic); Level druid 4, ranger 3, sorcerer/wizard 3, witch 4 Casting Time 1 standard action Components V, S, M (handful of snow, earth, or gravel) Range close (25 ft. + 5ft./2 levels) Effect 1-ft.-thick wall up to 10 ft. high by 20 ft. wide Duration concentration, up to 1 round/2 levels Saving Throw Reflex half (see below); Spell Resistance yes (see below) Originally used by the winter witches on the field of battle in the early days of Irrisen, blast barrier has entered the oral traditions of many northern barbarian tribes as legends of winter witches possessing powers to bend the very ground of a battlefield to their will. Blast barrier, however, has proven to be an exceptionally versatile spell as far as terrains are concerned, for it works equally well in swamps, deserts, or any region where the ground is soft or easy to shape. When you cast blast barrier, you cause a rippling wall of loose earth, mud, snow, sand, or gravel to spring up in a designated space within the spell’s range. This wall provides total cover to all Large or smaller creatures and objects. The barrier can only spring up in an area of natural, unworked ground. The energy that forms the wall’s matrix is unstable, and you must concentrate to maintain the wall’s shape. A blast barrier has an AC of 9, hardness 0, and 5 hit points per caster level. When a blast barrier reaches 0 hit points, or when you cease concentrating on maintaining it, the energies that maintain the barrier’s shape fail with explosive results, sending sharp chunks of the materials comprising the wall and magical energy out along both sides. Any creature that is adjacent to a blast barrier when it explodes takes 2d6 points of slashing damage and 1d6 points of sonic damage per 3 caster levels (maximum 6d6). A successful Reflex save halves the total damage done. Spell resistance applies as well. This instability can make using a blast barrier risky, but many of the spellcasters that pioneered the spell became experts at its tactical applications, often using the barriers to cover an escape while lobbing spells and parting shots, hoping to trigger the barrier’s destruction just as their would-be pursuers approached. Call Weapon School transmutation; Level bard 1, magus 1, ranger 1 Casting Time 1 swift action Components V, S Range 30 feet Target one melee weapon wielded by an ally Duration instantaneous This spell first rose to prominence among the elves of Kyonin in the war to retake their ancestral land from the demon lord Treerazer and his minions. Elite units of elven magi entered battle with this spell prepared to shield fallen comrades or stand firm against fell foes. As the elven presence returned to the world, this spell spread throughout the Inner Sea and beyond. When you cast this spell, you cause a weapon wielded by an ally within 30 feet to telekinetically fly across the space between you and into your open hand. This extra energy persists in the weapon for the rest of the round, granting you a +2 circumstance bonus on attack rolls and weapon damage rolls made during the same round you cast this spell. If the ally targeted for this spell is unwilling to give up her weapon, the spell fails. An unconscious or dying ally is considered a “willing” target so long as the weapon to be called is still in contact with the ally’s body. Crusader’s Edge School transmutation [good]; Level cleric 4, inquisitor 4, paladin 4 Casting Time 1 standard action Components V, S, M (dried blood from an evil outsider, sprinkled on the weapon) Range touch Target melee weapon touched Duration 1 minute/level Saving Throw Fortitude negates; Spell Resistance no This spell was created by the paladins of the Mendevian Crusades, and co-opted by inquisitors and rangers dedicated to tracking and fighting demons, devils, and other evil extraplanar creatures. When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds—the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save. Eaglesoul School conjuration (summoning) [good]; Level cleric 6, paladin 4, summoner 5 Casting Time 1 standard action Components V, S, M (vellum inscribed with good outsider’s name) Range personal Target you Duration 1 hour/level (see below) As the Inner Sea’s bravest men and women answered the call of what became the Second Mendevian Crusade, constructing the wardstones that eventually kept the brutal chaos of the Worldwound at bay, they realized that they needed help beyond traditional magics. Legends say that the first eaglesoul spell was created when an agathion avoral joined his own spirit with that of a courageous paladin who was about to be overwhelmed on the field of battle. The holy knight used the combined might of the agathion’s great strength and his own to win the day for the crusaders. Now, although the spell is still in use chiefly among those that patrol the borders of the Worldwound, other champions of good have carried it with them to all corners of the Inner Sea region. When you cast this spell, you reach into the great beyond and beseech a good-aligned outsider for their aid against evil. The outsider infuses a small portion of its own power into you, making you a powerful force for good. You gain a +2 morale bonus on all Perception checks made against evil creatures, a +2 bonus on Initiative checks, and detect evil as a constant spell-like ability. In addition, once during the spell’s duration you can call forth a surge of holy power when fighting an evil creature. Doing so is a swift action that shortens the spell’s remaining duration so that its remaining hours of duration become rounds of duration. For the rest of this duration, the surge of power grants you the following benefits: • A +2 sacred bonus to AC • A +4 sacred bonus to Strength • Resistance 5 to acid and fire • A +5 sacred bonus on all Intimidate checks made against evil creatures • Fast healing 2 • Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed. Although this surge of power can be activated against any evil opponent, this ability activates automatically as soon as you attack any evil outsider, regardless of whether you hit or not, and regardless of whether you actually recognize that the target is in fact an evil outsider. In such cases the activation is a free action. Nongood spellcasters can cast this spell, but doing so causes them to be sickened (for spellcasters who are neither good nor evil) or staggered (for spellcasters who are evil) for the spell’s duration. Eldritch Conduit School transmutation; Level sorcerer/wizard 2, witch 2 Casting Time 1 standard action Components V, S, M (a small mirror) Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 round/level Saving Throw Will negates; Spell Resistance yes Originally created by a disciple of the archwizard Nex, this spell was used to turn enemy soldiers in Geb’s undead armies into conduits capable of blasting spell energy back into the far reaches of the Gebite lines. Since then, it has become a favorite among arcane casters with an understanding of battlefield tactics. If the target of this spell fails to resist its effects with a Will save, he becomes outlined in faint radiance, as if via faerie fire. At any time before the eldritch conduit expires, you may cast another spell with an area effect of cone, cylinder, line, or sphere and use the subject of the eldritch conduit as the point of origin for that spell. Doing so ends the spell immediately. The target must be within close range (25 feet + 5 feet/2 levels) in order for you to use the conduit—if the target moves out of range, the eldritch conduit effect persists but cannot be utilized by you until you get back within range. Eldritch Conduit, Greater School transmutation; Level sorcerer/wizard 6, witch 6 Range medium (100 ft. + 10 ft./level) Area one creature/level, no two Duration 1 minute/level This spell functions like eldritch conduit save for the differences listed above and that the target must be within medium range (100 ft. + 10 ft./level) in order for you to use the conduit. Using a creature as a conduit for a spell ends the greater eldritch conduit effect on that creature, but does not end the effect for other eldritch conduits. Fleshcurdle School transmutation (polymorph); Level sorcerer/wizard 2 Casting Time 1 standard action Components V, S, M (scrap of pickled flesh) Range close (25 ft. + 5 ft./2 levels) Target one living or undead creature Duration 1 round/level Saving Throw Fortitude negates; Spell Resistance yes You warp the target creature’s flesh, discoloring it and causing it to become misshapen and impairing its function. When you cast this spell, you must choose one of three types of effects to inflict on the target—movement, attacks, or defense. Attacks: One of the creature’s natural attacks takes a –2 penalty on attack and damage rolls, only scores a critical hit on a natural 20, and only deals ×2 damage on a confirmed critical hit. Defense: The creature’s natural armor bonus decreases by –4, to a minimum bonus of +0. Movement: One of the creature’s movement speeds (chosen by you) is halved. Most undead are susceptible to fleshcurdle, but amorphous creatures and creatures without flesh are immune (such as elementals, oozes, plants, gaseous or incorporeal creatures, and skeletons). Forceful Strike School evocation [force]; Level cleric 4, inquisitor 4, magus 4, paladin 4 Casting Time 1 swift action Components V, S Range touch or reach of melee weapon Target 1 creature Duration instantaneous Saving Throw Fortitude partial; Spell Resistance yes You cast this spell as you strike a creature with a melee weapon, unarmed strike, or natural attack to unleash a concussive blast of force. You deal normal weapon damage from the blow, but also deal an additional amount of force damage equal to 1d4 points per caster level (maximum of 10d4). The force of the blow may be enough to knock the target backward as well. To determine if the target is pushed back, make a combat maneuver check with a bonus equal to your caster level to resolve a bull rush attempt against the creature struck. You do not move as a result of this free bull rush, but it can push the target back if it defeats the target’s CMD. A successful Fortitude save halves the force damage and negates the bull rush effect. Geb’s Hammer School necromancy; Level sorcerer/wizard 4, witch 4 Casting Time 1 standard action Components V, S, M (a leather glove coated in dried embalming herbs) Range close (25 ft. + 5 ft./2 levels) Effect sphere of undead remains composed of 3 or more destroyed undead Duration 1 round/level Saving Throw none; Spell Resistance yes Centuries of war with Nex trained the necromancers of Geb to extract every last resource from the mindless undead that make up most of Geb’s rank-and-file troops. When you cast this spell, you draw the remains of nearby destroyed undead together and fuse them into a mass of flesh and bone you can then hurl at any foes within range. Three corpses within range of the spell are required for the spell to function. Geb’s hammer can be directed to attack one foe within range per round as a move action. It uses your caster level as its base attack bonus, modified by your Intelligence, Wisdom, or Charisma modifier (whichever one is highest). On a hit, the corpse hammer deals 1d6 points of damage per three caster levels (to a maximum of 6d6 points of damage). Geb’s hammer also has secondary effects based on the nature of the three bodies you use to create it. If the majority used to create Geb’s hammer (at least two) were skeletal, the jagged bits of bone cause the corpse hammer to deal slashing damage and increase Geb’s hammer’s critical threat range to 19–20. On the other hand, if the majority were fleshy (at least two), the increased mass causes Geb’s hammer to deal bludgeoning damage and increase its critical hit damage to ×3. Undead that have been destroyed by positive energy or a similar effect that does not leave a corpse, like a disintegrate spell, cannot be used to form Geb’s hammer. Geniekind School transmutation (polymorph); Level cleric 5, druid 5, sorcerer/wizard 5, summoner 5 Casting Time 1 standard action Components V, S, M (a pinch of dust, embers, wind-blown sand or drops of water, depending on the genie type) Range personal Target you Duration 1 round/level Keleshite wizards and clerics have always sought to emulate the genies that they bind. The geniekind spell is the result of attempts to gain the power and influence of these proud outsiders without entirely forsaking the caster’s own form. Upon casting this spell, you must choose one type of genie to transform into, selecting from djinni, efreeti, marid, or shaitan. You retain your basic physical appearance but shift in some way to become more akin to the genie type you chose. While under the effects of geniekind, you gain a +2 racial bonus on all saving throws against paralysis, poison, sleep, and stunning effects, and a +4 enhancement bonus to your natural armor bonus. You also gain a +2 enhancement bonus to Constitution and a +5 bonus on all Diplomacy checks made when interacting with creatures of the same elemental subtype as your chosen genie. In addition, you gain other abilities depending upon the type of genie you choose to assume the form of, as detailed below. Djinni: You gain the ability to fly at a speed of 60 feet with perfect maneuverability. When flying, your lower torso trails away into a vortex of wind and smoke. You gain resist electricity 10. Efreeti: Your flesh turns a deep red and you grow large horns on your head. Your unarmed strikes and any melee weapon you wield deal +1d6 points of fire damage. You gain resist fire 10. Marid: Your flesh turns blue and you gain webbed fingers and toes. You gain a swim speed of 60 feet and can breathe water. You gain resist cold 10. Shaitan: Your flesh gains the coloration of stone and your hair appears to be sculpted from fine crystals. You gain a burrow speed of 60 feet and resist acid 10. Hungry Darkness School evocation [darkness, force]; Level sorcerer/wizard 7 Casting Time 1 standard action Components V, S, M (a bat’s tooth) Range close (25 ft. + 5 ft./2 levels) Area 60-ft.-radius spread Duration 1 round/level (D) Saving Throw none; Spell Resistance yes (see text) This spell creates an area of intense blackness, as deeper darkness, but filled with unseen chewing teeth and ravenous maws. Any creatures beginning its turn within the hungry darkness is gnawed and slashed by these unseen fangs of force, dealing 3d6 points of force damage and 2 points of Constitution damage per round. Once a creature leaves the cloud, it continues to take 1d6 points of bleed damage each round until it receives magical healing or enters an area of bright light. Spell resistance can prevent damage from the hungry darkness but not against the darkness it creates. Hunter’s Lore School divination; Level inquisitor 2, ranger 2 Casting Time 1 standard action Components V, S, M (a scrap of paper torn from a book about monsters) Range personal Target you Duration 1 minute/level Inquisitors and rangers alike learned long ago that knowledge of an enemy grants power over that enemy. This spell was created so that almost any enemy could have its vulnerabilities known and exploited. For the duration of this spell you may spend a full-round action to take 20 on any Knowledge skill checks made to identify a foe’s weaknesses, provided the foe in question is within line of sight and provided that you have at least one Ice Spears School conjuration [cold]; Level druid 3, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S, M (a small stalagmite-shaped crystal) Range close (25 ft. + 5ft./2 levels) Effect 1 ice spear/4 levels Duration instantaneous Saving Throw Reflex half and see below; Spell Resistance no Favored by the spellcasters of Irrisen, this potent spell can disrupt spellcasters, topple enemies, and break even seemingly unstoppable charges. Upon casting this spell, one or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square—creatures that take up more than one square can be hit by multiple spears if the caster is high enough level. The explosive growth can also trip foes. When the spears erupt from the ground, they make a combat maneuver check against any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt. If you cast this spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect suffer a –2 penalty and the spell gains a +4 bonus on its combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points. Impart Mind School transmutation; Level cleric 6, magus 5, sorcerer/wizard 6 Casting Time 2 rounds Components V, S, M (diamond dust worth at least 1,000 gp) Range touch Target permanent nonintelligent magic item touched Duration 1 hour/level Saving Throw none; Spell Resistance no This spell grants the target magic item temporary intelligence by siphoning off a tiny portion of your own mind to infuse the object. Only permanent magic items may be enhanced by this spell—one-use items and charged items cannot be affected by impart mind. Intelligent magic items cannot be affected by impart mind. When you cast impart mind on a magic item, the item gains an Intelligence, Wisdom, and Charisma score of 10 and gains your alignment. You have no special control over the item once it becomes intelligent, although since it has your alignment, personality conflicts with items you wield won’t be a problem. Determine the item’s ego normally, as per the rules on intelligent items in the Core Rulebook. An item made intelligent via impart mind communicates via speech and has normal senses to a range of 60 feet. It speaks and reads one language known by you—if you know multiple languages, you may choose which language the item knows. When you cast impart mind on an item, roll once on Table 15–24 on page 534 of the Core Rulebook to randomly determine the item’s power—add your caster level to this roll. By expending additional diamond dust in excess of the 1,000 gp worth of material components required to cast this spell, you can gain further bonuses on the d% roll made to determine the item’s power. Every additional 100 gp in diamond dust you use in excess grants a cumulative +1 bonus to the roll, up to a maximum additional bonus equal to your caster level. If the item gains the ability to cast a spell, determine the spell it can cast randomly from spells you know of the appropriate level. If the item gains ranks in a skill, it gains ranks in a random skill in which you have at least 1 rank. If you roll above 100, then you can choose one item power on Table 15–24 in the Core Rulebook to grant the item, and the item gains a special purpose. Roll once on Tables 15–25 and 15–26 on page 534 of the Core Rulebook to determine what the item’s special purpose and dedicated powers are. These d% rolls are not modified by your caster level or any additional powdered gems you used to cast the spell. Once this spell ends, the item reverts to its previous nature—if you cast this spell on the item again, it gains entirely different powers as determined by a new set of rolls. Khain’s Army School necromancy [evil]; Level cleric 5, sorcerer/wizard 5, witch 5 Casting Time 1 standard action Components V, S, M/DF (a handful of ghoul’s teeth) Range 5 feet Effect 1d4+1 ghouls and 1 ghast Duration 1 round/level Saving Throw Fortitude half (see text); Spell Resistance no Originally created by the priest-king of Nemret Noktoria, the ghoul Kortash Khain, for use by his minions to bolster their forces in battles against their enemies, Khain’s army has become a favorite of many necromancers throughout and beyond. By scattering a handful of ghoul’s teeth across the ground, you cause 1d4+1 ghouls led by a single ghast to rise up from the ground around you. The ghouls and their ghast leader must appear in squares adjacent to you, but after that they follow your spoken commands unerringly. If one of the ghouls is destroyed while the spell’s duration is still in effect, it bursts into a spray of rotten flesh and necromantic energy that deals 1d6 points of negative energy damage to all adjacent targets—this energy heals undead targets as typical for negative energy damage. If the ghast is destroyed in this manner, it deals twice as much negative energy damage as a ghoul. A successful Fortitude save halves the negative energy damage dealt. When this spell’s duration expires, any remaining undead created by this spell crumble apart into dust and blow away without dealing any additional negative energy damage. Kiss of the First World School transmutation; Level bard 4, druid 4 Casting Time 1 standard action Components V, S, M (diamond dust worth 100 gp) Range touch Area living or undead creature touched Duration 1 round/level Saving Throw Will negates; Spell Resistance yes This spell—a favorite of fey spellcasters—is traditionally bestowed with a kiss, though all that’s really required to gift someone with a kiss of the First World is a touch. This spell infuses a living creature with a surge of positive energy from the First World, filling the target with the raw energies of life. The exact effects of this spell vary, depending on the nature of the creature touched. Constructs are immune to the effects of this spell. Living Creature: A living creature gains a 20-foot increase to his base land speed and a +2 insight bonus on all Charismabased skill checks. In addition, the creature gains fast healing 2. Fire, acid, and negative energy cause this fast healing to stop functioning on the round following the attack. Undead Creature: An undead creature targeted by this spell is staggered for the duration of this spell. It does not gain the benefits of any channel resistance it might normally enjoy, and the save DCs for any of its special attacks (but not spell-like abilities or spells) are reduced by 2. Light of Iomedae School conjuration [good, light]; Level cleric 3, inquisitor 3, paladin 2 Casting Time 1 minute Components V, S, DF Range medium (100 ft. +5 ft./level) Targets all undead in a 10-foot-radius spread Duration 1 minute/level Saving Throw Will partial; Spell Resistance yes With this spell, you create shafts of blue light that illuminate all undead creatures in the area. Affected undead take a –20 penalty on all Stealth checks. Invisible undead are not made visible by this effect, but the light does make it easy to pinpoint the exact squares in which such undead are located (they still retain the 50% miss chance granted by invisibility). The light of Iomedae increases light levels by one step in a 5-foot radius around an affected undead creature. Once an undead is affected, it remains illuminated as long as remains within the spell’s range, even if it leaves the spell’s original radius, until the spell’s duration ends. Affected undead must also make a Will save when they are first illuminated by the light of Iomedae. Those who fail this save lose all benefits of channel resistance and take a –2 penalty on all saving throws made against positive energy effects. Martial Marionette School enchantment (compulsion) [mind-affecting]; Level bard 3 Casting Time 1 standard action Components V, S, M (a marionette’s crossbar) Range close (25 ft. + 5 ft./2 levels) Target 1 creature Duration 1 round/level Saving Throw Will negates; Spell Resistance yes When you cast this spell, you take partial control of an opponent’s limbs, making it difficult for him to attack you. Any attacks made against you by the target of the spell take a –2 penalty due to the erratic and random motions the spell forces onto any efforts to strike you. In addition, any creature suffering the effects of this spell cannot flank you and cannot aid other opponents in flanking you. As long as the affected creature is adjacent to you, you can cause the creature’s limbs to flail into the path of other attacks against you as an immediate action. This provides partial cover against that attack, granting you a +2 bonus to AC and a +1 bonus on Reflex saves. Martyr’s Bargain School transmutation (good); Level cleric 2, paladin 2 Casting Time 1 immediate action Components V Range personal Target you Duration 1 round/level Saving Throw none; Spell Resistance no Among the faithful followers of the gods of purity—whether they be the servants of Desna in Nidal, zealous You cast this spell as an immediate action when you are subject to a spell or spell-like ability that deals hit point damage, after attack rolls and saving throws have been rolled but before the damage itself is determined. The damage dealt by the spell and any related effects are then delayed for you (and you only) for a number of rounds equal to your caster level. At the end of that time (or immediately if martyr’s bargain is dispelled), the delayed damage takes effect on you as it would have at the time it was cast, but is maximized as if affected by the Maximize Spell metamagic feat. Spells and spell-like abilities that were already maximized gain no additional benefit from this spell. Nothing can prevent this delayed damage from affecting you. You can be affected by only one martyr’s bargain spell at a time. If you cast this spell while you are already under the effects of a previous martyr’s bargain, the previous spell effect ends and you immediately take the damage it had delayed. Music of the Spheres School conjuration (healing) [sonic]; Level bard 5, cleric 6 Casting Time 1 standard action Components V, S, M (a stick of incense treated with special balms) Range 20 ft. Area 20-ft.-radius spherical emanation, centered on you Duration concentration, up to 1 round per level Saving Throw none; Spell Resistance yes (harmless) As any scholar of Desnan lore or astrologer can tell you, the music of the spheres is the harmonic constant that plays under and through all of reality. It is this constant song, this otherworldly music, that keeps the laws of reality constant and the connections between the planes of existence strong. With this spell, one can amplify the underlying music of the spheres in the spell’s area of effect to infuse yourself and all creatures within 20 feet of you, friend and foe alike. All creatures that begin their turn within the area of this spell’s effect gain fast healing 5, resistance 10 to all energy types, and a +3 sacred bonus on all saving throws against poison and disease. Any creature that enters the area of effect does not gain the benefits of the music of the spheres until it begins its turn in that area. You must maintain concentration on the amplification of the music or the effects immediately end, but you can move around to prevent enemies from gaining the benefits of this spell. Orchid’s Drop School transmutation; Level alchemist 3 Casting Time 1 standard action Components V, S, M (a much-diluted drop of sun orchid nectar worth 500 gp) Range personal Target you Duration 1 hour/level Alchemists have tried for centuries to recreate Artokus Kirran’s feat of genius that created the sun orchid elixir. Although they have yet to unlock the elixir’s exact formula, their efforts have not been entirely wasted. One by-product of their experiments was the orchid’s drop formula. This extract, distilled from a much-diluted drop of the nectar of a sun orchid flower, can transform an alchemist’s mutagen into a potent healing tonic. As long as you’re under the effects of orchid’s drop, drinking a dose of your mutagen heals you of 2d10 points of damage. For the spell’s duration, you gain a +2 alchemical bonus on all saving throws. Pugwampi’s Grace School enchantment (compulsion) [mind-affecting]; Level bard 2, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S, M (a pugwampi’s hair) Range short (25 ft. + 5 ft./2 levels) Target one creature (see below) Duration 1 round/level Saving Throw Will negates; Spell Resistance yes Hated by adventurers throughout the Inner Sea region, the gremlins known as pugwampis infect those around them with a malignant form of unluck—an effect that this spell emulates. If the target fails its Will save, it becomes infused with the so-called “grace of the pugwampi.” A creature affected by this spell must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. As with the aura shed by actual pugwampies, this spell has no effect on animals, gremlins, or gnolls. The effects of this spell are negated as long as a target gains any sort of luck bonus to a d20 roll (such as those granted by a luckstone or divine favor), but the spell’s duration is not impacted by these effects. If the luck bonus goes away before the pugwampi’s grace effect ends, the unluck returns and remains until the spell’s normal duration runs out. Shadow Barbs School illusion (shadow) [darkness]; Level cleric 4, inquisitor 4, sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (a single link from a spiked chain) Range 0 ft. Effect spiked chain-like shadowy weapon Duration 1 round/level Saving Throw Will negates (see text); Spell Resistance no This spell, developed originally by priests of Zon-Kuthon in Nidal’s early years, has recently crossed the boundary b When you cast this spell, you create a shadowy spiked chain that shimmers and pulses with darkness. The chain exists as long as you carry it; if you ever drop the chain, give it to another, or are disarmed, it immediately vanishes and the spell’s duration ends. The chain radiates darkness in a 10-foot-radius spread around you, reducing the illumination level in this area by one step, but not below the level of dim light. You can wield the shadow barbs as a spiked chain as if you were fully proficient with spiked chains. Any additional abilities or feats that you possess that apply to spiked chains apply to the shadow barbs as well. The weapon functions as a +2 vicious spiked chain. Its enhancement bonus increases to +3 at caster level 11th, to +4 at caster level 15th, and finally to +5 at caster level 19th. When the spell effect ends, you can make a Will save against the spell—if successful, all of the damage caused to you by the shadow barbs’ vicious weapon quality vanishes, unless you are dead or unconscious at the time the spell ends, in which case you automatically fail this Will save and the vicious weapon damage remains. Shining Cord School evocation [force]; Level magus 3 Casting Time 1 standard action Components V, S, M (a small length fine of silver chain worth 100 gp) Range 30 ft. Target 1 creature Duration 1 round/level or instantaneous (see below) Saving Throw Fortitude partial (see below); Spell Resistance yes When you cast this spell, you make a ranged touch attack against a single opponent within 30 feet. If you hit, a thin silver strand extends from your body to its, forming a connection that allows you to anticipate its actions. For the duration of the spell, you receive a +5 insight bonus on all Perception and Sense Motive checks opposed by the target. You gain a +5 insight bonus on all Spellcraft checks made to identify your opponent’s spell as part of a counterspelling attempt. Finally, you gain a +2 dodge bonus to your AC against attacks made against you by the target. Lastly, if either you or the target moves more than 30 feet away from the other, the cord crackles with a surge of light and sends a blast of force along its length to the other end. This blast deals 1d6 points of damage per two caster levels (maximum 10d6) and stuns the one who moved out of range for 1 round—a successful Fortitude save halves the damage and negates the stun effect. This blast ends the spell and severs the connection between you and your target. Although the shining cord makes a visible connection between you and your target, creatures can move through it without ill effect. The cord even passes through solid objects as necessary to maintain the connection between you and the target. Siphon Magic School abjuration; Level cleric 5, sorcerer/wizard 5, witch 5 Casting Time 1 standard action Components V, S, M (a coiled length of copper wire wrapped around the palm) Range touch Target creature touched Duration instantaneous Saving Throw none; Spell Resistance no This spell attempts to transfer a magical effect from a creature you touch to yourself. When you touch the creature, siphon magic attempts to end one ongoing spell that has been cast on that creature, as if via a targeted dispel magic. If you know the specific spell effect you wish to target, you can name that spell effect to target that specific spell; otherwise siphon magic begins with the highest-level spell in effect and works its way down through all spells affecting the target until it dispels one or runs out of effects, as per dispel magic. If siphon magic successfully ends a spell effect on the target, the remaining duration of that spell effect is transferred to you. That spell effect plays out for the rest of its duration as if you had been the original target. If the spell allows a saving throw to resist the effect, you gain a saving throw as if the spell were just being cast upon you, although this does not “reset” the spell’s duration. Song of Kyonin School conjuration (healing); Level bard 4 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Targets up to 3 creatures, no two of which can be more than 30 ft. apart Duration 1 round/level or until performance ends or changes (see text) Certain elven bards of Kyonin are known for the restorative power of their performances—mostly as a result of this spell. You must have a bardic performance in effect to cast this spell (although this spell is called song of Kyonin, the bardic performance need not be singing). As long as that performance continues, up to 3 creatures affected by the performance gain fast healing 2. When this bardic performance ends or you change to a different bardic performance, the fast healing granted by this spell ends as well, but all creatures affected by this spell heal 1d8 points of damage + 1 point per caster level (maximum +15) a +15) and are cured of any of the following conditions: exhausted, fatigued, nauseated, paralyzed, sickened, or stunned. Spell Absorption School abjuration; Level sorcerer/wizard 5 Casting Time 1 round Components V, S, M (a prism) Range personal Target you Duration 1 round/level If you successfully counterspell a 3rd-level or lower level spell (through either dispel magic or normal means) while spell absorption is in effect, you absorb the countered spell and use it to regain spells you have already cast. If you’re a wizard, you regain the use of any single spell that you have cast since the last time you prepared spells. If you’re a sorcerer, you regain a single spell slot. The spell recovered or spell slot regained must be of an equal level or lower than the spell you counterspelled. Spell Absorption, Greater School abjuration; Level sorcerer/wizard 8 This spell functions as spell absorption, save that you can absorb countered spells of 6th level or lower. Spellscar School abjuration; Level cleric 8, sorcerer/wizard 8 Casting Time 1 standard action Components V, S, M (a pinch of sand from the Spellscar Desert) Range medium (100 ft. + 10 ft./level) Area two 10-ft. cubes per level (S) Duration 10 minutes/level (D) This potent spell invokes the same sort of magical devastation that created the Mana Wastes so long ago— albeit on a much more localized (and thankfully temporary) scale. Within the area you choose to affect with spellscar, the terrain takes on a strange pale hue, as if colors were muted. Periodically, ripples of vibrant color wriggle through the terrain. Within this area, any spell, spell-like ability, or magic item activation automatically triggers a primal magic event—a spellcaster can avoid triggering such an event by making a concentration check (DC 15 + twice the spell’s level), but non-spellcasters who activate magic items have no such option. You gain a +4 insight bonus on concentration checks made to avoid triggering primal magic events while within a spellscar you have created, and if you do trigger a primal magic event, you may roll d% twice and pick which of the two results you wish to have occur. Suppress Primal Magic School abjuration; Level cleric 4, sorcerer/wizard 4 Casting Time 1 standard action Components V, S, M (a pinch of sand from the Spellscar Desert) Range 10 ft. Area 10-ft.-radius emanation centered on you Duration 1 round/level Nexian wizards first created this spell while researching the nature of the Mana Wastes, hoping to create small zones within the magic-starved region where their own spells could still function reliably. The best the Nexians could manage was this spell—a method to temporarily stabilize magic so that spellcasting within a small area can be accomplished without fear of triggering primal magic events. In the area of effect of this spell, primal magic events cannot be triggered. The emanation grants a +4 circumstance bonus on all saving throws against effects generated by primal magic outside of the spell’s effect that expand into the area. Unfortunately, suppressed primal magic tends to build up around the emanation created by this spell. When suppress primal magic’s duration ends (or when the spell is dispelled), a primal magic event is immediately triggered at the center of the emanation if that point is still in an area where primal magic is active. The CR of this event is equal to the caster level of the recently ended suppress primal magic spell. The original caster of the suppress primal magic spell can attempt to negate this triggered primal magic event by making a DC 20 Will save—most spellcasters instead relocate to an area not affected by primal magic if they can so that they can end the spell’s effect safely. Tattoo Potion School transmutation; Level alchemist 2, bard 2, sorcerer/ wizard 2, witch 2 Casting Time 1 minute Components V, S, M (a potion to be tattooed, special inks worth 500 gp) Range one potion Effect one spell tattoo Duration instantaneous Saving Throw none; Spell Resistance no When you cast this spell, you mix special tattoo inks into a potion of your choice. Once you finish casting tattoo potion, the potion begins bubbling and fizzing—if no one drinks the potion within 1 minute of the spell being cast, the potion bubbles away into vapor and is destroyed. When a potion under the effects of tattoo potion is imbibed, the effects of the potion do not occur. Instead, the potion transforms into a spell tattoo (see page 16) on the drinker’s chest tattoo slot—if the drinker already has a magic tattoo in this location, the tattoo potion is wasted. Once the potion transforms into a spell tattoo, it remains in place permanently until it is used as a spell tattoo. Transfer Tattoo School transmutation; Level bard 1, sorcerer/wizard 1, witch 1 Casting Time 1 standard action Components V, S, M (tattooing needle) Range touch Target one magic tattoo Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes With this spell, you can transfer one magic tattoo from one creature to another. A target that isn’t willing to have his tattoo removed or to receive the transferred tattoo can resist this spell with a Fortitude save—if successful, the transfer fails and the caster of this spell is staggered for 1 round by the backlash of magical energy. A tattoo can be transferred from a dead creature in this manner to a living host, provided the body has been dead no longer than one hour per caster level. Vengeful Comets School evocation [cold]; Level druid 3, sorcerer/wizard 3 Casting Time 1 standard action Components V, S Range long (400 ft. + 40 ft./level) Effect 1 comet per 4 levels Duration 1 round/level or until completely discharged (see below) Saving Throw none; Spell Resistance yes This spell causes a number of miniature comets (up to one per four caster levels) to orbit in the air above your head. Bits of snow and cold wind drift down from the orbiting comets, granting you a circumstance bonus equal to the number of comets on all saving throws against fire effects. The actual use for the comets, though, is to make vengeful strikes against foes who dare to target you with offensive spells. As an immediate action whenever you are affected by a spell cast by another creature, you can fire one of your vengeful comets as a bolt of icy retribution (provided source of the offensive spell is within range of your vengeful comet, of course). The comet requires a ranged touch attack to hit. If it hits, a comet deals 1d6 points of bludgeoning damage and 3d6 points of cold damage to the target, plus an additional amount of cold damage equal to the level of the spell you are retaliating against. If the spell you’re retaliating against had the fire descriptor, you may opt to fire two comets instead of one. Vex Giant School transmutation; Level ranger 3 Casting Time 1 standard action Components V, S, M (a fragment from a Large or larger weapon) Range personal Target you Duration 1 round per level The giants and their kin have long plagued the peoples of Varisia, particularly the Shoanti of the Storval Plateau. Among the various tactics and methods the Shoanti have developed to fight against their enemies, this spell is one of the most widespread today. When you cast vex giant, your senses and reflexes become particularly honed against a single target within 60 feet, provided the target is at least one size category larger than you. You may select your focused foe as a free action when you cast this spell—switching your focus to a different foe within 60 feet is a move action. If a foe moves beyond 60 feet from you, you lose your focus on that foe, although you may regain it by moving within 60 feet and spending a move action. Although the name of the spell is vex giant, it works equally well on any foe that’s at least one size category larger than you. Against a foe you are focused on, you do not provoke attacks of opportunity by moving through their threatened area. Additionally, the first successful melee attack you make against the foe in a round deals an additional 1d6 points of damage. Finally, you gain a +4 insight bonus on all combat maneuver checks made against your focused foe. Weaponwand School transmutation; Level bard 1, cleric 1, inquisitor 1, magus 1 Casting Time 1 round Components V, S, F (a magic wand) Range touch Target one weapon Duration 1 minute/level Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell. At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed. Zone of Foul Flames School transmutation; Level druid 4 Casting Time 1 standard action Components V, S, M (a sliver of tree bark from a burnt tree from the Uskwood) Range close (25 ft. + 5 ft./2 levels) Area 20-ft.-radius spread Duration 1 minute/level Saving Throw Will negates; Spell Resistance yes The twisted druids of the Uskwood forsook fire in ages past for the glory of Zon-Kuthon. Despite this aversion, these servants of Nidal know well the sting of flame, and have learned to turn it back on those that wield it. This spell creates a zone where magical fire effects twist and lash out against those who create the effects. A zone of foul flames looks unremarkable to the casual observer, but a Perception check (DC = 20 + the caster’s level) reveals a faint rippling effect in the area, as if of heat distortions in the air. Whenever a creature casts a spell with the fire descriptor or activates a magical fire effect (as from a magic item or a special attack) while that creature is located in a zone of foul flames, that creature takes full fire damage from the effect. If the effect allows a saving throw to reduce the damage, the victim may attempt the same saving throw to reduce the damage. All creatures in a zone of foul flames gain a +4 circumstance bonus on all saving throws against fire effects, except for those made by a creature attempting to save against fire damage from his own magic. Nonmagical fire in a zone of foul flames burns half as brightly but is otherwise not affected.


Aristocrat feats The aristocrat class comes into its own with a plethora of new feats designed to give it more abilities on par with the other adventuring classes. Due to their background and upbringing, aristocrats have the potential to use their station and rank to inspire leadership, awe and fear in others. An aristocrat’s great wealth potential is another key consideration that sets them apart from the standard adventurer. Only characters with aristocrat class levels can select the feats in this chapter listed as aristocrat feats. Any character meeting the Prerequisites may use the feats marked as general, but these feats are especially appropriate for aristocrat characters. The benefits of some of the feats contained in this chapter refer to ‘Aristocrat level’ or ‘½ Aristocrat level’. In these cases, when calculating your character level count only the number of levels taken in the aristocrat class and not your total character level. Some of the feats below mention a Status score prerequisite (see ‘Status’ in Chapter 9). If you are not following the rules and guidelines for tracking Status then you may ignore these prerequisites. Toward the end of the chapter, we present a new type of feat called Bloodline feats. Like the feats with the ‘Aristocrat’ descriptor, these bloodline feats are open only to characters that have taken levels in the aristocrat class. Aristocratic Birth (Aristocrat) Either through noble family relations or ties to another aristocratic group such as a church, guild or academic institution, you are a born aristocrat. Others can sense your aristocratic bearing and known to give you deferential treatment. Prerequisite: None Benefit: You gain a +1 bonus to all Knowledge (nobility and royalty) checks. Your character starts out with a noble’s outfit worth and signet ring worth a total of 96 gold pieces (including the 20% cost increase for ‘Items of Quality’; see ‘Tools of the Trade’). Aristocrat is always a favoured class for you; your levels in the aristocrat class do not count toward your total when determining experience point penalties. Special: This feat may only be taken at 1st level. Aristocratic Title (Aristocrat) You have gained a rank within your affiliation. This is considered a promotion and may take the equivalent of a noble’s title, such as becoming the Baron or Count of a specific holding of your family’s lands or being raised a level within the hierarchy of the church. The increase in title gives you increased respect from your peers, the fear or admiration of the lower classes and better access to your affiliation’s resources. Prerequisite: Membership in an Aristocratic Affiliation Benefit: You gain a rank within the hierarchy of your affiliation. Each time you gain a rank, you may add a +2 bonus to any requests for Loans, Contacts or Favours from your affiliation. Special: This feat may be taken multiple times up to a maximum of five times. Each time it is taken, its results stack. Aristocratic Favour (Aristocrat) Your aristocratic breeding, training or wealth has given you a powerful personality among others. You know how to recover from and make the best of your social gaffes. Prerequisite: Charisma 12+ Benefit: You may re-roll the result of any of your Charisma-based skills up to three times per day. You must take second result even if it is worse than the original roll. Aura of Command (Aristocrat) Many aristocrats learn how to focus their natural-born charisma and the distinction of their social rank to persuade, and even command, others of lesser station. This feat allows the aristocrat character to do just that, and is the start of a chain of feats that get progressively more powerful as the character increases in level. Prerequisites: Cha 13+, Status score of 12+ Benefit: You gain a +2 bonus to all Diplomacy and Intimidate checks. This unnamed bonus increases to +3 versus characters of lower social status than you, such as the servants or lackeys of another aristocrat character (based either on Status points or as determined by the Games Master). Aura of Fascination (Aristocrat) An aristocrat often finds it necessary to use his innate charm to get others to perform tasks for him. An aristocrat armed with this feat and several ranks of Diplomacy is a powerful character, in combat as well as at court. Prerequisites: Cha 15+, Aura of Command, Diplomacy 6 ranks, Status score of 15+ Feats 52 Quintessential Aristocrat Benefit: You may make an opposed Diplomacy roll versus your target’s Sense Motive roll. If your Diplomacy check succeeds, your target finds your voice and attitude very charming, and automatically treats you as friendly (per the Influencing NPC Attitudes chart in Core Rulebook I), no matter what his starting attitude toward you was. If you beat your target’s Sense Motive roll by more than 10, his attitude immediately becomes helpful. Any actions that you or your allies take that threaten your target automatically disrupt this ability. The target is treated as one attitude step less than his original attitude. For example, if originally the target were indifferent to you, he would become unfriendly. Aura of Fear (Aristocrat) This feat gives an aristocrat the ability to affect the morale of his enemies through his intimidating personality. Prerequisites: Cha 15+, Aura of Command, Intimidate 9 ranks Benefits: As a standard action, you may cause all of your enemies within 30’ to suffer a –2 morale penalty to all saving throws that lasts for three rounds. The ability is useable two times per day, and you must make a successful Intimidate check against each enemy. For each additional three ranks in Intimidate, you gain an extra use of this ability per day. The DC to save against this ability is DC 10 + your Charisma Bonus + ½ Aristocrat Level. The target is entitled to a Will save. Special: This feat can only be used on creatures with Intelligence scores of at least 1 and who have the same or fewer hit dice than the aristocrat. Born to Wealth (Aristocrat) While some aristocrats are born to destitute families with little money or property, you are the opposite. Not only is your family extremely wealthy, but it has given you a substantial allowance to start on your path in life. Prerequisite: 1st level aristocrat Benefit: Instead of your normal starting money, you receive 700 gold pieces at first level. Special: This feat may only be taken at 1st level. Charismatic (General) You literally ooze charm and personality, and have learned how to make your personality work harder for you to get you what you want. Prerequisite: Charisma 12+ Benefit: You may add +1 to four Charisma-based skills. Followers (General) Either through the knowledge of your exploits and personality or through access to your family’s servants and retainers, you have assumed control of a small command of followers. Prerequisites: Character Level 3 or higher Benefits: You attract loyal followers only (no cohort) similar to the Leadership feat in Core Rulebook II. Followers Score 1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level 1 or less 2-7 8 5 9 6 10 8 11 10 1 12 15 1 13 20 2 1 14 25 2 1 15 30 3 1 1 16 35 3 1 1 17 40 3 2 1 1 18 50 5 3 2 1 19 60 6 3 2 1 1 20 75 7 4 2 2 1 21 90 9 5 3 2 1 22 110 11 6 3 2 1 23+ 135 13 7 4 2 2 Feats 53 Quintessential Aristocrat See the table below for the number of followers your character can lead. Followers Score and Modifiers: Your Follower Score equals your Level + Reputation (as per Core Rulebook II) + Charisma Modifier. The other modifiers noted for followers under the details of the Leadership feat in Core Rulebook II also apply to the Followers feat (having a stronghold, moving around a lot, and having caused the death of other followers). If you follow the rules for Status as presented in Chapter 9 then you can also add your status score to your Followers score. Number of Followers by Level: You may lead up to the indicated number of followers of each level. These followers are typically low-level non-player characters. Appropriate followers for an Aristocrat character include other aristocrats, experts and warriors. Your followers do not earn experience or gain levels; when you gain a new level, consult the table above to determine if you gain any new followers. Some of your new followers may be higher levels than your existing followers. Improved Status (Aristocrat) Your reputation precedes you, as your status among the aristocracy is nearly legendary. Other aristocrats are in awe of your stately demeanour and seek to emulate you. The lower social classes immediately recognize you as a person of importance. Even those of higher social rank than you recognize you as a person of immense potential and may seek you out to be part of their court. Prerequisite: Character level 5 or higher, Status score of 15+ Benefit: You may add +3 to your Status score. Inheritance (Aristocrat) A rich relative has either taken it upon herself to recognize you in her will or has decided just to share some of her great wealth with you so that you may increase the land holdings of your family. Prerequisites: Windfall of Wealth, Character Level 9 or higher, Status score of 15+ Benefit: You receive an inheritance or gift of 60,000 gold pieces to create an estate. You cannot use these funds for any other purpose. Inspiring Presence (Aristocrat) Your aristocratic demeanour has a strong and powerful effect on your allies, giving them the strength to overcome obstacles. Prerequisites: Cha 15+, base Will save 4+. Benefit: All allies within 10 feet gain +2 to their Will save for one round. Initiating this ability is a free action but you may only activate it on your turn in initiative order. You may use it a number of times per day equal to your Charisma bonus. Legendary Leader (General) Your exploits as a leader have become legend, causing people from far and wide to flock to you and offer their services. Prerequisites: Leadership, Followers or Subordinate feat, Cha 15+, Character Level 9 or higher Benefit: You gain +4 to your Leadership, Followers, or Subordinate score. As noted in the description of the Leadership and Subordinate feats, your cohort or subordinate must still be two levels lower than you. Special: You must pick one feat (either Leadership, Followers or Subordinate) to apply the bonus from the Legendary Leader feat. You may take this feat more than once, but each time its bonus applies to a separate feat. Feats 54 Quintessential Aristocrat Loyalty (Aristocrat) Your followers are completely faithful and devoted to you, going out of their way to protect you from harm. Prerequisites: Leadership, Followers, or Subordinate feat, Legendary Leader Benefit: Once per day when you are being attacked, one of your followers gained through use of the Followers, Leadership, or Subordinate feat may leap in front of the attack to protect you. The follower must be within 5’ of you, and must successfully make an attack roll against AC 10. If the attack roll succeeds, your follower can use the ‘aid another’ action to give you a +2 bonus to your AC. You must call upon your follower to use this ability before the Games Master rolls to see if your opponent has hit you. Master Strategist (General) You are widely regarded as an expert military tactician given your previous success in planning military campaigns. Warriors seek you out to fight on your side and learn from your brilliance. Prerequisites: Character Level 9 or higher, Knowledge (military tactics) 6 ranks Benefits: +4 bonus to Knowledge (military tactics). Add half of your ranks in Knowledge (military tactics) to your Leadership or Followers score. Any followers gained from this bonus must belong to the Warrior, Fighter or Expert (Siege Engineer) classes. Motivating Leader (General) Whether through fear and intimidation or a reputation for fair and honest treatment, your abilities as a leader have gained you more recruits than others of your station and ability. Prerequisites: Leadership or Followers feat, Cha 15+ Benefit: You have twice as many followers as normal. Multitalented (General) Your superior education has exposed you to many fields of learning not normally studied by others of your occupation. Prerequisites: Must follow the ‘Study and Education’ rules found in the Tricks of the Trade chapter Benefit: Two cross-class skills become class skills. You gain a +1 bonus to these two skill checks. Special: This feat may be selected multiple times. Each time you select it, pick two new cross-class skills to become class skills. Resources (Aristocrat) You are able to draw a limited amount of resources from a piece of land or a business venture in which you have a minor holding interest. While not actually in charge of running the day-to-day operations, you hold a minor stake in the estate or business through family connections: from debts owed to you, or due to your speculation in the land or business enterprise. You should describe the location of the land or the type of business from which you are drawing your resources. Prerequisites: Interest in a piece of land or a business venture. Benefits: You earn 400 gold pieces from your stake in a piece of land or a business venture. Special: You may take this feat up to five times. Each time you take this feat your resources increase as shown below. • 1st Feat: Resources of 400 gold pieces • 2nd Feat: Resources of 900 gold pieces • 3rd Feat: Resources of 1,500 gold pieces • 4th Feat: Resources of 2,200 gold pieces • 5th Feat: Resources of 3,000 gold pieces Rousing Leader (Aristocrat) Through your commanding personality you can push your followers to greater acts of strength and determination. Prerequisites: Leadership, Followers or Subordinate feat, Perform (oratory) 5 ranks, Cha 13+ Benefit: Once per day, you may choose to spend a fullround action to give a rousing speech to your followers gained through use of the Followers, Leadership, or Subordinate feats. They are stirred to action in one of four ways (player’s choice): • Steadfast: Followers gain your Charisma bonus in temporary Hit Points • Resolute: Followers gain a +1 morale bonus to all saving throws • Viciousness: Followers gain a +1 morale bonus to damage rolls • Precision: Followers automatically confirm any critical threats they roll The rousing effect lasts for a number of rounds equal to your Charisma bonus. Scholarly (General) Through hours spent in the library or with a mentor, an aristocrat can increase his knowledge in several different areas of study. This knowledge will be invaluable when trying to classify an ancient manuscript or identify a heraldic device. Prerequisites: Must follow the ‘Study and Education’ rules found in the Tricks of the Trade chapter Benefit: Add +1 to four different Knowledge skills of the player’s choice. Feats 55 Quintessential Aristocrat Special: This feat can be selected multiple times. Each time it applies to four different knowledge skills. Secret Identity (General) You have opted to create a secret identity for yourself, a persona that you keep entirely separate from your everyday life. It may be an identity you use to commit crimes so as not to sully the name of your family, or one that you use to gain access to areas and individuals that are otherwise beyond your reach due your social station. Prerequisites: None. Benefits: Your secret identity affords you a +4 circumstance bonus to all Bluff, Disguise and Forgery skill checks while in your secret identity, as you have become a master at convincing others that you are someone else. These bonuses do not apply to any checks made while not acting in the persona of your secret identify. If your secret identity is ever revealed (to more than just a few close, trustworthy comrades), you lose the benefits of this feat. Special: This feat may be taken more than once but its benefits do not stack. Each time you take this feat, you must create a new secret identify. If you are using the rules for ‘Status’, you must calculate a separate status score for each secret identity you keep. Shield of Charm (Aristocrat) The aristocrat has such a captivating personality that his opponents are nearly mesmerised by his charm and find it difficult to strike him during combat. Prerequisites: Character level 3 or higher Benefit: You may add your Charisma bonus to your AC. Strength of Will (General) Your willpower is stronger than that of others, enabling you to shake off effects that would command you to go against your nature. Prerequisite: None Benefit: You gain a +2 bonus to saves against Charm, Command, and Fear effects. Special: The bonuses from this feat stack with the Iron Will feat. Subordinate (General) You have gained the services of a loyal companion who may accompany you on adventures or be sent to complete missions for you. Prerequisites: Character Level 3 or higher Benefits: You attract a cohort only (no followers) similar to the Leadership feat in Core Rulebook II. See the table below for the level of subordinate your character can lead. Subordinate Score and Modifiers: Your Subordinate Score equals your Level + Reputation (as per Core Rulebook II) + Charisma Modifier. The other modifiers noted for cohorts under the details of the Leadership feat in Core Rulebook II also apply to the Subordinate feat (having a familiar, special mount or cohort, recruiting a cohort of a different alignment, or causing the death of a previous cohort). If you follow the rules for Status as presented in Chapter 9 then you also add your status score to your Subordinate score. Subordinate Score Subordinate Level 1 or less 2 1st 3 1st 4 2nd 5 2nd 6 3rd 7 3rd 8 4th 9 5th 10 5th 11 6th 12 7th 13 7th 14 8th 15 9th 16 9th 17 10th 18 11th 19 11th 20 12th 21 13th 22 13th 23 14th 24 15th 25+ 15th Subordinate Level: You can attract a subordinate of up to this level. Regardless of your Subordinate score, you can only recruit a subordinate who is two or more levels lower than you are. In all other ways except as noted, a subordinate is the same as a cohort as detailed under the Leadership feat in Core Rulebook II, including the earning of experience points and the gaining of levels. Feats 56 Quintessential Aristocrat Superior Craftsman (General) Your expertise at crafting armour, weapons and other items has allowed you to imbue superior qualities into your creations. Prerequisite: Craft skill 10+ Benefit: For each type of craft in which you have 10 or more ranks, you may craft a superior item of that type. The superior component costs triple that of a masterwork component. Adding a superior component to an item follows the same rules for adding on a masterwork component as detailed under the Craft skill in Core Rulebook I. Superior items have all of the benefits of masterwork items plus the following: • Weapon: +1 to attack rolls (cumulative with the +1 provided by normal masterwork weapons) • Armour: Increases the maximum dexterity bonus by +1 • Tools: +1 circumstance bonus when using the item to perform related tasks (cumulative with the bonus provided by masterwork tools) • All: Gives the bearer of the item a +2 circumstance bonus to his Status score while using the weapon, armour or tool, as people view the bearer as an important person of taste, wealth and distinction. Unusual Associates (Aristocrat) Your natural charm makes it easy for you to find friends and connections in peculiar situations. One group in particular with which you normally would not associate has become your trusted allies. Prerequisites: Charismatic feat, Cha 15+ Benefits: You may pick a group, race, or culture that is normally not associated with your family, church, guild or government. This group now becomes a trusted, if slightly out-of-place, ally of yours. For example, a church patron of a deity worshipped primarily by humans might pick halflings as his Unusual Associates. You gain a +2 competence bonus on all Bluff, Diplomacy, Gather Information, Intimidate, Perform, and Sense Motive checks made against members of the group, race or culture that you identified as your uncommon associates. At 4th level you gain access to either followers or a subordinate as though you had gained the requisite feats (Followers or Subordinate, player’s choice). The followers or subordinate gained through use of this feat must belong to the group, race or culture identified as your uncommon associate. In the example given above, all followers or the subordinate would be halflings. Windfall of Wealth (Aristocrat) You receive an unexpected gift of money. It could be a contribution from a minor relative, a bonus from a business venture, or an extra share of plunder from a successful military campaign. Prerequisite: Character Level 6 or higher, Status Points of 10+ Benefit: You receive 10d10 x 500 gold pieces. Magical Bloodline Feats Many of the great ruling families from history tied their success to an ancient magical ancestor. These feats allow aristocrat characters to do the same, gaining some magical benefits. Many families jealously guard the existence of their magical ancestor, not wanting others to know their secret and therefore try to take advantage of the situation through bribery and blackmail. Others are quite proud of their heritage and keep copious genealogical notes, tracking the emergence of magical blood powers through the centuries. These families often build their family icon design around an image of their magical ancestor. A character can never have more than one magical bloodline. These feats are open only to aristocrat characters and carry the Bloodline descriptor. The Bloodline of Dragons The blood of dragons is widely thought to be the source of the arcane magic accessed by sorcerers, who do not study like wizards to gain access to spells but instead come by their magic naturally. Dragons often take humanoid form to move among the world of lesser mortals, and it is not unknown for them to mate with a humanoid to which they have taken a fancy. While these relationships rarely last, the lifeblood of the dragon ancestor filters down through the generations and occasionally manifests itself in an individual who is more charismatic and more attuned to arcane magic than others of his kind. Dragon’s Blood [Bloodline] The existence of dragon blood in your family’s past gives you mastery over spontaneous arcane magic and a powerful aristocratic bearing. Prerequisites: Aristocrat level 1 or higher Benefits: You gain a +2 bonus to the DC of any sorcerer spells you cast and a +2 bonus to all Diplomacy checks you make. Special: This feat can be taken even if the character has not yet taken any levels in the sorcerer class. Feats 57 Quintessential Aristocrat Dragon’s Resolve [Bloodline] The presence of dragon blood in your veins makes you less susceptible to mind control abilities. Prerequisites: Dragon’s Blood, Diplomacy 5 Ranks. Benefit: You gain a +3 racial bonus to Will saves. Special: This feat stacks with the Iron Will feat. Dragon’s Presence [Bloodline] You are able to call upon the power and majesty of your dragon ancestor to reveal your commanding and frightful presence. Prerequisites: Dragon’s Resolve, Cha 17+, character level six or higher Benefit: As a standard action a number of times per day equal to your Charisma bonus, you may force all creatures within 30’ with fewer hit dice than you to make a Will save at DC 10 + your Charisma Bonus + ½ Aristocrat Level or become shaken (see Core Rulebook II) for one round per your level in the aristocrat class. The Bloodline of Celestials Celestial ancestors are extremely rare, as their divine masters often forbid them for consorting and mating with humanoids. Still, occasional mating between celestials and humanoids does take place. One of the most common reasons is to create a champion for good, a prophesised divine warrior with the power to protect her people from a rising evil. Sometimes a cult arises around this champion, giving her a semi-divine status, and creating a society of people who track those with Divine Blood, awaiting the day when the champion’s spirit will be resurrected in the body of another. Divine Blood [Bloodline] The existence of celestial blood in your veins enables you to cast powerful good divine magic and gives you a special insight into the thoughts and motives of others. Prerequisites: Aristocrat level 1 or higher, must be lawful good, neutral good, or chaotic good. Benefit: You gain a +2 bonus to the DC of any cleric or paladin spell cast and a +2 bonus to all Sense Motive checks. Special: This feat may be taken even if the character has not yet taken any cleric or paladin levels. Divine Strength [Bloodline] Your celestial ancestry boosts your stamina and resilience. Prerequisites: Divine Favour, Sense Motive 5 ranks, must be lawful good, neutral good, or chaotic good. Benefits: You gain a +3 sacred bonus to Fortitude saves. Special: This feat stacks with the Great Fortitude feat. Divine Protection [Bloodline] You are able to focus the virtuous and honourable powers of your celestial blood to create an aura that protects you from evil. Prerequisites: Divine Strength, Cha 17+, character level six or higher, must be lawful good, neutral good, or chaotic good. Benefit: As a standard action a number of times per day equal to your Charisma bonus, you may grant all allies within 30’ a +2 sacred bonus to AC and a +2 sacred bonus to all saves made against attacks or effects that originate from evil creatures. The Divine Protection effect lasts for one minute per your level in the aristocrat class. The Bloodline of Fey Fey ancestors are usually either nymphs or satyrs who seduced a humanoid of the opposite sex. These pairings between fey and humanoids are more common than mating between humanoids and other types of creatures. For this reason, the Bloodline of the Fey is slightly more Aedemar struggled to remain conscious. Isembar was no fool, and his trusted contacts had informed him that Aedemar was a traitor, a loyal servant of House Segramoore. The Baron ordered the spy to be tortured, and stood by while the torture master plied his evil trade. ‘Come now, Aedemar. Don’t give in so quickly. If you die now, you’ll never know what’s really going on.’ Aedemar laboured to breathe. ‘So why don’t you tell me.’ ‘Yes, why don’t I? It doesn’t matter now. You’re no longer a threat to me.’ Aedemar resisted smiling to himself. Isembar was predictable, as were most villains. It had been so easy to get him to reveal the secrets of the powerful artefact hidden within the family crypt at Segramoore Manor. Now, he had only to figure out how to stay alive and get the information to the Countess. Feats 58 Quintessential Aristocrat common than the other Magical Bloodlines and as a consequence may not hold as much status. Fey Blood (Bloodline) You carry the blood of the fey and are able to use it to increase the effectiveness of your enchantments. Your fey blood also gives you a much greater rapport with animals and gives your artistic performances a supernatural flair. Prerequisites: Aristocrat level 1 or higher Benefit: You gain a +2 bonus to the DC of any enchantment spells you cast and a +2 bonus to all Handle Animal and Perform checks you make. Special: This feat may be taken even if the character has not yet gained any spellcaster levels. Fey Quickness (Bloodline) You have learned to call upon the fey blood in your veins and upon your knowledge of woodland creatures to leap to safety when confronted with a dangerous situation. Prerequisite: Fey Blood, Handle Animal 5 ranks Benefit: You gain a +3 racial bonus to all Reflex saves. Special: This feat stacks with the Lightning Reflexes feat. Fey Sensitivity (Bloodline) You have learned to draw upon the power of your fey blood to control and command wild animals and even magical creatures. Due to your bond with the fey you also learn to speak with all fey you encounter. Prerequisite: Fey Quickness, Cha 17+, character level six or higher Benefit: You may make a Diplomacy check at a –4 penalty to influence the attitude of any domestic or wild animals. A domestic animal is assumed to start out with an attitude of indifferent, while wild animals start with an attitude of unfriendly. You may also attempt to improve the attitude of a magical beast at an additional – 4 penalty. If you possess the Wild Empathy class ability (such as from the druid or ranger class) you may instead use this ability to add a +4 racial bonus to your check. Additionally, this feat gives you the ability to speak Sylvan as a bonus language. The Bloodline of Fiends Couplings between fiends and humanoids are slightly more common than those between celestials and humanoids. Unfortunately, the circumstances behind the pairings of fiends and humanoids are much more foul and hideous. Nevertheless, some families cherish their infernal bloodline, as it enables them to get others to do what they want either through sheer intimidation or through bolstering their evil and controlling magic. Infernal Blood (Bloodline) Your fiendish bearing makes it harder for others to resist any command or fear spells that you cast, and gives you a very menacing personality. Prerequisite: Aristocrat level 1, must be non-good Benefit: You gain a +2 bonus to the save DC of all enchantment (compulsion) and necromancy (fear) spells you cast and a +2 bonus to all Intimidate checks you make. Special: This feat may be taken even if the character has not yet gained any spellcaster levels. Infernal Awareness (Bloodline) Your relationship to fiends through your infernal blood has given you some of their natural abilities. Prerequisite: Infernal Blood, Intimidate 5 ranks Benefit: You gain a +4 profane bonus to all Fortitude saves against poison and Darkvision out to 60 feet. Special: The bonus to Fortitude saves versus poison granted by this feat also stacks with the Great Fortitude feat. Infernal Countenance (Bloodline) Your tainted blood gives you the ability to stun others merely by looking at them. Prerequisites: Infernal Awareness, Cha 17+, character level six or higher Benefit: You can draw upon your fiendish ancestry to project a horrible visage. All foes within 30’ must make a Will save versus DC 10 + your Charisma bonus + ½ your Aristocrat level or become stunned (as per the condition summary in Core Rulebook II). This effect lasts for 1 round per your level in the aristocrat class. Infernal Countenance is a mind-affecting fear effect, and creatures immune to fear are not affected by it.


Catogromancy spells Plot Position (Divination) Level: Brd 3, Clr 4, Navigation 3, Sor/Wiz 3 Components: V, S, F Casting Time: 10 minutes Range: Personal Target: You Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: No During the casting of this spell, the caster spreads out a map and places a crystal on the map. The crystal and the map then move to show the caster’s exact location on the map. If the caster is above sea level, the crystal hovers above the map. If the caster is below sea level, the map hovers above the crystal. The spell automatically adjusts to the scale of the map used, including for distances above and below sea level.

This spell in no way alters the map or crystal used. It does not add detail to the map, nor does it correct any inaccuracies in the map used.

Focus: A map and a piece of crystal, spread out on a flat surface.

Mapmaking (Transmutation) Level: Clr 4, Navigation 4, Sor/Wiz 3 Components: S, M Casting Time: 10 minutes Range: Close (25 feet + 5 ft./2 levels) Target: One map or writing surface Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell can either craft a new map or it can enhance and correct an existing map. During casting, the caster spreads the material component on a flat surface and specifies the location he/she desires to map. Over the course of the casting, an accurate map of the desired location (up to 500 square miles) is created on the medium. If the medium is already a map, any errors are corrected and detail is enhanced as necessary. In order to map an area, the caster must have been physically present within the boundaries of the area or experienced the area through a divination spell of 3rd level or higher (or an equivalent), but does not need to be familiar with the entire location, nor does the caster's memory of the location need to be perfect.

Maps created by this spell are reasonably detailed and exceedingly accurate. They show mountain ranges and hills, major rivers and other bodies of water, major cities and roads, and other prominent geographical features (forests, deserts, etc).

Material Component: A map or writing surface (paper, hide, parchment, etc) of at least 10” x 10”. This material component becomes the map and so cannot be reused.

B’Artaign’s Selective Location Level: Navigation 6, Sor/Wiz 6 Components: V, S, F Casting Time: 10 minutes Range: Unlimited (see text) Target: 10 creatures/level Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell functions similarly to Plot Position, with the exception that it allows the caster to find the location of a number of creatures equal to 10/level. These creatures must be linked by a common characteristic (i.e. all Plaguetouched, all Iron Golems, all magic users, etc). This characteristic can be of any level of specificity.

To cast this spell, the caster spreads a map out on a flat surface and places a pile of small stones or markers in the center of the map. As the spell is cast, the stones spread out to show the exact location of one of the members of the specified group (similar to the functioning of Plot Position. The spell reveals all creatures (up to the spell’s limit) within the area shown on the map, regardless of the size of the map.

Focus: A map and a number of small stones or markers.

Stay on Course (Divination) Level: Brd 1, Clr 2, Navigation 2, Sor/Wiz 1 Components: V, S, F Casting Time: 1 minute Range: Personal Target: You Duration: 1 hour/level Saving Throw: None Spell Resistance: No Upon casting this spell, the caster specifies by name a specific location (the name of a city, address, geographical feature, etc). He/she then knows when he/she is on course to arrive at that location. He/she does not know exactly how to get there, but rather is alerted whenever he/she strays from the correct course. The spell selects the shortest, most direct physical route to the specified location, but does not take into account objects or creatures along that route, nor does it alert the caster of specific actions to take in order to successfully arrive at the destination. However, it does select a course that avoids relatively permanent physical obstacles (walls, chasms, mountain ranges, etc) wherever possible. Both the caster and the specified location must be on the same plane, and must be within 100 miles of each other. The spell lasts until the duration expires or the caster arrives at the destination.

Focus: A map showing the terrain around the specified location. This map doesn’t have to include the route between the caster and the location, nor does it have to be extremely detailed or accurate.

Navigation Domain

Granted Power: The character adds Survival and Knowledge (Geography) to his/her list of class skills. The character also gains the ability to use Know Direction as a spell-like ability 3 times/day.

Navigation Domain Spells 1. Locate Object 2. Stay on Course 3. Plot Position 4. Mapmaking 5. Freedom of Movement 6. B’Artaign’s Selective Location 7. Find the Path 8. Discern Location 9. Teleportation Circle

Map of Memory – Major Wondrous Item

One of Cartogromancy’s greatest contributions to the navigator’s art is the development of this rare and powerful item. To all outward appearances, the Map of Memory appears to be an ordinary map, worn and faded from long use. It is a large map, about 36 inches long on each side, and written on well-tanned hide. To those who know its secret, however, it is a tool of inestimable value. The Map of Memory is a map that is constantly growing in size and detail as its owner’s geographic knowledge increases. If the owner passes over an area, the Map of Memory adds major features of that area to its corpus of geographical information. The Map of Memory is thus always increasing in size and detail as its owner experiences new places and looks at new maps. However, the Map of Memory does not record verbal descriptions of locations, so if someone gives the owner directions, those directions do not appear on the map until the owner actually traverses the territory.

In addition to its mapping powers, the Map of Memory can show any portion of the information it contains at any resolution, allowing the owner to see the entire world in little detail or a specific location in great detail. The Map only records major landmarks (large cities, street names, named geographical features, etc), though the owner can take a Standard Action to make it include something it normally wouldn’t (the location of a specific house or a small pond, for example).

Moderate Divination; CL 5; Craft Wondrous Item, Mapmaking; Price 30,000 gp; Weight 2 lbs

Arcane Lock, Greater Abjuration Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: The door, chest, or portal touched, up to 30 sq. ft./level in size Duration: Permanent Saving Throw: None Spell Resistance: No This spell is identical to arcane lock, except it adds +20 (instead of +10) to the normal DC to break open a door or portal affected by this spell. A knock spell has no effect on a greater arcane lock. Blood to Water Transmutation Level: Clr 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Up to 2 pints of blood/level Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns normal blood into an equal volume of wholesome, drinkable water. This spell cannot be cast on a creature; that is, the blood cannot be in the creature’s body, it must be on the ground or in a container. The water remains until a successful dispel magic restores its substance. (If the water has been consumed, evaporated, or otherwise destroyed, dispel magic has no effect.) Evaporation affects the water normally (the exact time depends on exposure to sun, wind, and so on). Brass to Flesh Transmutation Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One brass creature or a cylinder of brass from 1 ft. to 3 ft. in diameter and up to 10 ft. long Duration: Instantaneous Saving Throw: Fortitude negates (object); see text Spell Resistance: Yes This spell restores a creature affected by a flesh to brass spell to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any creature, regardless of size, can be restored. The spell also can convert a mass of brass into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a brass man into a flesh golem, but an ordinary brass statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of brass. Material Component: A pinch of copper and zinc and a drop of blood. Bronze Guardian Transmutation Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell turns a willing subject to solid bronze, along with any garments and equipment worn or carried. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the metal-hard substance of the individual’s body. While in bronze form, the subject is impervious to all physical and magical attacks, short of a wish, miracle, or break enchantment spell. The statue does not radiate magic and the subject cannot be detected by spells such as deathwatch.


A specific condition can be set that ends this spell and releases the subject, such as “If anyone moves through this hallway” or “If someone touches this chest” or “In 10 years, when the two moons

eclipse”. Only creatures made of flesh are affected by this spell. Material Component: A piece of bronze. Chant Conjuration (Creation) Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range: 30 ft. Area: All allies and foes within a 30-ft. radius centered on you Duration: Concentration (up to 1 min./level) Saving Throw: None Spell Resistance: No As long as you chant (maximum duration up to 1 minute per caster level), you bring special favor upon your allies and bring disfavor to your enemies. You and your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks while your foes take a –1 penalty on such rolls. You must chant in a clear voice. Any interruption in your chanting, such as a failed Concentration check, a silence spell or speaking or casting another spell, ends this spell. As an exception to the general rule, the effects of this spell stack with those of a prayer spell if cast by a cleric of your alignment and who worships the same deity as you. This spell is found in the Book of the Justicars within the walls of the Great Repository. Divine Wrath Necromancy Level: Clr 8 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Will partial (see text) Spell Resistance: Yes This spell summons the might of your deity, manifesting itself upon your target as a blinding light and thunderous clap of divine energy. A target whose alignment is opposite yours on either the law/chaos or good/evil axis takes 1d8 points of damage per caster level (maximum 15d8) and is blinded and deafened for 1 round per caster level. A successful save reduces the damage by half and negates the blindness and deafness. A target whose alignment is opposed to yours on both the law/chaos and good/evil axes has its soul ripped apart (instantly killing the target) if it fails its Will save. The affected soul is torn into four parts and cast to the planes: one part into the Negative Energy Plane; the second part into the Positive Energy Plane; the third part into the Ethereal Plane; and the last, transformed into a spectral figure, cursed to walk the plane where it suffered this fate for eternity. If the target succeeds on its save it still takes 1d8 points of damage per caster level (maximum 15d8) and is permanently blinded and deafened. A creature whose soul is rent cannot be returned to life by any means until the four parts of its soul are collected and rejoined. A wish or miracle can call back one fragment of a broken soul or characters can journey to the various planes to collect the fragments (perhaps by using powerful magic such as trap the soul to catch and contain a fragment). Flesh to Brass Transmutation Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject, along with all its carried gear, turns into a mindless, inert brass statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell. Material Component: A bit of copper, zinc, and a fingernail. Spell Siphon Enchantment [Mind-Affecting] Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One spellcasting creature


Duration: Concentration, up to 1 round/level; see text Saving Throw: Will negates Spell Resistance: Yes

Developed by the Grand Vizier of the City of Brass to fuel his arcane aspirations, this spell is a much sought after incantation that is guarded jealously by its creator. You create a mental link with your target, draining it of 1d6 spell slots and gaining 1/2 that amount (minimum 1 per round) as bonus spell levels that you use to power your magic. Bonus spells levels go into a “pool” from which you draw their power to fuel your spells. The drain continues each round you maintain concentration while the host remains in range. If on any given round you cannot drain spell slots (because the host doesn’t have anymore slots of a level remaining for example), you can “hold” leftover spell slots and add them to your total drained in the next round. If the host is drained to 0 spell slots, this spell ends. As a host is drained, the slots (or prepared spells in those slots) are wiped from its mind just as if they had been cast that day. Concentrating to maintain spell siphon is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action. You cannot gain more bonus spell levels than your caster level and you cannot use the bonus slots to cast a spell of a level you couldn’t normally cast. Bonus spell levels remain for 1 day or until expended. You can expend bonus spell levels in one of several ways as follows. • To cast a spell you already know. You must expend a total number of bonus levels equal to the spell’s level. If you prepare spells (such as a wizard, you can immediately fill these bonus slots with already prepared spells; otherwise you can spend 15 minutes to study spells from your spellbooks and fill the bonus slots. • To add a metamagic feat that you know to one of your spells without using up a higher level spell slot. You must expend a total number of spell levels equal to the number of levels the metamagic feat normally increases a spell’s slot. For example, empowering a spell (with the Empower Spell feat) uses up a slot two levels higher. By expending two bonus spell levels, you can empower one of your spells (if you have the feat) without using a higher level slot. • To add a metamagic feat that you don’t know to one of your spells without using up a higher level spell slot. You must expend a total number of spell levels equal to twice the number of levels the metamagic feat normally increases a spell’s slot. For example, if you wish to empower a spell, but don’t have the Empower Spell feat, you can spend four bonus spell levels and empower the spell. This does not use up a higher level spell slot. • Increase the caster level of one of your spells by +1 for every two bonus level expended (maximum increase equal to your relevant spellcasting ability score modifier, Int for wizards and Cha for sorcerers). • Increase the save DC against one of your spells by +1 for each bonus level expended (maximum increase equal to your relevant spellcasting ability score modifier, Int for wizards and Cha for sorcerers). Suggestion, Greater Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] Level: Sor/Wiz 9 Components: V, M Duration: 1 day/level or until completed This spell functions like suggestion, except that the duration is longer and the subject can be compelled to take an action that is harmful to itself (such as throwing itself upon its sword or jumping into a lake of molten lava). Symbol of Discord Enchantment (Compulsion) [Mind-Affecting] Level: Clr 6, Sor/Wiz 6 Saving Throw: Will negates This spell functions like symbol of death, except that all creatures with an Intelligence score of 3 or higher within 60 feet who fail a Will save immediately fall into loud bickering and arguing. Meaningful communication is impossible. If the affected creatures have different alignments, there is a 50% chance that they attack each other. Bickering lasts 5d4 rounds. Fighting begins 1d4 rounds into the bickering and lasts 2d4 rounds. Note: Magic traps such as symbol of discord are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of discord and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of discord. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


Align Spell-Like Ability [General] The creature can use a spell-like ability tuned to either law, chaos, good, or evil. Prerequisite: Spell-like ability at caster level 4th or higher. Benefit: Choose one of the creature’s spell-like abilities, subject to the restrictions below. The creature can use that ability as an aligned spell-like ability three times per day (or less, if the ability normally usable only once or twice per day). An aligned spell-like ability gains the good, evil, lawful, or chaotic descriptor. When a creature uses an aligned spell-like ability, onehalf the spell-like ability’s damage is of that type (evil, good, lawful, or chaotic). For example, a creature casts an aligned (evil) lightning bolt with a caster level of 6th. The aligned lightning bolt deals 3d6 points of unholy damage and 3d6 points of electricity damage. Thus, a creature immune to electricity suffers no damage from the electricity effect, but still takes 3d6 points of unholy damage. Aligned spell-like abilities deal normal damage to creatures with regeneration if the creature’s description states that it takes damage from that type of effect (for instance, devils that are only harmed by good-aligned spells and effects would take damage from a good-aligned spell-like ability). Saving throws and opposed rolls (such as the one made when a character casts dispel magic) are not affected. Spell-like abilities that already have an alignment descriptor are not affected. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -1. For a summary, see the table at the end of this section. For example, a creature that uses its spell-like abilities as a 6th-level caster can only align spelllike abilities duplicating spells of 2nd level or lower. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. Elemental Focus [General] Choose a single element (air, earth, fire, or water). Your spells with that descriptor are more potent than normal. Benefit: Add +2 to the DC for all saving throws against spells with your chosen elemental descriptor. This bonus stacks with that gained from Spell Focus and Greater Spell Focus. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new elemental descriptor. <2>Energy Exchange (Metamagic) You can change the type of energy a spell uses when cast. Prerequisites: Any other metamagic feat, Int 13. Benefit: Choose one type of energy (acid, cold, electricity, fire, or sonic). You can alter a spell with one type of energy to use the chosen type of energy. For example, if you select cold as your energy type, you can modify a fireball spell so that it deals cold damage rather than fire damage. An energy exchanged spell uses up a spell slot of the spell’s normal level. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of energy. <2>Horse Lord (General) You are skilled at riding and handling horses. Prerequisite: Handle Animal 1 rank, Ride 1 rank. Benefit: You get a +3 bonus on Ride checks when riding a horse and a +3 bonus on Handle Animal checks when dealing with horses. <2>Inscribe Magic Tattoo (Item Creation) You can inscribe tattoos, which carry spells within themselves. Prerequisites: Craft (tattoo) see below, must be able to cast the spell that is to be tattooed. Benefit: You can inscribe a magical tattoo of any 4thlevel or lower spell that you know and whose level is equal to or less than one-half the character level (or Hit Dice) of the one receiving the tattoo (a 1st-level character can have a tattoo no higher than 0 level, a 2nd-level character can have a tattoo no higher than 1st level, and so on). To

cityscapeEdit

CITY MAGIC [METAMAGIC] You can use the city itself to shape and enhance your spellcasting. Prerequisite: Caster level 3rd. Benefi t: You can modify any damaging spell you cast to incorporate the urban environment. When casting an offensive spell with an energy subtype—acid, cold, electricity, fi re, or sonic—you can invest the spell with a portion of the city’s spirit. In most cases, this investment is gritty and spectacular, drawing dirt, gravel, nails, and other nearby detritus into the spell effect. In other cases, the investiture is much more subtle, often merely changing the look of the spell. Only half the damage from a spell with the appropriate subtype is considered energy damage, and is thus subject to resistances or immunities. The remainder comes from the city itself, and is not subject to spell or energy resistances or immunities. This investiture only occurs for spells cast within urban environments, defi ned as any area above the size of a small town (DMG 137). For example, a wizard uses City Magic to cast a fi reball at a creature with resistance to fi re 15. The damage roll is 20, half of it fi re damage and half “city.” Thus, the target takes 10 points of “city” damage instead of 5 points of fi re damage. This feat is useless to spellcasters who cast their spells in a nonurban environment as defi ned above. A spell modifi ed using the City Magic feat uses a spell slot of the spell’s normal level. DECEPTIVE SPELL [METAMAGIC] You can cast spells that seem to come from somewhere other than where they should. Benefi t: A deceptive spell appears to come from any direction you choose. For instance, a magic missile might shoot from a nearby doorway, rather than from your own fi nger, or a lightning bolt might emerge from the fl oor rather than from you. You cannot use this feat to gain a bonus to hit, to circumvent cover, to fl ank, or in any other way to gain a numeric or mechanical advantage on any attack rolls. Its purpose is to disguise the source of the spell, preventing anyone who did not actively observe you casting it from recognizing you as its caster. You cannot apply Deceptive Spell to any spell with a range of touch or a target of you. A deceptive spell uses up a slot one level higher than the spell’s actual level. EFFICIENT DEFENDER You have learned to use new techniques and modifi cations to your armor to increase its protective ability. Prerequisite: Heavy armor profi ciency. Benefi t: When you wear light or medium armor, you gain 1 more point of armor bonus to your AC than that armor normally provides. For example, a suit of studded leather would have a +4 armor bonus rather than 3. However, because you must adjust and customize the armor to more effectively cover weak spots, it is also slightly more encumbering, increasing its armor check penalty by 1. You are not required to make use of this feat. You decide when donning the armor whether you wish to don it normally, or with this feat in effect. Special: A fighter can select this feat as one of his bonus feats.

FAVORED You are an active and valued member of your guild, church, or other organization. Prerequisites: Membership in a guild, church, or other organization. If selecting this feat for a church, you must also be a true member, not merely a congregant (as described on page 105). Benefi t: Select one of your organization’s associated skills. As long as you remain a member of that organization, you gain a +2 competence bonus on checks made with that skill. Additionally, you gain one special benefi t depending on your specifi c guild, church, or organization. These are described as “favored benefi ts” in the guild, organization, and church entries, beginning on page 84. Special: You can take this feat more than once. Its effects do not stack. Each time you take this feat, you apply it to a different organization of which you are a member. INVISIBLE SPELL [METAMAGIC] You can make your spell effects invisible. Prerequisite: Any metamagic feat. Benefi t: You can modify any spell you cast so that it carries no visual manifestation. All other aspects of the spell, including range, area, targets, and damage remain the same. Note that this feat has no bearing on any components required to cast the enhanced spell, so the spell’s source might still be apparent, depending on the situation, despite its effects being unseen. For example, a fi reball cast by someone with this feat could be made invisible in the moment of its detonation, but everyone in the area would still feel the full effect (including the heat), and any fl ammable materials ignited by the explosion would still burn visibly with nonmagical fi re. Those with detect magic, see invisibility, or true seeing spells or effects active at the time of the casting will see whatever visual manifestations typically accompany the spell. A spell modifi ed using the Invisible Spell feat uses a spell slot of the spell’s normal level. PRIMARY CONTACT Your rapport with one of your contacts is stronger than your relationship with the rest. Prerequisite: Favored. Benefi t: When you gain this feat, select one of your existing contacts to be named your primary contact. Choose one skill associated with the organization to which your contact belongs. You gain 1 bonus rank in that skill (even if doing so would put you above your normal maximum ranks for that skill). In addition, you can double the frequency with which you can call upon your primary contact for no-charge favors. For example, if your primary contact normally provides its no-charge favor once per month, you can now call upon that favor twice per month.


Special: This feat cannot be taken more than once. If the primary contact associated with this feat dies or is otherwise removed from the campaign, the DM can, at his discretion, either replace that contact with a new contact from the same organization or allow you to name one of your other contacts as your primary contact. In either event, you do not gain the bonus skill rank a second time, but neither do you lose it just because your contact has left the campaign. ROOF-JUMPER [TACTICAL] You can make use of the features of the city as handholds and footholds, defying the pull of gravity. Prerequisites: Balance 7 ranks, Jump 7 ranks, Dodge, Mobility, Roofwalker. Benefi t: The Roof-Jumper feat enables the use of the following tactical maneuvers. You cannot benefi t from more than one maneuver in the same round. Death from Above: You do substantial damage if you deliberately leap down to attack a foe beneath you. You must drop at least 20 feet. You must roll to hit; this qualifi es as a charge attack, with all relevant bonuses and penalties. If you hit, you deal damage as normal, plus an extra 1d6 points for every 10 feet of distance beyond the fi rst 10 feet; thus, a drop of 30 feet causes an extra 2d6 points of damage. You still take whatever damage you would normally take from the fall, but you can reduce the falling damage with a successful Jump check or Tumble check. You cannot use any ability to slow your fall (such as the monk’s slow fall ability, or the feather fall spell) while attacking in this manner. Urban Acrobatics: You can make use of windowsills, awnings, lampposts, and similar features of the city when leaping or falling from buildings. If you deliberately jump downward within arm’s reach of a wall or similar vertical surface, you can move yourself sideways along the wall, traveling up to 5 feet horizontally for every 10 feet you fall. If you accidentally fall, you can move 5 feet horizontally for every 20 feet you fall. You can move up to your full

movement horizontally in this fashion (so long as the wall is wide enough), even if that distance, plus your falling distance, exceeds your normal movement rate. Normal: Falling characters can move in no direction but down. ROOFWALKER [TACTICAL] You are adept at moving and fi ghting on rooftops and ledges. Prerequisites: Balance 5 ranks, Jump 5 ranks, Dodge, Mobility. Benefi t: The Roofwalker feat enables the use of three tactical maneuvers. Fleet of Feet: You can walk across a precarious surface more quickly than normal. You can move at your full speed without taking a –5 penalty on your Balance check. Graceful Drop: If you intentionally jump from a height, you take less damage than you would if you fell. If you succeed on a Jump check when jumping down (PH 77), you take falling damage as if you had dropped 20 fewer feet than you actually did. Master of the Roof: You know how to use the slopes to your advantage. You gain a +1 dodge bonus to AC against any opponent who is at a different elevation from you. SCULPT SPELL [METAMAGIC] You can alter the area of your spells. Prerequisite: Any metamagic feat. Benefi t: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-footradius spread), or a 120-foot line. A sculpted spell works normally in all respects except for its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread. A sculpted spell uses a spell slot one level higher than the spell’s actual level. SPECIAL DISPENSATION You have been given leave to carry even banned armor, weapons, and equipment in a given area. Prerequisite: Favored. Benefi t: Due in part to your standing within your organization, you have received special dispensation from the authorities to wear or carry whatever equipment you deem necessary, regardless of local armor and weapons laws. This feat is often represented in the game, either by an object of some kind—typically an offi cial government seal—or even a mark, such as a tattoo.

Special: This feat can be taken multiple times. Each time you take the feat, its effects apply to a new culture, geographic region, kingdom, or nation (whichever is appropriate). Note: In the EBERRON setting, you can substitute the Favored in House feat for Favored as the prerequisite for this feat. If you do, you gain the benefi ts of this feat while within any of the Five Nations. STRONG STOMACH You have greater resilience to illness and foul odors than most people. Prerequisites: Con 13, Endurance. Benefi t: You reduce the effects of sickening and nausea by one step. You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, you become sickened instead. If an effect or condition would normally sicken you, that effect is negated. SWIFT TUMBLER You can fl ip, twist, and roll with great speed. You might have learned this ability by traversing the city’s rooftops and alleys, or simply by moving through the throng day after day. Prerequisite: Tumble 7 ranks. Benefi t: When tumbling, you move at a speed equal to half your base speed +10 feet. Normal: Without this feat, characters move at half speed when tumbling. URBAN TRACKING You can track down the location of missing persons or wanted individuals within communities. Benefi t: To fi nd an individual’s trail, or to follow a trail for 1 hour, requires a Gather Information check. You must make another Gather Information check every hour you search, as well as each time the trail becomes more diffi cult to follow, such as when it takes you to a different part of town. The DC of the check, and the number of checks required to track down your quarry, depends on on the community size and the prevailing conditions. If you fail a check, you can retry after 1 hour of questioning; the DM should roll the number of checks required secretly, so that the player doesn’t know exactly how much time the task will require. You can cut the time between Gather Information checks in half (from 1 hour to 30 minutes), but you take a –5 penalty on the check. Obviously, this feat will not allow you to locate someone who has gone beyond the boundaries of the community, but it could inform you that they’ve done so. Community Size* DC Checks Required Thorp, hamlet, or village 5 1d3 Small town or large town 10 1d4+1 Small city or large city 15 1d6+1 Metropolis 20 1d8+2

   See DMG 137.

Conditions DC Modifi er Every three creatures in group being sought –2 Every 24 hours group has been missing/sought +1 Tracked group “lies low” +2 Tracked group matches community’s primary +2 racial demographic* Tracked group does not match community’s –2 primary racial demographic*

   See DMG 139.

Normal: Characters without this feat can use Gather Information to fi nd out about specifi c individuals, but each check takes 1d4+1 hours and doesn’t allow for effective trailing. Special: A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this feat. (Note: This feat fi rst appeared in Unearthed Arcana. This update supersedes the original.)

DETECT WEAPONRY Divination Level: Bard 1, cleric 1, Ebonmar infi ltrator 1*, hexblade 1, paladin 1, sorcerer/wizard 1

   See page 79.

Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone-shaped emanation Duration: Concentration, up to 10 min./level (D) Saving Throw: None Spell Resistance: No With your fi nal utterance, tiny bits of the world around you begin to glow. The points of light grow in brightness and size, finally taking the general dimensions of swords, axes, and other implements of death. You can detect the presence of weapons in a cone emanating out from you in whatever direction you face. A “weapon” is generally defi ned as any manufactured weapon. The spell detects improvised weapons such as bottles or pitchforks only if the wielder actively intends to use such an item as a weapon. The amount of information revealed by this spell depends on how long you search a particular area. 1st Round: Presence or absence of weapons. 2nd Round: Number of weapons in the area. 3rd Round: Specific locations of the weapons and the type of damage they deal (bludgeoning, piercing, or slashing). This spell does not reveal if weapons are magical, or anything else about them. Weapons hidden by secret weapon, or borne by individuals who are under the effect of a nondetection spell, do not register. Each round, you can turn to detect weapons in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet or wood or dirt blocks it. FALSE PEACEBOND Transmutation Level: Assassin 1, blackguard 1, sorcerer/wizard 2 The weapon glows with a faint aura. For just a moment, your companion shimmers to match, before the light fades. This spell functions as peacebond (see the facing page), except that you can choose a single individual who can draw the weapon freely. This individual might be yourself, or anyone else present at the time of casting. Once this individual draws the weapon, the false peacebond effect ends; resheathing the weapon does not reactivate the spell. IMPEDING STONES Transmutation Level: Druid 1, ranger 1 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Brick, stone, or earthen surface in a 40-ft.-radius spread Duration: 1 min./level (D) Saving Throw: Refl ex partial; see text Spell Resistance: No At your command, the cobblestones of the street shudder and crack, sending your foes staggering about. Stones, bricks, hard dirt, or any similar surface cracks and shifts in its foundations, rendering footing treacherous and potentially tripping anyone in the area. Any creature who fails its Refl ex save is knocked prone. Those who remain standing can move at only half normal speed. Each round on your turn, standing creatures must make either a new Refl ex save or a Balance check (their choice) to remain upright. Because the stones continuously shift, any attempt at spellcasting requires a Concentration check (DC 15 + spell level), and any attacks made from within the area take a –2 penalty; this does not stack with the penalty for attacking while prone if the attacker failed his save. LEOMUND’S SPACIOUS CARRIAGE Conjuration (Creation) Level: Bard 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: A full-sized carriage and phantom horses Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No With a faint shimmering and a rushing breeze, an ornate carriage appears on the street, pulled by four snorting, faintly translucent horses. You conjure up a carriage capable of seating four passengers comfortably or six in cramped conditions, as well as the horses needed to pull it. These “horses” are similar to those created by the phantom steed spell, though they do not gain any of the special, level-based abilities conferred by that spell. They respond to your thoughts alone, and they can pull the carriage at a speed of up to 50 feet. The carriage resists fl ames as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants). The interior contains lush, cushioned seats. The side windows can be opened to allow for missile fi re or spellcasting. If the windows are open, everyone inside is considered to have cover,

but they are not impervious to missiles as they would otherwise be. Material Component: A few splinters of gold-painted oak, several strands of horse hair, and a strip of leather. PEACEBOND Transmutation Level: Cleric 1, paladin 1, hexblade 1, sorcerer/wizard 1 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One weapon Duration: 10 min./level (D) Saving Throw: Will negates (object) Spell Resistance: Yes (object) The weapon glows faintly, and seems to settle more fi rmly into its sheathe. The weapon targeted by this spell remains stuck in its sheath, holder, quiver, or whatever object is used to hold it when not in use. A “weapon” is defi ned as any manufactured weapon. No amount of physical effort can draw it forth before the spell expires or is dispelled. The precise nature of the holder doesn’t matter; it can be an ornate sheath, or simply a belt through which the weapon has been stuck. The weapon glows faintly for the duration of the spell. This spell has no effect on weapons currently held in the hand or otherwise not contained in some sort of holder. If the bearer of the targeted weapon is attacked, he is immediately entitled to a second save to overcome the effect and draw the weapon. The bearer can repeat this save in every round that the assault continues. Material Component: A small strip of cloth or a leather thong. SECRET WEAPON Illusion (Glamer) Level: Assassin 1, bard 1, blackguard 1, Ebonmar infi ltrator* 1, sorcerer/ wizard 1

   See page 79.

Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 10 min./level (D) Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) At your touch, the weapon seems to disappear from view. You enable someone to hide a weapon on his person. The weapon does not become truly invisible so much as easily overlooked. Secret weapon adds +20 to the Sleight of Hand check to conceal a light weapon, and +10 to the check to conceal a larger weapon (even one normally too large to conceal). A “weapon” is defi ned as any manufactured weapon. With the aid of this spell, you can attempt to hide a weapon even if you do not possess the Sleight of Hand skill. Additionally, you can hide the presence of a weapon from detection spells, although true seeing penetrates the glamer. Material Component: A thin black cloth. SUMMON PEST SWARM Conjuration (Summoning) Level: Cleric 4, druid 4, sorcerer/ wizard 4 Components: V, S, M Casting Time: 1 round Range: Long (400 ft. + 40 ft./level) Effect: One pest swarm Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No With a cacophony of shrieks and squeals, a horde of fl ying, running, and crawling pests appears from the shadows and swarms across your foes. Summon pest swarm creates a horde of small mammals, birds, and vermin that appear throughout the target area, tear into any creature present, then move in a crawling mass at your volition. The pest swarm (see page 136) stays in one place unless you actively direct it (a move action for you). If the pest swarm moves beyond the spell’s range, it disappears. It takes actions at the beginning of your turn. The pest swarm attacks any creature other than you that occupies all or part of its space. Arcane Material Component: A handful of teeth, claws, and mandibles from urban pests (such as crows, rats, cats, and cockroaches). ZONE OF PEACE Transmutation Level: Cleric 5, sorcerer/wizard 5 Components: V, S, F Casting Time: 1 minute Area: 10-ft./level emanation The entire chamber glows with a faint, comforting light. This spell works as peacebond, except that every individual in the area must successfully save, or have all their weapons remain trapped in their sheaths for the duration, or until they leave the area. You cannot designate any exceptions, including yourself. If subjects are attacked, they are immediately entitled to a second save to overcome the effect. They can repeat this save in every round that the assault continues. NEW WARLOCK INVOCATIONS Least Invocation Cocoon of Refuse: Subject is entangled by trash and detritus in an area. Lesser Invocation Thieves’ Bane: As hold portal, plus the portal explodes for 5d6 damage when forced open. Greater Invocation Devil’s Whispers: As suggestion, plus subject believes his actions were his own idea. INVOCATION DESCRIPTIONS These new invocations are intended for use by warlocks (see Complete Arcane) who spend substantial time in an urban environment. COCOON OF REFUSE Least; 1st You cause various bits of trash and detritus in an area—loose wood, rotting garbage, old clothes, discarded dishes, scraps of parchment, even dead animals—to fly about and latch onto a single target creature. If the target fails a Reflex save, he is entangled. The subject can escape with a successful DC 20 Strength or Escape Artist check, which can be repeated in every round as a standard action. The invocation ends when the target successfully escapes, or after 1 round per caster level. This invocation requires that at least 50% of the refuse be urban trash, so it does not function in the wilderness. Creatures of Huge or larger size are immune to this invocation. DEVIL’S WHISPERS Greater; 5th You can use a suggestion effect, as the spell. Additionally, when the duration ends or the task is completed, the subject must attempt a second Will save with a –5 penalty. If this second save fails, the subject completely forgets that you were the one who suggested the course of action mandated by the use of devil’s whispers, instead becoming convinced that it was his own idea—even if he’s not certain why he might have chosen to perform such an action. A successful break enchantment spell can rid him of this delusion, but dispel magic and similar effects cannot. You can have a number of devil’s whispers active at any one time equal to your Charisma modifi er (minimum 1). Devil’s whispers is a mind-affecting compulsion effect. THIEVES’ BANE Lesser; 3rd So named for the people who most commonly suffer its effects, this invocation allows you to make a deadly trap of an ordinary door. You can produce a hold portal effect, as the spell. In addition, should anyone other than you open the ensorceled portal from the outside by any means (including knock or dispel magic spells) before the spell’s duration expires, the portal (or a large portion thereof ) instantly explodes outward, dealing 5d6 points of damage to all within 20 feet of the door on that side. Creatures standing on the inside of the door are unaffected. Each creature but the one that triggered the effect (assuming it was standing in front of the door) can attempt a Refl ex save for half damage. Spell resistance does not apply to the damage caused by this


Clear Jam School: transmutation; Level: Rgr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 swift action Range: Touch Targets: 1 jammed firearm Duration: Instantaneous Saving Throw: None; Spell Resistance: no Any barrel jams in the target firearm are cleared. The firearm is loaded and ready to be fired. This spell has no effect on a weapon that is not jammed (see the jammed optional rule or the spell Rifle Jam). Jam Barrel School: conjuration; Level: Rgr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Targets: one firearm or one firearm carried by target creature Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) Your successful melee touch attack causes a jam in thetargeted firearm. Clearing the jam takes one full-round action, and any ammunition in the firearm is lost. Readied Pistol School: conjuration; Level: Rgr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: one firearm Duration: 1 hour/level Saving Throw: None; Spell Resistance: no Target firearm is loaded and can be fired immediately. It may be fired five times without needing to be reloaded, and can be fired up to the attacker’s full number of attacks each round as part of a full attack action (provided there are enough shots remaining). Additional castings of this spell do not stack, but they reset the number of shots left to 5. Material Component: a single musket ball.


Acrobatics While an aquatic character will not likely be balancing on a ledge or trying to cross a shaky bridge, Acrobatics is still important under and around the water. “Dry” surfaces near water often call for Acrobatics skill checks as they are often moving (such as a boat on the waves) or slippery. Aside from these mundane uses, Acrobatics has three additional uses in an underwater setting; to avoid becoming disoriented when entering and leaving strong water currents, to be able to jump up out of the water, possibly avoiding dangerous attacks in the process, and to dive from the land into the water. When crossing, entering, or leaving a water current with a speed of 30 or greater, the character must make an Acrobatics skill check, with the DC equal to 10 + 1 for every five feet above 30 feet that the current is moving. Failure indicates that the character is disoriented. A disoriented character will also be unable to sacrifice base speed to avoid being swept away by the current, so this could potentially be a very important check. In the topsy-turvy realm under the sea, Acrobatics can be a matter of life or death, knowing up from down, and the direction away from danger rather than towards it. The second application for Acrobatics under the waves is the same as it is for its terrestrial counterpart; jumping. However, in an aquatic realm, this is most often used to jump up out of the water. This can be done in an attempt to escape attackers, avoid obstacles, or to maneuver into a better attack position. Aquatic characters use their base swim speed to determine their Acrobatics skill modifier for jumps made while in water, gaining a +4 bonus for every 10 feet by which their base swim speed exceeds 30 feet. If their base swim speed is less than 30 feet, they take a–6 penalty for each 10 feet by which it falls short of 30 feet. For example, a creature with a base swim speed of 50 feet has a +8 bonus on Acrobatics checks made to leap from the water. Creatures without swim speeds usually cannot make jumps out of water. Long Jump: Crossing a horizontal distance in the air requires a long jump, just as described under the Acrobatics skill in Chapter 4 of the Pathfinder Roleplaying Game Core Rulebook. High Jump: A swimming high jump works much like the high jump described in the Acrobatic skill description, except that there is a –10 penalty for performing this jump in water. The height you reach measures the distance you get between the water and your feet (or tail, as the case may be). If you attain a negative result, you don’t actually get completely out of the water. For example, if your result is a –4, your jump distance is –1 foot, which means that all of your body except for the last foot of your body length gets out of the water, at least for a moment.

Launch into the Air: With a successful high jump that gets you completely clear of the water (a result of 0 feet or better), you can begin flying at an elevation of 5 feet (assuming you have a fly speed). Otherwise, you are unable to sufficiently break the surface tension of the water, and you remain at the water’s surface. Having the ability to fly does not confer the ability to move directly from sea to air. One must first either crawl onto land, jump free from the water, or move to a position that is floating on top of the water. Diving: Characters who dive into water take no damage on a successful DC 15 Acrobatics skill check, so long as the water is at least 10 feet deep for every 30 feet fallen. Water 30 feet deep is sufficient for a dive from any height. However, the DC of the check increases by 5 for every 50 feet of the dive. Table 4-1 summarizes these rules. TABLE 4-1: DIVING Dive Height Minimum Safe Depth DC Damage for Failed Dive 10 ft. 10 ft. 15 None 20 ft. 10 ft. 15 None 30 ft. 10 ft. 15 1d3 nonlethal 40 ft. 20 ft. 15 2d3 nonlethal 50 ft. 20 ft. 20 2d3 nonlethal + 1d6 60 ft. 20 ft. 20 2d3 nonlethal + 2d6 70 ft. 30 ft. 20 2d3 nonlethal + 3d6 80 ft. 30 ft. 20 2d3 nonlethal + 4d6 90 ft. 30 ft. 20 2d3 nonlethal + 5d6 100 ft. 30 ft. 20 2d3 nonlethal + 6d6 110 ft. 30 ft. 25 2d3 nonlethal + 7d6 120 ft. 30 ft. 25 2d3 nonlethal + 8d6 160 ft. 30 ft. 30 2d3 nonlethal + 12d6 210 ft. 30 ft. 35 2d3 nonlethal + 17d6 240 ft. 30 ft. 35 2d3 nonlethal + 20d6*

  • Maximum falling damage.

If the water is not deep enough for a safe dive, add 5 to the DC and treat your dive or fall as 30 feet higher than its actual height on the Table 4-1. Climb In addition to the rules presented in Chapter 4 of the Pathfinder Roleplaying Game Core Rulebook, Climb is a useful skill for aquatic creatures who wish to move above the water. Merfolk and merpeds have a -10 penalty to standard climb checks, but may use these checks to pull themselves out of the water and move along the land. Merfolk and merpeds can use the climb skill to move faster than their typical base land speed across horizontal surfaces as well. Moving along horizontal surfaces does not incur a -10 racial penalty, but is modified by terrain according to Table 4-2 below. Landwalkers do not need to use Climb to move across a horizontal surface, and typically move at one-half their base swim speed. Regardless of the body type or purpose of the Climb check, a character can move onequarter of their base swim speed (instead of their land speed) with a successful check. By accepting a -5 penalty to the Climb skill check, the character can instead climb at an accelerated pace; one-half of their base swim speed. Craft Most Craft skills can be performed underwater, with the exception of those that require fire or air. These exceptions include most metalworking applications, though creatures that can withstand the heat may forge metal weapons underwater near particularly hot thermal vents. As a result, metalworking is typically reserved for landwalkers, especially sebek-ka (known for making exquisite gold jewelry), karkanaks (standard metal equipment and weapons), and sea elves (masterwork weapons, armor, and mithral). Metallic items are typically not crafted from steel or iron, as its propensity to rust when exposed to seawater makes it undesirable. There are several iron-based alloys that are used, however, that are similar to steel but resistant to corrosion. The most common alloys are called auranite and mithrite, using high amounts of gold or mithral respectively. This significantly increases the cost of the average metallic item. The most notable change to the Craft is with its alchemical applications. Being in an aqueous environment makes the mixing of chemicals a challenge. But this has not deterred intelligent sea life from developing means to perfect this ancient science. Through manipulation of the medium known to alchemists as "aqua gravis" (a viscous, heavier-than-water liquid), potions and compounds can still be brewed. Many chemically active liquids and oils do not mix with water, and can be combined, along with solid ingredients, to cause chemical reactions, which is the basis of alchemy. While many standard alchemical products of dry-land alchemy such as thunderstones and tindertwigs have been long forgotten, the alchemist now sports a new line of common goods, detailed in Chapter 5. Alchemist’s fire, smokesticks, tindertwigs, tanglefoot bags, and thunderstones have been replaced with eyebighter, gillclogger, inkpods, kelp tangles, and waterslick oil. TABLE 4-2: AQUATIC CRAFT SKILLS Item Craft Skill Craft DC Acid Alchemy 15 Eyebighter, gillclogger, or inkpods Alchemy 20 Antitoxin, kelp tangle, or waterslick oil Alchemy 25 Raft Ships 5 Naiad podcraft Ships 10 Karkanak goliath or Sebek-ka longship Ships 12 Elven towboat Ships 13 Mogogol galleon Ships 15 Sea folk sea-chariot Ships 17 Elven sea-carriage Ships 20 Disguise Disguise works essentially the same underwater, though has a few more applications. Selkies in seal form, and other true forms such as squibbons, delphins and carchardians can use the disguise skill to pass themselves off as normal animals, so long as they not wearing any equipment that would betray their true nature. This has a check modifier of +5. Merfolk and merpeds can attempt to disguise themselves as natural fish if the distance from the observer is greater than 30 feet, with a check modifier of -5. Appearing as a normal animal can be useful for both spying and evasion as the sea is teaming with life that, for the most part, is routinely ignored. Fly Creatures with a fly speed can add onequarter of their fly speed to their base swim speed with a successful Fly check, DC 15. They cannot add this speed in areas with a current moving faster than 30 feet, or when they are disoriented. Having the ability to fly does not confer the ability to move directly from sea to air. One must first either crawl onto land, jump free from the water, or move to a position that is floating on top of the water. In lieu of an Acrobatics skill check to jump from the water, any creature that is actively using its fly speed to enhance its swim speed may make a Fly skill check to launch itself into the air with the same DC that would be required for the Acrobatics skill check. Failure means that the character stops at the surface of the water, and may launch himself into the air on his next turn. Handle Animal A character well versed in the Handle Animal skill, can teach the following tricks in addition to those presented in Chapter 4 of the Pathfinder Roleplaying Game Core Rulebook: · Disorient (DC 15): The animal becomes disoriented on command and gains all benefits and penalties related to this condition. It will remain this way until commanded otherwise. Normally, animals avoid being disoriented, though some do become disoriented while panicking, which tends to work out defensively. · Dive (DC 15): The animal dives into water as you direct, possibly from heights far above what it would normally attempt. · Jump (DC 15): The animal performs a jump from the water as you direct, either a long jump or a high jump. Linguistics The sea holds a new list of languages for the character to choose from. Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) are shown in the list below. Note that certain languages are only available for specific races to learn, due to special physical or auditory requirements. Languages which are specific to the Cerulean Seas campaign setting are described in more detail in Chapter 7 of this book. · Abyssal (demons and chaotic evil outsiders) · Aquan (planars, creatures faithful to Undine) · Auran (flying creatures, air-base creatures) · Boggard (boggards and mogogols) · Celestial (angels and other good outsiders) · Ceti (pisceans, selkies and delphins only) · Click-clack (Karkanaks only) · Common (merfolk and the PC races presented in this book) · Delatari (sea elves, feykith) · Draconic (dragons, reptilian humanoids) · Halbok (sebek-ka and genai) · Lok’tar (pisceans) · Nixish (nixies) · Pelagic (carchardians, ixarcs, and pisceans only) · Pinnipar (selkies) · Sahu (boggers, sahuagin and shargs) · Salatari (deep drow, creatures of the underdeep) · Sylvan (kai-lio, fey creatures, and plant creatures) · Terran (earth-based creatures) Perception Perception works similarly to the way it does on land. While it is assumed that all aquatic races have senses that are designed to work underwater, the common elements of perception are sometimes hindered never-the-less. Vision is one of the least valuable senses under the sea, yet still used by nearly all the sea's denizens. Water distorts and refracts light, as well as filtering it. Sound, on the other hand, carries better underwater than it does through the air. Unfortunately sound also carries from far away, thus filling the sea with strange, unidentifiable noises. With this in mind, Perception skill checks work the same as presented in Pathfinder Roleplaying Game Core Rulebook, with the following exceptions: · All vision-based perception checks have a +2 modifier to their DC. This can be further modified in areas of temperature differences or water currents (which greatly distorts vision in the area), and by murk (which obscures vision). · Perception checks made while actively listening for sounds (which require a move action) have a -2 to the DC. When not actively listening, these sounds tend to blend in with the myriad of other odd sounds that pervade the ocean’s waters and the DC is unaffected. TABLE 4-3: AQUATIC PERCEPTION MODIFIERS Perception Modifiers DC Modifier Vision-based check in clear water +2 Vision-based check in current of 30+ ft. +3 Vision-based check in area that is significantly warmer or colder than the area being viewed +4 Vision-based check made in area of light murk +5 Vision-based check made in area of medium murk +10 Vision-based check in area of heavy murk +15 Sound-based check while actively listening -2 Ride Aquatic mounts are ridden the same as terrestrial mounts, though there are a few additional tasks to consider. These are listed on table 4-4. TABLE 4-4: AQUATIC RIDE TASKS Task Ride DC Soft fall (aquatic) 5 Guide with tail (merfolk) 10 Fast mount or dismount (aquatic) 10 Leap out of water 20 Soft fall (aquatic): Falling off of an aquatic mount does not cause damage but does cause you to become disoriented. A successful ride check DC 5 will allow you to avoid becoming disoriented. Guide with tail: This works just like “guide with legs” except that you use your fish-like tail. Fast mount or dismount (aquatic): Unlike its landbased equivalent, there is no size restriction on the mount this can be used on. Leap out of water: You spur your mount to make a leap out of the water. This uses the same mechanics as the leap task, and uses the rules for jumping out of the water. Falling off of the mount from failure of this check does not incur damage, but will cause you to become disoriented. Stealth Stealth works precisely the same under the water as it does land, with one notable addition. Scuttling from sight: Fish will often bob to the surface or sink to the bottom in an unpredictable zigzagging motion to escape predators. To the hunter that is watching them, they appear to drift off into oblivion, although they still might only be less than 20 feet away. These fish are using the flickering glow and lapping waves of the surface or the swirling gloom and ambient sounds of the deep for concealment. A fast and stealthy aquatic character can do the same. Several very specific conditions must first be met before even attempting this task. First, you must have a base swim speed of greater than 30 feet. Next, either you must be able to move upwards to within 25 feet of the water’s surface, or you must be able to move downward to at least 100 feet below the surface. In either case, in one round you must move upward to at least 20 feet above the shallowest observer or downward to at least 20 feet below the deepest observer, and pass through at least 6 squares while doing so (moving at a swim speed of at least 30 feet, but still less than your base swim speed). If the surface is less than 30 feet away from you, you cannot attempt this task by moving upwards. Likewise, if the seabed is less than 100 feet away from you, you cannot attempt this task by moving downwards. If you move at a speed that is greater than half of your base swim speed, you incur a -5 penalty to your Stealth check. If you move through 12 squares or more to perform this task, you gain a +5 bonus to your Stealth check. If all the conditions are met, you can make a Stealth check to disappear while being observed. To an observer that fails his Perception check versus your Stealth check, you appear to jerkily scuttle off and then disappear suddenly. You are in fact, hiding in the concealment provided by the unique sound and lighting effects found in these specific levels of the sea. If you are hiding above the observer, and the observer moves to a square adjacent to you or to a depth shallower than you, you lose concealment. Similarly, if you are below the observer and the observer moves to an adjacent square or a lower depth than you, you also lose concealment. While this is a particularly tricky use of the Stealth skill, it can give a character an opportunity to use stealth even while being observed in open water. Survival Aquatic survival works the same as any other wilderness survival, though predators and prey do not leave obvious tracks in the medium through which they move. However, they do leave a trail that a trained eye can pick up on. Plankton, particles, and debris get shifted, fish and wildlife become spooked, and the creature being trailed may lose scales and other tell-tale fragments. Instead of tracking, this is referred to as “deep trailing.” Unfortunately, a “deep trail” has a much shorter lifespan than tracks, adding +1 to the DC for every 10 minutes that passes since the trail was made. A water current also increases the DC of the Survival check by +5 for every 10 feet of speed that it is moving at. It is impossible to trail anyone moving through heavy waves, any sort of surf, or through a current moving faster than 50 feet. Otherwise, deep trailing follows the same rules and Survival DC modifiers as tracking does. However, it does not use a surface to determine the base DC of the check. Instead, refer to table 4-5 below. TABLE 4-5: BASE DC FOR DEEP TRAILING Water type Survival DC Calm Water 5 Light waves or current moving less than 30 feet 15 Moderate waves or current moving between 30 and 50 feet 25 Heavy waves, light surf, or current moving greater than 50 feet impossible

DIVING STRIKE (COMBAT) With a tremendous dive, you can both move and attack your foe. Prerequisites: Base attack bonus +3. Benefit: When you charge, you may make both a bull rush and a basic melee attack, in that order. DOLPHIN FLIP (COMBAT) You dart away from an opponent that you just hit. Prerequisites: Dodge. Benefit: After making a Standard Action melee attack, you may withdraw as a Move Action as long as you are swimming away.

FLYING FISH LEAP You are an expert at jumping out of the water. Prerequisite: 8 ranks in Jump skill Benefit: When you make a High Jump out of the water, you do not receive the normal –10 penalty. In addition, you can move as far horizontally as you can jump vertically. SEA SIGHT Your vision is not hampered from looking down into the water from above it. Prerequisite: 4 ranks in Profession (sailor) Benefit: When peering down into the water from above, ignore cover due to the target being submerged. Normal: Partially submerged targets have improved cover, and completely submerged targets have total cover versus those viewing from above the water.

SWIM-BY ATTACK (COMBAT) You attack as you swim by an opponent. Prerequisite: Base swim speed greater than 30 feet Benefit: When swimming, you can take a move action and a standard action at any point during the move. You cannot take a second move action during a round when you make a swim-by attack. Normal: Without this feat, you take a standard action either before or after your move.

Most drylander forms of money do not work well in aquatic settings for a variety of reasons. Silver and copper corrode very quickly when immersed in sea water. In addition, mining such materials has become extremely difficult as nearly all mining must be performed underwater, often at extreme depths. As a result, aquatic races have developed new forms of currency. TABLE 5-1: AQUATIC CURRENCY Exchange Value BU/ Type CP SP GP PP RP 50 pieces Cowry 1 1/10 1/100 1/1000 1/5000 -1 Shell 10 1 1/10 1/100 1/500 -1 Gold 100 10 1 1/10 1/50 -10 Pearl 1,000 100 10 1 1/5 -1 Round 5,000 500 50 5 1 -1 Cowry pieces (cp) are simply the shells of the ivory cowry, a miniscule snail-like mollusk. Since the size required for currency is greater than the creature's prime reproductive size, harvesting their shells does not greatly affect their population. These mollusks are farmed in most cities, and it is rare to find them of sufficient size in the wild. Shell pieces (sp) are small disks carved from mother-of-pearl (the pearly substance on the inside of clam, oyster, and mussel shells). Usually they bear the seal of the city they were created in, but sometimes churches or temples will churn out clutches of shell pieces bearing their insignia, both as a means of advertising and to pay their patrons. Gold pieces (gp) are basically the same type of currency that the drylanders used. Gold does not corrode under sea water and makes excellent underwater currency. Gold pieces made by aquatic cities are stamped by heavy stone presses rather than smelted. It is still common to find gold bearing the seal of some forgotten city of the drylanders, however. Pearl pieces (pp) are irregularly shaped pearls of a specific size. The majority of pearl pieces are harvested from a distinct species of oceanic clam. They are unusual to find in nature, and are cultivated by most cities. Round pieces (rp) are perfectly shaped and uniformly colored pearls of a certain size. Most are harvested from a particular type of oyster. They are extremely rare to find in nature, and are cultivated by most cities. New Aquatic Materials Aqua Gravis: Used by alchemists and brewmasters, this thick viscous oily liquid serves as a base for potions and brews. By itself, it is odorless and tasteless, but is a wonderful solvent for flavors and other ingredients. If dumped into the water, it will disperse in 1d6 rounds, but will stay in an opened container as it is heavier than water. Auranite: This yellowish metal looks much like brass, but does not corrode underwater and is as strong (and as heavy as) steel. Because auranite is an iron alloy that contains pure gold, it is expensive, but not as expensive as mithral or adamantine. Brill: An extremely rare and ancient luminescent stone that is actually crafted from an elf (typically a drylander elf). Brill come in blue, green, and red. Only the blue ones can be successfully transformed back into an elf (with memories of times long before the Bloody War). Green stones turn into surface elves and red into surface drow. It is considered evil to release an elf from a green or red stone, as they have no place to go. Brill stones range from tiny peasized specimens (most common) to large rocks the size of coconuts (extremely rare). Brill is often fashioned into jewelry and used to decorate magic weapons and armor. It is one of the most expensive and controversial materials in the sea. Coral, Shell, or Chitin: Items made from this are harvested from natural sources and then refined and shaped through alchemical processes. They are relatively cheap, but not particularly strong compared to auranite or mithrite. These materials break down out of the water within two weeks. (1d6 + 7 days). Ever-ice: Buoyant but a bit brittle, this blue ice is the main export of the Lochgelly selkies. It is magically treated to be both durable and resistant to melting. In fact, only extreme magical sources of heat will melt this material. It is cheap compared to other magical materials, and makes beautiful items. Ever-ice can be created from any iceberg or glacial ice, harvested from lochgelly city (the selkies know how to replace it) or from icebergs that float into the area from the cerulean current from time to time. Kelp Cloth: This is basically seaweed put through a slew of alchemical possessing to produce a tough but soft and durable material. Most clothing is made from kelp cloth. However, as soon as it dries (within 24 hours of leaving the water) it crumbles into a fine powder. Kelp cloth can be any color. Mithrite: Another iron alloy, this time fortified with mithral dust. While the process makes the metal dull grey and somewhat brittle, it is very hard and does not corrode in sea water. Unfortunately, its requirement for a small amount of a very rare metal keeps it just as expensive as auranite. Mussel Cloth: This brown material is made from the beard of the spinner mussel (a clam-like mollusk). It is extremely strong and durable. It is often referred to as the "silk of the sea". It does not take well to dying processes and is most often tan, brown, or black. Pykrete: Pykrete is a frozen composite material made of approximately one part sawdust or wood pulp and six parts water. The resulting peach or tancolored substance is as strong and durable as concrete, so long as it remains frozen. Selkies will liberally use this material to provide support for their huge ever-ice structures. Like ever-ice, it can be magically or alchemical treated so that it does not melt. Because pykrete is buoyant, it can be used to create barges and other aquatic transport. Sponge Wool: Harvested from the wooly sea sponge, the wild-looking material is warm and comfy. Not particularly strong by itself, it is often fortified with either kelp or mussel fibers. Out of water, it falls apart within hours. Sponge Wool can be dyed any color. Swampwood: Wood from the roots of a swampwood tree is buoyant and at home in wet environments. It does not warp or rot, and it remains strong while submerged. It is as strong as normal wood, but will not burn. If allowed to dry out, it becomes brittle and useless. TABLE 5-3: AQUATIC MATERIALS Substance Hardness Hit points Auranite or mithrite 10 25/inch of thickness Brill 5 4/inch of thickness Chitin 4 8/inch of thickness Ever-ice 6 8/inch of thickness Hardened Coral or Shell 7 15/inch of thickness Kelp Cloth 0 2/inch of thickness Mussel Cloth 3 5/inch of thickness Pykrete 9 20/inch of thickness Sponge Wool 0 4/inch of thickness Swamp Wood 5 10/inch of thickness

Aquatic weapons may have the unique qualities listed below. Barbed: Barbed weapons are often designed for fishing purposes, and can trap tiny creatures. When creatures two size categories smaller than you are damaged by this weapon, make a combat maneuver check to grapple it (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against it. A barbed weapon requires a DC 15 Strength check to break free. If you drop the weapon, the target can free itself as a standard action. Plunge Weapons: There are no thrown weapons that have any significant range in the Cerulean seas campaign setting. However, some weapons can be plunged towards opponents. Plunged weapons are in fact propelled at full speed in the direction of their buoyancy. To be used effectively, the character must be either directly above (for negatively buoyant weapons) or directly below (for positively buoyant weapons) their intended target. The plunge weapon has a range increment, much like a thrown weapon, which is often slightly longer than their thrown counterparts. Plunge weapons are described in more detail at the end of chapter 1. Strapped: Strapped weapons are physically strapped or attached to you in some way and therefore cannot be disarmed. Trueform: These weapons are specially designed for creatures with the trueform subtype, and are useable only by creatures with that subtype. Altered Items A few items listed in Chapter 6 of the Pathfinder Roleplaying Game Core Rulebook appear or work a little differently under the sea. Ale: Sea ale is made from fermented kelp, and looks like green slime. It is totally unpalatable to a drylander. Backpack: For creatures with prominent dorsal fins, the backpack is modified to be either a bellypack or a side pack. Barrel: Barrels are made of swampwood and usually float (unless they are filled with a very heavy substance), they are either stored at the surface, or on the ceiling. Bedroll or Blanket: Often made of kelp cloth and stuffed with sponge wool. Chalk: Chalk under the sea is often made from dead coral or shells. It is much harder than the typical chalk of the surface world, but works in the same way. Hourglass: Hourglasses are half-filled with air, and run upwards. Ink: The typical ink of the sea is derived from squid ink and is a thick, gel-like substance. You can buy ink in other colors, but it costs three times as much. Luminescent ink is also available for 30 gp total. Ink comes in a bag so it can be squished into a pen. Inkpen: The typical inkpen is very sharp and made from a sea urchin spine. It is hollow, designed to deposit ink into scratches in the paper. Meat: Typically meat is very fresh, as it quickly attracts all manner of creatures to feed on it otherwise. Paper: Paper of the sea is thicker and stiffer than paper of the surface, with a translucency similar to vellum. It is made from the cartilage-like endoskeleton of a particular type of sea slug, known as a paper slug. The cartilage is pounded flat, treated with an alchemical solution, and then trimmed to size. When allowed to dry out, it stiffens into a brittle slab. Parchment: Parchment is an off-green color and is made from certain seaweed leaves. It too is thicker and stiffer than parchment of the dry land. When allowed to dry out, it crumbles into green powder. Rations, trail: Typically, the best rations of the sea are those that are still alive but cannot run very fast. Clams, oysters, and mussels are a favorite trail ration. Rope, kelp & mussel: These items replace hemp rope and silk rope respectively. While hemp is still available it doesn’t hold up well when dampened continuously. Silk has not been seen since the age of the drylanders. Sealing Wax: In the cold sea, a tarlike mixture made with a bitumen base makes an effective sealing wax. Slight warmth, either in the sunlight or with body heat, partially liquefies the substance, while cold water quickly makes it solid. Spellbook, wizard's (blank): A spellbook has 100 pages of paper or parchment, and each spell takes up one page per spell level (one page each for 0-level spells). It is completely at home in an aquatic environment. Spellbooks of the sea appear thicker than those of the surface, because the paper is thicker. Waterskin: Waterskins of the sea keep water from contaminating some heavier-than-water drinks like sea ale or water lily wine. Wine: The most common type of wine is made from processed water lily root, and is a clear, viscous, and oily liquid. Wine can also be made from other types of plant roots or fruit. Mogogols, for example, relish a particularly vulgar looking black ooze known as swampberry wine. New Items Listed below are items tailored specifically to an aquatic campaign. Anchors: Most often made of bags of sand, anchors can be adjusted up to -1 buoyancy by dumping sand, but cannot be readjusted without adding sand. Masterwork anchors, unlike floats, cannot be adjusted both ways. Aqua Gravis: A viscous, heavier-than-water liquid that alchemists and brewers use as a basis for drinks and potions. Aqua gravis can also be used in food preparation and preservation, as it is odorless and tasteless, but absorbs both. Meat stored in a jar of aqua gravis will not attract predators and pests for another 24 hours. After this time, the solution is permeated with the flavor and odor of the meat. Chefs of the sea use this effect by putting meat and other ingredients into a jar of this substance, creating savory bowls of "soup". Bandolier: As quivers have a difficult time containing ammunition underwater (it tends to float away), bandoliers are used to strap ammunition down where it can be accessed quickly. Bandoliers are commonly made of woven kelp, and are designed to be carried over the shoulder and across the body. Buoy: Buoys replace flags and banners underwater, and are often painted with a variety of patterns to denote city, religion, family, or clan. A successful Knowledge (local) check, DC 10, identifies the meaning of most buoy patterns common to the sea. Calipers, merchant's: These tools are used to measure volume. Calipers give a +2 circumstance bonus to Appraise checks involving any items valued by volume, which would be most standard goods, including precious chemicals and jellies. Eyebighter: This kelp sack is propelled at or sapped against the hide of a target as a ranged touch attack up to 10 feet. When it hits the target, the aqua gravis base delivers a compound that blinds the character for 1 round (Fortitude DC 14 to negate).

Genai's outfit: To preserve their human heritage, genai are one of the few denizens of the deep which actually wear clothes most of the time. Their outfit includes a robe, a belt, a cap or turban, and possibly a cloak. The clothes are most often made of kelp cloth and died a variety of colors. Gillclogger: This kelp sack is launched at any enemy who breathes with gills within 10 feet. If the user succeeds at a ranged touch attack, the pod contents spread over the gills, hardening and blocking airflow. Though not enough blockage exists to drown the target, he is at a -1 morale penalty to all attacks and saving throws for 1 round, and must make a morale check to keep from fleeing. Glowrod: This 1-foot transparent tube of hardened jelly is filled with luminescent glands of deep-sea creatures. It is available in red, blue, green or white. When the user cracks a tip and allows seawater to flow into the tube, it lights for 6 hours, illuminating a 30-foot radius. Hippocampus: A Reef Horse is suitable as a mount for a medium sized rider. A sea pony is smaller than other hippocampi and is a suitable mount for a small character. Mericorns can be ridden easily into combat. Light reef horses, sea ponies, and heavy reef horses are hard to control in combat. Sea mules are stolid in the face of danger, hardy, steady-going, and capable of carrying heavy loads over vast distances. Unlike a reef horse, a sea mule is willing (though not eager) to enter caves and other strange or threatening places. Holy Sand: Holy sand damages undead creatures and evil outsiders almost as if it were acid. A bag of holy sand can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A bag breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the bag and dump the holy sand onto the target. Thus, you can sprinkle an incorporeal creature with holy sand only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a bag of holy sand deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the from the "splash." Temples to good deities sell holy sand at cost (making no profit). Occasionally, clerics will fill their anchors with holy sand, which can serve as an emergency reserve in a pinch. Inkpods: These kelp sacks are filled with octopus ink. When the caster releases the sack, it breaks open and spreads a billowing 5-foot radius cloud of thick ink, obscuring sight beyond 5 feet for all characters caught within it. The ink lingers for 1 round, after which the currents dissipate it. If it is released into a current moving more than 30 feet, it is ineffective, as the ink is dispersed too rapidly. Jellyfish, Luminescent: A simple bag made of living kelp leaves contains a live jellyfish of the luminescent variety. When shaken violently, the jellyfish instinctually releases all of its phosphorescent reactant that makes it glow brightly. The jellyfish glows this way for 1 hour, clearly illuminating a 10-foot radius and providing shadowy illumination out to a 20 foot radius. It takes months for this type of jellyfish to replace the reactant, so most are released or recycled for fresh ones. These "lights" typically have a greenish tint, but for 1 more gp, one could purchase a red, blue, or yellow variety. These jellyfish are farmed and tailored to this type of use through centuries of selective breeding. Hundreds are bred at a time. This species of jellyfish does not thrive in the wild, and those luminescent jellyfish that do, do not glow brighter when shaken, nor shed enough light to read by at close range. However, domestic jellyfish varieties have been in use long enough to have a significant amount living outside of the city, although most that are found will likely be in the process of replenishing their photochemicals or perishing, and therefore be of little use. Kelp Tangle: This coil of tough kelp rope has been soaked in an alchemical solution. When unwrapped, it can entangle any target within 10 feet. An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective dexterity. The entangled creature must make a Reflex save (DC 15) or be unable to move. A character thus entangled can break free of the writhing kelp on a successful Strength check (DC 27) or by dealing 15 points of damage to the kelp with a slashing weapon. Once free, the character may move freely. A spellcasting character bound by the kelp tangle must make a concentration check (DC 15) to cast a spell. Ten minutes after activation, the kelp tangle becomes inert and lifeless. Sea Cat, Riding: This Medium sea cat is specially trained to carry a Small humanoid rider. It is brave in combat like a mericorn. Sea Chariot, Merfolk: This near zero-buoyancy vehicle can be drawn by a single hippocampus (or other beast of burden). It comes with a harness and elaborate masterwork floats to adjust buoyancy. Sea Carriage, Elven: This near zero-buoyancy closed-top vehicle can transport up to six Mediumsized creatures. In general, two hippocampi (or other beasts of burden) draw it. It comes with the harness needed to pull it and elaborate masterwork floats to adjust buoyancy. An elven sea carriage, when properly sealed, will delay the effects of pressure for as long as the occupants remain inside and the chamber seal stays intact. Smellstone: A small porous rock that is imbued with an odor. Smellstones keep their odor for about 2 weeks, or it can be released all at once. Typically odors are pleasant, like water lilies, coral reef, or beach wood. Occasionally, a dye is added along with the scent, which releases colorful streamers into areas where they are used. When these dyed smellstones are crushed, they can be used as signals that can be seen from afar. Waterslick Oil: This kelp sack, when activated by the user, introduces a compound into the body that causes it to sweat a slippery and scentless natural oil. The oil makes a swimmer slightly more hydrodynamic, though purely aquatic creatures gain more benefit from this concoction than landwalkers. A non-landwalker will gain + 10 to his speed for 2d4 hours, and a landwalker gains +5 for 1d6 hours. point where the bag hits takes 1 point of damage

Other Notable Exceptions Invisibility Effects: In the Pathfinder Roleplaying Game Core Rulebook, invisibility spells cause a bubble-like effect underwater, rendering the invisible creature partially visible. Aquatic races have since compensated for this effect. Invisibility works normally when cast underwater, causing the subject to be visually undetectable by normal means. However, when a subject becomes invisible underwater and then moves to the surface, he appears as a watery shape, much like if invisibility was cast above the water and the subject went below. In essence, invisibility specifically refers to the medium it is cast in. While outside of that medium, the subject is granted concealment (20% miss chance). In any case, invisibility is somewhat less effective in an underwater environment, because a good percentage of creatures can detect you without using sight. Etherealness, Freedom of Movement, and Incorporeal Effects: While subject to these effects, creatures are immune to the effects of pressure and drag. In addition they maintain zero buoyancy, regardless of their load. As soon as the effect wears off, so does the immunity. Cold Energy Effects: At depths of fewer than 300 feet, spells that create extreme cold also form potentially damaging ice crystals. Below 300 feet, the pressure is too great to form ice from water. Fire Energy Effects: Instead of fire as an energy type, it is replaced by Steam. Steam appears as a billowing white cloud that creates a curtain of steam bubbles above it. Hot water has a shimmering diffraction effect on water that is as obscuring as smoke is on land. Steam-based spells cannot catch flammable objects on fire like firebased spells can, though most aquatic objects could not be considered flammable in any case. Electricity Energy Effects: Electricity is a common element under the ocean, though it assumes a much different form than it does on land. On land, electricity is known for its bright crackling arcs of lightning. While these are not unheard of in an undersea setting, the fact is that the oceans rarely get hit with lightning. The surface water of the sea does not typically heat up enough to cause the positive charge needed for lightning to occur. When it does occur, it is almost always near shore. After lightning hits the water, it disperses in a great and terrible electrical sphere that is as deadly as it is undetectable. The picture this paints of underwater electricity is more commonly exemplified by the electric eel. Instead of flashy and sweeping arcs, electricity is known for its invisible spheres of damage. The lightning bolt of the sea, electrical surge, is actually a small sphere of electricity that travels towards the target, rather than a continuous arc. Aside from a trail of dead plankton and the occasional bubble of steam, this effect is relatively quiet and undetectable compared to its drylander equivalent. Levitation: This spell essentially takes over the buoyancy of a creature or object, superseding any forces natural buoyancy exerts. Creatures can swim and fight normally while under the effects of this spell while below the water. They can float up, sink down, or remain level all at the given rate of the spell. However, once above the water, levitation works as written. Other Flying Effects: Under the water, effects that let you fly give you 0 buoyancy regardless of load. One-quarter of the fly speed conferred by magic can be applied to the subject’s base swim speed with a successful Fly check, DC 15. Subjects cannot add this speed in areas with a current moving faster than 30 feet, or when they are disoriented. Prone Effects: Any effect that renders a creature prone, instead renders a creature disoriented.


The Glittering Spires are a massive range of mountains found on the southern shore of The Great Ice Sea. The floks that live in this Frostfell Region are quite tough and hardy.

Mox Atouk- An exile of clan Rizzoylee. He is a rogue. He stole a steel dagger from Yeeve Lord Kychark-The Lord, chief of chiefs of the Rizzoylle overclan. His seat of power is the town of Romjel. Glod- A member of clan Delloo. He is a sorcerer. Kard- A member of clan Hewwe. He is young and headstrong. He was killed by Shof- An exile from clan Essloo. He is old and likes to talk and tell stories Deyee- An exile from clan Mozzloo. He is an old weapon craftier. Shelee-A middle aged female Mox who owns and runs a small general store in the town of Romjel. Her mate died years ago in a battle with goblins, but she has a single son who is a fighter. Yeeve- A member of clan Hewwe. She is old and owns a steel dagger. Kehn- An exile of clan Eellet. He is a hunter with a mean disposition. Wedi-An exile of clan Sooloot. She is s priest of the dark god Orcus. Bodu-An exile from clan Rizzoylee. He is a hunter. He stole a steel dagger from Yeeve Essu-An exile from clan Sooloot. She is a priest, acolyte of Orcus. Feni- A member of clan Husslat. She is a priest of Orcus. She is the leader of the shrine of Orcus in the town of Boyslss's Well. Towa- A member of clan Damsoug and lives in the city of Damsooth. A fighter, he caught a kenku assassin in mid July. Kelli's best friend. Zara- A member of clan Damsoug in the city of Damsooth. A cleric of Orcus. She can raise the dead. Kelli- A member of clan Damsoug in the city of Damsooth. A fighter, he caught a kenku assassin in mid July. Towa's best friend. Lord Hussbar-A member of clan Damsoug in the city of Damsooth. A fighter and greatest lord of the mox. In mid September, just after his 60th birthday, he was killed on a dragon hunt. Auuwo-A member of clan Damsoug in the city of Damsooth. High cleric of Malar, former adviser to Lord Hussbar. Reuua-A member of clan Oosolow in the city of Damsooth. A cleric of Orcus.


More spellsEdit

Abomination

Transmutation Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 full round Range: Touch Target: Fetus of creature touched Duration: Instantaneous Saving Throw: Fort negates Spell Resistance: Yes

The spell for which the Vivimancers are infamous, abomination will allow the caster to experiment upon the form of a child within a womb. Much like the polymorph other spell, the caster can make any permanent alteration to the form of the fetus. However he can not change its overall dimensions, or its fundamental composition. A successful Fortitude saving throw by the mother will resist these alterations.

These alterations are usually simple changes, such as an extra arm, stubby legs, asymmetrical face, removal of an extra digit, straightening a mishapen bone, and so forth. Should the fetus survive in its altered form, it will retain these features after birth. Note that while this spell can be used to cause birth defects, it can also be used to repair the same - a fact that is rarely brought up by lay persons. Both actions are caused by transmuting specific features of the child into the desired form, and the total mass of the child can not be altered. Note that the being will retain its altered features even after it has died.

Material Component: A live animal egg. Algae Bloom

Conjuration (Summoning) Level: Clr 2, Drd 2, Rgr 2 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: 30-ft.-radius Duration: Permanent Saving Throw: None Spell Resistance: No

This spell will cause a dense bloom of algae to instantaneously appear within a volume of water. This bloom will reduce the range of all forms of sight to a few inches, although sound-based senses will readily penetrate the bloom. The bloom will remain where it appeared until currents disperse it, and may even spread if conditions are right. If cast in saltwater this spell will still create a bloom, but the algae will soon die leaving a dense cloud of brown organic matter that will slowly sink to the bottom over the course of several hours.

Material Component: A stalk of cattail. Ambush

Illusion (Glamer) Level: Clr 2 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./level) Target: One creature per level in a 30-ft. radius. Duration: See text Saving Throw: None Spell Resistance: No

This spell will allow a group of creatures to blend into the surrounding terrain, improving the odds of a successful ambush. Up to once creature per level within a 30-ft. radius of the target location can be concealed with this spell. All effected creatures gain a +10 bonus to their Hide skill.

To remain concealed the effected creatures must lay on the ground or curl up in a hole or niche and remain nearly motionless. The creatures must lay close the ground and can not crawl more than 5 ft. per round. While doing so, they remain all but undetectable to the senses of sight and smell. Once a creature breaks cover from this spell he remains visible thereafter. If the caster moves out of range of this spell then it is instantly negated. Ancestral Form

Transmutation Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./level) Target: 1 creature Duration: 1 hour/level Saving Throw: Fortitude negates Spell Resistance: Yes

An interesting effect that has been the subject of much experimentation in the living laboratories of the Vivimancer, this spell will cause the ancestral traits of the subjects to express themselves. The target will quickly revert to a more primitive life form selected by the caster at some point along the chain of evolution. For example, a human could be reverted to an ape, a tree shrew, or a simple amphibian. The target will assume all the physical and mental properties of the primitive life form, but will retain whatever skills and feats such a being is capable of acquiring. All equipment worn by the subject will retain its original shape. Ancestral form is also known as the devolution spell.

Material Component: A live egg or larvae. Anchor

Transmutation Level: Clr 2 Components: V, S, DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The target of this spell is able to safely hold on to any surface, regardless of how slick the material may be. This spell negates the effect of a grease spell or oil of slipperiness. It also allows the target to scale a vertical surface as if by means of a spider climb spell, although it doesn't allow clinging to a ceiling. Finally it allows wet or frozen surfaces to be traversed at a normal movement rate without slipping.

While underwater the target of this spell can walk across a firm surface at half the normal land movement rate. It also allows the target to cling to the slick sides of a moving vessel or aquatic life form while submerged. Angelle's Animator

Transmutation Level: Sor/Wiz 6 Components: V, S, M, F Casting Time: 1 minute Range: Touch Targets: Object, 1 cu. ft./level Duration: 1 minute/level Saving Throw: None Spell Resistance: No

This spell is an arcane version of the Animate Objects spell with some very definite limitations. The object to be animated must be a masterwork that has been crafted into the desired shape by an artisan. It can only consist of solid, non-magical materials of the highest quality. The animated object then behaves as you command. The statistics for animated objects are listed in the Monster Manual.

Material Component: Strings from a marionette puppet.

Focus: An elaborate spring-wound mechanism worth at least 100gp. Arynn's Cage of Fire

Evocation Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Duration: 10 minutes/level Effect: 10 ft. radius hemisphere Saving Throw: Reflex half Spell Resistance: Yes

At the completion of this spell a hemispherical cage of fiery bars appears centered on the target location and capturing anybody therein with the heat. The bars are made purely from raging fire and emit an intense heat. These bars are separated from each other by a maximum spacing of 1 ft., allowing projectiles such as arrows or bolts or diminutive-sized creatures to pass between the bars. Any creatures within the cage receive the equivalent of one-quarter cover from ranged attacks between the bars.

Anybody attempting to reach between the bars will suffer 1d8hp of burn damage. Touching a bar will inflict 2d8hp of fire damage per round. Actually trying to pass through the cage walls will inflict an amount of damage equal to 2d8hp for every 5-ft. of face of the creature, both for width and height. Thus a 5-ft. by 5-ft. creature will suffer 4d8hp of damage, while larger creatures will suffer much greater damage. The maximum damage that can be inflicted to any one creature during a round, however, is 10d6hp. In all instances the damage from the bars is halved on a successful Reflex saving throw.

A fog cloud or obscuring mist spell will suppress the flames, as will natural vapors, resulting in half the normal damage in the spell area. Any portion of the cage completely doused in water will be snuffed out for a full round, but the flames will spring back into place immediately afterward.

Material Component: A frame made of balsa wood that has been soaked in sulphurous oil, which bursts into flame upon casting the spell. Aura of Protection

Abjuration Level: Clr 1, Pal 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 15 minutes/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The subject is wrapped in a faintly glowing protective aura that continually shifts and moves with the wearer. This aura is a fairly weak field of force that provides little protection against ordinary attacks. However when an attack becomes targeted against a vulnerable area of the body, the field immediately becomes highly concentrated to protect that portion of the anatomy.

Whenever an opponent scores a threat on an attack roll, the subject receives a +8 enhancement bonus to their AC for the purpose of determining if the original hit was a critical hit. This enhancement bonus is increased by +1 for every four levels of the caster.

Arcane Material Component: A piece of a helm that has been badly damaged in combat. Baelkar's Chronal Exclusion

Transmutation Level: Sor/Wiz 3 Components: V, S Casting Time: 1 minute Range: Touch Target: One touched object weighing no more than 10 lb. Duration: Permanent Saving Throw: None Spell Resistance: No

You draw strands of time energy from an inert object, and bind it into a state of significantly reduced aging. Drawing out these strands of time energy inflicts 1d4 of temporary Con damage to the caster. Thereafter the object decays at a much slower rate than normal, and is protected from the effects of normal fire, acid, and rot as if warded by a permanent protection from elements spells. Any material affected by this spell can not be digested, and is instead passed directly through the body without nutritional benefit. However this spell will not protect an object from any magical effects or supernatural powers. Bed of Leaves

Conjuration (Summoning) Level: Drd 0, Rgr 1 Components: V, S, DF Casting Time: 1 action Range: 60' Area: 20 ft. Duration: Permanent Saving Throw: None Spell Resistance: No

This spell will summon a deep bed of leaves on the ground. The bed will occupy a total radius of 20 ft. but will only grow substantially deep within a 15-ft. radius. The pile is 7 to 8 ft. deep at the center.

This bed will serve to cushion anybody falling from above. The leaves will reduce the effective falling distance by 10-ft. for anybody dropping within 5 ft. of the center. The pile will also hinder any medium-size or smaller creatures passing through the 15-ft. inner radius by reducing the movement rate one third. Finally, if the pile of leaves is successfully set alight they will produce a smoky, smoldering fire lasting for an hour. Bell of the Five Dragons

Evocation Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One or more creatures (see text) Duration: 5 rounds Saving Throw: See text Spell Resistance: Yes

On a successful ranged touch attack two halves of an opaque, dull gray globe of force snap seamlessly together to trap the subject creature inside. Any creatures that have successfully grappled with the spell target must make a Reflex saving throw in order to escape being entrapped. Once the sphere has sealed it remains in the same physical location for the duration of the spell.

The interior of the spell bars extra-dimensional movement, affecting the trapped creature as the dimensional anchor spell. Immediately upon closing a series of draconic claws erupt from the sides of the scaly interior, automatically tearing and rending the victim for 1d6 points of slashing damage per caster level (maximum 20d6) every round.

In addition to the claw damage, on the first round the interior of the sphere is filled with the fiery breath of an adult red dragon, inflicting 12d10 points of fire damage. On the second round the interior is filled with the acid breath of an adult black dragon, inflicting 12d4 points of acid damage. On the third round the interior is filled with the frosty breath of an adult white dragon, inflicting 6d6 points of cold damage. On the fourth round the inside is filled with the crackling flashes of lightning from an adult blue dragon, inflicting 12d8 points of electricity damage. On the final round, the interior is filled with a corrosive gas, inflicting 12d6 points of acid damage.

After five rounds the globe of force immediately dissipates, releasing the trapped creature or whatever remains of the victim.

Material Component: A scale from an adult dragon of each of the five types, worth a total of at least 200gp. Bend Trajectory

Transmutation Level: Brd 3, Drd 3, Rgr 3 Components: V, S, F, DF Casting Time: 1 action Range: Touch Target: One creature Duration: 1 round/level Saving Throw: None Spell Resistance: No

The target of this spell is able to see from any unobstructed point of view within 10 ft. When he fires a ranged weapon directly at this point, the trajectory of the missile is then bent at the required angle before resuming its flight toward the sighted target. Thus, for example, the spell target is able to fire arrows around a corner while staying completely out of sight. The range to the target includes the distance to the turning point, and in all other respects the missile behaves normally. The point of view of the spell target can be changed at will, and can be turned in any direction.

Focus: A mirror mounted at an angle on a small metal rod. Black Flames

Evocation [Heat] Level: Clr 0, Sor/Wiz 0 Components: V, S, M/DF Casting Time: 1 action Range: 15 ft. Area: 2-ft. radius Duration: 1 hour/level Saving Throw: None Spell Resistance: No

This spell allows the caster to create a small fire with black flames, emitting no light but providing warmth equivalent to a campfire. The fire must still be supplied with combustible fuel or it will die out normally.

Material Component: A lump of coal.


Blazing Bolo

Evocation Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round per 3 levels Saving Throw: Fortitude half Spell Resistance: Yes

This spell creates three globes of lightning, each of which is attached to a common center by sparkling blue strands. The entire creation is whirled about the head by the caster, then flung towards a foe. On a successful ranged touch attack the spinning globes wrap about the creature, erupting in a blaze of electricity.

Each round the spell remains active the target suffers 3d6hp of damage and is entangled. A successful Fortitude saving throw will half the damage. The maximum damage that can be inflicted by a blazing bolo spell is 9d6.

Material Component: A copper pin suspended from a string. Bloodbath

Transmutation Level: Clr 3 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 20' square Duration: 1 round/level Saving Throw: None Spell Resistance: No

With this spell, the effectiveness of all slashing and piercing weapons is improved within the spell area. This spell also improves the effectiveness of such natural weapons as claws, spines, horns, and fangs. Within the spell area the threat range of all slashing and piercing weapons is doubled.

Note that this spell can be a double-edged sword, so to speak, as the allies of the caster will also suffer increased damage from weapons. Thus this spell is often best employed when missile fire can be targeted into the spell area. This spell can also be especially effective when the opponents are exclusively using bludgeoning weapons. Bloodhound

Divination Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 full round Range: Personal Target: You Duration: 10 minutes/level

With this spell the caster is able to smell as efficiently as a hunting dog, allowing him to track any creature or object that emits an odor. The caster will gain the benefit of the scent feat for the duration of the spell, regardless of his current Wisdom score. This provides a +4 bonus to the Wilderness Lore checks. Note that this spell will not function underwater.

Arcane Material Component: A dried lump of animal dung, which must be rubbed between the fingers in front of the nose. Body of Water

Transmutation Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 1 minute/level

When this spell is cast, the body and possessions of the caster appear to melt into a pool of dark liquid. The fluid can move about the floor at the same movement rate as the caster, and can flow through very small cracks or porous materials. However the liquid caster can not effect the physical world in any way, and he is unable to cast spells. However he can still use all of his normal senses from his current perspective.

If the liquid body of the caster becomes divided, then all of the droplets flow back together at the movement rate of the caster to form a single pool. Should parts of the pool become permanently separated from one another, then the caster is contained in the largest remaining body of fluid and he suffers damage in proportion to the loss of fluid. Thus if a third of his body is permanently separated then he loses one third of his total hit points.

While in this form the spell caster is immune to the effects of normal weapons. Magical weapons will only inflict their magical bonus in damage. However, he suffers double the normal damage from either heat or cold. If he contacts a sufficient quantity of dry, moisture absorbent material, such as wool or cloth, then he is held until the spell is cancelled.

The liquid body becomes the same temperature as the underlying ground within a round and he can not be seen with infravision. If the caster enters a body of water, he is very difficult to see and is normally invisible beyond 5 ft.

Material Component: A drop of mercury. Buoy

Transmutation Level: Clr 1, Drd 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 15 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

When this spell is cast the target is able to float effortlessly in a body of water, even if he is weighed down with armor and equipment that would normally drag him under. He can bear a weight up to a medium load, plus any additional small load he can keep afloat by swimming motions. He can swim at the normal rate, unless hindered by armor, and is not fatigued by the additional weight he is carrying.

The extra buoyancy has a drawback, however, in that any attempts to swim underwater require additional effort to stay under the surface. His movement rate while swimming underwater is half the normal amount.

Arcane Material Component: A piece of cork. Burning Eyes

Transmutation [Fire] Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: 10 ft. Effect: Ray Duration: 1 minute (D) Saving Throw: None (see text) Spell Resistance: Yes

When this spell is cast, beams of red heat begin to radiate from the eyes of the caster. Wherever these beams contact a surface within 10 ft., the material begins to heat up, igniting after a full round or turning red with forge-like heat after two full rounds. The beams can be used to ignite fires, burn ropes, and even slowly cut through metal. This spell will not inflict damage against a dodging target however, as the caster will be unable to focus the beams on one location for a sufficient duration to cause burns. Helpless targets will suffer 1d6hp plus 1hp per level of heat damage per round.

Because targeting this spell requires focused vision and concentration, the caster is subject to opportunity attacks while attempting to ignite or melt materials. Shutting eyelids will temporarily disable the beams, and a successful blindness spell will immediately cancel the burning eyes spell.

Material Components: A clear glass marble or a lens and a piece of glassy sulfur. Calm Air

Abjuration Level: Brd 3, Clr 3, Drd 3, Rgr 3, Sor/Wiz 3 Components: V, S, DF Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level Area: 15-ft.-radius sphere centered on you Saving Throw: None Spell Resistance: No

This spell allows the caster to create a pocket of calm air that is all but free from disturbance by winds. Even the most extreme natural winds will become a mild breeze within the spell area. The spell will nullify the whispering wind, gust of wind, and wind wall spells within the spell area. It will also reduce any winds created by the contron winds spell by one step per four levels. Finally it will halve the rate of advance of clouds or mists, such as from a cloudkill spell. However, contact with a creature from the elemental plane of air will instantly negate the calm air spell.

Arcane Material Component: A piece of down from an eagle's nest. Cavern Close

Transmutation Level: Clr 2, Drd 2, Sor/Wiz 3 Components: V, S, M/DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Any 10 ft. diameter natural stone opening Duration: Instantaneous Saving Throw: None Spell Resistance: No

The target of this spell is a cavern mouth or a natural stone cave or passage with a maximum dimension of 10 ft or less. Upon completing the invocation, a coruscating blue light leaves the hand of the caster and settles about the sides of the selected opening. As the caster slowly brings his palms together, the faintly glowing tunnel mouth will then pucker closed with a grating and grinding noise, leaving only a grapefruit-sized opening in the center. Placing a sufficiently large object in the opening will ensure that the hole is completely sealed. The caster must be in contact with the surrounding stone when this spell is cast or it will automatically fail.

Arcane Material Component: A small bottle of glass or clay. Cloak of Insects

Conjuration (Summoning) Level: Clr 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 4 hours + 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

This spell will summon a horde of hard-shelled insects that emerge from the clothing and cover the target in a living coat. The insects will protect the body of the subject, providing a +3 bonus to AC. The insects will also ward against insect swarms, negating the effect of a summon swarm spell on the subject. This cloak can only be worn over bare flesh or animal-based products such as silk, cloth, wool, or leather. It will not function if the target is wearing metal armor or protected by a mage armor spell.

Each time the subject is successfully damaged by a single attack for at least 4hp, some of the insects are crushed and the bonus to the AC is reduced by one. After suffering repeated blows, once the armor class bonus drops to zero the remaining insects will drop off and flee for cover. Spells can also effect the cloak, and the insects save with Fort +4, Ref +2, or Will -1. The insects will depart if the target becomes submerged in water or some other liquid.

This spell is commonly used to test the nerve of initiates to certain cults. The insects constantly shift and move about the target, producing an unnerving effect. The first time this spell is cast upon any target besides the caster, the recipient must make Wisdom check against DC 10 or immediately throw all the insects off. Doing so will immediately negate the spell. The target will repeat this behavior each time the spell is cast thereafter until a successful Wisdom check is made.

Arcane Material Component: Live Beetle. Cloud Runes

Transmutation Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 full round Range: Anywhere directly visible to caster Effect: 500-ft. radius sphere Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

The caster of this spell can shape existing water vapors inside the effected area into simple forms. These clouds will remain in place until dispersed by winds or changes in atmospheric temperature and humidity. If cast in a location where clouds do not appear, the misty forms will dissolve when the spell expires. In dry, desert conditions no clouds whatsoever can be gathered to form into the desired shape.

When cast in an area where vaporous creatures manifest themselves, this spell can provide the caster some degree of control over such beings. If any such effected target fails a Willpower saving throw it is held as if by a hold monster spell.

This spell has no effect on magic that creates or manipulates water vapors.

Material Component: Wool from a sheep. Communal Mood

Divination Level: Brd 2, Clr 2 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Creatures in a 20-ft.-radius spread Duration: 1 round/level Saving Throw: See text Spell Resistance: No

This spell allows the caster to sense a emotion shared in common by any three or more individuals within the spell area. Thus if a group was terrified of a particular individual then the caster could be able to sense this fact. The individuals must be within 50 feet of each other, and they must all have an intelligence of 3 or better.

The target creatures are allowed a single Will saving throw to resist this spell, using the highest Will score of all creatures in the target area. If the roll is successful then the caster receives no reading at all. Compel Testimony

Enchantment (Compulsion) Level: Brd 3, Clr 3, Pal 3, Rgr 3 Components: V, S, DF Casting Time: 1 full round Range: Touch Target: One creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

While this spell is in effect the target must make a Willpower saving throw. On a failed throw he is compelled to truthfully answer any questions he can understand that are put to him by the caster. However the response can only be in the form of a single word. This answer is always literally true, but may be misleading based upon the type of question being asked. If the target is utterly incapable of answering the question with a single word then he is not required to respond.

This spell does not compel the target to remain inactive, and he can flee if he chooses to do so. Each time the answer to a question would cause the target to break a vow; place him in further jeopardy; or endanger somebody or something he holds dear, then he can make another Willpower saving throw with a +4 bonus to negate this spell. Cone of Darkness

Evocation [Darkness] Level: Brd 3, Clr 3, Sor/Wiz 3 Components: V, S, F, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No

The ring of the caster projects a cone of darkness that hides everything inside from sight, much like the 2nd level spell darkness, 15' radius. The cone moves with the caster, and can be pointed in a different direction once per round, much as a flashlight would project light.

Focus: A one-foot length glass rod that has been covered in soot from a flame. This focus is used to aim the cone of darkness. Craftsman's Eye

Divination Level: Clr 3, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: You or creature touched Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Upon casting this spell the priest will be able to just the distance between any two locations he can see clearly with his naked eye to a remarkable level of accuracy. At a glance he can measure distances with an accuracy of one part in a hundred. If he concentrates for a full round then the accuracy is improved to one part in a thousand.

This spell will allow the caster to construct highly accurate maps and to craft parts to exacting specifications. Any properly designed mechanisms that are constructed by a skilled artisan with the aid of this spell will function flawlessly and without need for shims.

This spell will allow the target to perform accurate missile attacks. While the spell is in effect the target gains the benefit of the precise shot and point blank shot feats. He can also precisely ascertain whether he can successfully leap across any gap, with or without the aid of a jump spell.

Arcane Material Component: A strand of hair at least one ft. in length. Crystal Hide

Abjuration Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The target creature gains a hard, crystalline quality to their flesh, warding against physical damage. The subject gains damage reduction 5/+1. (It ignores the first 5 points of damage each time it takes damage, though a weapon with a +1 enhancement bonus or any magical attack bypasses the reduction.) The protection remains in effect until the spell has expired.

Material Components: 10 gp worth of finely ground crystals sprinkled on the target's skin. Current

Evocation Level: Clr 1, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius Duration: 1 hour/level Saving Throw: None Spell Resistance: No

Upon completing this spell the caster can cause a body of water to flow in an entirely different direction within the spell area. The rate of flow of the water is 1 knot/level relative to the underlying ground, up to a maximum of 7 knots. It can be cast on a specific location, or centered on a small vessel. This spell can never cause a body of water to overflow its banks, but it can steadily propel a small boat in the direction of the current.

This spell has no effect on water-based creatures, such as beings from the elemental plane of water.

Arcane Material Component: Pebble from the bottom of a river. Current Sensing

Divination Level: Clr 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 30 minutes + 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

By means of this spell, the caster enables the recipient to sense movements, currents, and density fluctuations in the surrounding water. This tactile sense allows him to see, even in total darkness, the approximate types of creatures moving through the water within 40 ft.; the strength and direction of currents; and any fresh or salt-water influx. Huge creatures can be sensed to a distance of up to ten times their size. Any moving creatures within 20 ft. can be targeted by means of this spell.

Arcane Material Component: A piece of shark hide that must be rubbed on the hands while casting.



Death of a Thousand Knives

Evocation Level: Clr 3, Sor/Wiz 3 Components: V, S, F, DF Casting Time: 1 full round Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: See text Spell Resistance: No

When this ritual is completed, the target begins to suffer cuts from an invisible talon that penetrates even the toughest armor. While he remains within range of the caster the victim is slowly and painfully sliced apart. Each round the spell is in effect the target must make a Reflex saving throw or suffer 1hp of slashing damage. The constant pain from these many cuts requires a concentration skill roll against DC 10 + cumulative damage in order to cast spells.

Focus: A knife or dagger. Death Sense

Divination Level: Clr 1, Pal 1, Sor/Wiz 2 Components: S, M/DF Casting Time: 1 action Range: Personal Target: You Duration: 10 minutes/level

With this spell the caster is able to sense the presence of any corpses within 40 feet. The corpse can be any creature type except a construct, and can include undead. It does not sense any cadavers that are more than 50% dismembered or destroyed.

The caster can also sense the presence of lingering spirits of recently slain beings. This sense will penetrate any solid surfaces that can be passed through by ghosts, and will sense spirits in the astral and ethereal planes. The spell will not reveal the exact location of the spirits, only a vague direction.

Arcane Material Component: A live worm. Delayed Glamer

Illusion (Glamer) Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Duration: See text Area: 20' cube Saving Throw: None Spell Resistance: No

This spell will act like a magical scribe, allowing the caster to observe a sequence of sights and sounds, then play them back when a particular trigger event occurs. This spell could be used, for example, to allow the caster to appear to be doing one thing while he is actually doing another. It could also be used to leave an illusionary message for some individual or a member of a group.

While casting the spell, the caster specifies a specific condition that will trigger the spell. This trigger operates in a manner identical to the magic mouth spell. The caster then focuses on a set of visual and auditory images within a 20-ft. cube. Only these images are recorded by the spell and only one round per level of information can be retained.

When the spell is finally triggered, the auditory and visual illusion will occur in the same location where it was recorded, and only those images included by the caster will be retained. The image can not be modified in any manner, although illusions recorded at the time of the spell casting will be retained.

Material Component: A piece of malleable clay. Disjunctional Web

Transmutation Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: Any number of creatures Duration: 1 round/level (D) Saving Throw: Reflex negates Spell Resistance: Yes

This Cormanthyrian spell is found written in exotic runes on a sheet of pure gold, one of the ancient Nether scrolls. Upon casting the spell, a crackling, jagged ray of pure black energy flashes out to strike the target. If a Reflex saving throw is failed, the victim is wreathed in a mass of crackling black tendrils that are limned in an eerie blue light. Next these tendrils immediately lash out at any other targets within 5 ft. of the first victim, and these too must make a Reflex saving throw or be wreathed in the black tendrils. The tendrils continue to fork and branch outward in this manner until no further targets remain. An unlimited number of targets can be affected by this spell, as long as each is within 5 ft. of a target that previously failed its saving throw. However no target needs to make more than one saving throw against this spell. Note that shadow-based and incorporeal creatures are completely unaffected by this spell.

The disjunctional energy of this spell disrupts the material composition of a target, temporarily transforming the victims into a peculiar form of shadowy matter. In this form they have the same properties as a shadow creature, and are only half as strong as normal. Thus they have half their normal hit points; do half the normal damage; have only half their AC bonuses; and only have a 50% chance for their special abilities that do not produce normal damage (in hit points) to work. However any shadow weave magic used by the targets is unaffected by this spell. Targets that have previously suffered a hit point loss have their prior damage total reduced by half for the duration of the spell. Once the spell expires and the targets return to normal, any damage they have suffered is immediately doubled.

Material Component: Fine charcoal powder suspended in a vial of clear oil. Divine Challenge

Abjuration Level: Clr 3, Drd 3, Pal 3, Rgr 3 Components: V, DF Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level

Upon completing this spell the caster can attempt to mentally challenge any spell or magical effect which is physically restraining or hindering him from actions. This includes magic that impedes movement, such as entangle, solid fog, web or slow spells. It also includes magical paralysis and any hold spells.

At the start of each round this spell is in effect the caster can attempt a Willpower saving throw. If this roll succeeds then he is temporarily free from the effect of all such hindering spells for the current round only. Once the round has expired then all magic that was in effect and has not yet expired is fully restored. However if the caster moves out of the spell area during the round then he is free from the restraining magic. Double Vision

Illusion (Phantasm) Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: 1d4 creatures + 1 creature/level Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

Upon completing this spell the caster can target a number of creatures within range. If a targeted creature fails a Willpower saving throw, its vision becomes effected so that it views two images of everything.

This double vision will cause imbalance and uncertainly, reducing movement by a third and penalizing attack rolls by -1. The difficulty in targeting an opponent also means that the range multiple for all ranged attacks is increased by one.

The DC rating for any task involving the Balance, Open Lock, Pick Pocket, Search, and Tumble skills is increased by +5. Reading is also more difficult, requiring twice the normal amount of time.

This spell will effect creatures with a single eye or more than two eyes, but it has no effect on targets that do not rely on sight.

Material Component: A piece of flat, clear glass. Drown

Conjuration (Creation) Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Short (25 ft. + 5 ft./2 levels) Target: One creature Duration: 10 minutes/level Saving Throw: Reflex negates Spell Resistance: Yes

When this spell is cast, a large bubble of water flies from the hand of the caster to completely envelop the respiratory system of the target. The water forms a compact bubble around the appropriate location on the target, in most cases the head. The spell automatically fails against targets that do not breathe or have no physical presence on the current plane.

If the target normally breathes water, then this spell allows him to survive in the open air for the duration of the spell. The magic that holds the water in place will constantly aerate the fluid, allowing the being to breathe even under conditions of heavy exertion. However, any toxic gases in the air will also effect the water-breathing creature.

An air-breathing target of this spell must hold his breath or begin to drown. (See the drowning rule in the dungeon master's guide.) The water bubble will persist despite efforts to wipe it away, being magically drawn back toward the face or other respiratory organ. However, strenuous efforts to get rid of the water will shake enough away to draw a single breath of air. In fact it will be obvious to any being that makes a successful Intelligence check against DC 5 that the water can be temporarily displaced by movement. Vigorous shaking of the head will also allow a Reflex saving throw to permanently disperse the water bubble. The effort can be repeated once a round, but no other actions can be taken by the target while doing so.

There are several other measures that the victim can use to survive the drown spell. A straw or other tube passed through the water bubble will allow the target to breathe normally. At least 10 square feet of water absorbent material, such as cloth, will suffice to draw away sufficient water to allow normal breathing. An intense source of heat could also be used to vaporize the water, although this will likely inflict burn damage to the victim. The water can also be magically frozen and then chipped away from the face.

The bubble of water will serve to hinder the senses of the effected character to some degree. Ripples in the water surface will make seeing more difficult, resulting in a -1 penalty to melee attacks and a -2 penalty for ranged attacks. The Listen, Spot, and Search skills are also penalized by -10.

Material Component: A small hollow glass sphere or a piece of soap. Ecstasy

Enchantment (Charm) Level: Clr 2 Components: V, S, DF Casting Time: 1 action Range: 10 yards/level Target: One creature Duration: One round/level Saving Throw: Will negates Spell Resistance: Yes

This spell will place the target in a state of pleasure so utterly intense that they are incapable of sensible action or thought. The target will collapse to the ground completely enraptured and effectively helpless. This state will continue for one round per level of the caster.

While enraptured the target is completely immune to any pain. Once the sensation of ecstasy has ended, the target will be dazed for the next 1d4+1 rounds and he can perform no action besides fending off attacks.

Creatures who fail their saving throw against this spell will have a lower resistance to ecstasy in the future. They suffer a -1 penalty to their saving throw whenever they attempt to resist this spell. The ecstasy spell has no effect on plants, undead, and any creatures incapable of feeling pleasure. Enhanced Mirror Image

Illusion (Figment) Level: Brd 4, Sor/Wiz 4 Components: V, S, F Casting Time: 1 action Range: Personal Target: You Duration: 1 minute/level

This spell causes four illusory duplicates to appear around you. These images duplicate your appearance and actions exactly, down to your sounds, odors, and thermal appearance. As with the mirror image spell, these images shift position at the end of each round making it difficult for a foe to know which to attack. If an image is struck it immediately vanishes. However, these vanished images regenerate at the rate of one new image per round for the duration of the spell. At the end of the spell duration, all surviving images wink out.

Focus: A small glass cube with half silvered faces. The cube is suspended from a corner by a fine chain. Explosive Air Burst

Evocation Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 30-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

Upon casting this spell, a sphere of highly compressed air flies from the fingertips of the caster to the target. The air explodes in a powerful blast of winds that will instantly snuff any small flames within a 30-ft. radius. A 20-ft. radius opening will instantly appear in any cloud of mist or gas.

Anybody standing within 5 ft. of the center of the explosion will suffer 2d6hp + 1hp/level of subdual damage. This damage is reduced by 2hp for every 5 ft. from the center of the blast. Those who make their Reflex saving throw are able to avoid some of the impact and thus only suffer half damage as a result. Those that fail their roll will be knocked off their feet and stunned for a full round.

Material Component: A small, airtight bladder, which is inflated prior to casting the spell. Extinguish Fire

Transmutation Level: Clr 2, Sor/Wiz 2 Components: V, M/DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: 30-ft. radius sphere Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes

When this spell is cast, all normal fires within the area are completely extinguished and can not be re-ignited. Magical flames are effected each round as if by a dispel magic spell. Beings from the elemental plane of fire suffer 2d4hp of snuffing damage per round while inside the spell area, but a Fortitude saving throw will reduce this by half.

This spell has no effect on the temperature of materials within the area. Once the spell has expired previously burning materials can be ignited again.

Arcane Material Component: The breath of the caster exhaled into a small flask, which is then smashed as the spell is cast. Eye Wall

Conjuration (Summoning) Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Area: Wall whose area is up to 5-ft. square/level Duration: 1 hour/level Saving Throw: None Spell Resistance: No

This spell will create a dark, chitinous wall that is covered on both sides with hundreds of eyes. These eyes shift and look in every direction, observing all that is occurring in the vicinity. The wall has a thickness of 1 in./level, a break DC of 25, and a hardness of 7. It has 10hp per level of the caster.

The wall constantly secretes slimy mucus that drains down the wall, giving the surface a slick, moist appearance. This slime gives the wall a climb DC of 25. It is also very unpleasant to taste, but not harmful.

While the wall remains in place the caster can concentrate to view both sides of the wall from the perspective of the many eyes. The eyes provide both normal sight and 10-ft. darkvision to the caster. This ability will function regardless of the distance from the wall. However the wall is instantly negated if the caster journeys to another plane.

If a sight-effecting spell such as blindness is cast on the wall while the caster is concentrating on the eyes, he can be effected by the spell. Gaze attacks directed against the wall will also effect the caster in this manner.

Material Components: An intact eye of any animal, a live beetle, and some snail or slug slime in which the caster's finger is wiped. False Glamer

Illusion (Glamer) Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 action Range: Touch Effect: Visual figment that is attached to a creature or object smaller than a 10-ft. cube. Duration: 1 round/level (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No

This simple illusion will cause a solid object or creature to flicker and blur faintly, as if it were a flawed image. Failed attempts to disbelieve the illusion will appear to succeed, giving the object or creature the false appearance of a translucent outline.

Material Component: A handful of desert sand. Far Sight

Transmutation Level: Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level (D)

This spell bends and warps the light entering the eyes of the caster so that he can see great distances with considerable clarity. His sight is magnified by a factor of one + caster's level. Thus at the highest magnification allowed at second level everything appears to be at one-third its actual distance.

The caster can vary the magnification at will, ranging from 2x to the maximum allowed. Due to the distortion of his sight, however, he is effectively dazzled while the spell is active, regardless of the magnification. The spell does not enhance the accuracy of ranged attacks, although it will allow the caster to see a distant target with greater clarity and to place a spell area more effectively. Fasting

Enhancement (Compulson) Level: Brd 4, Clr 4, Drd 4, Sor/Wiz 4 Components: V, S, M Casting Time: 1 full round Range: Touch Target: One creature Duration: 1 week + 1 day/level Saving Throw: Will negates Spell Resistance: Yes

Upon touching the target, this spell will inflict a continual state of fasting. The victim must make a Willpower saving throw or be incapable of taking nourishment from any food he eats. Even the tastiest meal will seem very bland and the target is unable to enjoy any food he is given.

The target will slowly begin to grow weak and unhealthy from lack of nutrition. He or she will suffer the full mental and physical effects of starvation. However once the spell expires the victim can begin to slowly recuperate through rest and the consumption of food.

Focus: An empty bowl. Fiery Eyeblast

Evocation [Fire] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 minute Range: Unlimited Area: 20-ft.-radius spread Duration: 1 round/level Saving Throw: Reflex half Spell Resistance: Yes

You create a burning globe the size of a closed fist that resembles a flaming orange eyeball. This eye functions almost identically to the magical sensor of the arcane eye spell. However it views the world solely by means of darkvision, giving the same visual ability provided by the darkvision spell. The eye can travel at 40 feet each round and can be turned to view any direction while it is moving. It is larger than the arcane eye, and can only pass through openings that a domestic cat would be able to squeeze past.

At any time prior to the expiration of the spell, you can cause the eye to erupt in a fiery explosion as a free action. This has the same effect as the blast produced by the delayed blast fireball spell. Once the eye has erupted the spell immediately expires.

Material Component: Eye of a salamander (worth 50gp). Flying Formation

Transmutation Level: Sor/Wiz 5 Components: V, S, M/DF Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: See text Duration: 20 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

This spell enables you or a creature you select to lead a small group of beings in flight. For each level of experience the caster can designate one additional medium size or smaller creature within range to accompany the flight leader.

Larger creatures can also be effected, but only one large creature per two levels, one huge creature per four levels, or one gargantuan creature per eight levels of the caster can be designated. (Creatures can change size after the spell is cast without adjusting the number effected.) These creatures can carry weight up to what they would consider a heavy load and still retain the ability to fly.

All designated creatures that are flying in formation under the command of the flight leader are able to fly with a speed of 120 feet. (90 feet if the flight leader is wearing medium or heavy armor.) They can climb at half this rate or descend at double the speed. The maneuver rating of the group is poor. The leader can determine the formation that is assumed by the flying creatures at will, and the beings will then automatically shift to the corresponding position regardless of how the group maneuvers.

At any time the designated beings, other than the flight leader, can exert their will and fly independently. However they are only able to fly with a speed of 90 feet at a maneuverability of good. (60 feet if the being is wearing medium or heavy armor.) Should they move beyond the maximum spell range, however, then they are no longer able to fly. Instead they are effected by a continual feather fall spell until they set down.

If the caster initially designates fewer creatures to accompany the group then the formation can fly at a faster rate. If the number of creatures selected only require up to half the caster's total levels, then the group can fly with a speed of 180 feet and have a maneuver rating of average. (120 feet if the flight leader is wearing medium or heavy armor.) Should only one other creature besides the flight leader be effected by this spell, then they can fly with a speed of 240 feet and a maneuver rating of good. (180 feet if the flight leader is wearing medium or heavy armor.)

Once the spell duration expires, all creatures in the group are effected by a feather fall spell until they set down. Unlike the restrictions on that spell, however, there is no weight limit on this effect. Thus a creature can weight more than 300 lbs./level of the caster and still be effected by the feather fall.

Arcane Material Component: A wing feather from any migrating bird.

Sail of Disguise If a wielder grips the rope that hangs from this sail and speaks the command word, he can change the appearance of a ship to which the sail is rigged. The ship can appear up to 50% bigger or smaller than its actual size, and its color, apparent texture, and apparent shape can be altered at will. A shipwide motif also usually appears (for example, Captain Zyn generally makes all of the features of the ship look spiky and reptilian). If this item is used to make the ship look similar to local lighting, weather, and water conditions, the DC to Spot the ship is increased by +5 (a circumstance bonus).

Strong illusion; CL 10th; Craft Wondrous Item, disguise self, mirage arcana; Price: 90,000 gp

Cauldron of Merrymaking This cauldron is a coveted possession that Zyn hides in his own cabin (especially when Ferdinin is thirsty). Twice per day, it turns a cauldronfull of seawater into a fabulous mead that typically sells for 10 gp per mug (30 mugs per cauldron).

Moderate transmutation; CL 11; Craft Wondrous Item, purify food and water, charm person, heroes' feast; Price: 47,520 gp

Ghastly Bond of Unnaturally Swift Pursuit This 200-foot rope, culminating with a grappling hook, is a pale gray color, and often makes a ghostly hissing noise. If the grappling hook is thrown from one ship to another, the target will then find that the rope and grappling hook become incorpereal (and therefore difficult to remove without a command word). However, this incorpereal bond now connects the two ships, so that the target ship, if it tries to escape the vicinity of the attacking ship, finds that it drags the pursuing ship along with it.

Moderate necromancy and transmutation; CL 14; Craft Wondrous Item, animate rope, haste, dimensional anchor, locate object; Price: 76,000 gp

Buzzing Orbs of Life These small white pearly spheres, about an inch in diameter, are a legend throughout the Azure Coast, and all merchants and pirates in the land are always on the lookout for a chance to discover, buy, or steal some. If released from containment, these items fly about their vicinity with a buzzing sound, "seeking" for injured creatures. When they are near such a creature, they commence casting cure spells on these creatures. Each orb can cast Cure Serious Wounds once per day, and Cure Light Wounds 10 times per day, with at least half an hour between each Cure Light Wounds spell. Legends claim that the orbs were created by an epic cleric long ago, who had to slay a powerful undead being to create each one.

Moderate necromancy; CL 7; Ability to turn undead, cure serious wounds, fly; Price (1 orb) 20,400 gp

Other than Captain Zyn's personal bed of copper pieces (with a few gold and silver coins scattered in the pile to make it look nicer), and personal reserves of 1,000 or so gp that each crew member keeps, the crew of Zyn's ship doesn't keep treasure in the form of cash. They prefer a collection of exotic art objects, preferably containing gems. Any time they visit pirate-infested ports, they spend all the cash they can on art objects and magical items.

Of particular interest, out of non-magical treasure, are a collection of eleven statues of rakshasas, carved of onyx. Captain Zyn quite accidentally discovered, early in his career, that he had two such statues in very similar styles. Since then, he has discovered that they are both part of a set, but the purpose or extent of this eclectic set is still a mystery (even to Legend Lore spells). Zyn continues to keep a sharp eye out, while he buys and sells and plunders and explores, for more statues to add to his collection, hoping to someday discover their purpose.

Anaphylaxis Necromancy Level: Druid 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: instantaneous and 1d6+2 rounds; see text Saving Throw: Fortitude; see text Spell Resistance: No

Your touch causes an allergic reaction that distracts, distorts, and disrupts a creature.

You must make a successful touch attack to deliver the effects of this spell. Your touch inflicts the target with a sudden and severe allergic reaction, which, for 1d6+2 rounds on a failed Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier), causes the target's face and tongue to swell and distort, making it impossible to recognize him or her by visage, nor can the target communicate orally or use verbal spell components. In addition, the spell deals 1d10 points of Charisma damage immediately and another 1d10 points of Charisma damage 1 minute later. Each instance of Charisma damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).

Anaphylaxis can only affect aberrations, animals, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, vermin, and other creatures that eat, sleep, and breathe. The non-Charisma damage effects can be prevented, mitigated, or neutralized by abilities, spells, or other palliatives that effectively ameliorate disease.

Material Component: A dried blade of grass.




Augment Natural Ally Transmutation Level: Druid 4, Ranger 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: 1 plant creature or animal/4 levels touched Duration: 10 min/level Saving Throw: Will negates (harmless) Spell Resistance: No

You bestow your plant and animal allies' natural weapons with magical abilities.

You imbue allied animal or plant creatures' natural weapons, such as their vines, spines, claws, or teeth, with a supernatural effect. You may add any weapon special ability to the natural weapon; for example, a wolf’s bite could be made flaming, keen, or even vorpal. You add a number of bonuses equal to your level divided by three, rounded down; so at 10th level you could apply special abilities that equate to a bonus of +3, such as speed or holy flaming. You may split bonuses among natural weapons in any number of ways—a claw could be made flaming whilst a bite icy or a bite could be both flaming and icy.


Benign Polymorph Transmutation (Polymorph) Level: Assassin 4, Druid 2, Sorcerer/Wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One willing creature Duration: 1 hour/level (D); see text Saving Throw: Fort. negates (harmless) Spell Resistance: Yes (harmless)

You cause a creature to become a small animal.

You change a willing Medium-sized or smaller creature into a Tiny or Diminutive animal of no more than ½ hit dice. The creature takes on the form, movement, and abilities of the animal (though the creature retains its own Intelligence, Wisdom, and Charisma scores). Either you or the changed creature may dismiss the spell as a standard action at any time during its duration. (See description of the polymorph subschool on page 95 of the Player's Handbook II for more details.)


Create Vine Conjuration (Creation) Level: Druid 0, Ranger 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Up to 10 feet of vine/level Duration: 24 hours (D) Saving Throw: None Spell Resistance: No

You conjure a vine, which will remain in existence for 24 hours or until dismissed. The vine has 4 hp/caster level, armor class 10 + 2/caster level, and requires a strength DC of 23 + 2/caster level to burst. In all other respects, it is an ordinary, non-magical vine that will reveal no magical aura. The desired length of conjured vine will appear at a desired location within range.


Decay Transmutation Level: Druid 4 Range: Long (400 ft. + 40 ft./level) (see text) Target: One structure, construct, or portion of an object or structure

This spell functions just as the Crumble spell except as described herein.

The size objects you can erode are as follows: Level Size of Object Affected Up to 8th Large 9th–12th Huge 13th–16th Gargantuan 17th–20th Colossal

You may also (at a range of 100 ft. + 10 ft./level) target portions of objects or structures, rather than the whole object, by decaying areas of up to 5 cubic feet/level--regardless of the size of the object. For instance, you may target the central portion of a bridge in 5-foot cubes rather than the gargantuan bridge itself.

The decay deals 1d8 points of damage per caster level to the object (hardness does not apply) to a maximum of 15d8.


Disanimation Zone Conjuration (creation) Level: Clr 8, Drd 8 Components: V, S, DF Casting Time: 1 round Range: Personal Area: 10-ft. radius emanation, centered on you Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No

You bring into being a mobile field of non-magical disanimation that prevents "animated" creatures from functioning.

Animated Objects, Constructs, and Undead ("animated creatures") that enter the Disanimation Zone cease to function and immediately enter the equivalent of an unconscious state so long as they remain within the zone. Animated creatures, can "feel" the Disanimation Zone as they get nearer to it and will not, generally, enter the zone by accident. The Disanimation Zone affects even those animated creatures that would otherwise be immune to magic.

The spell fails if animated creatures are within the emanation area as the spell is being cast. The zone will collapse if you force it into a space occupied by an animated creature—though once an animated creature has entered the zone legitimately, you may move the zone in any way with respect to that animated creature.

Non-animated creatures within the zone are bolstered with a sense of calm such that abilities and effects that cause fear or that would compel or cause creatures within the zone to leave the zone do not affect them.


Earthswap Transmutation Level: Druid 1, Ranger 1 Components: V Casting Time: 1 swift action Range: Medium (100 ft. + 10 ft./level) Targets: Two willing creatures of up to Large size Duration: Instantaneous Saving Throw: None Spell Resistance: No

You cause two allies to exchange locations by traveling through the earth.

You cause two willing target creatures, of which you can be one, to instantly swap positions by traveling through the earth. You cannot target a creature that is free falling, flying, floating in the air, or otherwise without a direct or indirect nexus to the earth. Anything carried by the targets (up to the creatures’ maximum loads) goes with them. The swap is instantaneous and does not provoke attacks of opportunity; though, any swapped creature may only make up to a standard action (rather than a full-round action) on its next turn.


Energy Barrier Abjuration Level: Cleric 4, Druid 3 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: An amorphous barrier with an area up to 10-ft. square/level Duration: Concentration + 1 round/level (D) Saving Throw: None Spell Resistance: Yes.

You create a visible but transparent magical barrier that protects against energy.

When you cast it, you must select the type of energy to protect against (acid, cold, electricity, fire, or sonic) and the location and shape of the barrier. Once created, the barrier cannot move (nor can you change the type of energy protected against). It is immune to damage of all kinds and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it as does a rod of cancellation, sphere of annihilation, and Mordenkainen's disjunction spell. Breath weapons and spells with the energy type descriptor cannot pass through the barrier either way.

An energy barrier will prevent any creature of the appropriate energy subtype (acid blocks: water sub-types, cold:cold sub-types, electricity: earth sub-types, fire: fire subtypes, sonic: incorporeal sub-types) from passing through, although it does not stop effects such as dimension door or teleport from functioning.

An energy barrier protects against not only against damage and access but also against adverse effects. For instance, a fire barrier will halt the effects of heat as well as stem the flow of magma or lava; a cold barrier will stop cold, solid ice, and snow; an acid barrier offers protection from water; an electricity barrier protects against lightning, shocks, and static; and a sonic barrier protects against deafness, sound, and other sound-based effects.

Even though the energy barrier offers protection, it does not protect against dehydration, starvation nor does it create oxygen where there is none (thus, an acid barrier could be used to create a bubble underwater, but it does not allow excess oxygen to flow through the sphere).

Material Component: a pinch of powdered quartz.


Ensnare Conjuration (Creation) Level: Druid 7 Components: V, S, M Casting Time: 1 standard action Range: 200 ft. + 20 ft./level Effect: 1 Medium or smaller creature/2 caster levels; 1 Large creature/4 caster levels; 1 Huge creature/6 caster levels; 1 Gargantuan creature/10 caster levels; 1 Colossal/16 caster levels; or any combination thereof. Duration: 1 round/level (D) Saving Throw: Reflex (negates), see text Spell Resistance: No

You conjure a writhing mass of entangling, binding vegetation that surrounds creatures, severely limiting their motion and drawing them to the ground.

You must make a successful ranged touch attack against each creature you wish to ensnare. You conjure masses of constricting vegetation that ensnare creatures that fail their reflex saves, preventing them from moving or making any use of objects not already held in their hands. The vegetation, itself, is non-magical, so creatures immune to magic do not automatically avoid becoming ensnared. The creatures can get free by making a DC 40 Wisdom check or a DC 45 Escape Artist check, one of which can be made each round. Creatures so ensnared cannot attack; are pinned; are treated as having total concealment; and can cast a spell only if the spell has no somatic component, any material components are in hand, and a successful Concentration check (DC 20+spell level) is made. Freedom of Movement will not release or provide any benefit to an ensnared creature, but Freedom will release it.

Flying creatures successfully touched by this spell are drawn (at a rate of 300ft./round) to the ground for 1d4+1 rounds--regardless of their reflex saves--though, they take no falling damage. Swimming creatures successfully touched by this spell are drawn (at a rate of 200ft./round) to the surface for 1d4+1 rounds--regardless of their reflex saves--and both air- and water-breathing creatures will be able to respire normally at the surface.

Material component: a small piece of vine.


Fecund Footsteps Conjuration (Creation) Level: Druid 0 Components: V, S Casting Time: 1 standard action Range: You Effect: Causes plants to grow where you walk Duration: 10 minutes/level Saving Throw: None Spell Resistance: No

Your very footsteps festoon the ground with flowers, plants, grasses, and weeds of all kinds.

While under the effect of this spell, your footsteps cause genuine flora to grow wherever you walk. At your option, these flora can be flowers, small plants or shrubs, fungi, grasses, vines, mosses, weeds and/or other normal undergrowth. For the duration of the spell, you may, at your discretion, cause flora to grow on any surface your footsteps actually touch. The flora do not hinder movement or provide cover on their own, nor does their growth damage the surface where they grow. They can, however, be targeted by spells such as entangle or plant growth.

When the spell’s duration expires, the flora either continue to live normally if the ground and climate are suitable, or else melt away.


Fertilize Plant Creature Transmutation Level: Druid 5 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to one plant creature per two levels, no two of which can be more than 30 ft. apart Duration: 1 minute/level Saving Throw: Fortitude negates Spell Resistance: Yes

You enable plant creatures to flourish and become more resilient and luxuriant.

A number of target plant creatures are enhanced by this spell, making them heartier and more magnificent. For the duration of the spell, the targeted creatures gain a +6 bonus to Charisma and +4 to Dexterity; resistance 10 to fire and acid; +10 ft. to movement and reach; +5 to all grapple checks; twice per day, the extraordinary ability to produce a Splinterbolt (SpC @ 203) effect as if a caster of equal level to its hit dice; and, twice per day, the extraordinary ability to Dehydrate (SpC @ 62) any number of target creatures within 10ft. as if a caster of equal level to its hit dice.

Material component: some rotting vegetation.


Pollinate Conjuration (Creation) Level: Druid 1, Ranger 1 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Up to 20 cubic feet Duration: Instantaneous Saving Throw: Will negates (daze only) Spell Resistance: No

You conjure a swirling flurry of pollen that covers everything with which it comes into contact.

A cloud of golden pollen particles visibly covers all surfaces, everyone, and everything in the area, until the pollen can be (intentionally) removed, which takes 10 minutes (to clean off a medium creature or 10 square feet of surface area) without liquid, 1 minute with liquid and cloth, and 1 round with full submergence into liquid.

Vermin within the area become dazed for 1 round. Creatures with the Scent ability get a +5 circumstance bonus when tracking pollen-covered quarry.

Material component: a flower.


Shroud Illusion (Glamer) Level: Assassin 1, Bard 1, Druid 0, Sor/Wiz 0 Components: S Casting time: Swift Action Target: Creature touched Duration: 10 minutes/level (D) Saving throw: None Spell Resistance: No

Light emanating from the touched creature is only visible to that creature.

This spell causes light emanating from the touched creature--or from objects or effects controlled or created by the touched creature--to be invisible to all but the touched creature. The light behaves completely normally from the perspective of the touched creature, but is completely invisible to all other creatures, including the touched creature's allies. So a torch held by touched creature would shed light and create shadows only for him, but the light from a campfire near the target would shed light and create shadows for all (unless, of course, the touched creature made the fire).


Summon Nature’s Minor Ally Conjuration (Summoning) Level: Druid 0 Components: V, S, DF Casting time: Absorbing Touch School: Transmutation; Level: alchemist 3 Casting Time: 1 standard action Components: S Range: touch Targets: object touched Duration: 1 day/level (D) Saving Throw: Fortitude negates (object) Spell Resistance: no

You absorb the next object your hand touches into your body. If you are already holding an object, you can attempt to absorb it; otherwise, you may touch an object as a standard action separate from casting the spell. You can absorb any nonmagical, nonliving object weighing no more than 1 pound per caster level. A container and its contents count as a single object. Objects in the possession of another creature receive a Fortitude saving throw to prevent absorption. You may continue to attempt to absorb objects until one is absorbed.

An absorbed object melds with your hand and cannot be targeted, but the object's weight still counts against your carrying capacity. If you dismiss the spell, the item appears in the hand that absorbed it, or falls to the ground if that hand is full. Multiple castings let you absorb additional items, but you can only store a single item per hand.

Source: Advanced Player's Guide


Accelerate Poison School: Transmutation; Level: druid 2, ranger 2, sorcerer/wizard 2 Casting Time: 1 standard action Components: V, S, M (a thorn) Range: touch Targets: creature touched Duration: instantaneous Saving Throw: Fortitude negates Spell Resistance: yes

You hasten the onset of poison in the target. If the poison normally has an onset time, its effects begin immediately. If the poison has no onset time, its frequency is doubled, requiring two saving throws and inflicting damage twice per round or minute, though its duration is halved. Accelerate poison does not change the cure condition for the poison. If the target is affected by more than one poison, you may choose which is affected if you administered the poison; otherwise, randomly determine which poison is affected.

Source: Advanced Player's Guide


Acid Pit School: Conjuration (Creation) [acid]; Level: sorcerer/wizard 4, summoner 4 Casting Time: 1 standard action Components: V, S, M (drop of acid), F (Fine shovel worth 10 gp) Range: medium (100 ft. + 10 ft./level) Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels Duration: 1 round + 1 round/level Saving Throw: Reflex negates; see text Spell Resistance: no

This spell functions as create pit, except that it places a 5-footdeep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Refer to Table 9-2: Items Affected by Magical Attacks (Core Rulebook 216). Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude saving throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a Climb DC of 30.

Source: Advanced Player's Guide


Alchemical Allocation School: Transmutation; Level: alchemist 2 Casting Time: 1 standard action Components: S Range: personal Targets: you Duration: 1 round

This extract causes a pale aura to emanate from your mouth.

If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.

Source: Advanced Player's Guide


Allfood School: Transmutation; Level: ranger 2 Casting Time: 1 standard action Components: V, S, M (a pinch of salt and pepper) Range: touch Targets: object touched, weighing up to 5 lbs./level Duration: instantaneous Saving Throw: Will negates (object) Spell Resistance: yes (object)

You can transform one object, weighing up to 5 lbs. per caster level, into an edible substance that any living creature can chew, swallow, and safely digest. This allfood always has a bland taste and slightly gooey consistency when chewed regardless of its original nature.

One pound of allfood provides enough sustenance to support a Medium creature for an entire day.

Objects of similar nature in close proximity, such as a pile of rocks, count as a single object for the purpose of this spell. You cannot use this spell to transform objects with magical or other exceptional qualities. An object's hardness is considered to be 0 for the purposes of eating it, but it retains its normal hardness for all other situations, and becomes no more vulnerable to sunder attacks, break attempts, or any other action typically directed against objects. Objects such as hot coals or a burning torch continue to produce energy even after you transform them into allfood and if a creature attempts to eat such an object, it takes damage accordingly.

Source: Advanced Player's Guide


Alter Winds School: Transmutation [Air]; Level: druid 1, sorcerer/wizard 1 Casting Time: 1 minute Components: V, S Range: touch Area immobile 10-ft.-radius emanation Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: yes

You subtly enhance or diminish the effects of natural winds within the spell's area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural (but not magical) wind effects are either increased or decreased by one step in intensity (Core Rulebook 439). The maximum wind force you can affect with this spell is based on your caster level, as shown on the table below. Alter winds has no effect on magical wind effects.Caster Level: Wind Force 1st-3rd Light 4th-9th Moderate 10th-15th Strong 16th or higher Severe

Source: Advanced Player's Guide


Amplify Elixir Transmutation Level: alchemist 3 Casting Time: 1 standard action Components: S Range: personal Targets: you Duration: 1 round/level

This extract greatly enhances the effects of any potion or elixir you consume. For the duration of this extract, any potion or elixir you consume is treated as if it were empowered. Increase all variable numeric effects of the potion or elixir by half. If the potion or elixir does not have any variable numeric effects, it is instead treated as if it were extended (double the duration of the potion or elixir). If the potion or elixir does not have any variable numeric effects, or has an instantaneous duration, amplify elixir has no effect. Amplify elixir affects oils that target you, but it has no effect on oils that target your equipment.

Source: Advanced Player's Guide


Ant Haul School: Transmutation; Level: alchemist 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1 Casting Time: 1 standard action Components: V, S, M/DF (a small pulley) Range: touch Targets: creature touched Duration: 2 hours/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

The target's carrying capacity triples (see Table 7-4: Carrying Capacity on page 171 of the Core Rulebook). This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

Source: Advanced Player's Guide


Aqueous Orb School: Conjuration (Creation) [water]; Level: druid 3, sorcerer/wizard 3, summoner 3 Casting Time: 1 standard action Components: V, S, M (a drop of water and a glass bead) Range: medium (100 ft. + 10 ft./level) Effect: 10-ft.-diameter sphere Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: no

You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any nonmagical fires and functions as dispel magic against magical fires as long as those fires are size Large or less.

Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a Medium or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell's range.

Source: Advanced Player's Guide


Arcane Concordance School: Evocation; Level: bard 3 Casting Time: 1 standard action Components: V, S, M (a spent wand) Range: personal Area 10-ft.-radius emanation centered on you Targets: you Duration: 1 round/level Saving Throw: none Spell Resistance: no

A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. Any arcane spell cast by a creature within the area gains a +1 enhancement bonus to the DC of any saving throws against the spell, and can be cast as if one of the following metamagic feats was applied to it (without increasing the spell level or casting time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell (you choose the metamagic feat when you cast arcane concordance).

Source: Advanced Player's Guide


Arrow Eruption School: Conjuration (Creation); Level: ranger 2, sorcerer/wizard 2 Casting Time: 1 standard action Components: V, S, M (arrow or crossbow bolt) Range: long (400 ft. + 40 ft./level) Area 30-ft.-radius burst Duration: instantaneous Saving Throw: none Spell Resistance: yes

You create exact duplicates of the arrow or crossbow bolt you used to kill a creature in the previous round and launch one at enemy creatures within a 30-foot radius of the corpse. You can target one creature per caster level (maximum 15) within range of the burst and must make a single attack roll and apply it to each arrow. These duplicate arrows possess all the intrinsic magical properties of the arrow that killed the original creature as well as those passed on to it by your bow. They also enjoy the full benefit of any bonuses or modifiers you applied to the attack from other magical items, feats, and class or racial features. However, this spell cannot reproduce any spells or other limited-use magical effects that you used to enhance that particular attack. This includes such effects as the true strike spell, as well as any area spell you might have placed on the arrow by means of the arcane archer's imbue arrow class feature.

Source: Advanced Player's Guide


Aspect of the Bear School: Transmutation (Polymorph); Level: druid 2, ranger 2 Casting Time: 1 standard action Components: V, S, DF Range: personal Targets: you Duration: 1 minute/level

You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, and overrun combat maneuvers without provoking attacks of opportunity.

Source: Advanced Player's Guide


Aspect of the Falcon School: Transmutation (Polymorph); Level: druid 1, ranger 1 Casting Time: 1 standard action Components: V, S, DF Range: personal Targets: you Duration: 1 minute/level

You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.

This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.

Source: Advanced Player's Guide


Aspect of the Stag School: Transmutation (Polymorph); Level: druid 4, ranger 3 Casting Time: 1 standard action Components: V, S, DF Range: personal Targets: you Duration: 1 minute/level

When you cast this spell, you take on an aspect of a stag, including some of its physical characteristics. Your features become elongated and sinewy, and you grow a set of antlers you can use for defense. You gain a +2 dodge bonus to AC against attacks of opportunity, your base speed increases by 20 ft., you can move through any undergrowth (including magically manipulated undergrowth) at your normal speed, and can even make a 5-foot step within such terrain.

Furthermore, when you are hit with an attack of opportunity, you can make a single attack with your antlers against the opponent that hit you as an immediate action. This attack uses your highest base attack bonus plus your Strength or Dexterity bonus (your choice) and deals 1d8 points of piercing damage (if you are Medium; 1d6 points of damage if Small) plus your Strength modifier on a successful hit. The antlers have a critical multiplier of 19-20/x2.

Source: Advanced Player's Guide


Aspect of the Wolf School: Transmutation (Polymorph); Level: druid 5, ranger 4 Casting Time: 1 standard action Components: V, S, DF Range: personal Targets: you Duration: 1 minute/level

When you cast this spell, you take on an aspect of a wolf, including some of its physical characteristics. You become more rugged, your ears become elongated, and you sprout sharp fangs and fur.

You gain a +4 enhancement bonus to Strength and Dexterity, the scent ability, a +2 enhancement bonus on trip attacks, and can make a trip combat maneuver as a swift action. This trip attack does not provoke attacks of opportunity.

Source: Advanced Player's Guide


Aura of Greater Courage School: Abjuration; Level: paladin 2 Casting Time: 1 standard action Components: V, S, DF Range: personal Area 10-ft.-radius emanation centered on you Duration: 10/minutes per level Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

When you cast this spell you strengthen your paladin's aura of courage. Until the end of its duration, all allies within that aura are immune to fear (magical or otherwise). If you do not have the aura of courage class feature, aura of greater courage has no effect.

Source: Advanced Player's Guide


Ball Lightning School: Evocation [air], [electricity]; Level: druid 4, sorcerer/wizard 4 Casting Time: 1 standard action Components: V, S, M/DF (a small iron ring) Range: medium (100 ft. + 10 ft./level) Effect: two or more 5-ft.-diameter spheres Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: yes

You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere's course.

If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a -4 penalty on this saving throw.

Each globe moves as long as you actively direct it (it's a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the spell's range.

Source: Advanced Player's Guide


Banish Seeming School: Abjuration; Level: inquisitor 3, witch 5 Casting Time: 1 standard action Components: V, S, M (a cold iron nail) Range: touch Targets: one creature or object Duration: instantaneous and 1 round/level; see text Saving Throw: none Spell Resistance: no

With a melee touch attack you can dispel an Illusion or return a creature to its natural form. This functions as dispel magic directed at the effect in question, except you receive a +2 enhancement bonus on your dispel check and you can only dispel Illusions or changes in form created by supernatural effects or spells. If multiple effects are changing the creature's appearance, you can dispel one such effect for every four caster levels you possess, starting with the highest caster level spells and proceeding to spells with lower caster levels.

The caster level for supernatural abilities such as change shape is equal to the target creature's Hit Dice. A creature returned to its natural form by banish seeming is prevented from changing its form again for a number of rounds equal to your caster level.

Banish seeming has no effect on nonmagical means of changing appearance, such as that provided by a disguise or extraordinary ability.

Source: Advanced Player's Guide


Bard's Escape School: Conjuration (Teleportation); Level: bard 5 Casting Time: 1 standard action Components: V, S, M (pieces of a smashed fiddle) Range: medium (100 ft. + 10 ft./level) Targets: you and up to 1 willing creature/2 caster levels, no two of which can be more than 30 ft. apart Duration: instantaneous Saving Throw: none Spell Resistance: no

You whisk yourself and willing allies out of a tight jam, or instantly transfer yourselves to another location to achieve greater strategic positioning. You can move any allies within range to any other space of your choosing within range. Those spaces need not be in line of sight or line of effect from your original position, but must be open locations on surfaces able to support the creatures teleported. Except as noted above, this spell otherwise functions as dimension door.

Source: Advanced Player's Guide


Beguiling Gift School: Enchantment (Compulsion) [mind-affecting]; Level: bard 1, witch 1 Casting Time: 1 standard action Components: V, S, F (the object to be offered) Range: 5 ft. Targets: one creature Duration: 1 round Saving Throw: Will negates Spell Resistance: yes

You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its Will save, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a potion consumed, a ring put on a finger, and a sword wielded in a free hand. If the target is physically unable to accept the object, the spell fails. The subject is under no obligation to continue consuming or using the item once the spell's duration has expired, although it may find a cursed item difficult to be rid of.

Source: Advanced Player's Guide


Bestow Grace School: Abjuration; Level: paladin 2 Casting Time: 1 standard action Components: V, S, DF Range: touch Targets: one good creature touched Duration: 1 minute/level Saving Throw: Will (harmless) Spell Resistance: yes (harmless)

With this spell you can bestow your divine grace on another good creature for a short amount of time, infusing that creature with a portion of your holy virtue. When you touch the subject, you grant that creature a sacred bonus to its saving throws equal to its Charisma bonus (if any) on all saving throws.

Source: Advanced Player's Guide


Blaze of Glory School: Conjuration (Healing) [good], [mind-affecting]; Level: paladin 4 Casting Time: 1 standard action or immediate action; see text Components: V Range: Area 30-ft.-radius burst centered on you Duration: instantaneous and 1 round/level; see text Saving Throw: Will partial Spell Resistance: yes

You fall unconscious but also unleash a spectacular wave of holy energy that heartens and heals your allies while leaving your opponents daunted and damaged. You can cast this spell as either a standard action on your turn, or as an immediate action when brought to below 0 hit points. If cast as a standard action, you are immediately reduced to -1 hit points, but stable, after casting the spell.

When you cast this spell, any good creature within range is healed for 1d6 points of damage per two caster levels. All evil creatures within range take the same amount as damage instead (a successful Will save halves this damage). In addition, all allies and enemies within range are affected as if by the prayer spell for 1 round per caster level.

Source: Advanced Player's Guide


Blessing of Fervor School: Transmutation; Level: cleric 4 Casting Time: 1 standard action Components: V, S, DF Range: close (25 ft. + 5 ft./2 levels) Targets: one creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice). Increase its speed by 30 feet. Stand up as a swift action without provoking an attack of opportunity. Make one extra attack as part of a full attack action, using its highest base attack bonus. Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

Source: Advanced Player's Guide


Blessing of the Salamander School: Transmutation (Polymorph); Level: druid 5, ranger 4 Casting Time: 1 standard action Components: V, S, DF Range: touch Targets: creature touched Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

When you cast this on a creature, its skin turns slick and clammy and it is able to regenerate damage each round. While under the effects of the spell, the creature gains fast healing 5, fire resistance 20 and a +2 competence bonus to its Combat Maneuver Defense.

Source: Advanced Player's Guide


Blood Biography School: Divination; Level: bard 2, cleric 3, inquisitor 3, sorcerer/wizard 3 Casting Time: 1 minute Components: V, S, M/DF (a scrap of parchment) Range: touch Targets: one creature's blood or one bloodstain Duration: instantaneous Saving Throw: Will negates (see text) Spell Resistance: no

You learn the answers to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures are entitled to a saving throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell the answers to the following four questions appear on any flat surface you designate (a wall, a piece of paper, and so on). Who are you? (The name by which the creature is most commonly known) What are you? (Gender, race, profession/role) How was your blood shed? (Brief outline of the events that caused its wound, to the best of the victim's knowledge) When was your blood shed? These answers always appear in a language you can read even if the creature cannot speak that or any language.

Source: Advanced Player's Guide


Bloodhound School: Transmutation; Level: alchemist 3, inquisitor 2, ranger 2 Casting Time: 1 standard action Components: V, S, M (a drop of blood and a pinch of cinnamon) Range: personal Targets: you Duration: 1 hour/level

You gain the scent special quality, including the ability to track by scent. You receive a +8 competence bonus on Perception checks involving smell and a +4 competence bonus on Survival checks to track using scent. You take a -4 penalty on saving throws against odor-related effects such as the stench ability and stinking cloud. A creature under the effects of bloodhound can detect poison by scent with a DC 20 Perception check.

Source: Advanced Player's Guide


Bloody Claws School: Necromancy; Level: druid 4, ranger 3 Casting Time: 1 standard action Components: V, S, DF Range: touch Targets: living creature touched Duration: 1 minute/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

You give a creature the ability to deal bleed damage when making natural attacks so long as the attack deals slashing or piercing damage. This bleed damage for each attack is equal to one-half your caster level (limited to the creature's maximum damage with that attack), though bleed damage does not stack. When two or more attacks deal bleed damage, take the worse effect.

Source: Advanced Player's Guide


Bomber's Eye School: Transmutation; Level: alchemist 1 Casting Time: 1 standard action Components: S Range: personal Targets: you Duration: 1 round/level

This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons.

Source: Advanced Player's Guide


Borrow Fortune School: Evocation; Level: oracle 3 Casting Time: 1 immediate action Components: V Range: personal Targets: you Duration: instantaneous; see text

When you make a d20 roll, you may choose to immediately cast this spell to reroll that die before success or failure is known, keeping the more favorable result. For the next two rounds following your casting of the spell, you must roll two dice each time a d20 roll is called for, keeping the less favorable result.

Source: Advanced Player's Guide


Borrow Skill School: Transmutation; Level: bard 1 Casting Time: 1 standard action Components: S Range: touch Targets: creature touched Duration: up to 1 round/level (see description) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

You borrow one of the target's known skills. After touching the subject, you can make a single check with the chosen skill using the subject's skill ranks, but modified by your own key ability.

If you take longer than the spell's duration to make the check or the check requires more time, then it fails and you must use your own skill ranks (if any). If the borrowed skill is a class skill for you, you gain the +3 bonus on checks using that skill.

Source: Advanced Player's Guide


Bow Spirit School: Conjuration (Creation); Level: ranger 4 Casting Time: 1 standard action Components: V, S, DF Range: personal Targets: you Duration: 1 round/level

A bow spirit is a shapeless force that hovers about you, taking ammunition from your quiver and firing it. For as long as the bow spirit lasts, you can spend a swift action to direct the bow spirit to fire an arrow or a bolt at a target of your choice, as if the bow spirit were firing the necessary ranged weapon. The bow spirit uses your base attack bonus plus your Dexterity modifier, as well as any bonuses and effects from feats you have that affect ranged attacks, or bonuses from the ammunition it uses.

A bow spirit's attacks do not provoke attacks of opportunity.

There must be ammunition available for the bow spirit to use, and it expends ammunition as if used by you.

A bow spirit occupies your space, and moves with you.

It cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A bow spirit's AC against touch attacks is 10 + your Dexterity modifier.

Source: Advanced Player's Guide


Brand School: Transmutation; Level: inquisitor 0 Casting Time: 1 standard action Components: V, S, DF Range: touch Targets: creature touched Duration: 1 day/level Saving Throw: Fortitude negates Spell Resistance: yes

Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed.

Source: Advanced Player's Guide


Brand, Greater School: Transmutation; Level: inquisitor 4 Casting Time: 1 round Components: V, S, DF Range: touch Targets: creature touched Duration: permanent Saving Throw: Fortitude negates Spell Resistance: yes

This spell functions like brand, except that it inflicts 1d6 points of damage when applied and cannot be removed, even temporarily. In addition, a greater brand blazes as bright as a torch when brought within 30 feet of a visible symbol of your faith. While the symbol is blazing, the recipient is sickened.

Like the effects of bestow curse, a greater brand cannot be dispelled, but it can be removed by any means that removes a mark of justice.

Source: Advanced Player's Guide


Break School: Transmutation; Level: sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S, M (a twig) Range: close (25 ft. + 5 ft./2 levels) Targets: one Medium or smaller object Duration: instantaneous Saving Throw: Fortitude negates (object) Spell Resistance: yes (object)

You can attempt to break or at least damage any one Medium or smaller object within range. If the target fails its Fortitude saving throw, it gains the broken condition. If cast on a broken item, that item is destroyed on a failed save.

Source: Advanced Player's Guide


Brilliant Inspiration School: Evocation [language-dependent]; Level: bard 6 Casting Time: 1 standard action Components: V Range: close (25 ft. + 5 ft./2 levels) Targets: one living creature Duration: 1 round/level and special (see below) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

You open a link between your mind and the subject's mind, giving advice and encouragement for as long as the spell is in effect. Each time the subject of the spell makes an attack roll, ability check, or skill check, it rolls two d20s and takes the better result. If any roll is a natural 20, the spell's effect ends-your brilliant advice is spent.

Source: Advanced Player's Guide


Bristle School: Transmutation; Level: druid 1 Casting Time: 1 standard action Components: V, S, DF Range: touch Targets: one creature Duration: 1 minute/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes

You give a creature the ability to redirect a portion of its innate toughness away from its own defense and toward the amount of damage it deals with natural attacks. Each round, as a swift action at the start of its turn, the creature can choose to reduce some or all of its natural armor bonus to AC and gain an enhancement bonus on all damage rolls for natural attacks equal to that amount. The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of -5/+5 at 15th level. A creature cannot reduce its natural armor bonus to less than 0 with this spell.

All attacks directed against the creature use its adjusted AC until the start of its next turn, at which time it can choose to modify its AC again or keep it at its current level. Creatures make this decision without any need for conscious thought or reflection; even creatures with no Intelligence score can benefit from this spell, although they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might lose.

Source: Advanced Player's Guide


Burning Gaze School: Evocation [fire]; Level: druid 2, sorcerer/wizard 2, witch 2 Casting Time: 1 standard action Components: V, S, M/DF (eye of a mundane salamander) Range: personal Targets: you Duration: 1 round/level Saving Throw: Fortitude negates (see text) Spell Resistance: yes

Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance.

As a standard action as long as this spell's effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the spell must make a Reflex save or catch fire.

Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze.

Note that this spell does not grant an actual gaze attack- foes and allies are not in danger of catching on fire simply by meeting your gaze.

Source: Advanced Player's Guide


Burst Bonds School: Evocation; Level: inquisitor 1 Casting Time: 1 standard action Components: V Range: touch Targets: one object or creature restraining you Duration: instantaneous Saving Throw: Fortitude half (object) Spell Resistance: yes

You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object (maximum 5d6), ignoring hardness of 10 or less. A Fortitude save halves the damage, although only magical restraints receive a saving throw.

You can also target a creature that is grappling or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to use burst bonds against a creature, and you can cast this spell without making a concentration check while grappled or pinned. The creature does not take damage as above. If you are grappled and your target fails its save, you may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability that originally allowed a saving throw, burst bonds allows a new saving throw with a +1 luck bonus per two caster levels (maximum +5).

Source: Advanced Player's Guide


Cacophonous Call School: Enchantment (Compulsion) [mind-affecting]; Level: bard 2 Casting Time: 1 standard action Components: V, S, M (a scrap of sheet music) Range: close (25 ft. + 5 ft./2 levels) Targets: one creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: yes

You fill your target's mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate.

The creature gains the nauseated condition for the duration of the spell if it fails its Will save.

Source: Advanced Player's Guide


Cacophonous Call, Mass School: Enchantment (Compulsion) [mind-affecting]; Level: bard 5 Casting Time: 1 standard action Components: V, S, M (a scrap of sheet music) Range: close (25 ft. + 5 ft./2 levels) Targets: one creature/level (all of which must be within 30 feet) Duration: 1 round/level Saving Throw: Will negates Spell Resistance: yes

This spell functions as cacophonous call, except that it affects multiple creatures.

Source: Advanced Player's Guide


Calcific Touch School: Transmutation [earth]; Level: sorcerer/wizard 4 Casting Time: 1 standard action Components: V, S Range: touch Targets: creature or creatures touched (up to one per level) Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: yes

Your touch progressively transmutes the substance of creatures you touch into stone. Once per round, you may deliver a touch attack that inflicts 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round. A successful Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is petrified permanently. Break Enchantment, restoration, or stone to flesh can reverse the effects of calcific touch.

Source: Advanced Player's Guide


Call Animal School: Enchantment (Compulsion) [mind-affecting]; Level: druid 1, ranger 1 Casting Time: 1 standard action Components: V, S, DF Range: see description Effect: one animal whose CR is equal or less than your caster level Duration: 1 hour/level (D) Saving Throw: none Spell Resistance: none

This spell calls the nearest wild animal of a particular type you designate (provided the animal's CR is equal to or less than your caster level) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within the spell's duration, you are aware of this fact, but the spell is wasted. Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge (nature) skill check (DC 15) to know what animals can be found in an area.

When the called animal arrives, it approaches to within 5 feet of you and remains nearby for the duration of the spell.

Its starting attitude is indifferent, modified by circumstances and interaction. Other than starting attitude, this spell gives you no special influence or ability to communicate with the called animal, although you may use other spells or abilities to do so.

Once the spell's duration expires, the animal acts in accordance with its attitude. Most animals will likely wander off, but a hostile predatory animal may attack, especially if it is hungry or provoked.

Domesticated animals or animals trained by someone else, including such creatures as familiars or animal companions, are unaffected by call animals.

Source: Advanced Player's Guide


Campfire Wall School: Evocation [fire], [light]; Level: bard 3, druid 2, ranger 2, sorcerer/wizard 3 Casting Time: 1 standard action Components: V, S, M/DF (ash made from burnt thorns) Range: close (25 ft. + 5 ft./2 levels) Effect: 20-ft.-radius sphere centered on fire source Duration: 2 hours/level; see below (D) Saving Throw: none Spell Resistance: yes

You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire continues to burn. The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as much illumination as a torch.

The barrier bocks line of sight, granting creatures on either side of the barrier total concealment from creatures on the other side. Any object or creature passing through the barrier from outside takes 1d6 points of fire damage and is also outlined with light equivalent to that of a torch, for 1d6 minutes. Creatures outlined in this way are plainly visible regardless of the light conditions and do not benefit from any sort of concealment, magical or otherwise. The light is not bright enough to have any special effect on undead or creatures vulnerable to light.

Creatures inside the barrier can leave without penalty, but if they try to return they suffer the same consequences as anyone else. If the fire source at the barrier's center is extinguished or moved, the spell ends.

Source: Advanced Player's Guide


Cast Out School: Abjuration; Level: inquisitor 3 Casting Time: 1 standard action Components: V, S, DF Range: touch Targets: creature touched Duration: instantaneous Saving Throw: Will partial Spell Resistance: yes

With a melee touch attack you blast a single creature and disrupt any magic controlling it. The target takes 2d8 points of damage + 1 point per caster level (maximum +15). In addition, you make a dispel check against any magic jar effect (including a ghost's malevolence ability) or Enchantment (compulsion) spells on the target creature, starting with the highest level spells and proceeding to lower level spells. Treat this as a targeted dispel magic spell, except cast out can dispel one such spell for every four caster levels you possess. A successful Will save halves the damage and limits the dispelling to a single spell or effect.

Source: Advanced Player's Guide


Castigate School: Enchantment (Compulsion) [fear], [language-dependent], [mind-affecting]; Level: inquisitor 2 Casting Time: 1 standard action Components: V, S, DF Range: close (25 ft. + 5 ft./2 levels) Targets: one living creature Duration: 1 round/level or 1 round; see text Saving Throw: Will partial Spell Resistance: yes

You compel the target to beg for forgiveness. On a failed save, the target cowers with fear. On a successful save, it is shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect. A creature who worships the same god as you takes a -2 penalty on its saving throw.

Source: Advanced Player's Guide


Castigate, Mass School: Enchantment (Compulsion) [fear], [language-dependent], [mind-affecting]; Level: inquisitor 5 Casting Time: 1 standard action Components: V, S, DF Range: medium (100 ft. + 10 ft./level) Targets: one creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level or 1 round; see text Saving Throw: Will partial Spell Resistance: yes

This spell functions as castigate, except it affects many creatures.

Source: Advanced Player's Guide


Challenge Evil School: Enchantment (Compulsion) [mind-affecting]; Level: paladin 1 Casting Time: 1 standard action Components: V, DF Range: close (25 ft. + 5 ft./2 levels) Targets: one evil creature Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: yes

You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends.

Source: Advanced Player's Guide


Chameleon Stride School: Illusion (Glamer); Level: ranger 2 Casting Time: 1 standard action Components: V, S, DF Range: personal Targets: you Duration: 1 minute/level

You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state.

While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance).

Source: Advanced Player's Guide


Clashing Rocks School: Conjuration (Creation) [earth]; Level: druid 9, sorcerer/wizard 9 Casting Time: 1 standard action Components: V, S Range: long (400 ft. + 40 ft./level) Effect: see text Duration: instantaneous Saving Throw: Reflex partial, see text Spell Resistance: no

You create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. The clashing rocks appear up to 30 feet away from the target on opposite sides and rush toward it with a mighty grinding crash. You must make a ranged touch attack to hit the target with the rocks. The clashing rocks ignore concealment and cover, and if there is a solid barrier between the target and either of the clashing rocks, the spell has a +28 bonus on the Strength check to burst through the barrier and continue unimpeded to the target. A creature struck by the clashing rocks takes 20d6 points of bludgeoning damage and is knocked prone. If the target fails a Reflex saving throw, it is also buried under the resulting rubble as if by a cave-in (see Pathfinder RPG Core Rulebook 415).

If the clashing rocks miss the target, the target still takes 10d6 points of bludgeoning damage from falling rocks and is knocked prone. A successful Reflex save reduces this damage to half and the target remains standing. Creatures other than the target that occupy the spaces where the clashing rocks appear or within their path (30 feet wide, 30 feet high, and up to 60 feet long) must also make Reflex saves or take 10d6 points of bludgeoning damage and be knocked prone (save for half and remain standing). A creature can only take damage once from the clashing rocks, no matter how many times the clashing rocks pass over a target creature.

Source: Advanced Player's Guide


Cleanse School: Evocation; Level: cleric 5, inquisitor 6 Casting Time: 1 standard action Components: S, DF Range: personal Targets: you Duration: instantaneous

Positive energy infuses and cleanses your body. This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, cleanse functions as break Enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.

If used by undead or other creatures healed by negative energy, the spell cleanses with negative energy rather than positive.

Source: Advanced Player's Guide


Cloak of Dreams School: Enchantment (Compulsion) [mind-affecting]; Level: bard 5, sorcerer/wizard 6, witch 6 Casting Time: 1 round Components: V, S, M (a rose petal and a drop of perfume) Range: 5 ft. Area 5-ft.-radius emanation centered on you Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: yes

You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded.

Creatures with the scent special quality have a -4 penalty on their saves.

Source: Advanced Player's Guide


Cloak of Shade School: Abjuration; Level: druid 1, ranger 1 Casting Time: 1 standard action Components: V, S, M (a leaf from a shade tree) Range: touch Targets: one creature per level Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: yes

(harmless) This spell provides the subject with some degree of protection from the harmful effects of the sun. The cloaked subject treats environmental heat due to sun exposure as one level less: severe heat is considered very hot conditions, while very hot is considered average temperature (see page 444 of the Core Rulebook for heat dangers). The cloak of shade also reduces any penalties from sunlight by 1. The spell does not, however, eliminate the effects of direct sunlight on creatures vulnerable to sunlight. Cloak of shade has no effect on environmental heat from sources other than the sun.

Source: Advanced Player's Guide


Cloak of Winds School: Abjuration air; Level: druid 3, ranger 3, sorcerer/wizard 3 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Targets: one living creature Duration: 1 minute/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

You shroud a creature in a whirling screen of strong, howling wind. The subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the subject per level of the caster. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.

Source: Advanced Player's Guide


Confess School: Enchantment (Compulsion) [language-dependent], [mind-affecting]; Level: inquisitor 2 Casting Time: 1 standard action Components: V, S, DF Range: close (25 ft. + 5 ft./2 levels) Targets: one creature Duration: 1 round Saving Throw: Will partial; see text Spell Resistance: yes

You ask the target creature a single question. On the subject's next action, it must answer truthfully in the same language as the question or take 1d6 points of damage per two caster levels (maximum 5d6) and be sickened for 2d4 rounds. A successful Will save negates the sickening effect and halves the damage. A creature that is unable to answer still takes damage.

Source: Advanced Player's Guide


Contagious Flame School: Evocation [fire]; Level: sorcerer/wizard 6 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Targets: three or more rays Duration: 3 rounds Saving Throw: none Spell Resistance: yes

You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Every round on your turn, a new ray of fire launches from each creature who took damage from the spell in the previous round-these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds-a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself.

Source: Advanced Player's Guide


Coordinated Effort School: Divination; Level: bard 3, inquisitor 3 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Targets: you plus one willing creature per 3 levels, no two of which can be more than 30 ft. part Duration: 1 minute/level Saving Throw: none Spell Resistance: no

Choose a single teamwork feat that you possess. You forge a link with your allies, allowing them to gain the benefits of the chosen feat even if they do not have it themselves. You must be a part of the group qualifying for a given bonus for your allies to gain the benefits. For example, two of your allies flanking an orc would gain no benefit from your Outflank feat, but an ally flanking the orc with you would. Your allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for either of you to receive the listed bonus.

Source: Advanced Player's Guide


Corruption Resistance School: Abjuration [chaotic], [evil], [good], or [lawful]; Level: antipaladin 2, inquisitor 2, paladin 2 Casting Time: 1 standard action Components: V, S, DF Range: touch Targets: creature touched Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

You grant the touched creature limited protection from magical effects that inflict damage based on the target creature's alignment, such as holy smite, order's wrath, a paladin's smite evil attack, or an unholy weapon. Choose one alignment type: chaos, evil, good, or law. The subject takes 5 less points of damage from effects that specifically harm creatures of that alignment. The value of the protection increases to 10 points at 7th level and 15 points at 11th level. The spell protects the recipient's equipment as well.

Corruption resistance protects against spells, spell-like abilities, and special abilities, not physical attacks. Corruption resistance only protects against damage. The subject can still suffer side effects from such attacks. When you use this spell to protect an alignment, it gains the descriptor of that alignment.

Source: Advanced Player's Guide


Coward's Lament School: Enchantment (Compulsion) [mind-affecting]; Level: inquisitor 4 Casting Time: 1 standard action Components: V, S, DF Range: close (25 ft. + 5 ft./2 levels) Targets: one living creature Duration: 1 round/level (D) Saving Throw: Will partial Spell Resistance: yes

You compel an opponent to face you in combat, or suffer for its cowardice. Each round that the target fails to attack you in melee, it receives a cumulative -1 penalty to its Armor Class, attack rolls, and saving throws (maximum penalty -5). Each round at the end of its turn, the target may attempt a Will saving throw to prevent the penalties from increasing for that round. All penalties reset to zero when the target attacks you in melee, but increase again if it stops attacking. If the target is prevented from attacking you by physical restraint, magic, or impassable terrain, the penalties do not increase. If you move away from the target, the spell ends.

Source: Advanced Player's Guide


Crafter's Curse School: Transmutation; Level: sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S, M (a broken tool) Range: close (25 ft. + 5 ft./2 levels) Targets: one creature Duration: 1 day/level (D) Saving Throw: Will negates Spell Resistance: yes

The target of crafter's curse takes a -5 penalty on all Craft skill checks while the spell lasts.

Source: Advanced Player's Guide


Crafter's Fortune School: Transmutation; Level: alchemist 1, sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S, F (a tool) Range: close (25 ft. + 5 ft./2 levels) Targets: one creature Duration: 1 day/level or until discharged (D) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.

Source: Advanced Player's Guide


Create Pit School: Conjuration (Creation); Level: sorcerer/wizard 2, summoner 2 Casting Time: 1 standard action Components: V, S, F (miniature shovel costing 10 gp) Range: medium (100 ft. + 10 ft./level) Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels Duration: 1 round + 1 round/level Saving Throw: Reflex negates Spell Resistance: no

You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet).

You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.

Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it.

In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it.

Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal.

The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

Source: Advanced Player's Guide


Create Treasure Map School: Divination; Level: bard 2, druid 3, ranger 2, sorcerer/wizard 2 Casting Time: 1 hour Components: V, S, M (powdered metal and rare inks worth 100 gp) Range: touch Targets: one dead creature Duration: instantaneous Saving Throw: none Spell Resistance: no

You can take a piece from a dead creature's body and use it to create a map that reveals the locations of any valuables that creature knew about while still alive. You must cut this piece off yourself and the creature cannot have died more than 24 hours prior to the casting of this spell. You cannot cast this spell on a creature without a physical body, and the portion you remove must have a fairly level surface such as a piece of hide, carapace, or skin. The map you create is accurate to the best knowledge the creature had at the time of its death. It reveals the location of one source of treasure for every three caster levels you possess.

Any inaccuracies or faulty information held by the creature are represented on the map as well. Similarly, the map cannot account for any changes that occur after the creature's death.

You must choose the scale of the map when creating it, opting between nearby (e.g., one or two dungeon levels), local (e.g., a valley or community), or broad (e.g., a country or larger). The map reveals the locations of what the creature deemed most valuable within its area. Depending on the creature, the map might reveal a source of tasty food, suitable mates, or even your own treasure vault.

Source: Advanced Player's Guide


Cup of Dust School: Transmutation; Level: druid 3, witch 3 Casting Time: 1 standard action Components: V, S, M (a pinch of dust) Range: close (25 ft. + 5 ft./2 levels) Targets: one creature Duration: 1 day/level (D) Saving Throw: Fortitude negates Spell Resistance: yes

You curse the target with a thirst no drink can quench. On a failed saving throw, the target begins to dehydrate (see page 444 of the Core Rulebook for starvation and thirst). The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of drinking can counter this effect, although the target still experiences the other normal effects of any liquid imbibed (such as poisons or potions). Cup of dust can be removed with a break Enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of dehydration must be healed by normal means.

Source: Advanced Player's Guide


Dancing Lantern School: Transmutation [fire], [light]; Level: bard 1, cleric 1, ranger 1, sorcerer/wizard 1, witch 1 Casting Time: 1 standard action Components: V, S, F (a lantern) Range: touch Effect: animates one lantern Duration: 1 hour/level (D) Saving Throw: none Spell Resistance: no

You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell.

Source: Advanced Player's Guide


Deadly Finale School: Evocation [sonic]; Level: bard 6 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Targets: 1 creature/3 levels no two of which can be more than 30 ft. apart Duration: instantaneous Saving Throw: Fortitude partial Spell Resistance: yes

You must have a bardic performance in effect to cast this spell.

With a flourish, you immediately end your performance, dealing 2d8 points of sonic damage to each target. In addition, each target takes 3d6 points of bleed damage for 1d6 rounds. A save negates the bleed damage but not the sonic damage.

Source: Advanced Player's Guide


Deafening Song Bolt School: Evocation [sonic]; Level: bard 5 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Targets: up to 3 creatures, no two of which can be more than 30 ft. apart Duration: instantaneous Saving Throw: none Spell Resistance: no

Three notes you sing or perform become tangible bolts of arcane energy that shriek across the battlefield. Each bolt requires a ranged touch attack to hit and deals 3d10 points of sonic damage, deafening the target for 1d6 rounds. The bolts may be fired at the same or different targets, but all must be fired simultaneously.

Source: Advanced Player's Guide


Defile Armor School: Abjuration [evil]; Level: inquisitor 4, antipaladin 3 Casting Time: 1 standard action Components: V, S Range: touch Targets: armor touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: yes (harmless, object)

As sanctify armor, except you gain DR 5/good when using your judgment or smite ability.

Source: Advanced Player's Guide


Deflection School: Abjuration [force]; Level: sorcerer/wizard 7 Casting Time: 1 standard action Components: V, S, M (a piece of rubber dipped in glue) Range: personal Targets: you Duration: 1 round/level

You surround yourself in a whirling barrier of force that sends any attack that misses you hurling back toward its source.

This applies to any melee or ranged attack directed against you so long as it uses an attack roll to determine whether or not it strikes you. If an attack misses you, the attacker must make a second attack roll against its own Armor Class, using all of the applicable modifiers of the original attack and if it hits, the attacker takes the attack's damage and suffers all the other consequences of getting struck with that attack. You cannot deflect attacks that miss you for any reason besides a failed attack roll (such as concealment). Similarly, you cannot deflect attacks that actually do strike you but simply fail to do any harm.

Source: Advanced Player's Guide


Delayed Consumption School: Transmutation; Level: alchemist 5 Casting Time: 1 standard action Components: S Range: personal Targets: you Duration: 1 day/level (D) or until discharged

When you consume this extract, you quickly consume another extract of your choice-this second extract's effects do not come into effect until a later point. You must consume this second, companion extract on the round following delayed consumption or waste the extract. The companion extract can be no higher than 4th level, and you must pay any costs associated with the companion extract when you consume it.

At any point during the duration of this extract, you can cause the companion extract to take effect as an immediate action. You can only have one delayed consumption in effect at one time. If a second is consumed, the first is dispelled without any effect.

Source: Advanced Player's Guide


Denounce School: Enchantment (Compulsion) [language-dependent], [mind-affecting]; Level: bard 4, inquisitor 4 Casting Time: 1 standard action Components: V Range: close (25 ft. + 5 ft./2 levels) Area 30-ft.-radius burst Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: yes

You speak out against a single creature within line of sight and turn possible allies against it by drawing upon the power of your voice and conviction. Creatures in the area who can see the denounced creature must make a Will saving throw or have their starting attitude toward the denounced creature worsened by two levels (see page 94 of the Core Rulebook). For example, creatures previously indifferent to the subject turn unfriendly.

Diplomacy checks made to reverse the effects of denounce are made at a -10 penalty.

Source: Advanced Player's Guide


Detect Aberration School: Divination; Level: druid 1, ranger 1 Casting Time: 1 standard action Components: V, S Range: long (400 ft. + 40 ft./level) Area cone-shaped emanation Duration: concentration, up to 10 minutes/level (D) Saving Throw: none Spell Resistance: no

This spell functions like detect animals or plants, except it detects creatures of the aberration type.

Source: Advanced Player's Guide


Detonate School: Evocation [acid], [cold], [electricity], or [fire]; Level: alchemist 4, sorcerer/wizard 4 Casting Time: 1 standard action Components: V, S, M (two vials; one containing acid and one containing an alkaline solution worth a total of 50 gp) Range: 30 ft. Area 30-ft.-radius spread centered on you Duration: 1 round, then instantaneous Saving Throw: Reflex half Spell Resistance: yes

You flood yourself with a potent surge of elemental energy.

One round after completing the casting of the spell, the energy explodes from your body.

When this spell creates the explosion of energy, choose one of the following four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8 points of damage of that energy type per caster level (maximum 10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You automatically take half damage from the explosion, without a saving throw, but any other energy resistance or energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the explosion.

Source: Advanced Player's Guide


Devolution School: Transmutation; Level: sorcerer/wizard 3, summoner 3 Casting Time: 1 standard action Components: V, S, M (a chameleon scale) Range: close (25 ft. + 5 ft./2 levels) Targets: one eidolon Duration: 1 round/level Saving Throw: Will negates Spell Resistance: yes

This spell causes an eidolon to lose one evolution plus one additional evolution for every five caster levels. Evolutions with the highest total cost are lost first. If there is a tie, randomly determine which is lost. If this spell causes an eidolon to fail to meet the prerequisites for other evolutions or abilities, those evolutions or abilities are lost as long as this spell persists.

Source: Advanced Player's Guide


Discordant Blast School: Evocation [sonic]; Level: bard 4 Casting Time: 1 standard action Components: V, S Range: 10 ft. or 30 ft. Area see text Duration: instantaneous Saving Throw: none Spell Resistance: yes

You create a wave of thunder and force, either in a 10-footradius burst centered on you or in 30-foot cone-shaped burst.

Creatures in the area take 3d6 points of sonic damage and are pushed away as if bull rushed. Make a combat maneuver check and apply its results to each creature in the area. Your CMB for this bull rush is equal to your caster level plus your Charisma modifier. This bull rush does not provoke an attack of opportunity. A discordant blast cannot penetrate a silence spell (or any similar magical silence effect).

Source: Advanced Player's Guide


Divine Transfer School: Necromancy; Level: paladin 3 Casting Time: 1 standard action Components: V, S Range: touch Targets: living creature touched Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

With a single touch, you transfer some of your life essence to the subject, transferring your hit points and your resolve. When you touch the subject you can transfer up to a number of hit points equal to your Constitution score to the target. These hit points heal the subject, but cannot raise the subject's hit points higher than its normal hit point total. In addition, the subject gains DR/evil equal to your Charisma bonus (if any) for the duration of the spell.

Source: Advanced Player's Guide


Divine Vessel School: Transmutation [chaotic], [evil], [good], or [lawful]; Level: oracle 8 Casting Time: 1 standard action Components: V, S Range: personal Targets: you Duration: 1 round/level (D)

You accept otherworldly energies into your body and transform. Your height doubles and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of logic, a creature of primal chaos, an angelic presence, or a fiendish monster, as chosen by you. You gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision 60 ft., and SR of 12 + your caster level. These modifiers replace the normal modifiers for increasing your size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for your new size category.

This spell doesn't change your base speed. Determine space and reach as appropriate for your new size.

If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see page 175 of the Core Rulebook for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you-the spell cannot crush you by increasing your size.

All equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.

Magical effects that increase size do not stack.

You gain additional abilities as noted below.

Anarchic aspect: You gain the following abilities: an additional +2 bonus to Constitution, DR 10/lawful, resist acid 10, electricity 10, and sonic 10, a +4 bonus on saves against poison, blindsense 30 feet, and a fly speed of 60 feet (good maneuverability). You gain a bite attack dealing 2d6 points of damage. Your natural weapons and any weapons you wield are considered chaotic-aligned for the purpose of overcoming damage resistance.

Axiomatic aspect: You gain the following abilities: an additional +2 bonus to Strength, DR 10/chaotic, resist cold 10, electricity 10, and fire 10, a +4 bonus on saves against poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered lawful-aligned for the purpose of overcoming damage resistance.

Celestial aspect: You gain the following abilities: a +2 bonus to Dexterity, DR 10/evil, resist acid 10, cold 10, and electricity 10, a +4 bonus on saves against poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered goodaligned for the purpose of overcoming damage resistance.

Fiendish aspect: You gain the following abilities: an additional +2 bonus to Strength, DR 10/good, resist acid 10, cold 10, and fire 10, a +4 bonus on saves against poison, see in darkness, and a fly speed of 60 feet (good maneuverability).

You gain 2 claw attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered evil-aligned for the purpose of overcoming damage resistance.

When used to assume an anarchic, axiomatic, celestial, or fiendish aspect, this spell is a chaotic, lawful, good, or evil spell respectively.

Source: Advanced Player's Guide


Draconic Reservoir School: Evocation [acid], [cold], [electricity], or [fire]; Level: alchemist 3, sorcerer/wizard 3 Casting Time: 1 standard action Components: V, S, M (a scale from dragon that produces the energy you seek to absorb) Range: touch Targets: creature touched Duration: 10 minutes/level or until discharged; see text Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

Draconic reservoir functions as protection from energy, absorbing 6 points of one type of energy damage per caster level (acid, cold, electricity, or fire, maximum 60 points). Each round, as a swift action, the subject can release 1d6 points of the absorbed energy and apply it to any melee attack, as if using an acidic, flaming, frost, or shock weapon. The first creature the subject strikes with this attack takes the energy damage in addition to any other consequences of the attack.

Releasing energy in this way does not "free up" space to absorb still more energy; the maximum amount of energy the spell can absorb remains fixed. The subject cannot release more energy than he currently has absorbed. Once the subject has absorbed all the energy allowed by the spell, he takes damage as normal from that energy type. Once the energy has been released, the spell is discharged.

Draconic reservoir does not stack with protection from energy.

Draconic reservoir overlaps (and does not stack with) resist energy. If a character is warded by draconic reservoir and resist energy, draconic reservoir absorbs damage until it reaches its maximum limit.

Source: Advanced Player's Guide


Dragon's Breath School: Evocation [acid], [cold], [electricity], or [fire]; Level: alchemist 4, sorcerer/wizard 4 Casting Time: 1 standard action Components: V, S, M (a dragon scale) Range: 30 ft. or 60 ft. Area cone-shaped burst or line Duration: instantaneous Saving Throw: Reflex half Spell Resistance: yes

You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of dragon scale used: Black dragon: 60-foot line of acid.

Blue or bronze dragon: 60-foot line of electricity.

Green dragon: 30-foot cone of acid.

Gold or red dragon: 30-foot cone of fire.

Silver or white dragon: 30-foot cone of cold.

Brass dragon: 60-foot line of fire.

Copper dragon: 60-foot line of acid.

Source: Advanced Player's Guide


Dust of Twilight School: Conjuration [darkness]; Level: bard 2, sorcerer/wizard 2 Casting Time: 1 standard action Components: V, S, M (coal dust) Range: medium (100 ft. + 10 ft./level) Targets: creatures and objects in a 10-ft. spread Duration: instantaneous Saving Throw: Fortitude negates (fatigue only) Spell Resistance: no

A shower of iridescent black particles clings to and extinguishes torches, lanterns, sunrods, and similar mundane light sources and dispels any spell of 2nd level or lower with the light descriptor (as dispel magic). Creatures in the area must make a Fortitude save or become fatigued.

Source: Advanced Player's Guide


Eagle Eye School: Divination; Level: druid 2, ranger 2 Casting Time: 1 minute Components: V, S, DF Range: long (400 ft. + 40 ft./level) Effect: magical sensor Duration: 1 minute/level (D) Saving Throw: none Spell Resistance: no

Eagle eye creates a magical sensor directly above you. The sensor can appear anywhere above you, to a maximum height equal to the spell's range. You can see from this vantage as if you were actually there, rotating your viewpoint 360 degrees.

You perceive with your normal visual senses. A caster using eagle eye can easily see for a considerable distance. The spell does not penetrate any solid surface, although it is unaffected by foliage and the like.

Source: Advanced Player's Guide


Elemental Aura School: Evocation [acid], [cold], [electricity], or [fire]; Level: alchemist 3, sorcerer/wizard 3 Casting Time: 1 standard action Components: V, S Range: personal Targets: you Duration: 1 round/level (D) Saving Throw: Reflex half; see text Spell Resistance: yes

This spell forms an aura of energy around you, damaging all those that come near you. Choose an energy type: acid, cold, electricity, or fire. Creatures adjacent to you when this spell is cast and at the start of your turn take 2d6 points of energy damage of the selected type. This aura has an additional effect, depending upon the type of energy chosen.

Acid: Creatures affected by your aura take 1 point of ongoing acid damage per round for 1 round per three caster levels, and are sickened for the duration of the ongoing acid damage.

Cold: Creatures affected by your aura are fatigued. A creature that is already fatigued suffers no additional effect.

Electricity: Creatures affected by your aura are staggered for 1 round.

Fire: Creatures affected by your aura catch on fire (Core Rulebook 444).

Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the additional effect. The aura's additional effects do not stack if a creature takes damage from your aura multiple times. You may only have one elemental aura in effect at one time. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type.

Source: Advanced Player's Guide


Elemental Speech School: Divination [air], [earth], [fire], or [water]; Level: bard 3, cleric 3, druid 2, sorcerer/wizard 2 Casting Time: 1 standard action Components: V, S, M (iron filings) Range: personal Targets: you Duration: 1 minute/level

This spell enables you to converse with creatures associated with a chosen element, including but not limited to true elemental creatures. This spell gains the elemental subtype based on the version of the spell you cast. Elemental speech does not guarantee a friendly reaction; it merely enables communication. You may converse with all creatures of the selected type with an Intelligence score of 1 or greater, even if they do not understand one another.

When cast as an air spell, you can converse in Auran and with any creature that has the air subtype or a fly speed.

When cast as an earth spell, you can converse in Terran and with any creature that has the earth subtype or a burrow speed.

When cast as a fire spell, you can converse in Ignan and with any creature that has the fire subtype.

When cast as a water spell, you can converse in Aquan and with any creature that has the water subtype or a swim speed.

Source: Advanced Player's Guide


Elemental Touch School: Evocation [acid], [cold], [electricity], or [fire]; Level: alchemist 2, sorcerer/wizard 2 Casting Time: 1 standard action Components: V, S, M (a bit of the chosen element: earth, water, air, or fire) Range: personal Targets: you Duration: 1 round/level (D) Saving Throw: see text Spell Resistance: no

Upon completing the casting of this spell, elemental energy infuses your hands. Choose an energy type: acid, cold, electricity, or fire. You gain a melee touch attack causing 1d6 points of damage of that energy type, along with a special effect described below. You also deal energy damage and the related special effect when you attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can never apply to multiple weapons.

Acid: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The target must make a Fortitude save or be sickened for the duration of the ongoing acid damage.

Cold: The target must make a Fortitude save or be fatigued.

A creature that is already fatigued suffers no additional effect.

Electricity: The target must make a Fortitude save or be staggered for 1 round.

Fire: Your hands ignite and shed light as a torch. Your touch may cause targets to catch on fire (Core Rulebook 444).

Subsequent attacks inflict the normal damage, but the additional effects do not stack. This spell grants no special protection to anything held in or worn on your hands. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type.

Source: Advanced Player's Guide


Elude Time School: Transmutation; Level: alchemist 5 Casting Time: 1 standard action Components: V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 500 gp) Range: personal Targets: you Duration: up to 1 minute/level; see text

You place yourself in a state of suspended animation, similar to temporal stasis. At the time of casting, you choose when the stasis will expire, up to the maximum duration of the spell.

Until the duration ends, time ceases to flow for you, and all bodily functions cease. No force or effect can harm you until the spell expires or is removed, such as by a successful dispel magic spell.

Source: Advanced Player's Guide


Enemy Hammer School: Transmutation; Level: sorcerer/wizard 6 Casting Time: 1 standard action Components: V, S, M (puppet strings) Range: long (400 ft. + 40 ft./level) Targets: one creature Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: yes

You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell and once you select that creature you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature both it and the creature take damage based on the creature's size. Creature Size Damage Dealt Fine 1d4 Diminutive 1d6 Tiny 1d8 Small 1d10 Medium 2d6 Large 2d8 Huge 2d10 Gargantuan 3d6 Colossal 3d8

The target creature can make a Fortitude saving throw each time you attempt to use it as a weapon. If it makes its saving throw it can act normally, but if it fails its save it loses all actions for the round and ends its turn prone in a square adjacent to the target of your attack. However, if the creature chooses to resist your efforts to move it, taking no other actions for the round, it gets a +4 circumstance bonus on its saving throw. The spell ends immediately if the target creature dies or is destroyed.

Source: Advanced Player's Guide


Enter Image School: Transmutation; Level: bard 2, cleric 3, sorcerer/wizard 3 Casting Time: 1 standard action Components: V, S, M/DF (a drop of paint and a ball of clay) Range: 50 ft./level Effect: transfer consciousness to any object bearing your likeness Duration: concentration Saving Throw: none Spell Resistance: no

You gain a dim impression of the activities around any object bearing your face or form and can also project your consciousness into one such object at a time, allowing you to observe or even interact with nearby creatures. This spell allows you to leave your body and subconsciously monitor the immediate area around any depiction of your image whether one, hundreds, or even thousands. Each such image has the full range of your normal senses (sight, hearing, smell, etc.) and you can make a Perception check to notice anything occurring nearby. The DC of this check is always 10 greater than what it would be if you were actually present at that location, so even if you would normally notice something automatically (such as talking, normally a DC of 0), you would need to make a DC 10 Perception check to notice it.

You may, at any time, choose to fill one specific image within range with your consciousness. While inside an image you lose the ability to monitor any other images within range but remain fully aware of your own body's surroundings. Your body is defenseless and helpless (always failing any saving throw) while your consciousness is filling an image, but you can return to it at any time as an immediate action.

When you fill an image with your consciousness it gains a limited form of animation. Statues and similar three-dimensional representations can move their heads, make gestures, and talk, but cannot attack or leave their square without assistance.

Portraits or similar two-dimensional representations bearing your likeness can also talk and your image can move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). You cannot use any spells or other abilities while within an image.

You may leave the image at any time, returning you to your body. Once your consciousness departs from an object bearing your likeness, it immediately reverts to the appearance it had before you entered it. If someone destroys or damages the image you return to your body unharmed. The spell lasts until you cease concentrating, or until it is terminated by some outside means, such as a dispel magic cast upon either the image or your body, or if your body is killed.

Source: Advanced Player's Guide


Euphoric Tranquility School: Enchantment (Compulsion) [mind-affecting]; Level: bard 6, cleric 8, druid 8, sorcerer/wizard 8 Casting Time: 1 standard action Components: V, S, M/DF (a poppy flower) Range: touch Targets: creature touched Duration: 1 round/level Saving Throw: none and Will partial (see below) Spell Resistance: yes

A creature under the effect of this Enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it. Until the end of the spell's duration, the creature's speed is halved, and it cannot make attacks or cast spells. If the creature is attacked, it gets a Will saving throw. If the saving throw succeeds, the creature can make act normally for 1 round. If the saving throw fails, the creature moves half its speed away from the attacker as its next action.

Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to have an attitude of Helpful (see the Diplomacy skill, Core Rulebook 94), though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state.

Source: Advanced Player's Guide


Evolution Surge, Leser School: Transmutation; Level: summoner 2 Casting Time: 1 standard action Components: V, S, M (a chameleon scale) Range: touch Targets: your eidolon Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: no

This spell causes your eidolon to take on new characteristics.

You can grant the eidolon any evolution whose total cost does not exceed 2 evolution points. You may only grant one evolution with this spell, even if that evolution can be taken multiple times.

You can grant an evolution that allows you to spend additional evolution points to upgrade that evolution. This spell cannot be used to grant an upgrade to an evolution that the eidolon already possesses. The eidolon must meet any prerequisites of the selected evolution. This spell does not allow an eidolon to exceed its maximum number of natural attacks.

Source: Advanced Player's Guide


Evolution Surge School: Transmutation; Level: summoner 3 Casting Time: 1 standard action Components: V, S, M (a chameleon scale) Range: touch Targets: your eidolon Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: no

This spell functions as lesser evolution surge, except that you can grant any evolution whose total cost does not exceed 4 evolution points.

Source: Advanced Player's Guide


Evolution Surge, Greater School: Transmutation; Level: summoner 4 Casting Time: 1 standard action Components: V, S, M (a chameleon scale) Range: touch Targets: your eidolon Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: no

This spell functions as lesser evolution surge, except that you can grant any two evolutions whose total cost does not exceed 6 evolution points.

Source: Advanced Player's Guide


Expeditious Excavation School: Transmutation [earth]; Level: druid 1, sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S, M (tiny shovel) Range: close (25 ft. + 5 ft./2 levels) Area dirt in a 5-ft. cube Duration: instantaneous Saving Throw: see text Spell Resistance: no

You can excavate and move earth, dust, and sand up to the size of a 5-foot cube. If you are buried, you may open a 5-foot cube around yourself, but the spell cannot be used for tunneling.

Besides its mundane applications, you can open a 5-foot-deep pit at a creature's feet. A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on its feet in the pit or hop to an adjacent square; this movement does not provoke attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5 Climb check. Larger creatures may ignore pits smaller than their size.

The earth excavated by this spell is ordinarily distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when you dig a pit. This cloud of debris provides concealment to any creatures in the square affected and all adjacent squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.

Source: Advanced Player's Guide


Expend School: Abjuration; Level: sorcerer/wizard 7 Casting Time: 1 standard action Components: V, S, M (miniature broken hourglass) Range: medium (100 ft. + 10 ft./level) Area 20-ft.-radius burst Duration: instantaneous Saving Throw: Will negates Spell Resistance: yes

You cause all creatures in the affected area to use up one or more of their limited-use magical abilities without any actual effect. A limited-use magical ability is any supernatural or spelllike ability which a creature can only activate a certain number of times during a set interval (3/day, 1/hour, etc.). The spell does not affect abilities which the creature can use at will or which are constant. It also does not apply to magical items or anything else external to a creature. A creature in the spell's area must make a Will saving throw or expend a single use of one of its abilities. Abilities with the greatest number of uses per day are affected first; if more than one ability has the same number of uses, randomly determine which one is affected first. Creatures must continue making Will saves, expending an additional use of an ability for each failed save, until they succeed, at which point the spell has no further effect.

Source: Advanced Player's Guide


Feast of Ashes School: Transmutation; Level: druid 2, witch 2 Casting Time: 1 standard action Components: V, S, M (a pinch of ash) Range: close (25 ft. + 5 ft/2 levels) Targets: one creature Duration: 2 days/level (D) Saving Throw: Fortitude negates Spell Resistance: yes

You curse the target with a hunger no food can assuage. On a failed saving throw, the target begins to starve (see page 444 of the Core Rulebook). The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of eating can counter the effect and, further, even attempting to eat causes the target to become nauseated for 1 round unless they make a DC 12 Fortitude save. The target still experiences the other normal effects of anything consumed (such as poisons or potions).

Feast of ashes can be removed with a break Enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of starvation must be healed by normal means.

Source: Advanced Player's Guide


Feather Step School: Transmutation; Level: bard 1, druid 1, ranger 1 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Targets: one creature Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes

For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.

Source: Advanced Player's Guide


Feather Step, Mass School: Transmutation; Level: bard 3, druid 3, ranger 3 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Targets: one creature/level, no two of which can be more than 30 ft. apart Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes

As feather step, except this spell affects multiple creatures.

Source: Advanced Player's Guide


Fester School: Necromancy; Level: inquisitor 3, witch 2 Casting Time: 1 standard action Components: V, S, M (rotted meat) Range: close (25 ft. + 5 ft./2 levels) Targets: one living creature Duration: 1 round/level or 1 round; see text Saving Throw: Fortitude partial Spell Resistance: yes

Necrotic energy permeates the target, blocking healing abilities.

The subject gains spell resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. In addition, any healing provided by effects that ignore spell resistance (such as fast healing, regeneration, and some spells) are halved. If the target succeeds on a Fortitude saving throw, fester lasts only a single round.

Source: Advanced Player's Guide


Fester, Mass School: Necromancy; Level: inquisitor 6, witch 6 Casting Time: 1 standard action Components: V, S, M (rotted meat) Range: close (25 ft. + 5 ft./2 levels) Targets: one creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level or 1 round; see text Saving Throw: Fortitude partial Spell Resistance: yes

This spell functions as fester, except that it affects multiple foes.

Source: Advanced Player's Guide


Fiery Body School: Transmutation [fire]; Level: sorcerer/wizard 9 Casting Time: 1 standard action Components: V Range: personal Targets: you Duration: 1 minute/level

This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells that affect your physiology or respiration. You take only half damage from acid or electricity. You take 150% as much damage from cold than normal.

You gain a +6 enhancement bonus to your Dexterity score and a fly speed of 40 ft. (perfect maneuverability). Your unarmed attack deals an additional 3d6 points of fire damage, and you are considered armed when making unarmed attacks. Your body burns so brightly that creatures who do not avert their gaze from you are dazzled. Fire spells you cast have their save DCs increased by +1. If you enter water, you are surrounded by a 5-foot radius of steam and bubbles that grant you concealment (50% miss chance) but you take 2d6 points of damage each round you remain in water.

Source: Advanced Player's Guide


Fire Breath School: Evocation [fire]; Level: alchemist 2, sorcerer/wizard 2 Casting Time: 1 standard action Components: V, S, M (a chili pepper) Range: 15 ft. Area cone-shaped burst Duration: 1 round/level or until discharged; see text Saving Throw: Reflex half; see text Spell Resistance: yes

Up to thrice during this spell's duration, you can belch forth a cone of fire as a standard action. The first cone deals 4d6 points of fire damage to every creature in the area. The second cone of flame deals 2d6 points of fire damage to every creature in the area. The third cone of flame deals 1d6 points of fire damage to every creature in the area. A successful Reflex save halves this damage. After the third cone of flame, the spell ends.

Source: Advanced Player's Guide


Fire of Entanglement School: Evocation; Level: paladin 2 Casting Time: 1 swift action Components: V, S Range: special; see text Targets: one creature Duration: 1 round/level Saving Throw: Reflex partial Spell Resistance: yes

The next creature you attack using your smite evil class ability is wreathed in flames that impede its movement.

Until the end of the spell's duration, the target is entangled.

If the target starts its turn in a square adjacent to you, it is considered to be entangled to an immobile object (you) and cannot move. A target that saves against this spell is affected for only 1 round.

Source: Advanced Player's Guide


Fire of Judgment School: Evocation; Level: paladin 3 Casting Time: 1 swift action Components: V, S Range: special; see text Targets: one creature Duration: 1 round/level Saving Throw: Will partial Spell Resistance: yes

After casting this spell, the next creature you attack using your smite evil class ability is engulfed in flames of positive energy. At the start of its turn, the target takes 1d6 points of damage, and takes an additional 1d6 points of damage each time it attacks a creature other than you. If the creature is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature this damage increases to 1d10. With a successful saving throw, a creature is affected by this spell for only 1 round. This damage is divine in nature and bypasses any DR the creature possesses.

Source: Advanced Player's Guide


Fire of Vengeance School: Evocation [fire]; Level: paladin 4 Casting Time: 1 swift action Components: V, S Range: special; see text Targets: one creature Duration: see text Saving Throw: none Spell Resistance: no

After casting this spell, the next creature you attack using your smite evil class ability is engulfed in holy flames that flare up when the target attacks someone other than you. If at any time during the duration of your smite evil effect the target makes an attack that does not include you, it takes 3d8 points of fire damage. Once triggered in this manner, or when your smite evil ability expires, the spell ends.

Source: Advanced Player's Guide


Fire Snake School: Evocation [fire]; Level: druid 5, sorcerer/wizard 5 Casting Time: 1 standard action Components: V, S, M (a snake scale) Range: 60 ft. Area see text Duration: instantaneous Saving Throw: Reflex half Spell Resistance: yes

You create a sinuous line of flames that you may shape as desired. The fire snake affects one 5-foot square per caster level, and each square must be adjacent to the previous square, starting with you. The fire snake may not extend beyond its maximum range. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6).

Source: Advanced Player's Guide


Firebrand School: Transmutation [fire]; Level: sorcerer/wizard 7 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Targets: one creature/4 levels, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates (harmless), but see below Spell Resistance: yes (harmless)

You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire spell you cast. All of the target's weapons (both natural and manufactured) inflict +1d6 points of fire damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature's weapons might already inflict). At any point during the spell's duration, a creature bearing a firebrand can launch a beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the effects of the spell end for that creature.

Source: Advanced Player's Guide


Firefall School: Transmutation [fire]; Level: sorcerer/wizard 4 Casting Time: 1 standard action Components: V, S, M (one fire source) Range: long (400 ft. + 40 ft./level) Targets: one fire source, up to a 20-foot cube Duration: instantaneous Saving Throw: Will negates and Reflex negates; see text Spell Resistance: no

Firefall causes a fire to erupt into a geyser of dazzlingly bright liquid flame. The spell uses one fire source, which is immediately extinguished. A fire larger than a 20-foot cube is only partly extinguished. Magical fires are not extinguished, but a creature of the fire subtype used as the source takes 1 point of damage per caster level (no saving throw).

The coruscating rain of fire fills a hemispherical burst with a radius of 60 feet. All creatures and objects in the area take 5d6 points of fire damage and catch on fire (Core Rulebook 444).

Creatures who make successful Reflex saves take half damage and don't catch on fire. Creatures within 120 feet of the original fire source are blinded for 1d4+1 rounds (Will negates).

Source: Advanced Player's Guide


Flames of the Faithful School: Transmutation [fire]; Level: inquisitor 2 Casting Time: 1 standard action Components: V Range: touch Targets: weapon touched Duration: 1 round/level Saving Throw: Fortitude negates (object, harmless) Spell Resistance: yes (object, harmless)

With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the flaming property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the judgment class feature and all of your judgments are granting the maximum bonus, your weapon gains the flaming burst property instead. The spell functions only for weapons that you wield. If the weapon leaves your hand for any reason, the spell effect ends. The effects of this spell do not stack with any existing flaming or flaming burst weapon property that the target weapon may already possess.

Source: Advanced Player's Guide


Flare Burst School: Evocation [light]; Level: bard 1, druid 1, sorcerer/wizard 1 Casting Time: 1 standard action Components: V Range: close (25 ft. + 5 ft./2 levels) Effect: 10-ft.-radius burst of light Duration: instantaneous Saving Throw: Fortitude negates Spell Resistance: yes

This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point.

Source: Advanced Player's Guide


Fluid Form School: Transmutation [water]; Level: alchemist 4, sorcerer/wizard 6 Casting Time: 1 standard action Components: S, M (a mixture of oil and water) Range: personal Targets: you Duration: 1 minute/level

When you cast this spell, your body takes on a slick, oily appearance. For the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid. This transparency is not enough to grant concealment. You gain DR 10/slashing and your reach increases by 10 feet. In addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were carrying at the time the spell was cast (except other creatures). Finally, you can move through water with a swim speed of 60 feet and can breathe both water and air for the duration of this effect. You are treated as if you had the water subtype while this spell is in effect.

Source: Advanced Player's Guide


Fly, Mass School: Transmutation; Level: sorcerer/wizard 7 Casting Time: 1 standard action Components: V, S, F (a wing feather) Range: close (25 ft. + 5 ft./2 levels) Targets: one creature/level, no two of which can be more than 30 ft. apart Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

This spell functions as fly (Core Rulebook 284), save that it can target numerous creatures and lasts longer.

Source: Advanced Player's Guide


Foe to Friend School: Enchantment (Compulsion) [mind-affecting]; Level: bard 5 Casting Time: 1 immediate action Components: V, S Range: medium (100 ft. + 10 ft./level) Targets: one living creature Duration: 1 round Saving Throw: Will negates Spell Resistance: yes

Cast this spell when an enemy is about to make an attack against an ally. The creature makes the attack against a valid target of your choice instead or the attack is negated.

In addition, the target is considered an ally for determining flanking for 1 round.

Source: Advanced Player's Guide


Follow Aura School: Divination [chaotic], [evil], [good], or [lawful]; Level: inquisitor 2 Casting Time: 1 standard action Components: V, S, DF Range: personal Targets: you Duration: 10 minutes/level (D)

Choose one alignment type: chaotic, evil, good, or lawful. You gain the ability to follow the trail of a strong or overwhelming aura of that alignment (see detect evil, Core Rulebook 266). This is treated as tracking using the scent special quality, except you are following the traces of their aura upon the ground rather than their scent, and you receive no bonus on Perception checks. At 10th level, you can track the trail of creatures with a moderate alignment aura as well.

When you use this spell to track a given alignment, it gains the descriptor of the opposite alignment. For example, when follow aura is used to track evil, it gains the good descriptor.

Source: Advanced Player's Guide


Fool's Forbiddance School: Abjuration [mind-affecting]; Level: bard 6 Casting Time: 1 standard action Components: V, S, M (a ring of keys) Range: 10 ft. Area 10-ft.-radius spherical emanation centered on you Duration: concentration Saving Throw: Will partial Spell Resistance: yes

Through your antics and performance, you create an area of warding that adversely affects all enemies that dare enter it. When an enemy creature enters the area it must make an immediate Will saving throw. If it fails, the creature is confused as long as it is in the area and for 1 round after it leaves. If it succeeds on the saving throw, the creature is staggered as long as it is in the area and for 1 round after it leaves.

Source: Advanced Player's Guide


Forced Repentance School: Enchantment (Compulsion) [mind-affecting]; Level: inquisitor 4, paladin 4 Casting Time: 1 standard action Components: V, S, DF Range: close (25 ft. + 5 ft./2 levels) Targets: one evil creature without the evil subtype Duration: 1 round/level Saving Throw: Will negates Spell Resistance: yes

You force an evil creature that does not have the evil subtype to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops prone and begins to loudly confess all of its sins and transgressions to the caster for the duration of the spell. The spell immediately ends if you move out of line of sight or if the target is attacked.

Source: Advanced Player's Guide


Frozen Note School: Enchantment (Compulsion) [mind-affecting], [sonic]; Level: bard 5 Casting Time: 1 standard action Components: V Range: Area 30-ft.-radius emanation centered on you Targets: any number of creatures within area Duration: concentration (up to 1 round/level); see text Saving Throw: Will partial; see text Spell Resistance: yes

You produce and sustain a single perfect musical note that holds nearby creatures, friend as well as foe, utterly spellbound until you stop singing. Affected creatures are both paralyzed and oblivious to their surroundings so long as you maintain the note.

Maintaining this note requires your absolute attention; if you take damage or take any other action, including moving from your current square, the spell instantly ends. Creatures that succeed in their initial saving throw must make a new one for each round they spend within the area of the spell until they fail and become captivated. Creatures with 4 or more Hit Dice greater than your caster level are not affected by this spell. However, those with 4 or more Hit Dice less than your caster level do not receive a saving throw to resist it. The note is so clear and flawless that less than extraordinary attempts to avoid hearing it merely grant targets a bonus on their saving throws. Targets: get a +2 circumstance bonus on their saving throw for each barrier between your voice and their ears. This includes such things as a creature stopping up its ears with wax, closing all windows and doors in a nearby building, or even crawling into a barrel and pulling down the top.

If a target that had previously made its saving throw loses the benefit of one or more of its barriers it must immediately make a new saving throw. Similarly, any target that had previously failed its saving throw gets a new save each time it gains the protection of a barrier.

Source: Advanced Player's Guide


Gallant Inspiration School: Divination; Level: bard 2 Casting Time: 1 immediate action Components: V Range: close (25 ft. + 5 ft./2 levels) Targets: one living creature Duration: instantaneous Saving Throw: Will negates (harmless) Spell Resistance: yes

This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively.

If the bonus is enough to turn the failure into a success, the roll succeeds.

Source: Advanced Player's Guide


Getaway School: Conjuration (Teleportation); Level: bard 6, sorcerer/wizard 6 Casting Time: 1 minute Components: V, S, M (a brass doorknob) Range: unlimited Targets: you and one willing creature/2 levels, all of which must be within 30 feet of you Duration: 1 hour/level Saving Throw: none Spell Resistance: no

Getaway teleports you and allies you designate at the time of casting to a predetermined location. You must initially cast the spell at that location-all creatures affected by the spell must be present at that time and within 30 feet of you. At any time before the spell's duration expires, you may trigger the spell as a swift action. At this time, all affected creatures (or their remains and gear) within 30 feet of you are teleported to the location where you first cast the spell. Creatures more than 30 feet away from you are left behind. Selected creatures within 30 feet of you who do not wish to travel with you at that time can simply choose not to go. You can be transported any distance within a plane but cannot travel between planes.

Source: Advanced Player's Guide


Geyser School: Conjuration (Creation) [fire], [water]; Level: druid 4, sorcerer/wizard 5 Casting Time: 1 standard action Components: V, S, M/DF (a piece of lava rock) Range: long (400 ft. + 40 ft./level) Effect: spout of boiling water filling a 5 ft. square and spraying upward 10 ft./2 levels Duration: concentration + 1 round/level Saving Throw: Reflex partial (see below) Spell Resistance: no

You cause a column of boiling water to spring forth from any horizontal surface, knocking over creatures directly over it and exposing nearby creatures to searing droplets as its spray falls back to the ground.

Any creature entering the geyser, or occupying the square it appears in, must make a Reflex saving throw to avoid being hurled into the air and then tossed to the ground. If the creature fails its saving throw, it takes 3d6 points of fire damage from the boiling water and also takes falling damage based upon the height of the geyser (e.g., if the geyser is 50 feet tall, the creature takes 5d6 falling damage), landing prone in a random square adjacent to the geyser. A successful saving throw halves the damage and negates the falling damage, and the creature is moved to the closest square adjacent to the geyser (Large-sized or larger creatures are moved enough so that they are not on top of the geyser but still adjacent to it).

This movement does not provoke attacks of opportunity and does not count toward the creature's normal movement.

In addition, the geyser sprays boiling water in a hemispherical emanation around its square. The radius of this emanation is equal to one-half the geyser's height (e.g., a 50-foot geyser has a 25-foot-radius emanation). Any creature within this area, including yourself, takes 1d6 points of fire damage each round as droplets of boiling water cascade on them.

You can choose to make a smaller geyser than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of boiling rain that's smaller than what would be created by a full-height geyser spell.

Source: Advanced Player's Guide


Ghostbane Dirge School: Transmutation; Level: bard 2, cleric 2, inquisitor 2, paladin 1 Casting Time: 1 standard action Components: V, S, M/DF (an old reed from a wind instrument) Range: close (25 ft. + 5 ft./2 levels) Targets: one incorporeal creature Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: yes

The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.

Source: Advanced Player's Guide


Ghostbane Dirge, Mass School: Transmutation; Level: bard 4, cleric 5, inquisitor 5, paladin 3 Casting Time: 1 standard action Components: V, S, M/DF (an old reed from a wind instrument) Range: close (25 ft. + 5 ft./2 levels) Targets: one incorporeal creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: yes

This spell functions as ghostbane dirge, except that it affects multiple targets.

Source: Advanced Player's Guide


Glide School: Transmutation; Level: druid 2, ranger 1, sorcerer/wizard 2, summoner 2, witch 2 Casting Time: 1 standard action Components: V, S, M/DF (a leaf ) Range: personal Targets: you Duration: until landing or 1 minute/level (D)

You take no damage from falls (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.

Source: Advanced Player's Guide


Grace School: Abjuration; Level: cleric 2, paladin 1 Casting Time: 1 swift action Components: V Range: personal Targets: you Duration: see text

Until the end of your turn, your movement does not provoke attacks of opportunity.

Source: Advanced Player's Guide


Gravity Bow School: Transmutation; Level: ranger 1, sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S Range: personal Targets: you Duration: 1 minute/level (D)

Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see page 145 of the Core Rulebook for more information). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.

Source: Advanced Player's Guide


Grove of Respite School: Conjuration (Creation); Level: druid 4, ranger 4 Casting Time: 10 minutes Components: V, S, M/DF (a leaf or blade of grass and a drop of water) Range: close (25 ft. + 5 ft./2 levels) Effect: 20-ft.-radius grove Duration: 2 hours/level (D) Saving Throw: none Spell Resistance: no

You conjure a sheltered grove of trees surrounding a shallow spring. The grove appears from nowhere even in the most barren, rocky soil regardless of season, but the spell must be cast outside on open ground.

The area within the grove is temperate and comfortable, like that of a tiny hut, although the grove provides no illumination and provides no protection from the elements. The water in the grove's spring is clean and drinkable. Additionally, the trees provide a variety of ripe fruit, regardless of season, which acts as a goodberry spell for up to eight people. The grove is warded with an alarm spell that alerts you whenever any creature enters the area. Once the spell expires, the grove vanishes, including all fruit, water, and other materials from it, although any nourishment or healing gained from its effects remains.

Source: Advanced Player's Guide


Guiding Star School: Divination; Level: cleric 3, ranger 2, witch 3 Casting Time: 1 minute Components: V, S, M (a spool of thread or string) Range: personal Targets: you Duration: 1 day/level (D)

You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.

Source: Advanced Player's Guide


Heroic Finale School: Enchantment (Compulsion) [mind-affecting]; Level: bard 4 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Targets: one creature Duration: instantaneous Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end the performance, and one creature within range affected by your bardic performance can make a move action or a standard action of their choice.

Source: Advanced Player's Guide


Hero's Defiance School: Conjuration (Healing); Level: paladin 1 Casting Time: 1 immediate action Components: V Range: personal Targets: you Duration: instantaneous

The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points.

If this healing brings your hit point total above 0 hit points, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect.

Source: Advanced Player's Guide


Hidden Speech School: Transmutation [language-dependent]; Level: bard 2, inquisitor 3, witch 2 Casting Time: 1 standard action Components: V, S, M/DF (a cipher written on a piece of parchment) Range: close (25 ft. + 5 ft./2 levels) Targets: you plus one creature/level, no two of which can be more than 30 ft. apart Duration: 10 minutes/level (D) Saving Throw: Will negates (harmless) Spell Resistance: yes

You greatly enhance the ability of the subjects to communicate hidden messages to each other. Each target gains a +10 competence bonus on Bluff checks to send secret message to other recipients. Others using opposed Sense Motive checks to decipher these messages receive a -5 penalty. All subjects affected by the spell must share a language to be able to pass messages.

Source: Advanced Player's Guide


Hide Campsite School: Illusion (Glamer); Level: druid 3, ranger 2 Casting Time: 10 minutes Components: V, S, M (a sprig of mistletoe, and a vial of quicksilver) Range: close (25 ft. + 5 ft./2 levels) Area one 20-ft. cube Duration: 2 hours/level (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: no

You make the area around a campsite appear to be a thicket of untouched and forbidding foliage, or some other unwelcoming feature matching the surrounding terrain. Creatures outside the area cannot sense any activity going on inside the area- they cannot smell campfires or cooking food, they cannot hear conversation, loud noises, or spells being cast, and they cannot even feel heat or a rush of wind coming from the area. Those inside the area can see out normally. Once a creature steps into the area of the spell, it can see everything in and around the area normally.

Source: Advanced Player's Guide


Holy Whisper School: Evocation [good]; Level: paladin 3 Casting Time: 1 standard action Components: V, S Range: 30 ft. Area cone-shaped burst Duration: instantaneous Saving Throw: Fortitude negates; see text Spell Resistance: yes

You whisper a single word in the primordial language of good that is anathema to the minions of evil and strengthens the resolve of good creatures. Evil creatures within the burst must make a Fortitude saving throw or become sickened for 1 round/ level. Evil outsiders with the evil subtype, evil-aligned dragons, and undead in the burst also take 2d8 points of damage if they fail their saves. Good-aligned creatures in the burst gain a +2 sacred bonus on attack and damage rolls for 1 round.

Source: Advanced Player's Guide


Honeyed Tongue School: Transmutation; Level: bard 2, inquisitor 2, paladin 1 Casting Time: 1 standard action Components: V, M/DF (a drop of honey) Range: personal Targets: you Duration: 10 minutes/level

This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature's attitude, taking the highest roll.

If this results in a roll low enough to reduce the creature's attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check.

Source: Advanced Player's Guide


Hungry Pit School: Conjuration (Creation); Level: sorcerer/wizard 5, summoner 5 Casting Time: 1 standard action Components: V, S, F (miniature shovel costing 10 gp) Range: medium (100 ft. + 10 ft./level) Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels Duration: 1 round + 1 round/level Saving Throw: Reflex negates; Reflex half; see text Spell Resistance: no

This spell functions as create pit, except that the pit has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the hole take falling damage as normal. In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the pit are quite difficult to scale and have a Climb DC of 35.

Source: Advanced Player's Guide


Hydraulic Push School: Evocation [water]; Level: druid 1, sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Targets: one creature or object Duration: instantaneous Saving Throw: none Spell Resistance: yes

You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.

Source: Advanced Player's Guide


Hydraulic Torrent School: Evocation [water]; Level: druid 3, sorcerer/wizard 3 Casting Time: 1 standard action Components: V, S Range: 60 ft. Area 60-ft. line Duration: instantaneous Saving Throw: none Spell Resistance: yes

You call forth a powerful stream of water that batters all creatures and obstacles in its path until it strikes something it cannot push past. Against creatures and moveable objects this stream acts as a bull rush. You can bull rush creatures of any size, not just those one size larger than your own. Make a combat maneuver check and apply its results to each creature within the area. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity.

Against immovable objects this stream instead allows you to make a Strength check to destroy the target. When attempting to break an object, the stream has an effective Strength equal to your caster level plus the ability score modifier as above. The Break DC depends on the object you're trying to break-page 175 of the Pathfinder RPG Core Rulebook lists several sample Break DCs for various objects.

Hydraulic torrent extinguishes any normal fires it encounters along its path. Magical fires are unaffected.

Source: Advanced Player's Guide


Ill Omen School: Enchantment (Compulsion) [mind-affecting]; Level: witch 1 Casting Time: 1 standard action Components: V, S, M (hair from a black cat) Range: close (25 ft. + 5 ft./2 levels) Targets: one creature Duration: 1 round/level or until discharged Saving Throw: none Spell Resistance: yes

You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).

A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.

Source: Advanced Player's Guide


Innocence School: Transmutation; Level: bard 1 Casting Time: 1 standard action Components: V, S Range: personal Targets: you Duration: 1 minute/level (D)

You surround yourself with an aura of innocence and trustworthiness. You gain a +10 competence bonus on Bluff skill checks to convince others of your innocence. They find it difficult to believe you capable of any wrongdoing. This bonus does not apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating secret messages via innuendo, nor does it apply to any use of the skill to convince anyone of anything other than your complete innocence and blamelessness.

Source: Advanced Player's Guide


Instant Armor School: Conjuration (Creation) [force]; Level: cleric 2, paladin 2 Casting Time: 1 standard action Components: V, S, DF Range: personal Targets: you Duration: 1 minute/level (D)

You instantly wrap your body in a suit of armor made from opaque force. At your option, the armor can be decorated with your religion's holy symbol in a prominent place, such as upon the breastplate or helm. While it exists, this armor replaces any garments or other sort of armor worn, magical as well as mundane. You lose access to, and all benefits from, armor replaced by this spell until the spell ends and the instant armor disappears.

Instant armor acts in all ways as armor typical of its type (armor bonus, maximum Dexterity bonus, arcane spell failure chance, and so on). Since instant armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. The sort of armor you can create with this spell depends on your caster level. Caster Level: Armor Created 5th or lower chainmail 6th-8th banded mail 9th-11th half-plate 12th or higher full plate

If you choose to create lesser armor than your level allows you gain a +1 magical enhancement bonus to the armor you do create for every type of armor you pass over. For instance, if you have the capacity to create full plate instant armor you could instead choose to create +1 half-plate, +2 banded mail, or +3 chainmail. You cannot replace these bonuses with armor special properties.

Source: Advanced Player's Guide


Instant Enemy School: Enchantment; Level: ranger 3 Casting Time: 1 swift action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature that is not your favored enemy. Duration: 1 minute/level Saving Throw: none Spell Resistance: no

With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

Source: Advanced Player's Guide


Invigorate School: Illusion [figment]; Level: bard 1 Casting Time: 1 standard action Components: V Range: touch Area Effect: Targets: creature touched Duration: 10 minutes/level (D) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

This spell banishes feelings of weariness. For the duration, the subject takes no penalties from the fatigued or exhausted conditions. The effect of invigorate is merely an Illusion, however, not a substitute for actual rest or respite. When the spell ends, the subject takes 1d6 points of nonlethal damage, along with the return of the original condition(s). A creature can be under the effects of only one invigorate spell at a time; if it is cast a second time on that creature, the first immediately ends.

Source: Advanced Player's Guide


Invigorate, Mass School: Illusion [figment]; Level: bard 3 Casting Time: 1 standard action Components: V Range: touch Area Effect: Targets: creatures touched, up to one/level Duration: 10 minutes/level (D) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

This spell work as invigorate, except it affects multiple creatures.

Source: Advanced Player's Guide


Jester's Jaunt School: Conjuration (Teleportation); Level: bard 3 Casting Time: 1 standard action Components: V, S Range: touch Area Effect: Targets: one living creature Duration: instantiations Saving Throw: Will negates Spell Resistance: yes

You teleport the target to a space you can see within 30 feet of the target. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting.

Source: Advanced Player's Guide


Keen Senses School: Transmutation; Level: alchemist 1, druid 1, ranger 1 Casting Time: 1 standard action Components: V, M/DF (a hawk's feather) Range: touch Area Effect: Targets: creature touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

The subject gains a +2 competence bonus on Perception checks and gains low-light vision. Subjects that have low-light vision double the distance they can see under the effects of this spell.

Source: Advanced Player's Guide


King's Castle School: Conjuration (Teleportation); Level: paladin 4 Casting Time: 1 standard action Components: V, S, DF Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature Duration: instantaneous Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

This spell allows you to switch places with an ally. When you cast this spell, choose a single ally within range. You teleport to your ally's space while your ally teleports to your former space.

Source: Advanced Player's Guide


Knight's Calling School: Enchantment (Compulsion) [mind-affecting]; Level: paladin 1 Casting Time: 1 standard action Components: V, DF Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature Duration: 1 round Saving Throw: Will negates Spell Resistance: yes

You compel an enemy to come and fight you. On its turn, the target moves its speed toward you, avoiding any other dangers along its path (including any movement that would provoke attacks of opportunity). The target may do nothing but move on its turn. If the target ends its move adjacent to you, you can make an attack of opportunity against the target.

Source: Advanced Player's Guide


Lead Blades School: Transmutation; Level: ranger 1 Casting Time: 1 standard action Components: V, S Range: personal Area Effect: Targets: touch Duration: 1 minute/level (D) Saving Throw: Spell Resistance:

Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades (see page 145 of the Core Rulebook for more information). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.

Source: Advanced Player's Guide


Life Bubble School: Abjuration; Level: cleric 5, druid 4, ranger 3, sorcerer/wizard 5 Casting Time: 1 standard action Components: V, S, M/DF (a bit of eggshell) Range: touch Area Effect: Targets: creatures touched, up to one/level Duration: 2 hours/level; see text Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.

Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).

When you cast this spell it has a total duration of 2 hours per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per caster level.

Source: Advanced Player's Guide


Light Lance School: Evocation [good], [light]; Level: paladin 2 Casting Time: 1 standard action Components: V, S Range: personal Area Effect: lance of light Targets: Duration: 1 round + 1 round/level (D) Saving Throw: Spell Resistance:

You create a glorious beam of brilliant radiance that acts as a +1 holy lance suitable for your size. You must have a free hand when casting the spell and, once you call the lance into being, you cannot switch it to another hand or put it down without prematurely ending the spell. As a standard action while holding a light lance, you can choose not to make an attack and instead hold the lance aloft as a beacon of light and truth, creating an area of bright light with a radius of 90 feet. If you choose to do this for one or more additional rounds the lance also casts a spear of brilliant light up into the sky that grows progressively more visible as it continues to climb toward the heavens. Under cover of night or other darkness, if nothing obstructs the beam, it becomes visible for an additional 2 miles during each round in which you continue to aim your lance skyward (2 miles in the second round, 4 miles in the third round, and so on).

Source: Advanced Player's Guide


Lily Pad Stride School: Transmutation; Level: druid 3 Casting Time: 1 standard action Components: V, S, M (a frog's leg) Range: long (400 ft. + 40 ft./level) Area Effect: trail of lily pads behind you Targets: Duration: 10 minutes/level (D); see text Saving Throw: none Spell Resistance: no

Your every footstep creates aquatic plants capable of supporting your weight and that of any creature of your size or smaller that is following you. These lily pads only appear when you cross water or other liquids which do not immediately destroy plants. You can walk across these liquid surfaces without any fear of stumbling (though if knocked prone, dragged under, or otherwise pulled off your feet you still sink in the liquid). For the duration of the spell, any creature of your size or smaller can attempt to follow you by making a DC 10 Acrobatics check every round. Each such check allows it to move at half its normal land speed. If the creature takes a -5 penalty on its check it can move at its normal speed.

If a creature fails an Acrobatics check, or if a creature that's larger than you attempts to follow, it falls through, damaging the plants. Each time a creature falls through, all subsequent creatures take a cumulative -5 penalty on their Acrobatics checks when traveling across that particular stretch of plants.

As you move, the lily pads disappear behind you once you pass beyond the spell's range. Otherwise, they remain until the spell's duration expires.

Source: Advanced Player's Guide


Lockjaw School: Transmutation; Level: druid 2, ranger 2 Casting Time: 1 standard action Components: V, S, M (sticky tree gum) Range: touch Area Effect: Targets: creature touched Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

You give a creature the ability to use one of its natural attacks to firmly attach itself to an opponent. Choose one of the creature's natural attacks (usually a claw or bite attack).

The creature gains the grab ability with that natural attack, including the +4 bonus on combat maneuver checks to start or maintain a grapple. A creature with multiple natural attacks can strike at its grappled opponent with its other natural attacks, but cannot attack any other creature.

Source: Advanced Player's Guide


Marks Of Forbiddance School: Abjuration [mind-affecting]; Level: paladin 3 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one enemy and one ally Duration: 1 round/level Saving Throw: Will negates; see text Spell Resistance: yes

Marks of Forbiddance magically brand two creatures, preventing them from committing violence against one another. When you cast this spell choose one enemy and one ally within range. Both targets become branded with the sigil of forbiddance. Until the end of the spell's duration, in order for the two targets to attack one another, even with a targeted spell, each attacker must attempt a Will save. If the save succeeds, that target can attack the other normally.

If the save fails, the target can't follow through with the attack and the action is lost. This spell does not prevent the targets from attacking each other with area of effect spells or abilities.

Source: Advanced Player's Guide


Mask Dweomer School: Illusion (Glamer); Level: witch 1 Casting Time: 1 standard action Components: V, S, M (a piece of gauze) Range: touch Area Effect: Targets: creature or object touched Duration: 1 day/level (D) Saving Throw: none; see text Spell Resistance: no

You mask and manipulate a spell's detect magic or arcane sight.

Both the desired spell effect and mask dweomer are hidden from detect magic, although more powerful spells (such as arcane sight) pierce the deception if the caster succeeds on a Will save. Analyze dweomer automatically detects both mask dweomer and any masked spell effects.

Source: Advanced Player's Guide


Memory Lapse School: Enchantment [mind-affecting]; Level: bard 1, sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one living creature Duration: instantaneous Saving Throw: Will negates Spell Resistance: yes

You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn. This may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect to the target, not other creatures that may be present.

Source: Advanced Player's Guide


Moonstruck School: Enchantment (Compulsion) [mind-affecting]; Level: druid 4, sorcerer/wizard 4, witch 4 Casting Time: 1 standard action Components: V, S, M (a pinch of powdered moonstone) Range: medium (100 ft. + 10 ft./level) Area Effect: Targets: one humanoid creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: yes

You invoke the mystical power of the moon to drive the target into a mad, bestial frenzy. If the target fails its save, it is dazed for 1 round, dropping held items as its nails and teeth elongate and sharpen. The target gains a bite attack and two claw attacks that deal damage appropriate for the creature's size, and for the remainder of the spell's duration the target behaves as if under simultaneous rage and confusion spells, attacking with its natural weapons in preference to other actions. During the final round of the spell's duration, the target is again dazed as it returns to its normal state.

Source: Advanced Player's Guide


Nap Stack School: Necromancy; Level: cleric 3 Casting Time: 1 minute Components: V, S, M (a little silk pillow worth 100 gp) Range: 30 ft. Area 30-ft.-radius emanation Effect: Targets: Duration: 8 hours Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

You reduce the amount of uninterrupted sleep or rest creatures within the spell's area need in order to recover from injuries, regain spells, or other special abilities to 2 hours instead of the normal eight. In addition, if creatures continue to sleep or rest beyond the initial 2 hours, every additional 2 hours counts as a day of rest for the purpose of recovering hit points, ability damage, as well as for enduring diseases, poisons, or other afflictions. This means 8 total hours of sleep counts as 4 days for natural healing and for saving throws as diseases or similar afflictions run their course. When suffering from diseases, poison, or other afflictions, sleepers experience vivid dreams that help them track their recovery. If things go poorly they can, at any time, wake themselves up in order to seek a better alternative. If awoken or otherwise disturbed during this 8-hour period, creatures may return to sleep but they no longer enjoy the benefits of the accelerated recovery time. Creatures can only enjoy the benefits of this spell once in any 1-week period.

Source: Advanced Player's Guide


Natural Rhythm School: Transmutation; Level: druid 2 Casting Time: 1 standard action Components: V, S, M (a handful of pebbles dropped one by one onto the ground) Range: touch Area Effect: Targets: creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

You enhance a creature's ability to harm an opponent based on the number of times it has already injured that opponent with a natural attack. Each time the creature successfully strikes an opponent with a natural attack, the subject gains a cumulative +1 bonus on damage rolls made against that opponent when making natural attacks (maximum +5 bonus). If an attack misses, the bonus to damage for all attacks resets to +0.

Source: Advanced Player's Guide


Nature's Exile School: Transmutation; Level: druid 3, witch 3 Casting Time: 1 standard action Components: V, S, DF Range: touch Area Effect: Targets: creature touched Duration: permanent Saving Throw: Will negates Spell Resistance: yes

This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. Familiars, being magical beasts, are not affected by this spell, but animal companions are. If you have an animal companion, it does not become hostile, but as long as you remain cursed, your animal companion takes a -2 penalty on all attack rolls, skill checks, and saving throws. The target also takes a -10 penalty on Survival skill checks as the weather and environment themselves seem to conspire to cause trouble.

Nature's exile can be removed with break Enchantment, limited wish, miracle, remove curse, or wish.

Source: Advanced Player's Guide


Negate Aroma School: Transmutation; Level: alchemist 1, druid 1, ranger 1 Casting Time: 1 standard action Components: V, S, M/DF (a pinch of alum) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature or object/level touched Duration: 1 hour/level (D) Saving Throw: Fortitude negates Spell Resistance: yes

With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents. When cast, the targeted creatures or objects lose all natural and unnatural odors. A creature under the effect of negate aroma cannot be tracked, located, or pinpointed by the scent special quality. In addition, this spell prevents the target creature from using the stench special ability and similar odor-based abilities (such as those possessed by troglodytes).

Negate aroma does not prevent the target from acquiring outside smells or odors. Dowsing the creature with a pungent substance effectively negates the benefits of the spell until the substance is neutralized or washed away.

Source: Advanced Player's Guide


Oath of Peace School: Abjuration; Level: paladin 4 Casting Time: 1 standard action Components: V, S Range: personal Area Effect: Targets: you Duration: 1 round/level Saving Throw: Spell Resistance:

Entreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but means you can't attack for the duration of the oath. For as long as you are subject to this spell, you gain a +5 sacred bonus to AC and on saving throws, as well as DR 10/evil. If you make a direct or indirect attack or any show any hostility toward any creature, the spell immediately ends.

Source: Advanced Player's Guide


Oracle's Burden School: Necromancy; Level: oracle 2 Casting Time: 1 standard action Components: V Range: medium (100 ft. + 10 ft./level) Area Effect: Targets: one creature Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: yes

You entreat the forces of fate to bestow your oracle's curse upon another creature. The target creature suffers all the hindrances and none of the benefits of your oracle's curse class feature. You still suffer all effects of your oracle's curse.

If you do not have the oracle's curse class feature, this spell has no effect.

Source: Advanced Player's Guide


Pain Strike School: Evocation [evil]; Level: sorcerer/wizard 3, witch 3 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one living creature Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: yes

Pain strike racks the targeted creature with agony, inflicting 1d6 points of nonlethal damage per round for 1 round per level (maximum 10 rounds). Additionally, the affected creature is sickened for the spell's duration, and the caster gains a +4 circumstance bonus on Intimidate checks against the target.

Source: Advanced Player's Guide


Pain Strike, Mass School: Evocation [evil]; Level: sorcerer/wizard 5, witch 5 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one living creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: yes

This spell works like pain strike, except as noted above.

Source: Advanced Player's Guide


Paladin's Sacrifice School: Abjuration; Level: paladin 2 Casting Time: 1 immediate action Components: V, DF Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature Duration: instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

You open up a brief but powerful divine conduit between you and another creature, taking on the damage and any other effects that creature suffers. When a creature in range is hit by an attack or fails a saving throw, you can cast this spell and the wounds and/or effects are magically transmitted to you instead of the target. You are affected as if you were hit by the attack or failed the saving throw, taking all the damage and suffering all of the adverse effects. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects in any way.

If you use this spell against an effect that also targets you or includes you in its area, you suffer the effects for both yourself and the target you spared, potentially taking damage or suffering other consequences twice.

Source: Advanced Player's Guide


Phantasmal Revenge School: Illusion (Phantasm) [fear], [mind-affecting]; Level: sorcerer/wizard 7 Casting Time: 1 standard action Components: V, S Range: touch and unlimited; see text Area Effect: Targets: dead body touched Duration: instantaneous Saving Throw: Will disbelief then Fortitude partial; see text Spell Resistance: yes

When you cast this eerie spell upon a recently slain creature, you cause a ghastly, spectral image of it to rise up from its corpse, shrieking for vengeance before it vanishes in a burst of unnatural light. This phantom then unerringly seeks out the creature that killed it, as long as that creature is on the same plane, and tries to slay its killer in turn.

Only the corpse's killer can see the phantasmal image created by this spell. You and any others who witness the spell's casting or its ultimate effects see only a vague shape. The target first gets a Will save to disbelieve the Illusion. If that save fails, the target must succeed on Fortitude saving throw or take 10 points of damage per caster level from the phantasmal image. Even if the Fortitude save is successful, the target takes 5d6 points of damage + 1 point of damage per caster level. You know immediately if the spell succeeded or failed to kill its target but gain no other information, including the identity of the target of the spell.

The creature providing the corpse must have died no more than 1 day per caster level prior to the casting of this spell. If the creature that provided the corpse was not, in fact, killed by another, or if the killer is dead or no longer on the same plane, the spell fails. Phantasmal revenge makes no moral judgments; it targets winners of fair fights just as easily as murderers. Any given body can only be targeted by a phantasmal revenge spell once.

Source: Advanced Player's Guide


Phantasmal Web School: Illusion (Phantasm) [mind-affecting]; Level: bard 5, sorcerer/wizard 5 Casting Time: 1 standard action Components: V, S Range: medium (100 ft. + 10 ft./level) Area Effect: Targets: one creature/level, no two of which may be more than 30 ft. apart Duration: 1 round/level (D) Saving Throw: Will disbelief, then Fortitude partial; see text Spell Resistance: yes

You implant within the minds of your targets the Illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders. Those who fail to disbelieve the phantasmal web are treated as if in a web spell, but must also make a Fortitude save at the beginning of each turn or become nauseated for that round by the phantasmal spiders.

As the phantasmal web exists only in the minds of the targets, it cannot be burned or destroyed, and it provides no cover (though it does provide concealment) against attacks made by the targets. Targets: cannot escape the phantasmal web by moving, even by teleportation. Freedom of movement allows unobstructed movement but does not negate the concealment or nausea effects.

Targets: of the spell perceive everyone else around them to be engulfed in webs and swarming spiders, but the spell has no visible effect to other creatures (who may assist allies to disbelieve the effect).

Source: Advanced Player's Guide


Pied Piping School: Enchantment (Compulsion) [mind-affecting], [sonic]; Level: bard 6 Casting Time: 1 standard action Components: V or F (musical instrument) Range: 90 ft. Area 90-ft.-radius emanation, centered on you Effect: Targets: Duration: concentration + 1 round/level Saving Throw: Will partial; see text Spell Resistance: yes

You call forth a melody so compelling and attractive that creatures belonging to a group with a specific, identifiable physical trait (such as type, subtype, age, gender, or hair color) find it almost impossible not to approach and follow you. You choose the nature of the creatures you seek to attract when you cast the spell and, once you make this choice, cannot alter it. You can only use physical traits to determine your audience. You can never use social and other more voluntary criteria (such as alignment, religion, nationality, or class) to select targets for this spell.

Eligible creatures must make a saving throw each round spent within the area of the spell and, once they fail, approach you at their normal movement speed and stand as close to you as possible without actually entering an occupied square.

If you move, they do their best to maintain their proximity to you and follow. Affected creatures can take no actions other than listening to your music and following you if you move.

Those entering the area while the spell is in effect must also successfully save or be compelled to come to you.

The attractive power of the spell does not cause affected creatures to put themselves in jeopardy and they have enough presence of mind to avoid or negotiate around obstacles and other perilous hazards. If unable to approach or follow you without endangering themselves, they simply wait, swaying to the music, until you pass out of range, at which point they regain their senses after 1 round/caster level. If circumstances change once you move out of range, making it possible for affected creatures to resume their attempts to get near you they do so, and, if they manage to return to within the area of the spell before it wears off, the spell continues as normal.

If attacked, affected creatures can take defensive measures, even going so far as to avoid existing threats by moving out of the area of the spell, but cannot make attacks themselves or take any other actions until the effects of the spell wear off. The effects of the spell persist for 1 round/caster level even after you stop concentrating. Once the spell ceases, the affected creatures continue to stay near you until the effects of the spell wear off.

Source: Advanced Player's Guide


Pillar of Life School: Conjuration (Healing) [light]; Level: cleric 5 Casting Time: 1 standard action Components: V, S, DF Range: medium (100 ft. + 10 ft./level) Area Effect: 5-ft.-square pillar of positive energy, 20 ft. high Targets: Duration: 1 round/level Saving Throw: none Spell Resistance: no

You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. Living creatures adjacent to the pillar can spend a standard action to touch the pillar and heal 2d8 points of damage + 1 point per caster level (maximum +20). Creatures can move into the square containing the pillar, but if an undead creature moves into the pillar it takes 1d6 points of damage per caster level (maximum 10d6). Undead creatures vulnerable to bright light take 1d8 points if damage per caster level (maximum 10d8). A creature cannot benefit or suffer more than once from a single casting of this spell.

Source: Advanced Player's Guide


Planar Adaptation School: Transmutation; Level: alchemist 5, cleric 4, sorcerer/wizard 5, summoner 5 Casting Time: 1 standard action Components: V Range: personal Area Effect: Targets: you Duration: 1 hour/level (D) Saving Throw: Spell Resistance:

Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). Planar adaptation has no when cast upon your native plane.

Source: Advanced Player's Guide


Planar Adaptation, Mass School: Transmutation; Level: cleric 6, sorcerer/wizard 7, summoner 6 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature/level, no two of which can be more than 30 ft. apart Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

This spell functions like planar adaptation, except as noted above.

Source: Advanced Player's Guide


Pox Pustules School: Necromancy; Level: druid 2, witch 2 Casting Time: 1 standard action Components: V, S, M (leaves from a toxic plant) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature Duration: 1 minute/level Saving Throw: Fortitude negates Spell Resistance: yes

You inflict a painful, itching rash on the target creature. The target is sickened and takes a -4 penalty to Dexterity (this penalty cannot lower Dexterity below 0). The target can spend a move action scratching furiously at the rash to remove the sickened condition (but not the Dexterity penalty) until the start of its next turn.

Source: Advanced Player's Guide


Protective Spirit School: Conjuration (Creation); Level: ranger 2 Casting Time: 1 standard action Components: V, S, DF Range: personal Area Effect: Targets: you Duration: 1 round/level Saving Throw: Spell Resistance:

A protective spirit is an invisible, mindless, shapeless force that hovers about you, defending you against unexpected attacks. When a creature makes an attack of opportunity against you, the protective spirit makes an immediate attack using your base attack bonus plus your Dexterity modifier. On a successful hit, the spirit does no damage, but it causes the attack of opportunity to automatically miss. A protective spirit can defend against a number of attacks of opportunity equal to your Dexterity bonus (minimum 1) per round.

A protective spirit occupies your space, and moves with you. It cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A protective spirit's AC against touch attacks is 10 + your Dexterity modifier.

Source: Advanced Player's Guide


Purging Finale School: Conjuration (Healing); Level: bard 3 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one living creature Duration: instantaneous Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, removing one of the following conditions on a creature within range affected by your bardic performance: cowering, dazzled, exhausted, paralyzed, shaken, or stunned.

Source: Advanced Player's Guide


Purified Calling School: Conjuration (Healing); Level: summoner 4 Casting Time: 1 standard action Components: V, S, M (a stick of incense) Range: personal Area Effect: Targets: you Duration: 1 minute Saving Throw: Spell Resistance:

Your eidolon is restored to full health when you summon it. Upon casting this spell, you must immediately begin the ritual to summon your eidolon. Upon completion of the ritual, your eidolon appears at full hit points and without any damage or penalties to its ability scores, regardless of its previous condition. In addition, any temporary negative conditions affecting your eidolon are immediately removed.

Permanent conditions and ability drain are not affected by this spell.

Source: Advanced Player's Guide


Putrefy Food and Drink School: Transmutation; Level: witch 0 Casting Time: 1 standard action Components: V, S Range: 10 ft. Area Effect: Targets: 1 cu. ft./level of food and water or one potion; see text Duration: instantaneous Saving Throw: Will negates (object) Spell Resistance: yes (object)

This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a saving throw.

Source: Advanced Player's Guide


Rally Point School: Enchantment (Compulsion) [good], [mind-affecting]; Level: paladin 1 Casting Time: 1 standard action Components: V, S, DF Range: 5 ft. Area one 5-ft. square Effect: Targets: Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

You create a spot that has the power to briefly hearten any good creature who comes into contact with it. A good creature who enters this square (even if simply as part of its normal move) gains a +2 morale bonus on attacks, saving throws, and 2 temporary hit points per caster level for 1 round. Nongood creatures gain no benefit from this spell.

A creature cannot benefit more than once from the same casting of this spell.

Source: Advanced Player's Guide


Rebuke School: Evocation [sonic]; Level: inquisitor 4 Casting Time: 1 standard action Components: V, S, DF Range: 20 ft. Area 20-ft.-radius burst centered on you Effect: Targets: Duration: instantaneous Saving Throw: Fortitude partial Spell Resistance: yes

Your wrathful words cause physical harm to your enemies.

Your enemies take 1d8 points of damage per two caster levels (maximum 5d8) and are staggered for 1 round. Half of this damage is sonic damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to sonic-based attacks. is especially devastating to foes who worship your god, inflicting 1d6 points of damage per caster level (maximum 10d6) and stunning them for 1d4 rounds. A successful Fortitude save halves the damage and negates the staggering or stunning effect.

Enemies do not need to hear a rebuke to be harmed by it, but it is negated by magical silence.

Source: Advanced Player's Guide


Rampart School: Conjuration (Creation) [earth]; Level: druid 7, sorcerer/wizard 7 Casting Time: 1 standard action Components: V, S, M (a handful of earth) Range: medium (100 ft. + 10 ft./level) Area Effect: 10-ft.-high earthen wall, in a line up to 10 ft. long/2 levels, or a circle with radius of up to 3 ft. + 1 ft./level Targets: Duration: instantaneous Saving Throw: none Spell Resistance: no

You create a massive rampart of hard-packed earth and stone 5 feet thick. The rampart cannot be conjured so that it occupies the same space as another creature or object. Each 5-foot-wide section of the rampart has hardness 0 and 180 hit points. A section of the rampart whose hit points drop to 0 is breached. If a creature tries to break through the rampart with a single attack, the DC for the Strength check is 60. A creature can climb over the rampart with a DC 20 Climb check.

Source: Advanced Player's Guide


Rejuvenate Eidolon, Lesser School: Conjuration (Healing); Level: summoner 1 Casting Time: 1 standard action Components: V, S, M (a drop of your blood) Range: touch Area Effect: Targets: eidolon touched Duration: instantaneous Saving Throw: none Spell Resistance: no

By laying your hand upon an eidolon, you cause its wounds to close and its form to solidify. This spell cures 1d10 points of damage +1 point per caster level (maximum +5).

Source: Advanced Player's Guide


Rejuvenate Eidolon School: Conjuration (Healing); Level: summoner 3 Casting Time: 1 standard action Components: V, S, M (a drop of your blood) Range: touch Area Effect: Targets: eidolon touched Duration: instantaneous Saving Throw: none Spell Resistance: no

This spell functions as lesser rejuvenate eidolon, except that it cures 3d10 points of damage +1 point per caster level (maximum +10).

Source: Advanced Player's Guide


Rejuvenate Eidolon, Greater School: Conjuration (Healing); Level: summoner 5 Casting Time: 1 standard action Components: V, S, M (a drop of your blood) Range: touch Area Effect: Targets: eidolon touched Duration: instantaneous Saving Throw: none Spell Resistance: no

This spell functions as lesser rejuvenate eidolon, except that it cures 5d10 points of damage +1 point per caster level (maximum +20).

Source: Advanced Player's Guide


Resounding Blow School: Evocation [sonic]; Level: antipaladin 4, inquisitor 5, paladin 4 Casting Time: 1 swift action Components: V Range: personal Area Effect: Targets: you Duration: 1 round/level Saving Throw: Fortitude partial; see text Spell Resistance: no

You must have a melee weapon in hand to cast this spell.

On a successful melee attack, your weapon resounds with a thunderous clash. The target takes 1d6 points of sonic damage. Your weapon is not harmed by this attack.

If you are using your judgment ability or smite ability against the target, it is staggered for 1 round on a successful attack. A successful Fortitude save negates the staggering effect.

On a successful critical hit, the target is stunned for 1 round and deafened for 1d6 rounds. A successful Fortitude save negates the stunning and deafening effects. If you are also using judgment or smite, your foe makes only a single save against all effects.

This spell immediately ends if your weapon leaves your hand.

Resounding blow stacks with the thundering weapon property.

Source: Advanced Player's Guide


Rest Eternal School: Necromancy; Level: cleric 4, druid 5, witch 5 Casting Time: 1 round Components: V, S, M/DF (ashes and a vial of holy or unholy water) Range: touch Area Effect: Targets: one dead creature touched Duration: permanent Saving Throw: none Spell Resistance: no

You place a curse upon a dead creature that bars its spirit from returning. Anyone casting a spell that would communicate with the dead creature, return it to life, or turn it into an undead creature must succeed on a caster level check with a DC of 11 plus your caster level. Rest eternal cannot be dispelled, but it can be negated with remove curse or break Enchantment.

Source: Advanced Player's Guide


Restful Sleep School: Necromancy; Level: bard 1 Casting Time: 10 minutes Components: V, S, M (a pinch of sand) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature/level, no two of which can be more than 30 ft. apart Duration: 8 hours or 24 hours; see text Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

You cast this spell immediately prior to resting. While under the effects of this spell, you and your allies enjoy a restful night's sleep. If a subject completes a full night's rest, it regains hit points as if it had undergone a full day of bed rest (regaining twice its character level in hit points). If a subject completes a full day's rest, it regains three times its character level in hit points. Any significant interruption during the rest (such as being awoken) prevents any healing that night and ends the effect of this spell on the awakened subject. Any healing acquired while under the effects of restful sleep is considered natural healing, and has no affect on effects requiring magical healing to cure.

Source: Advanced Player's Guide


Resurgent Transformation School: Conjuration (Healing); Level: alchemist 5 Casting Time: 1 standard action Components: V, S, M (a pinch of meteoric iron worth 100 gp) Range: personal Area Effect: Targets: you Duration: 1 hour/level or until triggered, then 1 round/level Saving Throw: Spell Resistance:

Resurgent transformation grants you the ability to recover from deadly wounds with restored vitality and a will to fight, but at a price. Once cast, resurgent transformation lies dormant for up to 1 hour per level until you are reduced to one-quarter hit points or less. Once triggered, you immediately gain a +4 enhancement bonus to Constitution and Strength, damage reduction 5/-, and the benefits of a haste spell. In addition, you heal 4d8 points of damage + 1 point per caster level (maximum +25). Resurgent transformation can even save you from death by healing the damage from an otherwise mortal wound, though it does not prevent death from massive damage or from causes other than hit point loss. Your mental faculties are impaired by this magical transformation, however, causing 1d4 points of Intelligence and Wisdom damage.

The advantages from your transformation persist for 1 round per caster level after the spell is triggered. Once the spell ends, it takes a heavy toll, leaving you exhausted and inflicting 1d4 points of Constitution damage. Utilizing more than one resurgent transformation in a day is particularly risky.

The expiration of a second resurgent transformation in a 24- hour period inflicts an additional 1d4 points of Constitution damage and results in death from system shock unless you succeed at a DC 15 Fortitude save, made after the Constitution damage has been applied.

If the spell expires or is dispelled before the transformation has been triggered, no adverse effects result.

Source: Advanced Player's Guide


Retribution School: Necromancy [evil]; Level: inquisitor 3 Casting Time: 1 standard action Components: V Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature who has just struck you with an attack Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: yes

Retribution blasts those who have the temerity to assault your person. You may target anyone who has just struck you with an attack within the previous round, whether with a melee, ranged, or natural weapon, or a spell that requires an attack roll. The target is wracked with shooting pains that impose a -4 penalty on attack rolls, skills checks, and ability checks. On a successful Fortitude save, the penalty only lasts for 1 round.

A target who worships the same god as you takes a -2 penalty on its saving throw.

Source: Advanced Player's Guide


Reviving Finale School: Conjuration (Healing); Level: bard 3 Casting Time: 1 swift action Components: V, S Range: 20 ft. Area a 20-ft.-radius burst centered on you Effect: Targets: Duration: instantaneous Saving Throw: Will half (harmless) Spell Resistance: yes (harmless)

You must have a bardic performance in effect to cast this spell.

With a flourish, you immediately end your bardic performance, and allies within the area of the spell regain 2d6 hit points. This spell has no effect on undead creatures.

Source: Advanced Player's Guide


Righteous Vigor School: Enchantment (Compulsion) [mind-affecting]; Level: inquisitor 3, paladin 2 Casting Time: 1 standard action Components: V, S, DF Range: touch Area Effect: Targets: creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

Infusing the target with a surge of furious divine energy, you enhance a creature's ability to hit an opponent based on the number of times it has already hit that opponent with a successful attack. Each time the subject successfully strikes an opponent with a successful melee attack, the subject gains a cumulative +1 morale bonus on attack rolls (maximum +4 bonus) and gains 1d8 temporary hit points (to a maximum of 20 temporary hit points). If an attack misses, the attack bonus resets to +0 but any accumulated temporary hit points remain. The temporary hit points disappear at the end of the spell's duration.

Source: Advanced Player's Guide


River of Wind School: Evocation [air]; Level: druid 4, sorcerer/wizard 4 Casting Time: 1 standard action Components: V, S Range: 120 ft. Area 120-ft. line Effect: Targets: Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: yes

Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell creates a 5-foot-diameter line of wind-the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration. Creatures caught in a river of wind take 4d6 nonlethal damage and are knocked prone. A successful Fortitude save halves the damage and prevents being knocked prone.

A creature that begins its turn wholly or partially within a river of wind must make a Fortitude save or be pushed 20 feet in the wind's direction of flow, take 2d6 nonlethal damage, and be knocked prone-a successful Fortitude save means the creature merely takes 1d6 nonlethal damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind.

Source: Advanced Player's Guide


Sacred Bond School: Conjuration (Healing); Level: cleric 3, inquisitor 2, paladin 2 Casting Time: 1 round Components: V, S, F (a pair of golden bracelets worth 100 gp each worn by both you and the target) Range: touch; see text Area Effect: Targets: creature touched Duration: 10 minutes/level (D) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

To use this spell, you first touch the intended recipient, creating a sympathetic field of healing energies between you.

Once the spell has been cast, you and the target may cast Conjuration (healing) spells with a range of touch upon each other so long as you are within close range (25 ft. + 5 ft./2 levels). Should either you or the target remove your bracelet, the spell immediately ends.

Source: Advanced Player's Guide


Sacrificial Oath School: Abjuration; Level: paladin 4 Casting Time: 1 standard action Components: V, S, DF Range: touch Area Effect: Targets: creature touched Duration: 1 minute/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

You create a powerful bond between yourself and a single creature. Until the end of the spell's duration, each time the target is hit with an attack or fails a saving throw, you can take the full damage of that attack and any other effects that creature suffers. If you choose not to take on the damage and effects, you instead take a number of points of damage equal to your Constitution score as backlash. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects of either the transfer or the backlash. If you or the subject of the spell move out of line of sight, the spell ends.

Source: Advanced Player's Guide


Saddle Surge School: Transmutation; Level: paladin 2 Casting Time: 1 standard action Components: V, S, DF Range: personal Area Effect: Targets: you and your mount Duration: 1 round/level (D); see text Saving Throw: Spell Resistance:

You and your mount form a perfect synergy that endows both of you with advantages based upon how far you travel each round. For every 5 feet your mount moves in a given round, you gain a +1 competence bonus on Ride checks and both you and your mount gain a +1 morale bonus on damage rolls made with weapons or natural attacks for 1 round. For instance, if your mount traveled 40 feet in a round, you would gain a +8 bonus on Ride checks and you and your mount would both gain a +8 bonus on damage rolls for 1 round, to a maximum bonus equal to your caster level. You must be mounted to enjoy the benefits of this spell. If you dismount, get knocked off, or take any other action that separates you from your mount, the spell immediately ends.

Source: Advanced Player's Guide


Sanctify Armor School: Abjuration [good]; Level: inquisitor 4, paladin 3 Casting Time: 1 standard action Components: V, S Range: touch Area Effect: Targets: armor touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: yes (harmless, object)

You imbue your armor with a righteous aura. It gains a +1 enhancement bonus per four caster levels (maximum +5 at 20th level). When using your judgment or smite ability, you gain DR 5/evil.

An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

Source: Advanced Player's Guide


Saving Finale School: Evocation [mind-affecting]; Level: bard 1 Casting Time: 1 immediate action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one living creature Duration: instantaneous Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a saving throw, allowing the subject to immediately reroll the failed saving throw.

Source: Advanced Player's Guide


Scent Trail School: Transmutation; Level: druid 2 Casting Time: 1 standard action Components: V, S, M (a queen ant) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature/level, no two of which can be more than 30 ft. apart Duration: 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

You, or a willing creature you touch, lay down a trail of scents that only the creatures you designate at the time of can detect. These creatures find it very easy to follow this trail.

They gain a +20 competence bonus on any Survival checks made for the purpose of tracking the creature laying this trail.

Subject creatures with the scent special ability gain a +10 competence bonus on Wisdom or Survival checks to follow the trail.

In addition, you can leave scent messages along the trail.

Each word or emotion in this message requires spending a move action in the same spot. Subject creatures seeking to understand this message must make another DC 20 Survival check, with a -1 penalty for every word or emotion in the message, in order to understand it. Creatures cannot benefit from this smell if they cannot use, or do not have, a sense of smell. Creatures can use this spell to backtrack through a dungeon, maze, or similar areas even if the creature laying down the trail crossed over the spot multiple times.

Source: Advanced Player's Guide


Screech School: Evocation [sonic]; Level: witch 3 Casting Time: 1 standard action Components: V Range: 30 ft. Area 30-ft.-radius spread centered on you Effect: Targets: Duration: instantaneous Saving Throw: Fortitude negates Spell Resistance: yes

You emit a shrill, piercing shriek, startling those around you into dropping their guard. Enemies in the area must make a successful saving throw or immediately provoke attacks of opportunity from foes that threaten them. You and your allies are unaffected by your own screech.

Source: Advanced Player's Guide


Sculpt Corpse School: Necromancy; Level: sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S, M (lump of wax) Range: touch Area Effect: Targets: one dead creature touched Duration: instantaneous Saving Throw: Will partial; see text Spell Resistance: no

With a clammy caress and a word to the powers lurking beyond death, you can reshape a dead body look like another creature or even a specific person so long as you have firsthand knowledge of how that creature or person actually looks.

You can make the corpse one size larger or smaller and change anything else about it including its apparent type, gender, or age. Creatures with a reason to suspect deception may make a Will saving throw to realize that the corpse was altered. If you chose to make the corpse look like a specific individual anyone who knows that individual can make a Will save to realize that the corpse is not actually that person. However, if a creature fails its Will save by 5 or less they believe the corpse is that of someone who closely resembled the person they knew rather than a deliberate fake. This spell merely changes the appearance of the corpse. Any spell or effect that targets the corpse (such as speak with dead or raise dead) treats it as if it still had its original appearance.

Source: Advanced Player's Guide


Seamantle School: Conjuration (Creation) [water]; Level: druid 8, sorcerer/wizard 8 Casting Time: 1 standard action Components: V, S, M (a cup of water) Range: personal Area Effect: Targets: you Duration: 1 minute/level Saving Throw: Spell Resistance:

You sheathe yourself within a churning column of pure elemental water up to 30 feet high that fills your space. You gain a swim speed equal to your land speed and can see, hear, and breathe normally within the seamantle, but attacks against you are treated as if you were under the surface of the water. You gain improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves) against foes that do not have freedom of movement effects. The cover granted by the seamantle does not enable you to make Stealth checks or prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack rolls or state that they do not function underwater (such as cloudkill).

The seamantle blocks line of effect for any fire spell or supernatural fire effect, but enemies can attempt to use fire spells within the seamantle; this requires a caster level check (DC 20 + spell level), and if successful the fire spell takes as a bubble of steam contained within the seamantle rather than its usual effect.

The seamantle allows you to make a slam attack by forming a pseudopod of water, inflicting damage appropriate for your size. This slam attack has a reach of 30 feet. In addition, as a standard action, you can attempt to extinguish fires by touch.

You automatically extinguish up to a 10-foot cube of normal fire. Against magical fire effects, your touch acts as dispel magic; this also applies to any non-instantaneous fire affect that comes into contact with you (such as flame blade, flaming sphere, or incendiary cloud). Even if you fail to extinguish a fire, you are not harmed by it. A flaming or flaming burst weapon that strikes you has its power suppressed for 1d4 rounds if the wielder fails a Fortitude save.

Source: Advanced Player's Guide


Seek Thoughts School: Divination [mind-affecting]; Level: alchemist 3, bard 3, inquisitor 3, sorcerer/wizard 3, summoner 3, witch 3 Casting Time: 1 standard action Components: V, S, M (a handful of copper coins) Range: 40 ft. Area 40-ft.-radius emanation centered on you Effect: Targets: Duration: concentration, up to 1 minute/level Saving Throw: Will negates Spell Resistance: no

Similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. You may scan for either the answer to a simple question (such as "Where is the hidden lair of the wererats?") or for information on a general topic (such as the beliefs of an evil cult). You detect the number of creatures who are thinking about this question or topic within range, as well as their location if they are visible to you. Seek thoughts does not let you read actual surface thoughts, only if a given creature is thinking about the topic you are concentrating on. A successful Will save prevents you from sensing a creature's thoughts for the duration of the spell.

You can maintain concentration on seek thoughts while you engage in normal conversation, allowing you to ask leading questions about topics of interest. A creature conversing with you while you concentrate can notice that you are distracted with a successful DC 25 Sense Motive check.

Source: Advanced Player's Guide


Share Language School: Divination; Level: bard 1, cleric 2, druid 2, sorcerer/wizard 2 Casting Time: 1 standard action Components: V, S, M (a page from a dictionary) Range: touch Area Effect: Targets: creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guesswork.

Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or anyone else, so convincing it to actually carry out these instructions could require negotiation, threats, or outright bribery.

Source: Advanced Player's Guide


Shadow Projection School: Necromancy [evil]; Level: sorcerer/wizard 4 Casting Time: 1 minute Components: S Range: personal Area Effect: Targets: you Duration: 1 hour/level (D) Saving Throw: Spell Resistance:

With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow (see Pathfinder RPG Pathfinder Roleplaying Game Bestiary 245). Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect.

While projecting your shadow, you gain a shadow's darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature's create spawn ability, nor its skill ranks or Hit Dice.

Your shadow has Hit Dice and hit points equal to your own.

Your shadow projection has the undead type and may be turned or affected as undead.

If your shadow projection is slain, you return to your physical body and are immediately reduced to -1 hit points.

Your condition becomes dying, and you must begin making Constitution checks to stabilize.

Source: Advanced Player's Guide


Share Senses School: Divination (Scrying); Level: sorcerer/wizard 4, witch 3 Casting Time: 1 full round Components: V, S, M (a hair, scale, or feather from your familiar) Range: long (400 ft. + 40 ft./level) Area Effect: Targets: your familiar Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

Spending a moment in meditation and conjuring an image of the creature to mind, you reshape your link with your familiar, causing it to functions like a scrying sensor. Upon this spell you can hear, see, or smell (any one, your choice) what your familiar is experiencing. You gain the benefits of any nonmagical special abilities your familiar has tied to the chosen sense (such as low-light vision or scent), but use your own Perception skill. You don't need line of sight or line of effect to your familiar, but you must have an active empathic link. You may change the sense you are sharing as a standard action. Unlike other scrying spells, share senses does not allow magically or supernaturally enhanced senses to work through it, and you are unable to see in magical or natural darkness unless your familiar possesses the ability to see in such conditions.

The sensory link with your familiar can be detected as though it were a scrying sensor.

Source: Advanced Player's Guide


Shifting Sand School: Transmutation [earth]; Level: druid 3, sorcerer/wizard 3 Casting Time: 1 standard action Components: V, S, M (a handful of sand) Range: medium (100 ft. + 10 ft./level) Area 20-ft. spread Effect: Targets: Duration: 1 round/level (D) Saving Throw: Reflex negates; see text Spell Resistance: no

You cause an earthen or sandy surface to shift and churn within the area. The shifting sand obliterates tracks and is considered difficult terrain. Acrobatics checks in the area take a penalty equal to your caster level (maximum +10). Creatures entering or beginning their turn in the shifting sand must make a Reflex save each round or become entangled until the beginning of their next turn. If they attempt to move while entangled, they must make a second Reflex save or fall prone. Creatures with the stability racial trait (like dwarves) may apply it as a bonus on their saving throws.

As a move action, you may move the area of shifting sand up to 10 feet in any direction. Creatures that are entangled or prone in the spell's area are carried along with the shifting sand in the same direction if possible. This movement does not provoke attacks of opportunity. Unattended Medium or smaller objects may also be carried along or shallowly buried by the shifting sand.

Source: Advanced Player's Guide


Shared Wrath School: Enchantment (Compulsion) [mind-affecting]; Level: inquisitor 4 Casting Time: 1 standard action Components: V, S, M (a thorny vine) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: up to one creature/level, no two of which can be more than 30 ft. apart Duration: 1 minute Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

This spell functions as wrath, except that you grant multiple creatures the bonuses against your designated foe. All subjects of shared wrath receive their bonuses against the same creature.

Source: Advanced Player's Guide


Sift School: Divination; Level: bard 0, inquisitor 0 Casting Time: 1 standard action Components: V, S Range: 30 ft. Area one 10-ft. cube Effect: Targets: Duration: instantaneous Saving Throw: none Spell Resistance: no

You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.

Source: Advanced Player's Guide


Sirocco School: Evocation [air], [fire]; Level: druid 6, sorcerer/wizard 6 Casting Time: 1 standard action Components: V, S, M/DF (handful of fine sand cast into the air) Range: medium (100 ft. + 10 ft./level) Area cylinder (20-ft. radius, 60 ft. high) Effect: Targets: Duration: 1 round/level (D) Saving Throw: Fortitude partial, see text Spell Resistance: yes

A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude save halves the fire damage and negates being knocked prone. Flying creatures forced into the ground by the powerful downdraft take damage as if they fell unless they make a DC 15 Fly check, in which case they remain at their original altitude.

Any creature that takes damage from a sirocco becomes fatigued (or exhausted, if already fatigued, such as from a previous round of exposure to a sirocco spell). Creatures with the water subtype take a -4 penalty on all saving throws against this spell and take double normal damage.

Source: Advanced Player's Guide


Sleepwalk School: Enchantment (Compulsion) [mind-affecting]; Level: inquisitor 4, witch 4 Casting Time: 1 round Components: V, S, M (a sprig of belladonna worth 100 gp) Range: touch Area Effect: Targets: unconscious creature touched Duration: 1 hour/level (D) Saving Throw: Will negates; see text Spell Resistance: yes

You compel an unconscious or sleeping creature to rise and move in a half-awake state. The target creature staggers about if led or guided, but remains helpless for all other purposes.

The subject moves at half speed and is limited to a single move action each round. It is not capable of moving at a higher rate of speed or taking actions other than movement except by magical assistance, and automatically fails any Dexterity- or Strength-based skill checks. If the creature takes any damage while sleepwalking it must make a new saving throw or the spell ends and the creature awakes (if it has more than 0 hit points). When the spell ends or is dismissed, the target remains unconscious and must be awoken normally. While sleepwalk allows an unconscious creature to move, it does not awaken the creature, nor does it stabilize or otherwise heal them. A disabled creature that moves about while under the effects of this spell does not start dying again as a result of this movement.

Source: Advanced Player's Guide


Slipstream School: Conjuration (Creation) [water]; Level: druid 2, ranger 2, sorcerer/wizard 2 Casting Time: 1 standard action Components: V, S, M/DF (a few drops of oil and water) Range: touch Area Effect: Targets: creature touched Duration: 10 minutes/level (D) Saving Throw: Reflex negates (harmless) Spell Resistance: no

You create a low-cresting wave of water that carries the target along the surface of water or the ground. When moving across level ground, the target's speed increases by 10 feet.

If going downhill, speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill.

While swimming, the slipstream increases the target's swim speed by 20 feet-if the target does not have a swim speed, this spell grants a swim speed of 20 ft.

Source: Advanced Player's Guide


Snake Staff School: Transmutation; Level: cleric 5, druid 5 Casting Time: 1 standard action Components: V, S, M (a knife suitable for whittling) Range: medium (100 ft. + 10 ft./level) Area Effect: Targets: 1 or more pieces of wood, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates (object) Spell Resistance:

yes (object) With a long hissing whisper, you transform ordinary pieces of wood into various sorts of snakes that immediately attack your foes.

As long as the snakes remain within sight, you can direct their actions telepathically as a free action. You can only apply this spell to wooden objects not in a creature's possession or not part of a larger structure or plant. Each time you cast this spell you can create a number of snakes equal to your caster level. More powerful snakes take up more than one of your available total, as noted below. Snake statistics can be found on page 255 of the Pathfinder Pathfinder Roleplaying Game Bestiary; details on the advanced and giant simple templates can be found on pages 294-295 of that book.

Venomous Snake: A stick or piece of firewood.

Counts as 1 snake.

Constrictor Snake: A staff or tree branch. Counts as 2 snakes.

Advanced Venomous Snake: A stick or piece of firewood. Counts as 2 snakes.

Advanced Constrictor Snake: A staff or tree branch.

Counts as 3 snakes.

Advanced Giant Venomous Snake: A log or pile of debris. Counts as 4 snakes.

Advanced Giant Constrictor Snake: A fallen tree or a large pile of debris. Counts as 5 snakes.

Source: Advanced Player's Guide


Solid Note School: Conjuration (Creation); Level: bard 1 Casting Time: 1 standard action Components: V Range: close (25 ft. + 5 ft./2 levels) Area Effect: one solidified musical note Targets: Duration: concentration + 1 round/level Saving Throw: none Spell Resistance: no

You give temporary physical form to a single musical note and can hang it, suspended, wherever you wish within range, allowing you to use it as hook, pulley, door blocker, or anything else your imagination desires. The exact appearance of the solid note depends on your melody. You can make it spiked or smooth, simple or convoluted, and with any color pattern you wish, however, it always has a size approximately equal to that of your outstretched hand. Once created, the solid note resists all attempts to move it but instantly disappears if enough force or weight is brought to bear against it. The note has an effective Strength equal to 10 + your caster level. It cannot hold more weight than the equivalent of a heavy load for its Strength without disappearing. Any creature that wins an opposed Strength check against the note (by pushing open a door which the note is holding shut for example) also causes it to disappear. The note can never deal actual harm to a creature and disappears if successfully attacked (AC 10 + your Charisma modifier) or overcome with a combat maneuver such as bull rush (CMD 2 + your base attack bonus + your Charisma modifier). Any creature obstructed by the solid note simply fails to budge it and loses that action for the round.

Source: Advanced Player's Guide


Spark School: Evocation [fire]; Level: bard 0, cleric 0, druid 0, sorcerer/wizard 0, witch 0 Casting Time: 1 standard action Components: V or S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one Fine object Duration: instantaneous Saving Throw: Fortitude negates (object) Spell Resistance: yes (object)

You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

Source: Advanced Player's Guide


Spiked Pit School: Conjuration (Creation); Level: sorcerer/wizard 3, summoner 3 Casting Time: 1 standard action Components: V, S, F (miniature shovel costing 10 gp) Range: medium (100 ft. + 10 ft./level) Area Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels Targets: Duration: 1 round + 1 round/level Saving Throw: Reflex negates Spell Resistance: no

This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit's walls have a Climb DC of 20.

Source: Advanced Player's Guide


Spiritual Ally School: Evocation force; Level: cleric 4 Casting Time: 1 standard action Components: V, S, DF Range: medium (100 ft. + 10 ft./level) Area Effect: spiritual ally of force Targets: Duration: 1 round/level (D) Saving Throw: none Spell Resistance: yes

An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god.

The spiritual ally occupies its space, though you and your allies can move through it, since it is your ally. The spiritual ally carries a single weapon, one favored by your deity (as for spiritual weapon), which has the same threat range and critical modifiers as a real weapon of its form. Each round on your turn, starting with the turn that you cast this spell, your spiritual ally can make an attack against a foe within its reach that you designate. The spiritual ally threatens adjacent squares and can flank and make attacks of opportunity as if it were a normal creature. The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack. When the spiritual ally hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses DR and can affect incorporeal creatures.

Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally's AC against touch attacks is 10.

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual ally strikes it. If the ally 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.

Source: Advanced Player's Guide


Spite School: Abjuration; Level: witch 4 Casting Time: 1 round Components: V, S, M (rare inks worth 250 gp) Range: personal Area Effect: Targets: you Duration: 1 hour/level (D) or until discharged Saving Throw: Spell Resistance:

Choose a single touch range spell of 4th level or lower with a casting time of 1 standard action or less. As part of the action of casting spite, you cast the associated spell and bind it into a defensive ward in the form of a tattoo, birthmark, or wart somewhere upon your body. The next time you are hit by a melee attack or a combat maneuver is used successfully against you, the stored spell is triggered against your foe. You do not need to succeed on a touch attack to affect the target, but in all other respects the spell is treated as though you had cast it normally. If the attacking creature is not a valid target for the spell, the stored spell is lost with no effect.

You can have only one spite spell in effect at a time; if you cast this spell a second time, the previous spell effect ends.

Source: Advanced Player's Guide


Stay the Hand School: Enchantment (Compulsion) [mind-affecting]; Level: paladin 4 Casting Time: 1 immediate action Components: V, S, DF Range: medium (100 ft. + 10 ft./level) Area Effect: Targets: one creature Duration: 1/round per level and special; see text Saving Throw: Will partial Spell Resistance: yes

You cause a creature's arm to waver and prevent it from striking another creature. You can cast this spell when the target is about to make a melee attack against another creature. On a failed saving throw, the target does not follow through with its attack, and its entire action is wasted for the round. On a successful saving throw, the target can make its attack, forcing its strike though the compulsion but losing both accuracy and power, taking a -5 penalty on its attack and damage rolls. Whether or not the target makes its initial save or not, it is subject to a -2 penalty on attack and damage rolls against the creature it originally targeted for the duration of the spell.

Source: Advanced Player's Guide


Stone Call School: Conjuration (Creation) [earth]; Level: druid 2, ranger 2, sorcerer/wizard 2 Casting Time: 1 standard action Components: V, S, DF Range: medium (100 ft. + 10 ft./level) Area cylinder (40-ft. radius, 20 ft. high) Effect: Targets: Duration: 1 round/level Saving Throw: none Spell Resistance: no

A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast.

For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).

Source: Advanced Player's Guide


Stone Fist School: Transmutation [earth]; Level: alchemist 1, druid 1, sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S, M (a chip of granite) Range: personal Area Effect: Targets: you Duration: 1 minute/level (D) Saving Throw: Spell Resistance:

This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small). In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.

Stone to flesh immediately dispels stone fist. Should you be the target of transmute rock to mud, this spell immediately ends and you take 4d6 points of damage.

Source: Advanced Player's Guide


Stormbolts School: Evocation [electricity]; Level: cleric 8, druid 8, sorcerer/wizard 8, witch 8 Casting Time: 1 standard action Components: V, S, M/DF (a copper rod) Range: 30 ft. Area a 30-ft.-radius spread, centered on you Effect: Targets: Duration: instantaneous Saving Throw: Fortitude partial Spell Resistance: yes

When you cast this spell, lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. Any other creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful saving throw halves the damage and negates the stun effect.

Source: Advanced Player's Guide


Strong Jaw School: Transmutation; Level: druid 4, ranger 3 Casting Time: 1 standard action Components: V, S Range: touch Area Effect: Targets: creature touched Duration: 1 minute/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature's natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is (see page 302 of the Pathfinder Pathfinder Roleplaying Game Bestiary for more information). If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.

Source: Advanced Player's Guide


Stumble Gap School: Conjuration (Creation); Level: sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S, F (miniature shovel costing 10 gp) Range: close (25 ft. + 5 ft./2 levels) Area Effect: see text Targets: Duration: 1 round + 1 round/level Saving Throw: Reflex partial Spell Resistance: no

You create a shallow extradimensional hole perfectly sized to trip anyone who steps within it. This hole occupies a single 5-foot square with a depth of six inches. Any creature occupying the square when you first create the hole, or who later steps into the square containing the hole, must make a Reflex saving throw to avoid falling prone in an adjacent square and taking 1d6 points of damage. A creature that makes its saving throw still stumbles ever so slightly and takes a -1 penalty on all rolls and checks for 1 round. The spell has no effect on creatures adjacent to the square containing the hole.

Source: Advanced Player's Guide


Stunning Finale School: Enchantment (Compulsion) [mind-affecting]; Level: bard 5 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: up to 3 creatures, no two of which can be more than 30 ft. apart Duration: 1 round Saving Throw: Fortitude partial; see text Spell Resistance: yes

You must have a bardic performance in effect to cast this spell.

With a flourish, you immediately end your bardic performance, assaulting the senses of the targets with your finale. Each target is stunned for 1 round. On a successful saving throw, a target is staggered for 1 round.

Source: Advanced Player's Guide


Suffocation School: Necromancy; Level: sorcerer/wizard 5, witch 5 Casting Time: 1 standard action Components: V, S, M (a vial containing a bit of the caster's breath) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one living creature Duration: 3 rounds Saving Throw: Fortitude partial Spell Resistance: yes

This spell extracts the air from the target's lungs, causing swift suffocation. The target can attempt to resist this spell's effects with a Fortitude save-if he succeeds, he is merely staggered for 1 round as he gasps for breath. If the target fails, he immediately begins to suffocate. On the target's next turn, he falls unconscious and is reduced to 0 hit points. One round later, the target drops to -1 hit points and is dying. One round after that, the target dies. Each round, the target can delay that round's effects from occurring by making a successful Fortitude save, but the spell continues for 3 rounds, and each time a target fails his Fortitude save, he moves one step further along the track to suffocation. This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one's breath-if the victim fails the initial saving throw, the air in his lungs is extracted.

Source: Advanced Player's Guide


Suffocation, Mass School: Necromancy; Level: sorcerer/wizard 9, witch 9 Casting Time: 1 standard action Components: V, S, M (a vial containing a bit of the caster's breath) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one living creature/2 levels (no two of which may be more than 30 feet apart) Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: yes

This spell functions as suffocation except as noted above. Note that the duration of this spell is much longer, forcing those suffering from the effect to make far more Fortitude saves to stave off eventual suffocation.

Source: Advanced Player's Guide


Summon Eidolon School: Conjuration (Summoning); Level: summoner 2 Casting Time: 1 round Components: V, S, M (a silver coin) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one eidolon Duration: 1 minute/level (D) Saving Throw: none Spell Resistance: no

You open a rift between dimensions that summons your eidolon.

Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic.

If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.

Source: Advanced Player's Guide


Swarm Skin School: Transmutation; Level: druid 6, witch 6 Casting Time: 1 standard action Components: V, S, M/DF (a crushed insect hive) Range: personal Area Effect: Targets: you Duration: see text Saving Throw: Spell Resistance:

You convert all of your soft tissue into swarms of insects or other creatures and send them off to do your bidding, leaving nothing but your bones and gear behind. These swarms have all their normal qualities and abilities but also bear a tiny portion of your consciousness that allows you to perceive what they do and to control their actions. While in this form, you cannot use any of your own abilities or take any actions other than controlling the swarms.

Each time you cast this spell you get a total allotment of levels equal to your caster level and any swarm you choose to create costs one or more of those levels. You can "spend" your allotment of levels to create any combination of swarms so long as their total does not exceed your caster level. Number of Level:s Swarm Type(s) 2 caster levels Spider swarm (Pathfinder Pathfinder Roleplaying Game Bestiary page 258) 4 caster levels Rat swarm (Pathfinder Roleplaying Game Bestiary 232) 6 caster levels Crab swarm, wasp swarm (Pathfinder Roleplaying Game Bestiary 50, 275) 8 caster levels Centipede swarm, leech swarm (Pathfinder Roleplaying Game Bestiary 43, 187) 10 caster levels Army ant swarm (Pathfinder Roleplaying Game Bestiary 16)

Once you create these swarms they remain in existence until destroyed or you order them to return to your body. When all swarms have returned to your body or are destroyed, your flesh wraps itself back around your bones and you regain the ability to act normally. If your bones are not where you left them you must first locate them in order to regain access to your body. You always know if your bones are destroyed and your consciousness remains in control of the swarms until they too are destroyed (and your die). If you can use the swarms to get help and arrange for someone to repair your bones (using anything that would normally restore you to life), at which point you can return the swarms to your body.

Source: Advanced Player's Guide


Thorn Body School: Transmutation; Level: alchemist 3, druid 4 Casting Time: 1 standard action Components: V, S, DF Range: personal Area Effect: Targets: you Duration: 1 round/level Saving Throw: Spell Resistance:

This spell causes spines to grow from your exposed skin, damaging creatures that strike you. Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage +1 point per caster level (maximum +15). Creatures using melee weapons with reach are unaffected by this spell. Creatures that successfully grapple you take 2d6 points of piercing damage +1 point per caster level (maximum +15). In addition, your natural attacks and unarmed strikes deal an additional 1d6 points of piercing damage.

Thorns created by this spell persist through any new physical shape or form you assume, such as via wildshape or any polymorph effect.

Source: Advanced Player's Guide


Threefold Aspect School: Transmutation; Level: druid 5, witch 4 Casting Time: 1 standard action Components: S, F (silver crescent worth 5 gp) Range: personal Area Effect: Targets: you Duration: 24 hours (D) Saving Throw: Spell Resistance:

Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.

You may change between these three aspects or your actual age as a standard action. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a -2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Strength and Dexterity. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)-the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age.

True seeing reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self.

Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 Perception check.

Threefold aspect does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.

Source: Advanced Player's Guide


Thundering Drums School: Evocation [sonic]; Level: bard 3 Casting Time: 1 standard action Components: V, S Range: 15 ft. Area cone-shaped burst Effect: Targets: Duration: instantaneous Saving Throw: Fortitude partial Spell Resistance: yes

You strike the ground in front of you, filling the area in front of you with the thunder of pounding drums. Any creature in the area takes 1d8 points of sonic damage per caster level (maximum 5d8) and is knocked prone. A successful Fortitude save halves the damage and negates being knocked prone.

Source: Advanced Player's Guide


Timely Inspiration School: Divination; Level: bard 1 Casting Time: 1 immediate action Components: V Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature Duration: instantaneous Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds.

Source: Advanced Player's Guide


Tireless Pursuit School: Transmutation; Level: inquisitor 1, ranger 1 Casting Time: 1 standard action Components: V, S, M (a hard biscuit) Range: personal Area Effect: Targets: you Duration: 1 hour/level (D) Saving Throw: Spell Resistance:

You harden your body against the stresses of long travel. You halve the damage caused by hustling and forced marching (see Pathfinder RPG Core Rulebook 171). In addition, for the duration of the spell you ignore any fatigue caused by such travel. Once the spell ends, if you still have any nonlethal damage caused by the hustling or forced march, you become fatigued, or exhausted if already fatigued.

Source: Advanced Player's Guide


Tireless Pursuers School: Transmutation; Level: inquisitor 4, ranger 3 Casting Time: 1 standard action Components: V, S, M (a hard biscuit broken into pieces) Range: touch Area Effect: Targets: you plus one touched creature/3 levels Duration: 1 hour/level (D) Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

This spell functions as tireless pursuit, except as noted above.

Source: Advanced Player's Guide


Touch of Gracelessness School: Transmutation; Level: bard 1, sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S Range: touch Area Effect: Targets: creature touched Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: yes

With a single touch, you reduce a creature to a fumbling clown.

The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target's Dexterity score below 1.

In addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its maneuverability is reduced by one step (perfect maneuverability becomes good, good becomes average, and so on).

A successful Fortitude save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly maneuverabilities.

Source: Advanced Player's Guide


Touch of the Sea School: Transmutation; Level: alchemist 1, druid 1, sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S, M (a fish scale) Range: touch Area Effect: Targets: creature touched Duration: 1 minute/level Saving Throw: Fortitude negates (harmless) Spell Resistance: yes (harmless)

You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.

Source: Advanced Player's Guide


Transmogrify School: Transmutation; Level: summoner 4 Casting Time: 1 hour Components: V, S, M (a flask of quicksilver worth 1,000 gp) Range: touch Area Effect: Targets: your eidolon Duration: instantaneous Saving Throw: Will negates (harmless) Spell Resistance: no

Your eidolon's form shifts and transforms. This spell allows you to change any of the eidolon's evolutions by allocating its evolution pool on new evolutions. If you have the aspect or greater aspect ability, this spell also allows you to change the evolution points spent to modify you, including removing or adding points as allowed by those abilities.

Your eidolon cannot benefit from this spell more than once per day. This spell does not allow you to change your eidolon's base form.

Source: Advanced Player's Guide


Transmute Potion to Poison School: Transmutation; Level: alchemist 2 Casting Time: 1 standard action Components: S Range: personal Area Effect: Targets: you Duration: 1 round then 1 minute/level; see text Saving Throw: Spell Resistance:

This extract causes you to take on a pale, sickly pallor for 1 round. During this time, if you consume a potion, it has no effect. Instead, your mouth fills with a vile poison that you can spit onto a weapon as a free action. If you do not spit out the poison in 1 round, it affects you instead. The effect of the poison depends on the level of spell contained in the potion consumed (see sidebar). If the poison is not used within 1 minute per caster level it becomes inert. You can only create one dose of poison in this way per casting of this spell.

Source: Advanced Player's Guide


Treasure Stitching School: Transmutation; Level: bard 4, cleric 5, sorcerer/wizard 5 Casting Time: 1 standard action Components: V, S, M (a piece of embroidered cloth no larger than 10-ft. square worth 100 gp) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: all objects on cloth Duration: 1 day/level (D) Saving Throw: Fortitude negates (object) Spell Resistance: yes (object)

You can transform all objects placed on a cloth into an embroidered, two-dimensional representation, making it easy for you to store and transport the items. You can pile any amount or weight of objects on the cloth so long as the pile stays within the dimensions of the cloth (up to a 10-foot cube).

When you cast the spell the entire pile disappears into the cloth, replaced by a highly accurate, sewn picture of the pile from whatever angle you wish. The cloth retains its normal weight and dimensions. You can restore the pile of objects at any time as a full-round action by unfurling the cloth and ordering the spell to end, consuming the cloth. Anyone else wishing to restore the objects must successfully dispel your spell. If the cloth is destroyed or significantly damaged, all objects held within the cloth are lost. This spell cannot affect artifacts or other sorts of similarly unique objects.

Source: Advanced Player's Guide


True Form School: Abjuration; Level: druid 4, sorcerer/wizard 4 Casting Time: 1 standard action Components: V, S Range: medium (100 ft. + 10 ft./level) Area Effect: Targets: up to one creature/3 levels, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates Spell Resistance: yes

True form removes any polymorph effect from a target creature, returning it to its true form, even against its will. Against creatures affected by polymorph spell effects (such as baleful polymorph or giant form), you must make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the polymorph immediately ends.

A creature with the supernatural ability to change shape (such as a lycanthrope) must make a Will saving throw or immediately revert to its true form. If it fails this first saving throw, the creature can attempt another Will saving throw to overcome the spell as a full-round action that does not provoke attacks of opportunity. If this save succeeds, the spell ends and the creature is capable of changing shape once again. If the second save fails, the creature is locked in its true form for the duration of the spell, preventing any further polymorph effects from changing its shape.

Source: Advanced Player's Guide


Tsunami School: Conjuration (Creation) [water]; Level: druid 9, sorcerer/wizard 9 Casting Time: 1 standard action Components: V, S Range: long (400 ft. + 40 ft./level) Area Effect: 10-ft.-deep wave 10 ft. wide/level and 2 ft. tall/level Targets: Duration: 5 rounds Saving Throw: see text Spell Resistance: no

You create a massive wave of water that then moves in a straight line across water or land-you select the direction the wave travels (which must be perpendicular to its width), but once set in motion, the wave cannot change course. Over the surface of open water, the wave travels at a speed of 60 feet per round-on land or underwater, the wave travels at a speed of 30 feet per round.

Creatures struck by a tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage).

In addition, the tsunami makes a special CMB check against any creature it strikes-the wave's CMB is equal to your caster level + your relevant spellcasting ability score modifier (whichever is highest) + 8 (for the wave's size). If this CMB check defeats a creature's CMD, the creature is knocked prone and carried along by the wave. A creature carried along by a tsunami can attempt to escape the wave on its turn as a standard action by making a CMB or Swim check opposed by the wave's CMB check-if a creature fails to escape, it takes another 6d6 points of bludgeoning damage (Fortitude save for half ) and continues being carried along by the wave.

Objects struck by a tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave's journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of bludgeoning damage when a tsunami passes through its space-if this is enough to destroy the object or structure, the remains are carried along by the wave. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Freedom of movement prevents a creature from being carried along by a tsunami but does not prevent damage caused by it hitting a creature.

A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward.

Source: Advanced Player's Guide


Twilight Knife School: Evocation [force]; Level: sorcerer/wizard 3, witch 3 Casting Time: 1 standard action Components: V, S, F (a small knife) Range: close (25 ft. + 5 ft./2 levels) Area Effect: floating knife of force Targets: Duration: 1 round/level (D) Saving Throw: none Spell Resistance: yes

You create a darkly sinister floating knife that attacks the same creature as you each round. If you choose not to attack a creature, or you make an attack that affects multiple opponents, the knife makes no attack during that round.

The knife uses your base attack bonus modified by either your Intelligence or Charisma bonus (whichever is higher) when making this attack. Unless you specifically will it to do otherwise, or it proves impossible to do so, the knife always maneuvers itself so that it can flank your opponent before making the attack. The knife deals 1d4 points of force damage on a successful hit and has the same threat range and critical multipliers as a normal dagger. In addition, if the target is denied a Dexterity bonus to AC or the knife flanks the target, the knife can make sneak attacks as a rogue, inflicting an extra 1d6 points of force damage per four caster levels on a successful attack.

A twilight knife cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellationtwilight knife's AC against touch attacks is 12 (10 + size bonus for Tiny object) plus your Dexterity modifier. affects it. A

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the twilight knife strikes it. If the knife 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.

Source: Advanced Player's Guide


Twin Form School: Transmutation; Level: alchemist 6 Casting Time: 1 standard action Components: V, S, M (a blend of soil and the caster's blood) Range: personal Area Effect: Targets: you Duration: 1 round/level or until discharged (D) Saving Throw: Spell Resistance:

This extract splits a perfect double of yourself from your body, dressed and equipped exactly as you are. You are able to shift your consciousness from one body to the other once each round as a free action. This shift takes place either immediately before your turn or immediately after it, but not during the round. You may act normally in the body you inhabit. Your other self is treated as though dazed, except it may take a single move action each round during your turn. Your twin cannot speak while you are in your other body, and cannot flank, make attacks of opportunity, or otherwise threaten enemies.

Both you and your twin have the same statistics and start with the number of hit points you had when you ingested the extract. Once you have split, these hit points are tracked separately. Any spells, extracts, or magical effects (such as from potions) that were active when you ingested the extract are active for both you and your twin. If any such effects expire, are dispelled, dismissed, or otherwise used or ended, they end for both of you. Extracts or spells cast after you split affect you and your twin as though you were two separate targets. Your equipment is linked between your two selves, and if an item on one is consumed or destroyed, its duplicate is used up or destroyed as well.

The body you do not inhabit crumbles into dust when the extract's duration expires or is dismissed. If the body you inhabit is destroyed, you immediately shift to your surviving self and the extract immediately ends. The body you left behind crumbles into dust, and you are stunned until the start of your next turn. If the body you do not inhabit is destroyed, the extract also ends immediately, but you suffer no ill effects.

You have no special ability to sense what your second body is experiencing, though you immediately know if it has been destroyed. You may switch between bodies at any distance on the same plane. If your bodies cross into separate planes (including through the use of teleport or blink), the body you inhabit survives, while your other body is destroyed.

Source: Advanced Player's Guide


Unfetter School: Transmutation; Level: summoner 1 Casting Time: 1 standard action Components: V, S, M (a broken chain) Range: medium (100 ft. + 10 ft./level) Area Effect: Targets: your eidolon Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: no

This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than 100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty, but if the spell expires while the eidolon is farther than 100 feet away, it immediately loses hit points as normal for distance and is possibly sent back to its home plane. While this spell is in effect, you cannot sacrifice hit points to prevent damage to your eidolon. Damage that would be transferred due to the life bond ability is not transferred. If you attempt to use the transposition ability while this spell is in effect, you must roll on the teleport mishap table, using the "studied carefully" row.

Source: Advanced Player's Guide


Universal Formula School: Transmutation; Level: alchemist 4 Casting Time: 1 standard action Components: V, S, M (quicksilver and powdered platinum worth 100 gp) Range: personal Area Effect: Targets: you Duration: instantaneous Saving Throw: Spell Resistance:

As you ingest this extract, it transforms into the appropriate extract for any formula you know of 3rd level or lower and takes effect immediately. If the chosen formula has an expensive material component, it must be provided along with the component for this formula. You may not create an infused extract with this formula.

Source: Advanced Player's Guide


Unwilling Shield School: Necromancy; Level: bard 5, inquisitor 5, sorcerer/wizard 6, witch 6 Casting Time: 1 standard action Components: V, S, M (ruby dust worth 250 gp) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: yes

Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield other, the target shares the wounds that you receive. In addition, the link draws upon the target's life force to supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage.

When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already split is not assigned to you.

If you and the target of the spell move out of range of each other, the spell remains active, but damage is no longer shared until you are once again within range of each other.

Source: Advanced Player's Guide


Unwitting Ally School: Enchantment [charm] [mind-affecting]; Level: bard 0 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one living creature Duration: 1 round Saving Throw: Will negates Spell Resistance: yes

You befuddle the target's mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies' ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell's effect.

Source: Advanced Player's Guide


Vanish School: Illusion (Glamer); Level: bard 1, sorcerer/wizard 1 Casting Time: 1 standard action Components: V, S Range: touch Area Effect: Targets: creature touched Duration: 1 round/level (up to 5 rounds) (D) Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.

Source: Advanced Player's Guide


Veil of Positive Energy School: Abjuration [good]; Level: paladin 1 Casting Time: 1 standard action Components: V, S, DF Range: personal or 5 ft.; see text Area Effect: Targets: you or all creatures within 5 ft.; see text Duration: 10 minutes/level (D) Saving Throw: Spell Resistance:

You surround yourself with a veil of positive energy, making it harder for undead creatures to harm you. When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal duration as a swift action on your turn to deal a number of points of positive energy damage equal to your level to all undead creatures within 5 feet of you.

Source: Advanced Player's Guide


Venomous Bolt School: Necromancy; Level: ranger 3 Casting Time: 1 swift action Components: V, S Range: 0 ft. Area Effect: Targets: one arrow or bolt Duration: instantaneous Saving Throw: Fortitude negates; see text Spell Resistance: yes

You infuse a single arrow or crossbow bolt with natural venom as you fire it. In addition to its normal damage, anyone struck by this arrow or bolt is affected as if by the poison spell. If the arrow is not fired immediately, the spell ends with no effect.

Source: Advanced Player's Guide


Versatile Weapon School: Transmutation; Level: bard 2, ranger 2, sorcerer/wizard 3 Casting Time: 1 standard action Components: V, S, M (iron filings) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one weapon or 50 projectiles, all of which must be together at the time of casting Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: yes (harmless, object)

You transform the physical makeup of a weapon as you desire.

This spell functions like greater magic weapon, except that it subtly alters the physical properties of a weapon, enabling it to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or slashing. The affected weapon still inflicts damage of its normal type and its hardness and hit points are unchanged. This spell can be cast on a natural weapon or unarmed strike.

Source: Advanced Player's Guide


Vomit Swarm School: Conjuration (Summoning); Level: alchemist 2, witch 2 Casting Time: 1 standard action Components: S Range: personal Area Effect: one swarm of spiders Targets: Duration: 1 round/level Saving Throw: Spell Resistance:

You vomit forth a swarm of spiders (Pathfinder Roleplaying Game Bestiary, page 258) that attacks all other creatures within its area. The swarm begins adjacent to you, but if no living creatures are within its area, it moves in one direction of your choosing at its normal speed.

You can move the swarm or change the swarm's direction by spending a standard action to concentrate on the swarm, otherwise it continues moving in its current direction. If your caster level is at least 7th, you can vomit forth a swarm of wasps instead (Pathfinder Roleplaying Game Bestiary 275). Finally, if your caster level is at least 13th, you can vomit forth a swarm of army ants (Pathfinder Roleplaying Game Bestiary 16).

Source: Advanced Player's Guide


Vortex School: Evocation [water]; Level: druid 7, sorcerer/wizard 7 Casting Time: 1 standard action Components: V, S, M/DF (a stirring spoon) Range: long (400 ft. + 40 ft./level) Area Effect: whirlpool 50 ft. deep, 30 ft. wide at top, and 5 ft. wide at base Targets: Duration: 1 round/level (D) Saving Throw: Reflex negates, see text Spell Resistance: yes

You create a powerful and immobile whirlpool in any body of liquid large enough to contain the spell's effect. Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed.

You may direct the whirlpool to eject any carried creatures whenever you wish. A boat that is equal in length or shorter than the vortex's width that passes through a vortex takes 6d6 points of damage and is caught up by the current. If the boat's captain makes a DC 25 Profession (sailor) check (or if the boat is longer than the vortex's width), the boat takes only half damage and is not caught up by the vortex.

Source: Advanced Player's Guide


Wake of Light School: Evocation [good]; Level: paladin 2 Casting Time: 1 standard action Components: V, S, DF Range: 120 ft. Area Effect: a 10-ft.-wide path in a straight line, up to 120 ft. long Targets: Duration: 1 round/level Saving Throw: none Spell Resistance: yes

You and your mount lay down a trail of glowing, heavenly mist behind you as you move that makes passage easier for good creatures but more difficult for evil creatures. This glowing trail of mist appears behind your mount in a straight line starting where you cast the spell and ending where your mount ends its movement. The mist takes the form of a path 10 feet wide and up to 120 feet long and always floats just above the ground, up to a height of 1 foot. Thereafter, the mist persists for 1 round per level.

Good creatures may walk along the top of the mist as if it were solid, treating squares of difficult terrain containing the mist as normal terrain. Evil creatures find the mist thick and cloying, and treat squares of normal terrain containing the mist as difficult terrain instead. Neutral creatures pass through the mist with no effect. The mist has no effect on obstacles or otherwise impassable terrain, and does not block sight or provide concealment.

Except for very special circumstances (such as a celestial or fiendish mount), mounts use the alignment of their rider when determining how this spell affects them. You must be mounted to enjoy the benefits of this spell. If you dismount, get knocked off, or take any other action that separates you from your mount, the spell immediately ends, although the mist remains for the spell's normal duration.

A wake of light cannot follow across water, underwater, or through the air in the case of a mount capable of walking on water, swimming, or flight.

Source: Advanced Player's Guide


Wall of Lava School: Conjuration (Creation) [earth], [fire]; Level: druid 8, sorcerer/wizard 8 Casting Time: 1 standard action Components: V, S, M/DF (a chunk of dried lava) Range: medium (100 ft. + 10 ft./level) Area Effect: Targets: lava wall whose area is up to one 5-ft. square/level (S) Duration: 1 round/level (D) Saving Throw: see text Spell Resistance: no

This spell creates a vertical wall of lava that is 1 inch thick for every 4 caster levels and composed of up to one 5-foot square per level. A wall of lava's maximum height cannot exceed half of its width (with a minimum height of 5 feet). The wall cannot be conjured so that it occupies the same space as a creature or object. A section of a wall of lava can be destroyed by damage (hardness 4, hp 90), but if a section is destroyed, the remaining lava in the wall immediately fills in any such hole created, reducing the wall's overall size by one 5-foot square but remaining a contiguous barrier. Each time a weapon strikes a wall of lava, it takes 2d6 points of fire damage (or the creature who strikes the wall takes 2d6 fire damage if the attack was via an unarmed strike or natural attack).

A creature can move through a wall of lava as a full-round action by making a DC 25 Strength check-failure indicates that the creature is pushed back out of the wall to the point he just attempted to leave. A creature with a burrow speed can move through the wall using its burrow speed. An attempt to move through a wall of lava inflicts 20d6 fire damage. A wall of lava also radiates heat as if it were a wall of fire, although the heat from a wall of lava radiates from both sides.

Once per round as a move action, you can direct the wall of lava to erupt. This causes a plume of lava to fire at any target within 60 feet of either side of the wall, but reduces the wall's overall size by 1d4 5-foot square sections. You must make a ranged touch attack to hit the target, which takes 10d6 points of fire damage on a hit. Holes created in a wall of lava from this effect instantly reseal, reducing the overall size of the wall.

All damage inflicted by physical contact with a wall of lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half that dealt during actual contact (that is, 1d6 or 5d6 or 10d6 points per round).

Source: Advanced Player's Guide


Wall of Suppression School: Abjuration; Level: sorcerer/wizard 9 Casting Time: 1 standard action Components: V, S, M (powdered adamantine worth 1,000 gp) Range: medium (100 ft. + 10 ft./level) Area Effect: anti-magic wall occupying up to two 5 ft. cubes/level (S) Targets: Duration: 10 minutes/level; see text Saving Throw: none Spell Resistance: no

You create a wall of glittering motes that suppresses or even negates any magical effect passing through it. The wall appears to have no actual substance and does not physically obstruct or impede anything attempting to move through it. However, the wall exerts a powerful anti-magical effect. Any magic item or magical spell or effect of your caster level or lower that passes through the wall is suppressed for 1 round per level.

Spells or effects with durations expire normally, even while thus suppressed. A spell or effect with a duration greater than that of the suppression effect resumes functioning normally when the suppression ends. The wall affects all magical effects, including spells, spell-like abilities, supernatural abilities, magical items, and any effects stemming from them that pass through the wall. The wall does not suppress a creature's ability to cast spells, use spell-like abilities, or any other sort of limited-use abilities even if the wall suppresses a particular application of those abilities. However, if a creature with magical abilities that are constant or otherwise always active passes through the wall, those abilities are suppressed for the normal duration.

The wall blocks line of effect, so no spell or effect can pass through the wall, but it does not block line of sight. Magic items or spell effects with a higher caster level than yours are unaffected by the wall of suppression. The wall does not affect artifacts, anything stemming from the direct action of a deity, or similarly powerful sorts of magic.

Source: Advanced Player's Guide


Wandering Star Motes School: Illusion (Pattern) [light], [mind-affecting]; Level: bard 4, sorcerer/wizard 4, witch 4 Casting Time: 1 standard action Components: V, S, M (a sprinkle of flash powder) Range: close (25 ft. + 5 ft./2 levels) Area Effect: Targets: one living creature and special; see text Duration: 1/round per level Saving Throw: Will negates; see text Spell Resistance: yes

You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet.

A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.

Source: Advanced Player's Guide


Ward the Faithful School: Abjuration; Level: inquisitor 3 Casting Time: 1 standard action Components: V, S, DF Range: touch Area 10-ft.-radius emanation from touched creature Effect: Targets: Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: no

All creatures within the area who worship the same god as you gain a +2 deflection bonus to AC and a +2 resistance bonus on all saves. At 12th level, these bonuses increase to +3. At 18th level, the bonuses increase to +4.

If you do not worship a specific deity, the bonuses apply to those who share your faith. If you do not have a specific faith or religion, the spell provides benefits only to yourself. Enemies gain the benefits of this spell if they worship the same god or share the same faith as you, even if you view them as heretical.

Source: Advanced Player's Guide


Weapon of Awe School: Transmutation; Level: cleric 2, inquisitor 2, paladin 2 Casting Time: 1 standard action Components: V, S, DF Range: touch Area Effect: Targets: weapon touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: yes (harmless, object)

You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw.

This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition.

You can't cast this spell on a natural weapon, but you can cast it on an unarmed strike.

Source: Advanced Player's Guide


Winds of Vengeance School: Evocation [air]; Level: cleric 9, druid 9, sorcerer/wizard 9 Casting Time: 1 standard action Components: V, S, DF Range: personal Area Effect: Targets: you Duration: 1 minute/level Saving Throw: Spell Resistance:

You surround yourself with a buffeting shroud of supernatural, tornado-force winds. These winds grant you a fly speed of 60 feet with perfect maneuverability. Neither your armor nor your load affects this fly speed. The winds shield you from any other wind effects, and form a shell of breathable air around you, allowing you to fly and breathe underwater or in outer space.

Range:d weapons (including giant-thrown boulders, siege weapon projectiles, and other massive ranged weapons) passing through the winds are deflected by the winds and automatically miss you. Gases and most gaseous breath weapons cannot pass though the winds.

In addition, when a creature hits you with a melee attack, you can shape your winds so they lash out at that creature as an immediate action. The creature must make a Fortitude saving throw or take 5d8 points of bludgeoning damage and be knocked prone (if on the ground). On a failed save, Huge flying creatures are checked and Large-sized or smaller flying creatures are blown away instead of knocked prone (see page 439 of the Pathfinder RPG Core Rulebook for more information).

On a successful save, the damage is halved and the creature is not knocked prone (or checked or blown away).

Source: Advanced Player's Guide


World Wave School: Transmutation [earth], [water]; Level: druid 9, sorcerer/wizard 9 Casting Time: 1 standard action Components: V, S, DF Range: see text Area Effect: see text Targets: Duration: 1 round/level or 1 hour/level; see text (D) Saving Throw: none Spell Resistance: yes

You cause any sort of natural terrain (including water, forest, desert, tundra, and so on) to surge beneath your feet and safely propel you with devastating force over great distances. This wave of terrain undulates as it passes over the world, harmlessly lifting or stretching objects, creatures, and phenomena with a connection to nature but tearing through and damaging anything else it encounters. When you cast the spell you must choose the wave's type, either a tsunami or a swell. If you choose a tsunami, you create a 30-foot-high tidal wave of earth or water hurtling across the landscape that lasts for 1 round per level. If you choose a swell, you create a more controlled and gentle 5-foot-high wave that lasts for 1 hour per level. Regardless of its form or composition, the crest of the wave extends 10 feet in front of and behind you, and 5 feet per level to both your left and right. You can stand or sit on the crest of this wave without any fear of falling off it and can even lie down and sleep (or take any other actions you could take if standing on solid ground) as it travels. You can grant up to one additional creature per level the ability to safely accompany you on this wave.

When you first create the wave, you must choose its path by facing the direction you wish it to travel. Once you make this decision, you cannot change it. The wave, in either version, moves at eight times your base land speed. Any object, creature, or phenomena strongly connected to, or a part of, the natural world simply rises up and down with the wave as it passes, taking no damage or injury. However, anything else coming into contact with the wave takes either 6d6 points of bludgeoning damage (if the tsunami) or 1d6 points of bludgeoning damage (if the swell).

The wave damages any manufactured object or structure. On the Material Plane, it also damages any creature of the aberration, construct, outsider, or undead type, or with the extraplanar subtype. Creatures with the construct or undead type take double damage from the wave. Other creatures, or creatures with even one druid class level (regardless of their type), are considered a part of the natural world and are unaffected by the wave. Note that on other planes of existence, what is considered to be a part of the natural world may vary at the GM's discretion.

The wave can travel up or down the sides of natural features so long as it does not exceed a 45-degree angle. You cannot alter the dimensions of the wave as it travels. If the wave encounters terrain that it cannot incorporate into itself, the wave simply flows over or around the obstacle (creatures riding the wave are harmlessly displaced to the side to avoid the obstacle) unless the terrain occupies one-half or more of the area of the wave's crest. In such cases the spell ends in 1d6 rounds as the wave falters and collapses, unless its duration would normally cause it to expire prior to that.

The momentum of the wave carries you forward through this new terrain without any injury until it collapses, at which point you suffer the normal effects of the terrain in which you are deposited. Terrain the wave cannot incorporate includes anything primarily made from fire (such as lava), air (such as an open cliff face), or something man-made (such as a city).

You can only create the wave if standing on the ground. You cannot create it when underground or on terrain that it cannot incorporate.

Source: Advanced Player's Guide


Wrath School: Enchantment (Compulsion) [mind-affecting]; Level: inquisitor 1 Casting Time: 1 standard action Components: V, S, M (a thorny vine) Range: personal Area Effect: Targets: you Duration: 1 minute Saving Throw: Spell Resistance:

You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 morale bonus on attack rolls and weapon damage rolls against that designated creature for every three caster levels you have (at least +1, maximum +3). You also receive this bonus on caster level checks made to overcome the creature's spell resistance, if any. At 12th level, you gain the benefits of the Improved Critical feat on attack rolls made against the designated creature. This effect doesn't stack with any other effect that expands the threat range of a weapon.

Source: Advanced Player's Guide


Wrathful Mantle School: Evocation [force], [light]; Level: cleric 3, paladin 3 Casting Time: 1 standard action Components: V, S, DF Range: touch or 5 ft.; see text Area Effect: Targets: creature touched or all creatures within 5 ft.; see text Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)

A shimmering mantle of light shrouds the subject, light like a torch. The subject of the spell gains a +1 resistance bonus on all saving throws per four caster levels (maximum +5 at 20th level). The subject can end the wrathful mantle at any time as a swift action to deal 2d8 points of force damage to all creatures within 5 feet.

Source: Advanced Player's Guide One round



Contentment Enchantment (Charm) [Mind-Affecting] Level: Brd 0, Sor/Wiz 0 Components: V, S Casting time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1d4 rounds Saving Throw: Will partial Spell Resistance: Yes

A contentment spell causes a feeling of wellbeing to come over a single creature of 1 HD or less. The subject ceases to be agitated or distressed and will react calmly to anything or anyone around it. If the creature fails its will save, it is also fascinated.

Any cause of distress or agitation continues to affect the target once the spell ends. In particular, while this spell can suppress a barbarian's rage ability, any time spent under the spell's effects do not count against the rage duration, and the subject is not fatigued while the rage is suppressed. Also, it does not affect morale bonuses from spells such as bless or good hope. It otherwise functions as the spell calm emotions.

Hush Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Brd 1, Sor/Wiz 1 Components: V, S Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One intelligent creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

You make a short, sharp gesture and a shushing noise that interrupts and distracts the target.

If the target fails its will save, any normal verbal communication it was making ceases momentarily. If the target was concentrating at the time (including making a vocal Perform check or casting a spell with a verbal component), it may make a Concentration check to ignore the distraction.

Mnemonic Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

This spell imprints the subject's memory with any words you say during the round spent casting the spell. The memory is the subject's own and is not subject to dispelling, but can be forgotten like any long-term memory.

Memorising spoken words in this way does not impart any information or understanding to the subject. In particular, if the subject does not understand what is said, they merely recall the caster's words as sounds of no particular meaning. The subject must understand and think on the words to gain any meaning or insight from them, just as if they were reading the words from a book.

Material Component A knotted piece of string.

Kehdin's Divinatory Aids Kehdin the metallurgist had a secret. Not just the ordinary secrets of dwarven metalcraft, either; Kehdin was a wizard. He'd studied magic years ago under a human who crafted and enchanted fine swords, and now he was probably the only wizard in his homeland. He knew it wouldn't be a welcome discovery, and so he worked hard to keep it secret; but all the divinations he'd learnt on the surface were next to useless in a place where everything was built of thick stone and solid metal.

But Kehdin was, after all, an expert with materials, and so he found ways around these barriers. And so, when it happened one day that a certain paladin, after buying a magic sword from Kehdin, thought to ask around at all the local temples to see which one had performed the enchantments, Kehdin was gone as soon as they figured out his secret.

Magic Window Divination Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 round Range: Touch Effect: Transparent portal, up to 3 feet across, through a barrier Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No

You create a portal through a nonmagical barrier, through which you can see and hear clearly. The portal only works in one direction. The barrier must be no thicker than 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt; however, multiple castings can extend the depth of the magic window. The spell is blocked entirely by a thin sheet of lead.

Material Component A vial of oils worth at least 10gp, spread on the barrier.

Monitor Secret Divination Level: Brd 4, Sor/Wiz 4 Components: V, S, F Casting Time: 10 minutes Range: See text Area: Radius (400 ft. + 40 ft./level) emanating from focus Duration: 1 day/level (D) Saving Throw: None Spell Resistance: No

You designate one piece of information known to you. You are alerted any time this knowledge is communicated within the radius of effect around the focus. The knowledge must be communicated openly (such as in speech or writing, but not by telepathy), but it may be in any language. It does not matter whether it is a betrayed secret or correct speculation. You and up to one creature per caster level (designated at casting time) may communicate the secret without triggering the spell.

The focus crumbles to dust when the secret is revealed. You gain no particular knowledge of where or by whom the knowledge was imparted. Any place within the spell's area that is completely enclosed by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt is protected against monitoring by this spell.

Focus A stone cube, no smaller than one inch to an edge.

Penetrate Lead Transmutation Level: Sor/Wiz 5 Components: V, S, M Casting time: 1 round Range: Touch Target: One barrier Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No

You cause a nonmagical barrier normally impervious to divination spells to be temporarily transparent to such effects. The normal target is a thin sheet of lead, but the spell can also affect up to 3 feet of wood or dirt, 1 foot of stone, or 1 inch of common metal. Thicker barriers, or barriers made of multiple materials, can be overcome by further penetrate lead spells. For this purpose, two spells will penetrate up to an inch of lead.

Material Component A small piece of gold, beaten to translucent thinness.

Kehdin's Retreat in Exile So what if he'd been driven out of his home three steps ahead of an angry mob, just for being a wizard? If he hadn't been a wizard, Kehdin the metallurgist wouldn't have been three steps ahead of the mob, would he?

Monitor Passage Divination (Scrying) Level: Sor/Wiz 4 Components: V, S, F Casting Time: 10 minutes Range: Long (400 ft. + 40 ft./level) Effect: Magical sensor Duration: 1 day/level (D) Saving Throw: None Spell Resistance: No

Monitor passage sets a magical sensor to watch over an area. The sensor faces in one direction, 'seeing' five feet to the sides and up to 60 ft. ahead. Any creature of Tiny size or larger, except ethereal or astral creatures, will trigger the sensor if it moves through the monitored area. The sensor cannot be moved or turned, and its detection is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

When the sensor is triggered, the focus of the spell glows red. The caster can look through the focus and see the area monitored by the sensor. Unlike most scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the area is magically dark, the caster sees nothing (but the sensor will still detect creatures). If the area is naturally dark, the caster can see as if the area was lit (in red light) by a torch at the sensor's location.

Monitor passage can be made permanent with a permanency spell.

Focus A cube, no smaller than one inch to an edge, of glass or crystal.

Blend with Mob Illusion (Glamer) Level: Brd 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) Saving Throw: Will disbelief (if interacted with)

Drawing on the appearances and actions of those nearby, you make yourself look like you belong there. Your appearance becomes similar to those around you (within limits, as per disguise self); if there is more than one type of creature nearby, you may choose which to imitate. You can only imitate creatures that you are aware of (generally those you can see), and you do not imitate a particular creature: you get a +10 bonus to a Disguise check made to look like someone other than yourself.

Furthermore, if there are at least three nearby creatures who are acting with a particular purpose (such as expressing hostile intentions towards a particular target), blend with mob allows you to appear to act like them as well. You do not read their minds with this spell; they must be open about the intention you attempt to imitate. You get a +10 bonus to Bluff checks made to convince others that you are there to aid their purpose.

Material component A small piece of chalk or soft clay.

Kehdin's Instant Interior Decorator Illusion (Shadow) Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 minute; see text Range: Close (25 ft. + 5 ft./level) Effect: Five or more shadow objects Duration: 2 hours/level (D) Saving Throw: Will disbelief (if interacted with)

You create a number of objects, of Diminutive size or smaller, up to 2d6 + your caster level. If they are shadow duplicates of objects you are very familiar with, you can create them all within 1 minute; otherwise, each unfamiliar (or wholly imagined) object takes 1 minute to craft from shadowstuff. Detailed imitations may require an appropriate Craft check. The objects all appear within the radius of the spell, but once completed, they will persist even in your absence.


Cinder Conjuration (Creation) [Fire] Level: Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels); see text Effect: One smouldering cinder Duration: Instantaneous Saving Throw: None Spell Resistance: No

This spell conjures a small lump of smouldering material. As part of the casting of the spell, you can throw the cinder at a target within range, requiring a ranged touch attack; otherwise, you can simply cause it to appear anywhere within arm's reach. The cinder deals 1 point of fire damage per round to unprotected flesh or flammable objects; it will cause tinder or other highly flammable substances to catch fire in 1 round. The cinder will die in one minute, becoming an inert lump of charcoal-like material; however, it can be banked in ash or other insulating material to conserve its heat, and any time spent so insulated does not count against the one minute limit.

Hardfall Transmutation Level: Sor/Wiz 2 Components: V, S Casting time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart Duration: Until landing or 1 round/level Saving Throw: Will negates Spell Resistance: Yes

This spell is the malicious creation of a wizard who worked for years trying to find an effective counter for feather fall. His result is not quite perfect, since it cannot be cast as quickly as that spell, but if the subjects are falling far enough it can be quite effective.

The targets of the spell fall 50% faster than normal: 225 feet in the first round of descent, and 450 feet per round thereafter. They also take and deal extra damage upon landing, as if the fall were half again as far. The falling damage limit is increased to 30d6.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

Hardfall dispels (but does not counter) feather fall.

Spellgap Transmutation Level: Sor/Wiz 6 Components: V, S, M Casting time: 1 standard action Range: Touch Target: One barrier Duration: 1 min. or until discharged Saving Throw: None Spell Resistance: No

This spell creates an invisible portal through a barrier, granting line of effect in the quarter circle in front of the portal to any caster standing adjacent to the spellgap. The spellgap is discharged after one spell is cast through it. This spell does not allow you to see through the wall; you (or whoever first casts through the spellgap) may need to use other means to locate targets your spell, unless you are simply designating a point in space.

A spellgap can be created through up to 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. While the duration lasts, further spellgaps cast at the same point on the barrier can be used to make the gap pass through thicker barriers, or barriers made of multiple materials. (For this purpose, two spellgaps will penetrate up to 1 inch of lead.) [The following is probably a little too complicated mathematically, and would require me to set a size for the spellgap. It should probably just be left out, for simplicity, and the quarter circle drawn from the far side of the barrier.] However, the area in which line of effect is granted is drawn from the near side of the barrier, and may be restricted by thick obstacles, as shown in Figure 1.

http://members.westnet.com.au/perey/images/spellgap.png Figure 1: A spellgap has been created through this 5-foot stone wall (in red). However, the wall itself cuts out some of the line-of-effect area (in blue), so only a narrower arc can be targeted (in green).

Material component A gold piece, beaten to translucent thinness.

Anarchist's Watch Abjuration (Chaos) Level: Clr 5 Components: V, M, DF Casting Time: 1 full round action Range: Close (25 ft. +5 ft./ 2 levels) Area: 5 ft./ level radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No You designate an area which becomes aware of lawful creatures. When ever a lawful creature enters the area of the spell a mental or audible alarm (you choose which at the time of casting) alerts you to the creature's presence. At the same time you and a number of creatures equal to half your caster level (chosen at the time of casting) each receive the benefits of a Protection from Law spell as if it had been cast by you on the round that the evil creature entered the area. Material Component: A small silver bell that has been crushed into a fine powder that you apply to the perimeter of the area to be affected

Astral Dissection Conjuration (Evil) (Teleportation) Level: Clr 5 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./ 2 levels) Effect: Ray Duration: Instantaneous, 1 round/ level; see text Saving Throw: Fortitude half, partial; see text Spell Resistance: Yes A clear ray, like that of focused heat waves, projects from your hand. You must succeed on a ranged touch attack to strike a target. The subject must make a Fortitude save or take 1d6 points of damage per 2 caster levels (maximum 10d6) as the spell teleports random bits and pieces of the target to the astral plane and the target also becomes nauseated for the duration of the spell. A successful Fortitude save means the target takes half damage and is only sickened for the duration of the spell.

Awaken Traitor Enchantment (Charm, Compulsion) (Mind-affecting) Level: Brd 4, Wiz/Sor 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./ 2 levels) Target: One living creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes This charm makes a creature believe that its most trusted ally has betrayed them in the worst possible way imaginable to the creature. The creature will stop at nothing in an attempt to kill the false enemy. In addition, the creature now views you as inconsequential and will only turn its attention on you should you try and come between it and its new-found enemy.

Body Charge Evocation (Electricity) (Chaotic) Level: Clr, Drd 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature or Object Touched Duration: 1 min./ level; see text Saving Throw: Fort (harmless) Spell Resistance: Yes (harmless) By touching a creature or object you channel electrical energy that becomes stored energy. When the creature or object is touched or struck by a metal weapon, or if the creature strikes an opponent with her bare hands or a metal weapon, a portion of the electrical energy discharges into the opponent. Damage dealt by such a discharge is 1d4 + 1 point per caster level (maximum +5), no save. The creature or object has enough energy to discharge a number of times equal to the caster’s level +1. If all the energy is discharged before the duration of the spell is up, the spell effectively ends. If there are still charges left at the end of the spell’s duration, the target flashes in harmless glow of electrical static when the spell ends. It is possible for friends to be affected by the spell. Any spell that requires the friend to touch the target discharges electricity against the friend as normal. The target cannot choose who is affected by the spell.

Cloak of Warmth Abjuration (Cold) Level: Clr 4, Drd 4, Rng 3, Wiz/Sor 4 Components: V, S, F, DF Casting Time: 1 standard action Range: Touch Target: Up to one creature touched per two levels Duration: 24 hours; see text Saving Throw: Fortitude negates (harmless) Spell Resistance:Yes (harmless) Cloak of Warmth grants temporary immunity to natural cold and damage dealt by natural cold sources, such as snow storms, to each creature protected by the spell. In addition, each creature protected by Cloak of Warmth is able to absorb 6 points of cold damage per caster level from unnatural sources, such as a white dragon's breath, (to a maximum or 120 points at 20th level). When the spell absorbs the maximum amount for a given creature it no longer absorbs unnatural cold damage but continues to grant immunity to natural cold sources. Note: Cloak of Warmth overlaps (and does not stack with) protection from energy and resist energy.

Detect Thoughts, Greater Divination (Mind-affecting) Level: Wiz/Sor 4, Brd 4 Components: V, S, F/DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: Will negates; see text Spell Resistance: No As Detect Thoughts, save that on the 4th round, if a target has previously failed its Will save, you may focus on one particular subject and gain information from the mind of the target about that subject beyond the surface thoughts of the target. Viable subjects include, the target's lover, the target's greatest fear, a specific memory of the target, etc. You can gain only one piece of information about a specific subject from a target per round, and the piece of information is limited to a sentence in length.

Holy Watch Abjuration (Good) Level: Clr 5 Components: V, M, DF Casting Time: 1 full round action Range: Close (25 ft. +5 ft./ 2 levels) Area: 5 ft./ level radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No You designate an area which becomes aware of evil creatures. When ever an evil creature enters the area of the spell a mental or audible alarm (you choose which at the time of casting) alerts you to the creature's presence. At the same time you and a number of creatures equal to half your caster level (chosen at the time of casting) each receive the benefits of a Protection from Evil spell as if it had been cast by you on the round that the evil creature entered the area. Material Component: A small silver bell that has been crushed into a fine powder that you apply to the perimeter of the area to be affected.

Magical Masochism Illusion (Phantasm) (Mind-affecting) Level: Wiz/Sor 9 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 1 round/ level Saving Throw: Will disbelief Spell Resistance:Yes You cause another creature to believe that he is you and you are he and all spells that the creature directs at you are instead directed at himself and all spells directed at himself are directed at you. The creature will do its best in attempt to close in on you so as to deliver touch attacks to himself and beneficial touch spells to you. This spell does not affect the nature of other spells, and so any spell with a range of personal cannot be directed towards you, though the creature can deliver area effect and ray spells on himself. If the target damages himself (for the first time) he may make a Will save to disbelieve the illusion, yet even if successful he still has a 50% chance of choosing the wrong target (either you or himself) when casting spells. If the save fails, the creature will believe the illusion despite any additional damage dealt to himself. If the target is not a spellcaster, or has no more spells or spell-like abilities to use, they will move at their base speed towards you and then remain still as they attempt to see themselves (you) do what ever necessary to capture, subdue or kill you (himself).

Merchant Tongue Divination Level: Brd 2, Clr 3, Wiz/Sor 3 Components: V, S, M/DF Casting Time: 1 standard action Range: Creature Touched Target: You Duration: 10 min./level When casting Merchant Tongue you must touch the creature that you wish to communicate with. Upon completion of the spell, you are able to understand, read, write and speak the native tongue of the creature touched (the DM chooses a random language if the creature has no native tongue) regardless of whether the creature touched is speaking or another creature is speaking the same language. Written material can be read at a rate similar to Comprehend Languages, but you can also write in the given language at a rate of 1 page (250 words) per 10 minutes. Arcane Material Component: A small cube of salt wrapped in silk.

Order's Watch Abjuration (Lawful) Level: Clr 5 Components: V, M, DF Casting Time: 1 full round action Range: Close (25 ft. +5 ft./ 2 levels) Area: 5 ft./ level radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No You designate an area which becomes aware of chaotic creatures. When ever a chaotic creature enters the area of the spell a mental or audible alarm (you choose which at the time of casting) alerts you to the creature's presence. At the same time you and a number of creatures equal to half your caster level (chosen at the time of casting) each receive the benefits of a Protection from Chaos spell as if it had been cast by you on the round that the chaotic creature entered the area. Material Component: A small silver bell that has been crushed into a fine powder that you apply to the perimeter of the area to be affected.

Ray of Wasting Necromancy Level: Clr 3, Wiz/Sor 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./ 2 levels) Effect: Ray Duration: 1 min./ level Saving Throw: None Spell Resistance: Yes A sickly green ray shoots from your outstretched finger. You must make a ranged touch attack to strike a target. The subject takes a penalty to Constitution equal to 1d4 plus 1 per 2 caster levels (maximum +5). Thus subject's Constitution score cannot drop below 1 due to this spell. Material Component: A piece of rotted flesh.

Song o' the Wisp Evocation (Electricity, Sonic) Level: Brd 6, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Personal or touch Target: Creature touched Duration: 1 round/ 3 levels; see text Saving Throw: Reflex half Spell Resistance: Yes Upon casting this spell, the target of the spell begins to crackle and hum with energy. On the target's next turn (one full round later if cast as personal), enough energy has built up that electricity visibly arcs across the target's body and anyone with 30 feet is able to hear the buzzing of the spells energy. At this point the target is able to release the energy in the form of lightning and thunder strikes at targets within 30 feet. The target has a reserve of 1d8 points of damage per 2 levels of the caster (20d8 maximum) which can be use to strike at opponents for the rest of the duration of the spell. The target of the spell may choose to divide damage dice amongst as many opponents as are within range of the spell. For example, a 16th-level wizard casts Song o' the Wisp on herself. The amount of energy built up by the following round is enough to do 8d8 points of damage and she could choose to focus the damage on one creature, on 2 creatures for 4d8 points of damage each or on 8 creatures for 1d8 points of damage. Releasing the energy is a standard action regardless of the number of opponents that are attacked. If the target of the spell chooses to build up the energy (see below), they are able to perform only partial actions on those rounds in which they are storing the energy. The target of the spell may choose to continue to build up energy over the duration of the spell. Any unused dice add to the total amount of damage that can be dealt on the following round. For example, the 16th-level wizard casts this spell (duration of 5 rounds) and on the first round the spell builds its energy. On the second round she has access to 8d8 points of damage. If she chooses to wait, and not release any of the energy, by the third round she will have access to 16d8 points of damage. Anytime the amount of stored energy's damage dice exceed the target's own Hit Dice, the target must make a Will save (DC 16) at the beginning of her turn or take damage equal to the total number of damage dice on that round minus her Hit Dice in d8. For example, our 16th-level wizard reaches her fourth round with 22d8 points of damage, 22d8 minus 16d8 (not d4 as per wizard's HD), equals 6d8. If she fails her save at the beginning of the fourth round she takes 6d8 points of damage, but will still have 16d8 left to use on that round. Half the damage dealt by Song o' the Wisp is electrical (round up) while the other half is sonic (round down).

Temut's Bindings Conjuration (Healing) Level: Wiz/Sor 2 Components: V, S, M Casting Time: 1 full round action Range: Touch Target: Creature Touched Duration: 2 hour/ level Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see text When wrapping specially prepared gauze strips around the wounds of a living creature, which requires a full round action, you draw upon ambient positive energy to temporarily cure the creature of 1d6 points of damage +1 point per caster level (maximum +10). The creature being healed can take no actions other than speaking for the time it takes you to bind the wounds. If you are binding your own wounds, you may take no other actions during the casting time. A creature healed by Temut's Bindings cannot gain more hit points than their standard maximum for their level and at the end of the spell's duration, the bindings dissolve and fall away at which time the creature looses the temporary hit points gained from the spell. It is possible to harm undead by using Temut's Bindings, save that it requires the undead to be immobile for the casting time. If this is possible the spell causes damage to the undead rather than curing them. Material Component: Length of cloth gauze that has been treated, but not necessarily wet, with holy water.

Unholy Watch Abjuration (Evil) Level:Clr 5 Components: V, M, DF Casting Time: 1 full round action Range: Close (25 ft. +5 ft./ 2 levels) Area: 5 ft./ level radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No You designate an area which becomes aware of good creatures. When ever a good creature enters the area of the spell a mental or audible alarm (you choose which at the time of casting) alerts you to the creature's presence. At the same time you and a number of creatures equal to half your caster level (chosen at the time of casting) each receive the benefits of a Protection from Good spell as if it had been cast by you on the round that the good creature entered the area. Material Component: A small silver bell that has been crushed into a fine powder that you apply to the perimeter of the area to be affected.

Zeal of Cleanliness Transmutation Level: Brd 1, Wiz/Sor 1 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) Your clothes become clean and free from stain, you skin becomes clean and radiant as if freshly bathed, and your voice becomes more resonant. You gain a +2 enhancement bonus to Bluff, Diplomacy, Disguise, Gather Information, and Perform checks for the duration of the spell. The enhancement bonus increases to +5 at caster level 5th, and +10 (the maximum) at caster level 9th. When the spell ends your voice returns to normal and though you are still clean you can become soiled again even during the duration of the spell. Material Component: A sliver of soap.

Alphabetical Spell Listing Spell

Portcullis Trap A large wrought iron grate drops down from the ceiling, dividing the corridor into two rooms and cutting off escape. Type: Mechanical, Perception 20, Disable Device 20 Trigger: Location, Reset: Manual Effect: Portcullis Door drops into place (2d4+4). DC 20 Reflex avoids, and allows an adjacent character to choose which side of the door he is on when the trap goes off. Once triggered, the door forbids movement into or through its squares, and provides cover for any attack made through it. A DC 20 Disable Device check unlocks the door, and a DC 20 Strength check then allows the door to be lifted as a full-round action. Holding the door open requires a Strength check each round, with the DC increasing by 1 each time. Once the door is released, it re-locks and requires another Disable Device check to open.

Prison Cage Trap Steel bars shoot upwards from the floor-- not to impale, but to ensnare. Type: Mechanical, Perception 20, Disable Device 20 Trigger: Location, Reset: Hidden Lock Effect: Steel cage bars. DC 20 Reflex save avoids and moves character into adjacent square of his choice; otherwise the trapped character can not leave the square without succeeding on a DC 30 Escape Artist check. Other characters can not move into this square, and the square provides cover for any attack made into, out of, or through it.


Conveyor Belt Trap The long rug traversing the room is actually a conveyor belt concealing pressure-sensitive plates Type: Mechanical, Perception 25, Disable Device 25 Trigger: Location, Duration: 1d8+1 rounds Reset: Automatic Reset Effect: Moving conveyor belt (CMB +15 trip and bull rush) in 25x5 area. Can not bull rush a character further than 5 feet out of its own area.

DETECT BAD THOUGHTS

School divination [lawful, mind-affecting]; Level inquisitor 1, paladin 1

Components V, S, DF

Duration 10 min./level

The thoughts people have affects their attitudes and behavior, which in turn affects how they deal with others; hence, bad thoughts can lead a person down the path to wickedness, and harm the community. This spell allows for the detection of such thoughts early on.

This spell functions as detect thoughts except as given here. This spell only detects thoughts that you would consider objectionable, such as blasphemy against your religion, gratuitous profanity, sexuality, and violence (in other words, things you wouldn’t want children to hear). Other thoughts are not detected by this spell.

DETECT BAD THOUGHTS, GREATER

School divination [lawful, mind-affecting]; School paladin 2

Duration 1 hour/level

This spell functions as detect bad thoughts except as listed here.

While this spell is active, whenever a paladin uses detect evil to concentrate on a single individual within 60 feet he also picks up any bad thoughts the creature is having as if having studied it for 3 rounds. While focusing on one individual with detect evil, the paladin does not detect bad thoughts in any other individual within range.

PROTECTION FROM INFLUENCE

School abjuration; Level cleric 1, inquisitor 1, paladin 1, sorcerer/wizard 2, summoner 2, witch 2

Casting Time 1 standard action

Components V, S, DF

Range touch

Target creature touched

Duration 1 round/level (D)

Saving Throw Will negates; Spell Resistance yes

Inequality in a relationship is inherently damaging to non-dominant participant, regardless of their personal feelings. Moreover, the very existence of such relationships suggest to others that they’re somehow legitimate, causing further harm to the fabric of society. This spell removes such bondage from a creature for a short time, allowing them to act freely.

A creature under the effects of this spell has all charm and compulsion effects suppressed for its duration. Moreover, they cannot make any sort of mental contact with another creature (e.g. telepathic bond). This spell suppresses the “link” and “share spells” special qualities when used on animal companions and eidolons, and the “empathic link” and “share spells” special qualities when used on familiars.

Summoned creatures are affected by this spell as though they were the subject of a targeted dispel magic.

Note that this spell does not affect a creature’s attitude. It may still choose to help someone it’s bonded to of its own free will.

If this spell is used against a sekirei, their “bonded” and “norito” special qualities are suppressed for the spell’s duration.

PURIFY SENSES

School abjuration [lawful, mind-affecting]; Level cleric 2, inquisitor 1, paladin 1

Casting Time 1 standard action

Components V, S, DF

Range touch

Target creature touched

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Objectionable imagery causes objectionable thoughts and opinions in people, which in turn leads to objectionable actions. This spell protects against that by making sure that those it wards cannot see or hear anything that would offend their sensibilities.

A creature affected by this spell is unable to see or hear anything offensive, obscene, lewd, or otherwise objectionable. The exact manner in which this spell stops such material from being sensed by the affected creature tends to vary between castings; images tend to be covered with a black bar or become distorted by a mosaic, while sounds are covered with a “bleep” noise, or are simply selectively muted. The exact nature of what a character finds objectionable varies, but for most creatures tends to include blasphemy against their religion, gratuitous profanity, sexuality, and violence (in other words, things that they would not want children to see or hear).

Bluff and Intimidate checks that incorporate objectionable elements automatically fail against a creature protected by this spell. Likewise, creatures under this spell gain a +6 resistance bonus against spells and effects that include objectionable elements.

The spell’s determination of what is or is not objectionable is measured by the sensibilities of the creature upon whom this spell is cast, not by the spell’s caster.

This spell made be made permanent when cast on yourself, requiring a minimum caster level of 5 and 1,000 gp. Despite the hard work of many clerics, inquisitors, and paladins, however, no way has yet been discovered to make this spell permanent when casting it on others.

[This spell was inspired by the Purify Sight spell used by Piffany the cleric in the hilarious comic "Nodwick," by Aaron Williams.]

It should be noted that, from a strict rules standpoint, the purify senses spell is fairly out-of-whack. After all, it’s a low-level spell that grants total immunity to two skills, and a hefty bonus against spells and effects…some of the time, since when it applies is vague and not strictly defined in the game’s rules terminology.

It’s precisely because of that imprecise applicability, however, that the spell’s effects are so disproportionally powerful for its level. Using this spell means that the GM has a great deal of leeway over when its effects kick in and when they don’t. As such, it’s entirely possible for this spell to not grant its bonuses depending on how a given effect is role-played. The reward for using such a spell is that when its effects do kick in, they make themselves worthwhile.

UNRELENTING RIGHTEOUSNESS

School enchantment (compulsion) [mind-affecting]; Level alchemist 1, bard 1, inquisitor 1, paladin 1

Casting Time 1 standard action

Components V, S, DF

Range touch

Target creature touched

Duration 10 minutes

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell makes a creature supremely confident in the correctness of their beliefs, gives them the courage necessary to tell people with differing opinions exactly why they’re wrong, and the conviction to keep the debate going until they’ve shown the other person the error of their ways (or at least gotten the last word).

A creature under the effects of this spell may use Diplomacy to make Intimidate checks.

On the surface, this spell doesn’t look very useful. After all, Intimidate is used to make a creature more helpful towards you, which Diplomacy already does. However, Intimidate can make a creature helpful no matter what its starting attitude is, whereas Diplomacy can only raise a creature’s attitude by two steps. Likewise, the DC to beat is calculated differently. And of course, this lets you demoralize an opponent with Diplomacy as well.


DEFECT: GROUPIE MAGNET [GENERAL] Adventurers are the rock stars of a fantasy world, and this character is one of the most famous. Prerequisites: Character level 6+, Charisma 14+. Detriment: As a result of being a famous adventurer, a character with this Defect is so well-known that whenever he enters a populated area he’s surrounded by (character level)d4 groupies (75% of which are of the opposite gender of the character) after (30 minus character level) minutes. These groupies follow the character wherever he goes in the local area, usually necessitating a disguise in order to escape them.

Groupies are all low-level NPCs. Unlike followers and cohorts, they don’t take orders from a character with this Defect, but rather just crowd around him and gawk, shriek, make shameless advances, and try to steal his stuff for souvenirs (treat this as a Sleight of Hand check made to steal from the character each round, with a bonus equal to one-half the character’s level).

A character may request a favor from one of their groupies (DC 5 Diplomacy check), but this rarely turns out well. Groupies cannot keep a secret in regards to the object of their affection, and word about the favor rapidly spreads, becoming common knowledge after 1d4-1 days (DC 10 Diplomacy check to gather information about it). This “news” is often embellished wildly; a groupie who lent their idol money will boast about how the character now owes them a favor, whereas a groupie who slept with her idol will talk about how she’s now pregnant with his “love child,” etc.



Enchant Tools (Various) Transmutation Level: 0-9 Components: V, S Casting Time: One standard action Range: Touch Target: Tool or Toolkit touched Duration: One hour per level Saving Throw: None (Object) Spell Resistance: Yes (Harmless) There is an Enchant Tools spell to go with most active skills. In general, the use of enchanted tools provides a boost of (spell level +1) on the user’s effective skill and reduces the time required by a similar factor. Thus a blacksmithing kit enchanted with a level 2 Enchant Tools spell would provide a +3 skill bonus and allow the smith to turn out items in only one-third the usual time. In games where it matters, ultratech gear can be priced as if it was a 50-charge spell-trigger item. While such items don’t run out of charges they are often bulky and need skilled maintenance. Thus a surgical lab that gives a “+10" bonus, equivalent to a L9 spell, would cost (Spell Level 9 x “Caster Level” 17 x 750 GP) = 114,750 GP. Building your own hightech equipment doesn’t cost any experience, but what you save in GP you make up for in time expenditures.

Summon Tools Conjuration Level: 2 Components: V, S Casting Time: One standard action Range: Close (25 Feet + 5 Feet per two levels) Duration: One hour per level Saving Throw: None Spell Resistance: No Summon Tools produces a set of basic tools for use with a specified “hands-on” skill, negating penalties for not being properly equipped. At caster level 4+ these are superior tools, granting a +1 bonus, and at 7+ they are considered masterwork, and so grant a +2 bonus.

Benevolent Shield of Faith Level: 3 Range: 40 foot radius burst around the caster Target: All allied creatures within the area Duration: Ten minutes per level As per Shield of Faith, but all allies who were within the area of effect when the spell was cast are protected.

Ward of Aeolus Abjuration Level: 6 Components: V, S Casting Time: One standard action Range: Touch Target: Living creature touched Duration: One hour per level Saving Throw: None Spell Resistance: Yes (Harmless) Ward of Aeolus grants a +(4 + Caster Level/3) deflection bonus to the recipient’s AC, up to a maximum bonus of +12 at caster level 24+.

Ward of the Circling Winds Level: 9 Range: 40 foot radius burst around the caster Target: All allied creatures within the area Duration: One day As per Ward of Aeolus, but it protects all allies in the initial area of effect whether or not they remain within that area thereafter

Rite of Isis Transmutation Level: 3 Components: V, S, M, XP (10) Casting Time: 10 minutes Range: Touch Target: Creature touched Duration: Four hours Saving Throw: None Spell Resistance: Yes (Harmless) Rite of Isis provides a +1 enhancement bonus, increasing to +2 at casting level 11+, to the target’s effective level. This increases their Base Attack Bonus, Hit Points, Spellcasting, and Spe c i a l Abi l i t i e s appropriately, but does not affect Saving Throws or Skill Points. The target must already have at least one level in the character class to be enhanced.

Force of Will Level: 7 Force of Will provides a +3, or +4 at caster level 16+, bonus on the target’s effective character level. It is otherwise identical to Rite of Isis. This is the practical limit on such spells.

Spell Storm Transmutation Level: 9 Components: V, S, XP (500) Casting Time: One standard action Range: Touch Target: Living creature touched Duration: One minute per level Saving Throw: None Spell Resistance: Yes (Harmless) Spell Storm provides an enhancement bonus of +12, + 1 per ten caster levels (to a maximum of +20) on the target’s effective caster level for all spells while it lasts. While this does not provide spontaneous casters with access to additional spells, it makes the ones which are available far more effective.


Expeditious Retreat Transmutation Level: 1 Components: V, S Casting Time: One standard action Range: Personal Target: You Duration: One minute per level (D) This spell increases your base land speed by 30 feet. The Longstrider variant lasts for one hour per level, but only increases base land speed by 10 feet. “This one has saved my life on several occasions when Grod was drunk. I recommend it highly!” -Lute Personal Haste Transmutation Level: 1 Components: V, S, M Casting Time: One standard action Range: Personal Target: You Duration: One round per level Saving Throw: None Spell Resistance: No You move and attack more quickly than usual, gaining one extra attack at your full BAB when taking the full attack option and a +30 foot Enhancement bonus to all of your movement rates, although this may not more than double any one of them. Haste Transmutation Level: 3 Range: Close (25 ft. + 5 ft. per 2 levels) Targets: One creature per level, no two of which can be more than 30 ft. apart Duration: One round per level. Saving Throw: Fortitude negates (Harmless) Spell Resistance: Yes (Harmless) Targets gain a +1 unnamed bonus to attacks, an extra attack at their full BAB when taking a full attack action, double their normal movement rate(s) via enhancement, and a +1 dodge bonus to AC and reflex saves - although any condition which negates their dexterity bonus to AC also negates the dodge bonuses. “Grod remember long ago, could not catch fast monsters to kill them. Never see use in work with mage before. Grod still have many trophy skulls.” Lightning Step Evocation Level: 3 Components: V Casting Time: One standard action Range: Personal Target: You Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (Harmless) You may move with incredible speed and agility, traveling up to (400 + 40 per level) feet in a blurring instant, carrying or picking up whatever you normally could. While you must be able to trace an open path to your destination, it may pass over water, through the air, or shove things aside along the way. If you collide with something solid during the trip, such as a door which you cannot simply shove open, you and anyone you’re carrying take 4d6 damage. Boundless Energy Level: 4 Duration: Ten minutes per level (D) Increases your base land speed by 90 feet and grants a +2 dodge bonus to your AC and Reflex Saves. It is otherwise identical to Personal Haste. “Grod have this! Not need puny spell either!” Stop the Sands Transmutation Level: 5 Components: V, S, M (Crystal or Mirror) Casting Time: Three minutes Range: Personal Target: You Duration: Special Saving Throw: None Spell Resistance: Yes (Harmless) Stop the Sands allows the user to store a few seconds of personal time for later use in taking one round’s worth of actions outside of the normal initiative sequence. Storing time in this fashion is a considerable strain; no one individual may store more than three such actions at a time. They will dissipate unless used within twenty-four hours. Stop the Sands can be used in or from items, but the user must spend his personal time to cast it in any case. True Haste Transmutation Level: 6 Components: V, S, M Casting Time: One standard action Range: Close (25 ft. + 5 ft. per 2 levels) Target: One creature per level, no two of which can be more than 30 ft. apart Duration: One round per level. (D by recipients. Each individual can drop it for themselves only) Saving Throw: None Spell Resistance: Yes True Haste grants its targets an extra full action each round, along with doubled movement rates, an unnamed +3 bonus to hit, and a +3 dodge bonus to their Reflex saves and armor class - although any condition which negates their Dexterity bonus to AC also negates the dodge bonuses. Unfortunately, such acceleration is a terrific strain; it may be used safely for up to (Con Mod +2) rounds per day by any given recipient. After that time users will begin taking 1d8 damage per round. If it is maintained for ten rounds or more, users must make a DC 16 Fortitude save when the spell ends or suffer 2d4 points of temporary Constitution damage. “Found some alchemist who could make this in the form of a pill once. Called it ‘Combat Drug’. Worked fine until Sandistan took two of them during a long fight. Our company Cleric said his heart exploded.” -Commander Varsin, of the Adamant Brigade Grand Haste Transmutation Level: 9 Components: V, S, M Casting Time: One standard action Range: Close (25 ft. + 5 ft. per 2 levels) Target: One creature per level, no two of which can be more than 30 ft. apart Duration: One round per level Saving Throw: None Spell Resistance: Yes Grand Haste has no deleterious side effects, but is otherwise identical to True Haste. Optionally, the game master may permit

Magic Armor Transmutation Level: 0 Components: V, S, F (Item to be enhanced) Casting Time: One standard action Range: Touch Target: One suit of armor or a shield Duration: One minute per level Saving Throw: Will negates (Harmless, object) Spell Resistance: Yes (Harmless, object) Magic Armor gives a suit of armor or a shield a +1 enhancement bonus on the armor class modifier it provides. This does not stack with masterwork bonuses and can’t be used to enhance natural armor. Eldritch Armor (Various) Transmutation Level: 1+ Components: V, S, M Casting Time: One standard action Range: Touch, +1 level per additional range category Target: One suit of armor or shield Duration: Ten minutes per level, +1 level for one hour per level, +2 levels for one day Saving Throw: Will negates (Harmless, Object) Spell Resistance: Yes (Harmless, Object) The various Eldritch Armor spells each bestow a particular special ability or combination of abilities on a suit of armor or shield. The level of such a spell is equal to the total equivalent “pluses” to be bestowed minus one - and may exceed nine with the Heighten Spell feat. Differing versions do not stack. As an example, a character might know a L4 spell - Eldritch Armor: Heavy Fortification. This is, of course, a very different spell from the L4 spell El. Armor: Invulnerability and Spell Resistance 13. Magic (Natural) Weapon Level: 1 Target: One weapon or fifty identical projectiles Duration: One minute per level or special Magic Weapon gives a weapon, or a group of up to 50 bolts, arrows, shuriken, or bullets, a +1 enhancement bonus to attack and damage rolls. Items charmed as a group lose this enhancement after a single attack, individual weapons do not. Natural weapons can only be enhanced with a variant form of the spell specific to them. This spell is otherwise identical to Magic Armor. Rune of Defense Level: 1 Rune of Defense provides a +2 enhancement bonus, rising to +3 at caster level 6+, but is otherwise identical to Magic Armor. Eldritch Weapon (Various) Transmutation Level: 2+ Components: V, S, M Casting Time: One standard action Range: Touch, +1 level per additional range category Target: One weapon or fifty identical projectiles Duration: Ten minutes per level, +1 level for one hour per level, +2 levels for one day Saving Throw: Will negates (Harmless, Object) Spell Resistance: Yes (Harmless, Object) The various Eldritch Weapon spells each bestow a particular special ability or combination of abilities on a weapon or group of projectiles. The level of such a spell is equal to the total equivalent “pluses” to be bestowed - and may exceed nine with the Heighten Spell feat. Fortunately, such abilities are inactive unless the weapon in question is being actively wielded; your flaming weapon will not burn through its sheath. Differing versions of Eldritch Weapon do not stack, and do not stack with special weapon abilities bestowed by other spells, although it does stack with simple enhancement bonuses to attack and damage. Only the highest level version currently applied will be active at any given time. As with the various Eldritch Armor spells, each version of Eldritch Weapon is a separate spell. The (L3) spell Eldritch Weapon: Holy Demonbane is quite separate from the (L3) spell Eldritch Weapon: Holy Ghost Touch.

Magic Armor, Greater Level: 2 Range: Close (25 ft. + 5 ft. per 2 levels) Duration: One hour per level This spell functions like Magic Armor, except that it gives the target shield or suit of armor an enhancement bonus of +1 per four caster levels, to a maximum of +5. Rune of War Level: 2 Duration: Ten minutes per level or special Rune of War provides a +2 enhancement bonus, rising to +3 at caster level 6+, but is otherwise identical to Magic Weapon. Magic Weapon, Greater Level: 3 Range: Close (25 ft. + 5 ft. per 2 levels) Target: One weapon or fifty identical projectiles which must be in contact at the time of casting Duration: One hour per level This spell functions like Magic Weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels, to a maximum of +5.

Magic Armor, Grand Level: 4 Range: Close (25 ft. + 5 ft. per 2 levels) Duration: One hour per level This spell functions like Magic Armor, except that it gives the target shield or suit of armor an enhancement bonus of 2, +1 per four caster levels, to a maximum of +8. Up to “+4" of those bonuses may be invested in bestowing special armor abilities instead. This spell, like the Paramount and Epic versions, is generic, flexible, and somewhat less flavorful than the Eldritch Armor spells in 3.0 d20. It becomes far less flexible in 3.5 d20, where fewer armor functions are rated in “pluses”. Still, if you want simplicity, or to get sorcerers and bards to take armor-enhancing spells, this works nicely. On the downside, enchantment is simpler and there’s an annoying tendency to for characters to match defenses to their opponents on the fly. Magic Weapon, Grand Level: 5 Range: Close (25 ft. + 5 ft. per 2 levels) Target: One weapon or fifty identical projectiles which must be in contact at the time of casting Duration: One hour per level This spell functions like Magic Weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels, to a maximum of +8. Up to one-half of those “pluses" may be invested in bestowing special weapon abilities instead. This spell, along with the Paramount and Epic versions, is very generic, very flexible, and somewhat less flavorful than the Eldritch Weapon spells. If you want to keep things simple, or to encourage sorcerers to take weapon-enhancing spells, then this is the way to go. On the downside, enchantment is simpler and you can expect half the party to suddenly become equipped with Aligned Bane weapons specifically targeting your main villain as soon as he, she, or it puts in an appearance. Of course, clever villains can always try to mislead the party about their type and vulnerabilities. “There’s nothing like sending in Grod and then charming yourself a quiver full of +1 Flaming, Frost, Shocking, Acid arrows. Another enhancement spell or two and you can lay down quite a barrage.” -Lute “Good backup!” -Grod Magic Armor, Paramount Level: 6 Range: Close (25 ft. + 5 ft. per 2 levels) Duration: One hour per level This spell functions like Magic Armor, except that it gives the target shield or suit of armor an enhancement bonus of +1 per three caster levels, to a maximum of +12. Up to +6 points worth of bonuses may be invested in bestowing special armor abilities instead. Rune of Invulnerability Level: 6 Range: Close (25 ft. + 5 ft. per 2 levels) Duration: One hour per level This spell functions like Magic Armor, but bestows an enhancement bonus of +1 per three caster levels to a maximum of +24. Magic Weapon, Paramount Level: 7 Range: Close (25 ft. + 5 ft. per 2 levels) Target: One weapon or fifty identical projectiles which must be in contact at the time of casting Duration: One hour per level This spell functions like Magic Weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per three caster levels, to a maximum of +12. Such weapons can ignore resistance to non-epic weapons and up to +6 points worth of bonuses may be invested in bestowing special weapon abilities instead.

Rune of Devastation Level: 7 Range: Close (25 ft. + 5 ft. per 2 levels) Duration: One hour per level This spell functions like Magic Weapon, but bestows an enhancement bonus of +1 per three caster levels to a maximum of +24. Magic Armor, Epic Level: 8 Range: Close (25 ft. + 5 ft. per 2 levels) Duration: One hour per level This spell functions like Magic Armor, except that it gives the target shield or suit of armor an enhancement bonus of +1 per two caster levels to a maximum of +24. Up to +12 points worth of bonuses may be invested in bestowing special armor abilities instead. Magic Weapon, Epic Level: 9 Range: Close (25 ft. + 5 ft. per 2 levels) Target: One weapon or fifty identical projectiles which must be in contact at the time of casting Duration: One hour per level This spell functions like Magic Weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per two caster levels, to a maximum of +24. Such weapons can ignore resistance to non-epic weapons and up to one-half of those “pluses” may be invested in

Increase Attribute Transmutation Level: 8 Components: V, XP (4000) Casting Time: One minute Range: Touch Target: Creature touched Duration: Instant Saving Throw: Will negates (Harmless) Spell Resistance: Yes (Harmless) Increase Attribute grants the target a +1 inherent bonus on any one attribute and may be repeated to bring the total bonus up to +5. Unlike a Wish, this spell need not be cast in immediate succession for higher bonuses. If the target is someone other than the caster, the target may pay up to 3000 XP of the 4000 XP cost.

Foresight’s Guide (Various) Divination Level: 2 Components: V, F Casting Time: One standard action Range: Personal Target: You Duration: One round per level if an opponent is involved, one minute per level otherwise Foresight’s Guide provides specialized shortterm precognition, granting a bonus of (Caster Level/2), to a maximum of +12, with a particular type of task - either attacks, saves, armor class, checks, or initiative rolls, depending on which variant is used - while the spell endures.

Aura of Favor Evocation Level: 1 Components: V, S, F Casting Time: One standard action Range: Personal Target: You Duration: One minute Calling upon the strength and wisdom of a greater power, you gain a +1 luck bonus on attack and damage rolls for every three caster levels you have (at least +1, to a maximum +6). This bonus doesn’t apply to spell damage, but does apply to both unarmed attacks and natural weapons. Fortune’s Favor (Various) Evocation Level: 0-9 Components: V, S, F (Dice) Casting Time: One standard action Range: Touch Target: Creature touched Duration: One minute per level Saving Throw: None Spell Resistance: Yes (Harmless) Fortune’s Favor grants the recipient a (Spell Level +1) luck bonus on skill and attribute checks for its duration. “I tell you, it’s enough to reduce a grown man to tears. Years of practice, and some trickster with a pocket full of cheap spells can still do it twice as well and in half the time. It was better back when I was a young man and” -Anon Ward of Heaven Evocation Level: 1 Components: V, S, F Casting Time: One standard action Range: Personal Target: You Duration: One minute Calling upon the protection of a greater power, you gain a +1 luck bonus on your armor class and saving throws for every three caster levels you have (At least +1, to a maximum of +6). Sutra Evocation Level: 2 Components: V, S, F Casting Time: One standard action Range: 40 feet. Target: All allies within a 40 foot radius burst centered on the caster. Duration: One round per level. Saving Throw: None Spell Resistance: Yes (Harmless) Sutra brings good fortune to your group. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks. “I don’t care what you call the spell. I’m fairly sure that praying to the Great Old Ones to come and devour the world is bad luck.” -Lute to Viola, cleric soon to be unemployed. Karmic Shield Level: 2 Karmic Shield combines Aura of Favor and Ward of Heaven. It is otherwise identical to those spells. Good Fortune Evocation Level: 3 Components: V Casting Time: One free action Range: Personal Target: You Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (Harmless) Good Fortune allows the user to reroll any one die roll that he or she just made. The user must accept the result, even if it’s worse than the original

Hide Like Ox Transmutation Level: 1 Components: V, S, F Casting Time: One standard action Range: Touch Target: Living creature touched Duration: Ten minutes per level Saving Throw: None Spell Resistance: Yes (Harmless) Hide Like Ox toughens a creature’s skin. The effect grants a +1 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every six caster levels above 1st, to a maximum of +3 at caster level 13 and up. The enhancement bonus provided by Hide Like Ox stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has a base bonus of +0. “Grod already tougher than Ox! Tougher than three elephants! Some people say it all skill, not really that tough. When last time “skill” make cannonball rebound from skull? Half of garrison faint when I header cannonball back into battery!” “You’ve got to admit that it isn’t very realistic in terms of a nonmagical universe.” -Lute. “Says man who fire rays of ice from eyes and lightning bolts from fingertips.” -Grod “There are no nonmagical universes. It’s harder to get at it in some of them though. ” -EVIL WIZARD Barkskin Level: 2 Barkskin provides a natural armor bonus of +2, +1 per every three caster levels above third, to a maximum bonus of +5 at caster level 12 and up. It is otherwise identical to Hide Like Ox. Stone Ox Level: 4 Stone Ox provides a natural armor bonus of +4, +1 per every caster level above seventh, to a maximum bonus of +8 at caster level 12 and up. It is otherwise identical to Hide Like Ox. Dragon’s Hide Level: 7 Dragon’s Hide provides a natural armor bonus of +7, +1 per every caster level above 13, to a maximum bonus of +12 at caster level 18 and up. Unfortunately, without a massive armored hide you can’t make your skin any tougher and still be able to move. Even this spell increases your effective encumbrance level by one. It is otherwise identical to Hide Like Ox. Enchantment Comparisons The only major items that provide natural armor bonuses are the Cloak of the Manta Ray (which uses a polymorph effect) and the Amulet of Natural Armor. The Amulet is priced at 2,000 GP (+1), 8,000 GP (+2), 18,000 GP (+3), 32,000 GP (+4), or 50,000 GP (+5). It’s most efficient to use Hide Like Ox at caster level 1 (1400 GP with “Only on the item’s user”) for the +1 version, Barkskin at caster level 3 (8400 GP) for +2, Barkskin at caster level 6 (16,800 GP) for +3, at caster level 9 (25,200 GP) for +4, and at caster level 12 (33,600 GP) for +5. As noted above, shapeshifting effects can also provide a natural armor bonus, and are the easiest way to get one if you’re willing to put up with the side effects. Alter Self, at level two, is the most efficient way in the SRD to get a natural armor bonus while remaining effective. If you don’t mind scales and a tail, using it to take Lizardfolk form will provide +5 natural armor, 1d4 natural weapons, and a +4 racial bonus on Balance, Jump, and Swim checks. Other shapechanging spells and effects are discussed in the shapeshifting section.

New Gleaner Spells Blessed Birth Conjuration (Healing) Level: Clr 1, Drd 1, Gleaner 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Pregnant creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You channel positive energy to ease the birthing process of any mother to be. If a child is born while the mother is under the influence of this spell, the birth will be swift, pain will be limited, and chances of survival are greatly increased. This spell also provides the subject with a +3 resistance bonus to Fortitude and Will saving throws against effects based on extreme pain, such as symbol of pain or recall agony.

Calm Animals, Greater Enchantment (Compulsion) [Mind-Affecting] Level: Drd 3, Gleaner 3 Components: V, S, DF Range: Medium (100 ft. + 10 ft./level) Targets: Animals within 30 ft. of each other Duration: 10 min./level This spell functions like calm animals except as noted above. It affects 2d4+5+caster level hit dice of creatures.

Farmhand Universal Level: Drd 0, Rgr 1, Gleaner 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target, Effect, or Area: See text Duration: 1 hour Saving Throw: See text Spell Resistance: No The farmhand spell encompasses a host of minor, practical effects. Once cast, farmhand allows you to perform simple magical effects for one hour. Farmhand can clean items, locations, or creatures within a one-foot cube each round; this is used to clean livestock, to muck stables, and keep rust off tools. It can chill or warm items in a 1 foot cube each round: this effect is minor and will not cause harm or affect concentration, but is the perfect thing for warming hands before milking. It can moisten an object within a one-foot cube each round, allowing the caster to water plants. In general, prestidigitation should be used as a guideline for what can be done with farmhand, but the spell cannot color, soil, or create material objects - and it can be used to clean or warm living material.

Locate Water Divination Level: Drd 1, Rgr 1, Diviner 1, Gleaner 1 Components: V, S, F/DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level Duration: 10 min./level Saving Throw: None Spell Resistance: No This spell is similar to locate object, but it can only be used to find water. The caster can specify a minimum volume of water that will trigger the spell and whether the water must be potable; he will then be drawn to the nearest source of water that meets these conditions. Once the spell has been cast, the diviner can move about and take other actions; the spell will trigger as soon as the caster comes within range of a valid target. Even a thin sheet of lead will block this spell. Focus: A forked twig.

Purify Plants and Animals Conjuration (Healing) Level: Clr 1, Drd 1, Gleaner 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Four 5-ft squares/level Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A weaker form of remove disease, this ritual removes minor afflictions from all animals or noncreature plants within the area of effect, including parasites and ailments that are not significant enough to be considered "diseases" under the normal rules. While such conditions are rarely significant enough to have game effects, crops and animals protected by regular applications of this spell will remain in peak condition. A farm or herd that has had a majority of its animals or plants treated with this spell will add a +2 circumstance bonus to any Profession (farmer) or Profession (herder) skill checks made to earn weekly income from it for the next four such checks. Furthermore, subjects receive a +3 circumstance bonus to any saving throw against disease made over the course of the next 24 hours after this spell is cast.

Soothe the Thirsty Soil Transmutation Level: Drd 4, Gleaner 3 Components: V, S Casting Time: 10 minutes Area: 1/2-mile-radius circle, centered on you Duration: 1d4 hours Saving Throw: None Spell Resistance: No A weak form of control weather, this spell allows you to summon a rain shower (or snow flurry, if local temperatures are below freezing). If cast during an existing rain shower, this spell strengthens it into a thunderstorm. You cannot strengthen a thunderstorm into a hurricane using this spell, however, and you cannot use this spell to strengthen a shower that itself was created by this spell. Once the spell has been cast, it is beyond your control; you cannot calm the storm that you summon. If the local temperature is below freezing, this spell summons a snow flurry or strengthens a flurry into a snowstorm. It cannot strengthen a snowstorm into a blizzard.

Sow Transmutation Level: Drd 1, Gleaner 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One 10-ft square/round Duration: Concentration, up to 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless) This ritual allows you to spread seeds across a region of arable land. Each round that you maintain the spell, you can scatter seeds across a new five-foot area. Through the magic of sow, the seeds sink to an optimum distance and are spread in the precise pattern you desire. These seeds must grow naturally, and seeds sown in barren land will not bear fruit. The seeds to be sown.


Abortion

Necromancy (Death) (Sexual) Level: Alchemist 0, Bard 1, Cleric 0, Druid 0, Imagist 0, Sor/Wiz 1 Components: V, S, M Casting Time: 1 minute Range: Touch Target: One willing pregnant creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

A willing, pregnant target in the first trimester aborts.

Material component: A boiled nut. Abortion Curse

Necromancy (Death) (Sexual) Level: Alchemist 3, Cleric 4, Druid 3, Imagist 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (15 ft. + 5 ft./2 levels Target: One pregnant creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

A pregnant target aborts. If cast in the second trimester, the mother suffers 1d6 damage. If cast in the third trimester, the mother suffers 1d6 Constitution damage.

Material component: An empty eggshell. Alter Other

Transmutation (Polymorph) Level: Sor/Wiz 3 Range: Touch Target: Willing creature touched Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Except as noted, this is the same a alter self (PH p 197). The target can end the spell at any time as a standard action. Alter, Mass

Transmutation (Polymorph) Level: Sor/Wiz 6 Range: Close (25 ft. + 5 ft. /2 levels. Target: One willing creature/level, no two of which are more that 30 ft. apart. Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Except as noted, this is the same as alter self (PH p 197). Each target can end the spell at any time as a standard action. Animal Shape

Transmutation (Polymorph) (Special) Level: Druid 5

This is the same as the polymorph spell except as noted, and in that the assumed form can only be of the animal or vermin type and that the maximum HD is 20. Armor

Conjuration (Creation) Level: Alchemist 1, Sorcerer/Wizard 1 Components: M Cast Time: 1 standard action Range: Touch Target: Willing creature touched Duration: 1 hour/level (D) Save: Reflex negates (harmless) SR: Yes (harmless)

This creates a brightly colored breastplate on a willing subject that is not wearing any other armor. It counts as light armor, confers an armor bonus of +4 but has no armor check penalty, arcane spell failure chance, or speed reduction, and is not considered metal armor. If the affected creature makes a move to take it off (a standard action), the spell ends.

Material component: A tiny drop of mercury.

This spell was adapted from second edition. Armor Transformation

Transmutation Level: Brd 1, Sor/Wiz 1 Components: V, F Casting Time: 1 swift action Range: Touch Target: Willing creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Touch a creature, that must be wearing some strips of mail or a few buckles, but not be enough to offer any armor bonus. That armor is imbued with magic and gives an armor bonus of +4 with no weight, armor check penalty, or spell failure chance, and is not considered metal armor.

Focus: The show armor to be transformed, which must be worn by the target in the armor slot. Barren Seed

Abjuration (Sexual) Level: Alchemist 2, Bard 2, Cleric 2, Druid 2, Imagist 1, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 living creature Duration: 1 day/level Saving Throw: Fortitude negates Spell Resistance: Yes

Target is rendered sterile. Any magical fertility enhancement will overcome this spell.

Material component: A boiled seed of grain. Beauty's Caress

Transmutation Level: Brd 3, Imagist 3, Clr 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

When touched, the target becomes much more attractive, poised, and self-confident. This improves the attitude of all creatures who start with an attitude of indifferent or better. Indifferent creatures become friendly, friendly creatures become helpful. Creatures immune to mind-affecting effects don't have their attitude improved. See the Diplomacy skill for more on attitude. Benign Dispel

Abjuration Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target or Area: One spell, creature, or object; or 20-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No

You can use benign dispel to dispel magic you have created or cast yourself. You can choose dispel a single targeted spell, all spells on a single targeted object or creature, or a single spell of your choice on each object or creature in a 20-ft.-radius burst.

A dispelled spell ends as if its duration had expired. Spells that cannot be affected by dispel magic are also immune to benign dispel. Benign dispel can dispel spell-like effects you have created just as it does spells, but not supernatural effects.

Benign dispel cannot affect magic items of any kind. Benign Dispel, Greater

Abjuration Level: Assassin 1, Blackguard 1, Brd 1, Clr 1, Druid 1, Ranger 1, Paladin 1, Sor/Wiz 1 Range: Long (400 ft. + 40 ft./level) Target or Area: One spell, creature, or object

Except as noted this is the same as benign dispel. Greater benign dispel cannot affect an area, but does not require a line of sight or effect; as long as the target is in range you can cast it successfully. Benign Dispel, Swift

Abjuration Level: Brd 2, Clr 3, Drd 2, Sor/Wiz 2 Casting Time: 1 swift action

Except as noted above this is the same as benign dispel. Blunder

Enchantment (Compulsion) (Mind-Affecting) Level: Bard 0, Sorcerer/Wizard 0 Components: S Cast Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Save: Will negates SR: Yes

This spell causes the target to burp, fart, say something inappropriate, pick his nose, scratch his genitals, or otherwise do something socially inexcusable, something the target tries to avoid doing but sometimes does anyway. This gives a -4 circumstance penalty on any Charisma roll or Charisma-related skill check the target is performing at the time and can distract a spellcaster (see the Concentration skill). Bug

Conjuration (Creation) Level: Druid 0, Sorcerer/Wizard 0 Components: V, S Cast Time: 1 full round Range: Touch Target: One fine vermin Duration: 1 minute/level. Saving throw: None SR: No

You make a quick and violent motion as if catching a bug, and a bug magically appears in your hand.

You create a harmless fine vermin, such as a bug, dragonfly, or spider. It appears in your space and can act as soon as it appears, following your empathic commands while within line-of sight. Commanding it is a move action, but you can make it move along with you as a free action. If it strays outside of your line of sight, it gets confused and does nothing. Bug

Size/Type: Diminutive Vermin Hit Dice: 1/8 d8 (1 hp) Initiative: +2 Speed: 10 ft. (6 squares), Climb 10 ft., and/or Fly 20 ft. (good) Armor Class: 20 (+8 size, +2 Dex), touch 20, flat-footed 18 Base Attack/Grapple: +0/-21 Space/Reach: 1/2 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will -2 Abilities: Str 1, Dex 15, Con 11, Int 0, Wis 6, Cha 4 Skills: Hide +18 Color

Illusion (Glamer) Level: Bard 0, Sorcerer/Wizard 0 Components: V, S Cast Time: 1 standard action or more; see text Range: Touch Target: Part of object or creature touched up to Small size Duration: 1 hour/level Save: Will disbelief SR: No

This spell changes the coloration of a willing creature or object. It can affect a creature or object of up to Small size, or a similarly-sized part of a larger object or about 10 sq. ft. of surface area [1 sq. m.]. This is enough to cover the head of a Large creature. Color gives a +2 competence bonus on Disguise, Forgery, Profession (Groom) and appropriate Craft skills. When used with skills to create more than simple flat colors, the casting time is extended to the time such a craft project would normally take.


Creature Image

Illusion (Figment) Level: Sorcerer/Wizard 3 Components: V, S, F Cast Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Visual figment, not larger than Large size. Duration: Concentration + 1 round/level (D) Saving Throw: Will disbelief Spell Resistance: No

Creates a visual illusion of a Large or smaller creature, as visualized by the caster. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.

Acts according to the caster's instructions, not unlike a summoned monster. The spell ends if the figment moves out of range.

Focus A bit of fleece. Deepockets

Transformation Level: Sorcerer/Wizard 2 Components: V, S, M, F Cast Time: 1 minute Range: Touch Target: Robe or pouch touched Duration: 1 hour/level (D) Save: Fortitude negates (harmless) SR: Yes (harmless, object)

This spell must be cast on spell component pouch or spell component robe. It creates 1001 small openings into extradimensional space linked to the pockets. 1000 of these are very small; each of these can hold one diminutive item like one arrow, bolt or other ammunition, a wand, scroll, potion bottle, or most material components. Retrieving or storing an item in any of these pockets is a free action. The 1001st pocket opens the lining and allows direct access to all the stored items. This allows large objects to be stored, but storing or retrieving something through the lining is a move action. All of these items are held in a single extradimensional space, whose total capacity is 10 cu. ft. or 100 lbs.

Material component: A needle and some thread.

Focus: A spell component pouch (5 gp) or spell component robe (30 gp).

This spell was adapted from second edition. Deflect Blow

Abjuration Level: Cleric 0, Sorcerer/Wizard 0 Components: S Cast Time: 1 immediate action Range: Personal Target: You Duration: Instantaneous

Seeing the opponent aiming an attack of you, you make a quick warding gesture and his weapon strays.

Cast this spell as you are being attacked. It confers a +2 Dodge bonus to AC against that one attack only.

This pretty much renders Deflect and Lesser Deflect from PH2 obsolete. Enhance Fertility

Transmutation (Sexual) Level: Alchemist 4, Clr 4, Drd 3, Imagist 5, Sorcerer/Wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level or until discharged Saving Throw: Fortitude negates (see text) Spell Resistance: Yes

This spell imbues the targets sperm or womb with power. The next time the target copulates with a member of the opposite gender, it results in pregnancy, regardless of racial differences and mundane birth control measures taken. Preventive magic, such as block the seed still function. Both the target and the partner is allowed a Fortitude saving throw to avoid the effect, the target when the spell is cast, the partner when copulating.

Material component: A ripe seed or nut covered in sexual fluid. Feign Death

Necromancy Level: Sorcerer/Wizard 3 Components: V, S Cast Time: 1 immediate action Range: Touch Target: Willing living creature touched Duration: 1 day/level (D) Save: Will partial (see text) SR: No

This spell puts the target is a comatose condition resembling death. Besides magical means, only close inspection and a DC 30 Heal check can discover that the target is in fact feigning death.

In this state, the target is immune to attribute damage, bleeding, critical hits, death effects, mind-affecting effects, negative levels, paralysis, and poison. All damage taken is halved. The target can use his senses normally, but is helpless and can take no actions except to end the spell (as a full-round action). Natural healing still occurs.

The casting time is an immediate action; it can be cast as a reaction to an attack but before the attack is executed. The attacker must then make a Will saving throw; if this fails, the attack fails to do damage to the target of feign death and is convinced the attack killed the target. If the saving throw succeeds both the attack and the spell executes normally; the target is under the normal protection of feign death. As it only targets willing targets, saving throw and spell resistance is irrelevant for the target.

This spell was adapted from first edition. Fetus Theft

Necromancy (Death, Sexual) Level: Sorcerer/Wizard 4 Components: V, S Cast Time: 1 standard action Range: Touch Target: One or two fetuses Duration: Instantaneous or 1 day/level; see text Save: Fortitude negates (see text) SR: Yes

You transfer a fetus from one carrier to another or between two carriers, who must both be of the same size category. A carrier can either be a pregnant female, a fertilized egg from a creature of the appropriate size, or a specially prepared container worth at least 1,000 gp and with a weight of at least 10 lb for a medium-size creature (apply the normal equipment modifiers for unusual size). In this way you can move a fetus from an expectant female to another, between two expectant females, to, from, or between fertilized eggs or even magical containers.

The transference process itself is instantaneous and does no bodily harm. The fetus will adapt to its new conditions, and can be carried to term normally there (though the mother might be very surprised at what she gives birth to). If the fetus is transferred into a container, it remains alive inside the container for the duration of the spell, ready to be transferred again or carried to term within the container. The spell can be cast repeatedly on a fetus in a container to keep it alive and developing.

If a fetus is transferred to or from a creature, each target gets a saving throw; if either succeeds the entire spell fails. A fetus or fertilized egg is not considered a creature and receives no saving throw. Fey Gold

Illusion (Shadow) Level: Bard 2, Druid 3, Sorcerer/Wizard 2 Components: V, S, F Cast Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels. Target: Objects up to 1 lb/level. Duration: 1 hour/level (D) (see text) Save: Will disbelief (if interacted with) SR: No

Covering the objects in autumn leaves, you turn it to gold, while spare leaves turn into a pile of gold coins.

This spell turns any object into semi-real gold. Yellow leaves under this spell turn into gold coins; other objects become golden versions of themselves. This seems to be gold to all senses and mundane detections, having the correct weight, softness and so on. One pound of raw gold is worth 25 gp, one pound of gold coins are worth 50 gp, the value of other forgeries seem to be worth a hundred times the object's original value, up to a maximum of 100 gp per caster level. A magical object or one in a creature's possession gets a Will save when the spell is initially cast. When someone cuts the object or touches it with iron there is a chance to disbelieve the illusion; success ends the spell.

Focus: Yellowed leaves. Fire Spit

Evocation (Fire) Level: Druid 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Touch Effect: Target touched Duration: 1 hour or until discharged Saving Throw: Reflex half Spell Resistance: Yes

You give the target the ability to spit a gout of flame as a standard action. He can do this one time per three caster levels, after which the spell discharges. The fire spit automatically hits a single target at up to 25 ft. for 3d6 points of fire damage. A Reflex save is allowed for half damage.

Based on the elixir of firebreath Fools Gold

Transformation Level: Sorcerer/Wizard 2 Components: V, S, M Cast Time: 1 full round Range: Touch Target: Lead, copper, or bass objects, up to 1 lb/level Duration: 1 hour/level (see text) Save: Will negates (object) (see text) SR: Yes (object)

This spell turns lead, copper, or brass into shining gold. One pound of raw gold is worth 25 gp, one pound of gold coins are worth 50 gp, the value of other forgeries seem to be worth a hundred times the object's original value, up to a maximum of 100 gp per caster level. A magical object or one in a creature's possession gets a Will save when the spell is initially cast. When someone touches these items with untransformed lead, copper, or brass, there is a chance the enchantment will break; a Will save is allowed, and if it succeeds the spell is negated for that particular object.

This spell was adapted from first edition. It can be used to swindle, but a more safe use is to impress with paste jewelry. Forget

Illusion (Phantasm) (Mind-Affecting) Level: Bard 2, Sorcerer/Wizard 2 Components: V, S Cast Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One or more creatures, no two of which are more than 20 ft. apart. Duration: 1 round/level (see text) Save: Will negates SR: Yes

This spell impairs the long-term memory of targets. It has no immediate effect, instead it kicks in as the duration runs out and is then considered an immediate effect. When it activates all those affected forget what transpired during the duration and for an equal time beforehand. Lost memories can be recovered using hypnotism or with any effect that restores Intelligence damage (except normal rest).

On the last round of the duration targets are dazed. If there are no immediate concerns or dangers at the end of that round targets are likely to stand down, confused at what transpired and how they got to where they are.

Tim the tax-collector accosts Wolfram the mage. Unwilling to pay the tax, wolfram casts sleep on the tax men, followed by this spell to remove all memory of the incident. Unfortunately, Tim had been trailing Wolfram for a bit; even if he forgets the incident, he still remembers that Wolfram is behind on taxes because he learned about that outside the time span affected by the spell. Fumble

Enchantment (Compulsion) (Mind-Affecting) Level: Bard 1, Sorcerer/Wizard 1 Components: V, S Cast Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature. Duration: Instantaneous Save: Reflex negates SR: Yes

This spell causes the target to fumble. One of the following happens to the target, as selected by the caster. If the event is not applicable, nothing happens.

   Fumbles and drops any items it holds in its hands (or other appendages).
   Trips up and falls prone.
   Blunders and triggers an attack of opportunity from all creatures threatening it; if none do there is no effect.
   Has its vision (or other primary sense) blocked and is blind until it takes a move action to clear it.
   Gets entangled by it’s own armor or a nearby terrain feature such as a bush. Takes a full-round action to clear.
   Loses concentration, breaking any spells cast or maintained trough concentration. Continuous skill attempts (such as scaling a wall) also fail.


Glassteel

Transformation Level: Alchemist 5, Sorcerer/Wizard 8 Components: V, S, (XP) Cast Time: 1 standard action (see text) Range: Touch Target: One object or kit touched, up to 10 lb/level Duration: Instantaneous or 10 minutes/level (see text) Save: Fortitude negates SR: Yes

This spell turns, steel, iron, crystal, or glass into a magical substance combining the best qualities of each. Glassteel is transparent, bends light like lead crystal does, is non-conductive and acid resistant like glass, and has hard and pliable as steel. It has a hardness of 10 and 30 hp per inch of thickness. Armor of glassteel still counts as metal armor for druids.

When this spell is cast, the caster can choose to cast it normally or to give it an instantaneous duration, thus creating an item that is inherently and permanently of glassteel. If the instantaneous version is chosen, the casting time is one hour and there is an XP cost, see below.

Material component: A small piece of glass and a small piece of steel.

XP cost: f the spell is to have an instantaneous duration, there is an XP cost of 50.

This spell was adapted from first edition. Items or kits with a weight up to 150 lbs. made of glasteel cost 1,500 gp extra when available. An alchemists lab made of glassteel is highly useful, and confers a +4 circumstance bonus on Craft (Alchemy) checks rather than the normal +2. Haunting

Illusion (Shadow) Level: Bard 0, Sorcerer/Wizard 0 Components: V, S, M Cast Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Burst out to range Duration: 10 minutes/level Save: Will disbelief (if interacted with) SR: No


This spell causes the affected area to appear vacant, neglected, and unused. This spell creates semi-real dust, cobwebs, thin wisps of mist, eerie but faint lights, rattling and prattling noises, ghostly footsteps, and other mood elements suited to an abandoned or haunted look as desired by the caster. It does not impair visibility in any way, merely making things look like they have been undisturbed for a long time. It cannot change the appearance of living creatures.

Material component: A tattered ribbon of black silk or spider web. Ignite

Evocation (Fire) Level: Druid 0, Ranger 1, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels Effect: 1 target or 5-ft.-radius spread, see text Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: Yes

This spell will start a campfire even if it is built of fresh, wet wood. It can ignite several candles, torches, matches, or other items made to be lit, as long as they are all within 5 ft. of each other.

When used against a creature, the targets clothes of fur begins to burn and the target catches on fire. Ignite is not powerful enough to ignite living flesh; a creature that is not itself flammable and does not have flammable hair, fur, or clothing is immune.

On each of his turns, the burning character may make another Reflex saving throw against this spells save DC. Once he succeeds on a saving throw, he’s no longer on fire. In each of your turns when the creature remains on fire he takes 1d6 points of fire damage. In other words, the target receives two saving throws before taking damage the first time, more if he attempts to douse the flame (see below).

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like (a standard action) permits the character another save with a +4 bonus. Illusion of Invincibility

Illusion (Pattern) (Mind-Affecting) Level: Bard 2, Sorcerer/Wizard 2 Components: V, S Cast Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level Save: Will disbelief SR: No

You are covered in an illusion of might, seemingly invincible to attacks. This can in itself convince some opponents to attacks others rather than you. A creature attempting to attack you must make a Will saving throw; a failure means that the attack missed. They can try to attack again, gaining a new saving throw with each attack, and once they pass the saving throw they remain unaffected by the spell. This only affect attacks that require attack rolls. Knock

This spell is as described in the PH or in the SRD except as follows:

   A lock can be enchanted with spell immunity to knock for 9,000 gp.
   A knock spell can open a lock with an Open Lock DC of 30 + caster level or less.


Launch Bullet

Transmutation Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One or more small missiles Duration: Instantaneous Saving Throw: No Spell Resistance: No

You launch rocks, sling bullets or other small item to strike an opponent. You may fire one missile at levels up to 6, two missiles at level 7, and three missiles at level 11 and up. Each missile requires a ranged attack to hit and deals 4d6 points of smashing damage. The missiles counts as being launched from a sling with an enhancement bonus to hit and damage of +1 per 3 caster levels (+1 at third level, +2 at sixth level, +3 at 9th level, +4 at 12th level, +5 at 15th level and +6 at 18th level). Apply the normal rules for special ammunition.

The missiles may be fired at the same or different targets, but all of them must be aimed at targets within 30 feet of each other and fired simultaneously. Legendary Shape

Transmutation (Polymorph) (Special) Components: V, S Level: Bard 5

This is the same as the polymorph spell except as noted, and in that the assumed form can only be of the fey, humanoid, giant, or monstrous humanoid type and that the maximum HD is 20. Mature Plant

Transmutation Level: Druid 1, Ranger 2 Components: V, S, M, DF, XP Casting Time: 1 standard action Range: Touch Target: Plant touched Duration: Concentration, up to 1 minute Saving Throw: None Spell Resistance: No

This spell matures a single plant, causing it to grow and mature in a matter of rounds. It can be cast on a newly planted seed or on an immature plant. As the spell is cast, the seed sprouts and the plant grows to tiny size. For each round the plant grows by one size category, up to a maximum size depending on caster level. If the plant reaches its full natural size and the spell is still in effect on the next round, it will then burst into flower and fruit simultaneously regardless of the season. The grown plant is not magical and cannot be dispelled, but if the spell is dispelled while the plant is still growing, growth immediately stops.

The spell can never make the plant to grow larger than it could naturally do in the current location and it will not grow in a way that causes it to damage construction or completely fill an area. It has no effect on plant creatures or plants with challenge rating, such as green slime.

If the plant yields something of value, such as darkwood or herbs with medical or magical effects, the caster pays an XP cost of 1 XP per 5 gp of value that can be harvested. Normal hardwoods, fruit or herbs have no XP cost. Caster Level Maximum Size 1-2 Small 3-4 Medium 5-6 Large 7-8 Huge 9-10 Gargantuan 11+ Colossal Mirror Image

Illusion (Figment) Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal; see text Target: You Duration: 1 min./level (D)

Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.

Mirror image creates 2 images plus one image per three caster levels (maximum five images total at ninth level). These figments separate from you but (for game purposes) remain in your space. They constantly move trough you and each other and mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is the same as your touch AC, which excludes any armor, shield, or natural armor modifiers. They are not protected by your spell resistance and automatically fail all saving throws. Figments seem to react just like you do to area spells and can't be destroyed or discerned in this manner.

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)


Mist of Deceit

Illusion (Pattern) (Mind-Affecting) Level: Sorcerer/Wizard 4 Components: V, S Cast Time: 1 standard action Range: Medium (100 ft. + 10 ft. level) Effect: Fog spreads in 20-ft. radius, 20 ft. high Duration: 1 round/level Save: Will partial (see text) SR: No

A bank of fog billows out from the point you designate and appears similar to a fog cloud to casual observation, although the effect is quite different. The fog prevents all vision into or out of the area. Creatures can see normally inside, but their vision is distorted making position and movement uncertain and friends appear as foes.

Whenever a creature inside the cloud attempts to make an attack or cast a targeted spell at an enemy, a Will save is required; on a failure all attacks in that round are actually directed at the closest friendly creature instead, assuming there are any within sight. If several friends are equidistant the attacker gets to pick whom to attack. If the new target is out of range, the attacker must move 5 ft. to get in position to attack; this is an extra free move, and actually represents the uncertainty of position the spell engenders; the attacker wasn't actually where he was supposed to be. If the attack is not possible after this movement, the attacker does nothing. A new saving throw is required for each attack sequence or targeted spell cast.

Whenever a creature inside the cloud bank tries to leave the cloud under his own power (by walking, teleporting, flying etc), a Will save is required; on a failure, the creature instead stands still or teleports back to the same location.

The caster is immune to the confusion effects of this spell, tough his vision is still impaired. Mutual Attraction

Enchantment (Charm) (Mind-Affecting) Level: Bard 0, Sorcerer/Wizard 0 Duration: 10 minutes/level (D)

This is the same as charm person, except as noted above and in that it affects both the caster and the target, charming each in relation to the other. The spell only works as long as it affects both parties; if it is saved against, dispelled, suppressed, or otherwise negated for one part, it ceases for the other as well. The caster can end the spell at any time and need not be in range of the target to do so (the caster is always in range of himself). Nature's Shape

Transmutation (Polymorph) Level: Druid 7

This is the same as the polymorph spell except as noted, and in that the assumed form can only be of the animal, fey, magical beast, ooze, plant, or vermin type and that the maximum HD is 25. Peacock's Beauty

Transmutation Level: Brd 2, Imagist 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

When touched, the target becomes much more attractive. This improves the attitude of all indifferent creatures of the targets type (for example humanoid) who the target interacts with to friendly. See the Diplomacy skill for more on attitude.

Material Component: A handful of water and a drop of blood. Phantom Armor

Illusion (Shadow) Level: Sorcerer/Wizard 2 Components: V, S Cast Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) or until beaten down; see text.

This spell creates the illusion of a suit of full-plate armor on your person. This suit gives an armor bonus of +8 with no weight, chance of arcane spell failure, movement restriction, or armor penalty. It also gives DR 1/-. When this damage reduction has absorbed one hit point per caster level, the spell ends.

Material component: A small bar of steel.

This spell has been adapted from first edition. Polymorph

Transmutation (Polymorph) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Willing, living, non-elemental creature touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No


You change the willing subject into the form of another creature. The target can revert to its own form as a standard action. Swarms, incorporeal, or gaseous creatures are immune to being polymorphed.

If polymorph is used to transform into a creature with an elemental or alignment subtype, it is a spell of that type. For example, using it to transfer into a cloud giant is an (Air) spell.

Material Component: An empty cocoon. Limitations on Assumed Form

The assumed form must abide by the following limitations:

   The same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.
   No more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level.
   No physical ability score (Strength, Dexterity, Constitution) can be greater than the the subjects original ability score + your caster level.
   Natural armor bonus cannot be greater than your caster level.
   Cannot have the Swarm subtype.
   Cannot be incorporeal or gaseous.
   The creature is a normal example of the type of creature as given in its description. The creature can be an advanced form, as long as it is advanced by hit dice, not level.
   You must be familiar with the kind of creature chosen. Encountering the creature of that kind in the flesh qualifies, as does a roll of the appropriate Knowledge skill at a DC of 10+CR.


Result of the Change

The subject’s creature type remains the same, but subtype (if any) change to match the new form. You are free to designate the cosmetic appearance of the assumed shape, choosing the hair color, hair texture, eye color, height, and weight, within the normal range for creatures of that kind. The target is effectively disguised as an average member of the new form’s race. If the target uses this spell to create a disguise, the target gets a +10 bonus on its Disguise check.

The target acquires the physical qualities of the new form while retaining its own mind. This requires some clarification. The following are abilities that do not change and are neither lost nor gained as a result of this spell:

   Class and level (including Hit Dice), base attack bonus, base save bonuses, class abilities, and spellcasting.
   Feats, excluding armor proficiencies and racial bonus feats.
   Skill ranks, not including attribute or racial modifiers.
   Supernatural and spell-like special attacks and qualities, except for those the original form had and which requite a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). A creature with the shapechanger subtype retains its ability to change shape.
   Damage reduction, magic immunity, spell resistance.
   Any ability that requires a particular state of mind on the part of the assumed shape


Ability scores: The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores.

Hit Points: Hit points are recalculated using the creature's new Constitution score. Any damage taken remains.

Abilities: The target loses all extraordinary racial abilities of its original race and gains all of the extraordinary abilities possessed by the new form except as noted above. It does not gain any supernatural or spell-like abilities nor any abilities related to healing, changing shape, reproduction, or growth. It gains the extraordinary senses of the assumed shape.

Speed: Use the assumed form's mundane movement capabilities, such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement.

Speech and spellcasting: If the new form is capable of speech, the target can communicate normally. The target retain any spellcasting ability the target had in its original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

Skills: The base creature loses any racial skill bonuses to any Strength, Dexterity, or Constitution-based skills, as well as the Listen, Search, and Spot skills. The creature gains any such racial skill bonus possessed by the assumed shape.

Feats and Proficiencies: The base creature loses any racial bonus feats and gains any racial bonus feats of the assumed shape. If the assumed shape is of a different creature type than the base creature, all armor proficiency feats are lost unless the assumed form also has these proficiencies.

Equipment: Equipment can change at the caster's option, either melding into the assumed form or adjusting to it. If the equipment is melded into the assumed shape it is nonfunctional. When the polymorph spell ends, any melded equipment reappears, in the same location on your body and unharmed. The following applies equipment that is not melded:

   If the equipment is the proper size and can be used by the new form "as-is", the equipment is unaffected.
   If the equipment is not the proper size or form, but could otherwise be used, then it grows, shrinks, and molds itself to a usable form with no change in function. When the spell ends, the equipment reverts to its original form, as it does if the creature drops or removes the equipment.
   In all cases, the cosmetic form of the equipment can be changed at the caster's whim, altering style, color, cut, and other non-functional aspects. This is usually done so as to fit the culture of the assumed form. Items cannot be made to look more valuable than normal.
   If the equipment cannot be used in the assumed form, it must either be dropped as a part of the transformation, or melds with the assumed form. This applies mainly to weapons.


Pushing Ray

Transmutation Level: Sorcerer/Wizard 0 Components: V, S Cast Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Save: None SR: Yes

This ray gives a telekinetic push similar to what an normal human can do. This is sufficient to switch a lever, move small objects, and possibly open a stuck door or push weak creatures around but does not allow fine manipulation. A ranged touch attack is required to hit, and the spell can attempt Strength feats involving pushing (such as opening a stuck door), bull rush, or trip as a Medium size creature with Strength 10 (+0 on strength feat, bull rush or trip rolls). Repellant, Red's

Abjuration (Electricity) Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Willing creature touched Duration: 10 minutes/level (D) Saving Throw: Reflex negates Spell Resistance: Yes

This spell surrounds the target in a field of static electricity. This gives off a small electric shock to all diminutive or smaller creatures within one foot of the target on the caster's turn and whenever such a creature moves within one foot of the target. To such creatures, or swarms of such creatures, the spell inflicts 1d4 damage per two caster levels, with a maximum of 5d4 at 10th level. A Reflex saving throw negates the damage for the round, but a new save is required on the next round if the creature remains in the area. Reproduction, Red's

Transmutation Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Object or objects with images and or writing Duration: 10 minutes/level Saving Throw: Will negates (object) Spell Resistance: Yes (object)

You point at the object and then move your hand holding a stylus or quill. As you intone the spell, a copy appears on a sheet of paper close at hand.

You cause writing and images from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies one square foot (one page in a typical large codex, or approximately 250 words) per minute. It can also copy a miniature version of a large image, copying up to a 10 ft. square image onto a 1 ft. square paper in one minute, but considerable detail is lost this way.

The spell faithfully copies what is there to the limit of it's ability, but subtle clues or hidden details might be lost. What the spell produces is obviously a reproduction, but includes all salient details, similar to what a journeyman artist could produce (equivalent to a Craft roll of 15). The caster can use the Aid Other action to improve the quality of what the spell produces.

The spell copies only nonmagical text and images, not magical writings, symbols or images (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical imagery (such as a letter with explosive runes), only the normal parts are copied, leaving blank space in the copy where the magic would be expected. The spell triggers (but does not copy) writing and symbol-based magic traps in the material being copied.

Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.

Material component: A quill. Repulsiveness

Transmutation Level: Bard 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. /2 levels) Effect: One creature Duration: 1 hour/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes

The target becomes hideous to gaze upon. This gives a -2 enhancement penalty per caster level (to a maximum of -20) to all Charisma rolls and charisma-related skill checks except Intimidation and Use Magic Device.

Material Component: A shrunken, rotting apple carved with a face. Riddle Resolver, Red's

Divination Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D)

This spell lets you envision symbols, working out possible combinations and solutions to riddles, texts and ciphers in your head at a furious rate.

This allows you to use Decipher Script as a full-round action instead of in one minute. It also grants a +4 circumstance bonus on Decipher Script checks.

Material Component: Brown sugar dissolved in water to be drunk. Second Life

Conjuration (Healing) (Sexual) Level: Bard 6, Cleric 9, Druid 8 Components: V, S, DF, M Cast Time: 10 minutes Range: Touch Target: One living or formerly living creature Duration: Instantaneous Save: Fortitude negates SR: Yes

This restores the target to complete physical and mental health, combining the effects of the atonement, break enchantment, greater restoration, greater resurrection, heal, remove curse, and virginity spells. The target is reduced two levels of experience (to a minimum of its base hit dice). In addition, the target is reduced to the minimum adult age of his species and restored to physical and mental virginity (as per that spell). Even ideals and alignment fade; the target can freely change his alignment and patron, and the atonement effect of second life negates any penalties, tough he might still lose certain benefits if he adopts an alignment that forbids their use.

Material Component: Any clothes or gear the target is carrying is destroyed, leaving him completely naked. This must include personal gear to a value of at least 1,000 gp. Artifacts cannot be destroyed in this way, and cause the spell to fail. Seed Shield

Abjuration (Sexual) Level: Alchemist 0, Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: 1 willing creature Duration: 24 hours Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Willing target is rendered sterile. Any magical fertility enhancement will overcome this spell.

Material component: A bitter almond. Shadow Armaments

Illusion (Shadow) Level: Sorcerer/Wizard 3 Components: V, S Cast Time: 1 standard action Range: Touch Target: One illusory enchanted item Duration: 10 minutes/level Save: Will partial (see text) SR: No

This spell creates one illusory magic item out of shadow; either a weapon or a suit of armor of any kind. This item has an enhancement bonus of +1 per four caster levels and is used exactly like a normal item of its kind, except that the caster of the spell is always considered proficient with shadow arms. An intelligent target is entitled to a Will saving throw when first struck by such a weapon or attacking someone wearing such armor; on a success, the item’s mundane armor bonus or damage value can be ignored, but damage or armor class derived from the enhancement bonus applies as normal. Non-intelligent creatures and objects automatically succeed at this saving throw, but note that weapons (including ranged weapons) use the saving throw of their wielder. Shadow Creation

Illusion (Shadow) Level: Sorcerer/Wizard 3 Components: V, S Cast Time: 1 minute Range: 0 ft. Target: Unattended, nonmagical object, up to 1 cu. ft./level Duration: 1 hour/level (D) Save: Will disbelief; see text SR: No

You create an unattended item with no magical properties. The volume of the item created cannot exceed 1 cubic foot per caster level.

Items so created are only partially real. When interacting solely with dead matter, they have only 20% of their normal strength or capacity. When interacting with a creature the item functions normally, but that creature can attempt a Will saving throw; success causes the item to disappear.

Jingen creates magical rope. He uses this rope to haul a crate out of a crevice. He chooses to void his Will saving throw, and the shadow creation rope functions normally. Later, Jingen uses part of the rope to repair a bridge and then moves on; in this case the rope has only 20% of its normal strength. Finally, he uses some of it to tie up an opponent; forgetting that the opponent can make a Will saving throw each round he interacts with (in this case makes a roll to to get out of) the rope.

Armor or weapons created in this fashion allow opponents Will saving throws each round to dissipate them .

Attempting to use any created object as a material component causes the spell to fail. Material Component Shadow Fighting

Illusion (Shadow) Level: Bard 1, Cleric 1, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level or until disbelieved Saving Throw: Will negates and Will disbelief; see text Spell Resistance: Yes; see text

This spell turns the target's attacks into unreal shadows inflicting illusory damage. The attacks look and feel real enough, but cannot actually kill. This spell can be used to fight mercifully, but it is more commonly used to fool enemies or to stage nonlethal duels and arena events or to fake conflicts.

Any damage the target does is transformed into nonlethal damage, including damage done by spells and powers as well as regular attacks. This transformation is done after any modification due to type, like that due to damage or elemental resistance or sensitivity. After the transformation, damage can be further reduced if the target is resistant to nonlethal damage.

Anyone bandaging or closely studying the illusory wounds can make a Will save to disbelieve. Each time the target could notice that his attacks are not having the expected effect, such as attacks on an object, construct, or undead immune to nonlethal damage, he gets a Will save to disbelieve. Successful disbelief ends the spell. Any damage remains, but appears as mere bruises.

The initial target can use spell resistance to resist the spell, but a target that takes nonlethal damage because of the spell may not.

This will not affect any damage caused indirectly, such as by a summoned creature or from a fall caused by a bull rush.

Arcane material component: A flimsy miniature weapon. Shadow Fighting, Mass

Illusion (Shadow) Level: Bard 3, Cleric 3, Sor/Wiz 5. Range: Close Target: One creature/level, no two of which may be more than 30 ft. apart.

Except as noted, this is the same as the shadow fighting spell. Shadow Heal

Illusion (Shadow) Level: Bard 6, Sorcerer/Wizard 7 Components: V, S Cast Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 minutes/level Save: Will negates SR: Yes

You heal a living target 10 hit points per level (maximum of 200 hp at level 20). Half of the healing is unreal and dissipates when the spell ends, which can kill the target. While the spell is in effect, any ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned effects on the target are suppressed, but the effect resumes once shadow heal ends unless they would normally have run out in the meantime. Shadow Wounds

Illusion (Shadow) Level: Sorcerer/Wizard 2 Components: V, S Cast Time: 1 standard action Range: Short (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Save: Will negates SR: Yes

You heal or inflict 2d8 + level (maximum +10) hit points to a living creature. The damage or healing is unreal and dissipates when the spell ends. Dissipating healing can kill a target healed by the spell, but a target who has been killed and whose damage dissipates is not restored to life. Speak with Animals

Divination Level: Brd 3, Drd 1, Rgr 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level

You can comprehend and communicate with animals, and magical beasts with at least 50% animal parts. You are able to ask questions of and receive answers from such creatures, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you. This also allows you to use Diplomacy on such creatures, but at half your normal bonus. Spectral Wounds

Illusion (Shadow) Level: Sorcerer/Wizard 4

As shadow wounds, except the spell heals or inflicts 4d8 + level (maximum +20) damage and that one hit point per die is real and does not dissipate once the spell ends. Stagger

Enchantment (Compulsion) (Mind-Affecting) Level: Bard 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./caster level) Target: One creature. Duration: 1 round/level or until broken (D) (see text) Saving Throw: Will negates Spell Resistance: Yes

The target is stunned. On each of your later rounds, targets can attempt a new Will Save to break free. Stagger, Mass

Enchantment (Compulsion) (Mind-Affecting) Level: Bard 5, Sor/Wiz 5 Target: One creature per level, no two of which can be more than 30 ft. apart.

Except as noted, this is the same as stagger. Stupefy

Enchantment (Compulsion) (Mind-Affecting) Level: Bard 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./caster level) Target: One creature. Duration: 1 round/level or until broken (D) (see text) Saving Throw: Will negates Spell Resistance: Yes

You toss colored sand in the air, drawing the gaze of your target. The sand freezes to hang motionless in the air, and the targets attention remains riveted to it.

Targets are dazed and can take no actions, tough it defends itself normally. A target that takes any damage is immediately free of the spell, and also get a new saving throw each round to break the spell (which counts as a full-round action).

Material component: A pinch of brightly colored sand. Stupefy, Mass

Enchantment (Compulsion) (Mind-Affecting) Level: Bard 3, Sor/Wiz 3 Target: One or more creatures in range, no two of which can be more than 30 ft. apart.

Except as noted, this is the same as stupefy. Summon Ally

Conjuration (Summoning) Level: Bard 0, Cleric 0, Druid 0, Sor/Wiz 0

This spell functions like summon nature's ally I, except that you can summon one animal or vermin from the list of possible standard familiars. This is a normal summoned creature, not a familiar and has none of the special advantages familiars get. The spell just uses the same list. This is considered to be both a summon nature's ally spell and a summon monster spell for the purpose of feats and abilities which affect such spells.

   List of optional familiars.


Taunt

Enchantment (Charm) (Mind-Affecting, Language-Dependent) Level: Bard 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: 10 ft. Target: One or more creatures of the same type in range. Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes

You spit a slug at a group of creatures, followed by insults, coaxing them to ignore everything else in order to attack you.

Targets can perform no other standard or full-round action than to attack you in melee. If they do not, they can take no other standard or full-round action. They can spend move, free, and swift actions however they like.

This spell is from 2nd edition. Transfer Enhancement

Transmutation Level: Alchemist 2, Bard 4, Cleric 4, Druid 5, Sor/Wiz 3 Components: V, S, F Casting Time: 1 hour Range: Touch Effect: Two items touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

Putting two similar items into the cold-iron cauldron, you laboriously invoke the spell. When you are done, only one item remains.

This spell transfers all magical properties from one item to another, destroying the first item while making the second item magical. The two items must be identical in mundane function; such as two masterwork longswords, but can differ in size and immaterial details such as decoration. The item to receive the enchantment must be nonmagical, but capable of holding the enchantment to be transfered. In the case of arms and armor, it must be a masterwork item.

The magic item gets a saving throw to resist the effect, and if this succeeds, it is immune to further castings of this spell from this caster until the caster advances in caster level.

Focus: A cauldron of cold iron costing no less than 1,000 gp. Transfer Enhancement, Greater

Transmutation Level: Alchemist 4, Cleric 6, Druid 6, Sor/Wiz 5

This is the same as transfer enhancement, above, except that items can be different, as long as they are of the same basic kind. A weapon enchantment can be transfered onto another weapon, armor enchantment onto other armor. Wondrous item enhancements can be transfered onto another item capable of holding this enhancement. In no case can an item be given an enchantment not suited to its form. Unseen Musician

Conjuration (Creation) Level: Brd 1, Cler 2, Sor/Wiz 2 Components: V, S, (F, See text) Duration: 10 minute/level

This is the same as unseen servant except as noted above and in that it cannot manipulate objects except musical instruments; the only action it can perform is to play music. The caster must know the tune to be played, and the unseen musician gives only a passing performance, equivalent to a Perform check of 15. It is mostly used as background music or as accompaniment for a lone singer or dancer. The unseen musician can only hum and play instruments; it cannot speak or sing intelligibly.

Focus: The musical instrument to be played. No focus is required for a vocalist performance. The focus is actually carried and played by the unseen musician. Virginity

Conjuration (Healing) (Sexual) Level: Bard 4, Cleric 5, Druid 4 Components: V, S, DF Cast Time: 10 minutes Range: Touch Target: One willing living creature Duration: Instantaneous Save: Fortitude negates SR: Yes

The target is restored to physical and mental virginity, which might make her meet certain prerequisites. A pregnant target aborts. All memory of sexual acts is lost. Any close personal relationships the target might have seem distant and remote; family, friends and loved ones are fondly remembered, but the passion is gone. Dire hostility fades to vague dislike. (In game terms, the target’s attitude to everyone moves one step closer to indifferent.) Both nice and traumatic emotional experiences become distant.

Any clothes or gear the target is carrying is destroyed, leaving her completely naked. Artifacts cannot be destroyed in this way, and cause the spell to fail.


Effect: One summoned creature Duration: One round/level (D) Saving throw: None


City-Shape

The ability to transform into an is the hallmark of the druid, so much so that even many urban druids choose to retain it. Some, however, prefer the ability to blend and maneuver within the streets of the city, sacrificing size for a wider range of forms. Class: Druid. Level: 5th. Replaces: If you select this class feature, you do not gain all the aspects of standard wild shape (except for the ability to wild shape into an elemental at high levels, which remains unchanged). Benefit: At 5th level, the druid gains the ability to transform into an animal, as per the standard wild shape ability. She can do this once a day to start with, but the frequency of her wild shapes increases as per the standard druid advancement chart. At 8th level, the druid does not gain the ability to transform into animals. Instead, she may transform into and , as well as animals. At 11th level, the druid gains the ability to transform into animals and vermin. At 12th level, the druid does not gain the ability to transform into creatures. Instead, she may transform into an animal- or vermin-based swarm, so long as it fits within her standard wild shaping limits. At 15th level, the druid does not gain the ability to transform into Huge animals. Instead, she gains the ability to transform into Large animals and vermin. Special: The Natural Spell feat functions with city-shape just as it does standard wild shape. City Soul The most powerful druids can transform themselves into , representatives of the building blocks of reality itself. A few urban druids, truly taken with the nature and order of the city, prefer more mundane forms. Class: Druid. Level: 16th. Replaces: If you select this class feature, you do not gain the wild shape (elemental) ability, or later improvements to that class feature. Benefit: At 16th level, the druid can use her wild shape (or city-shape) ability to become a Small, Medium, or Large animated object (MM 13) once per day. These forms are in addition to her normal wild shape uses. In addition to the normal effects of wild shape, she gains all the animated object's extraordinary abilities, as well as many traits of the construct type (low-light vision, darkvision to 60 feet, and immunity to critical hits, poison, disease, paralysis, and stunning). The precise form must be an object common to the city environment, such as a wagon, a statue, or the like. (Talk to your DM in advance to determine what sorts of forms are available and what are off-limits.) The druid can assume the form of an animated object twice per day at 18th level, and three times per day at 20th level. At 20th level, she can use this ability to turn into a animated object. Special: The Natural Spell feat functions with city soul just as it does standard wild shape. Crowd-Walker Certain individuals are comfortable among the throngs of citizens in even the most densely packed city. They know how to maneuver deftly through such environs without impediment. Class: Druid or ranger. Level: 2nd (druid) or 7th (ranger). Replaces: If you select this class feature, you do not gain woodland stride. Benefit: When moving through a crowd, the crowd-walker moves at her normal rate, rather than requiring two of movement for every square as is normal. In addition, light debris does not impede her movement, and she treats heavy debris as light debris. Any other sort of rough terrain impedes her normally, however. Ferocity Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack. Class: Barbarian. Level: 1st. Replaces: If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will. Benefit: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 to and a +4 bonus to , but he takes a -2 penalty on beyond short range (30 feet). He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his . While in a state of ferocity, the barbarian cannot use any - or -based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become (-2 on all , weapon rolls, , , and ) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely. The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Greater Ferocity: At 11th level, his bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + your Constitution modifier (if positive). Shifting Stance: At 14th level, while in a state of ferocity, he gains a +1 dodge bonus to and . In addition, while in a state of ferocity, the barbarian can stand from as a that does not provoke . If a foe that threatens him has a that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal. (These abilities replace indomitable will.) Relentless Ferocity: At 17th level, the duration of his ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2. Unstoppable Ferocity: At 20th level, the barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8. Go to Ground Just as most druids and scouts have an almost supernatural ability to avoid being tracked in the wild, so too have others learned to blend in so fully with the urban throng that nobody remembers their passage. Class: Druid or scout. Level: 3rd. Replaces: If you select this class feature, you do not gain trackless step. Benefit: When you choose to "lay low," you become all but impossible to find without magical means. All attempts to find you with Urban Tracking (Cityscape 64) simply fail outright. Hidden Stalker external image dx20070228_we_cityscaperanger.jpgFor those who know how to use them, the ever-shifting concealment of the throng and the back alleys of the city provide just as much opportunity for stealth as the shadows of the trees or the early morning fog. Class: Ranger or scout. Level: 13th (ranger) or 8th (scout). Replaces: If you select this class feature, you do not gain the camouflage ability, and your hide in plain sight ability (gained at higher levels) is modified. Benefit: Upon first gaining this ability, the hidden stalker no longer takes a -5 penalty on Hide checks when moving faster than half , nor does she take the standard -10 penalty when attempting to hide during a brief distraction. In addition, the presence of other people within 5 feet is considered sufficient cover for her to hide, making it easy for her to vanish into a crowd. At the second level of this ability, the hidden stalker gains hide in plain sight, but this ability functions in any urban environment, rather than only in natural environments as written. Iron Constitution Natives to the worst and filthiest areas of the city have to contend with stenches and illnesses of a sort rarely found in the wild, yet some have become so inured that they are all but immune. Class: Druid. Level: 4th. Replaces: If you select this class feature, you do not gain resist nature's lure. Benefit: The druid gains Strong Stomach (Cityscape 64) as a bonus feat, even if she does not meet the prerequisites. If she already has this feat, she may instead choose any feat for which she does meet the prerequisites. In addition, the druid gains a +2 bonus on saves against disease. Riposte While most scouts rely on mobility to overcome their opponents, some focus instead on taking advantage of the openings their foes provide in combat when making their own attacks. Class: Scout. Level: 1st. Replaces: If you select this class feature, you do not gain skirmish or any later improvements to that class feature. Ability: Any time the scout attacks a foe that has made a or ranged weapon attack against her within the past round (whether or not the attack hit you), her attack deals an extra 1d6 points of damage. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th). This extra damage applies only against living creatures that have a discernable anatomy. , , , plants, creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She can apply this extra damage to ranged attacks, but only if the target is within 30 feet. At 3rd level, the scout gains a +1 competence bonus to Armor Class against any creature to which she has dealt riposte damage, as described above. This bonus lasts until the start of her next turn. If she deals riposte damage to more than one creature in a round, she gains this bonus against all of them; it is not limited to a single foe. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). The scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Rival Organization A few urban rangers, devoted to a particular organization, guild, or church, prefer to focus their studies and their efforts against a rival group, instead of a specific race. Class: Ranger. Level: 1st. Replaces: If you select this class feature, you do not gain favored enemy or any later improvements to that class feature. Benefit: At 1st level, the ranger chooses one particular organization that he has studied in depth. This could be a guild, a noble house, a church, or any similar specifically defined entity. (See Chapter 3: Politics and Power in Cityscape for definitions and samples of these groups.) Due to his knowledge of how the organization operates, he gains a +2 bonus on Bluff, Intimidate, Gather Information, Knowledge (local), and Sense Motive checks made against, or pertaining to, members of that organization. Likewise, due to his heightened awareness around these individuals, he gains a +2 bonus to Armor Class against members of this group. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional rival organization. In addition, at each such interval, the bonus against any one rival organization (including the one just selected, if so desired) increases by 2. Roof-Dweller Those who grow up on the streets of the city are often equally at home above the streets, where the rooftops provide an unseen highway. Class: Barbarian. Level: 1st. Replaces: If you select this class feature, you do not gain fast movement. Benefit: The barbarian gains Roofwalker (Cityscape 63) as a bonus feat, even if he does not meet the prerequisites. Additionally, as of 6th level, he need not meet the prerequisites for the Roof-Jumper feat (Cityscape 62) if he chooses to take it, though it is not a bonus feat; the barbarian must still spend a feat slot to acquire it. Skilled City-Dweller The various wilderness-oriented skills are valuable indeed, but make less sense -- and may prove less useful -- for an urban character. Class: Any class that has one or more of the "skills replaced," as listed below, on its list of class skills. Level: 1st. Replaces: If you select this class feature, you do not gain the "skills replaced" as listed below. Benefit: The skilled city-dweller gains one or more skills as class skills, at the expense of other skills. If she does not have the proper skill to lose, she cannot gain the skill it grants as an urban benefit. Note that she need not swap out all these skills. A skilled city-dweller may pick and choose, but she cannot later change her mind. Skilled City-Dweller Skill Gained Skill Replaced Gather Information Handle Animal Knowledge (local) Knowledge (nature) Sense Motive Survival Tumble Ride Stand Fast While most paladins enjoy the companionship of a summoned mount, those who live amidst large populations often prefer to devote their energies toward protecting those around them and defending the city from outside threats. Class: Paladin. Level: 5th. Replaces: If you select this class feature, you do not gain a special mount. Benefit: Starting at 5th level, a paladin may use the following two abilities, once per day each, as an immediate action. At 11th level, she may use each ability twice per day, and at 18th level she may use each ability three times per day.

   Add the paladin's divine grace (Charisma modifier) on the saving throw of all allies within 20 feet. She must add this bonus on the same save for each of them; thus, she could add to everyone's Reflex save, or everyone's , but she could not grant some a bonus on Reflex and others a bonus on Will. She does not gain any bonus for using this ability, but neither does she lose her own divine grace bonus. This bonus lasts for 1 round.
   Add the paladin's divine grace (Charisma modifier) on any roll she makes to resist a bull rush, disarm, grapple, sunder, or trip attack. She cannot use this ability when she is making such an attack; it is defensive only.

Streetfighter The ability to take a blow is valuable, but on the violent and crowded streets of the city, the winner of a brawl or a duel is often the one who can hit hardest and fastest. Class: Barbarian. Level: 7th. Replaces: If you select this class feature, you do not gain at 7th level, or any of the improvements to damage reduction at higher levels. Benefit: The barbarian gains the ability to swiftly bring the fight to his foe and to hit him hard.

   At 7th level, the critical threat range of any charge attack he makes, or any attack he makes against a foe, increases by 1. (Thus, a greataxe would threaten a critical hit on a roll of 19 or 20.) This ability stacks with the Improved Critical feat or the keen weapon enhancement.
   At 10th level, the barbarian can make a single turn, up to 90 degrees, during a charge.
   At 13th level, the barbarian can charge through squares occupied by his allies or by noncombatants.
   At 16th level, the barbarian can move up to four times his speed when making a charge attack, rather than double.
   At 19th level, the barbarian acquires a "cleaving charge." If he drops an opponent on a charge attack, and he has at least 10 feet of movement remaining, he can immediately make a new charge attack against a second foe. If he drops that foe and still has movement remaining, he can charge a third, and so on until he either fails to drop a foe, or runs out of movement. All the other standard rules for a charge attack still apply, including the fact that he must have at least 10 feet of distance to make the charge.
   Even if he somehow gains the ability to make multiple attacks on a charge (such as with the lion's charge spell from the Spell Compendium), he must drop the foe on the first attack to use this ability. Similarly, he cannot use this ability and Cleave or Great Cleave in the same round.

Urban Companion The fearsome animal companions who accompany some casters in the wild are indeed a boon in combat, but a hulking wolf or creeping tiger is out of place in an urban environment. Some characters believe that small and subtle is of greater value than massive and mighty. Class: Druid or ranger. Level: 1st (druid) or 4th (ranger). Replaces: If you select this class feature, you do not gain an animal companion. Benefit: The character gains the companionship of a smaller but far more intelligent creature than she otherwise would have. This is identical to the sorcerer's ability to summon a familiar (PH 52), including all benefits granted and gained by the familiar, except as noted below. Her functional level for determining the abilities of the companion is equal to her druid level or one-half her ranger level.

   She does not lose if her urban companion is slain, and she requires only 24 hours to replace one who is lost.
   Her urban companion has total hit points equal to 3/4 her own , rather than half as per a familiar.
   The urban companion gains the ability to speak with other animals of its kind when she has an effective master level of 1st, rather than 7th.
   When she reaches an effective master level of 7th, she can speak with animals of her companion's kind, as per speak with animals. This is a that functions constantly, and it requires only a to reactivate if somehow dispelled.

Urban Sense Druids native to the sprawling city master a widely differing range of skills than their wilderness-based counterparts. Class: Druid. Level: 1st. Replaces: If you select this class feature, you do not gain nature sense. Benefit: She gains a +2 bonus on Knowledge (local) checks and Sense Motive checks. Urban Tracker Many rangers of the city learn to hunt people down through interrogation and questioning, since following tracks is often all but impossible on the busy streets. Class: Ranger. Level: 1st. Replaces: If you select this class feature, you do not gain Track as a bonus feat. Benefit: He gains Urban Tracking (Cityscape 64) as a bonus feat. Voice of the City For some, the ability to make oneself understood in the midst of any culture is of far greater value than the ability to influence the beasts of the wild. Class: Druid, ranger, or spirit shaman. Level: 1st. Replaces: If you select this class feature, you do not gain wild empathy. Benefit: Through a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.) The of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.) The above DCs increase by 5 if the speaker is a , , or ; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability. If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll. In addition, she gains Speak Language as a class skill.




Tools of the Trade The city poses unique challenges, and many a creative craftsman or skilled wizard has risen to meet those challenges. Presented here are a number of items particularly suited to urban adventuring. Alchemical Items Alchemical items often seem like magic to the ignorant, though they are less potent than true magic. The items below include the Craft DC to create them. Alchemical Items Craft (alchemy) Item Weight Cost DC False Paper * 15 gp 20 Liquid Light * 25 gp 22 Sewer Mask * 30 gp 25

   No significant weight

False Paper: This "item" is actually a pair of separate substances: a thick viscous liquid and a thinner fluid. When poured over paper, the thicker liquid forms an extremely thin layer of what appears to be blank paper. The writing remains, but it is hidden behind what looks like a blank sheet. Only a DC 35 Search check reveals that the paper is dual-layered. The owner can write on this new layer, or leave it blank, as he chooses. Applying the second fluid causes the top layer to disintegrate (along with anything written on it), revealing the original writing beneath. This has proven to be an effective means of smuggling hidden messages into or out of a city, or even -- although it costs a great deal -- a means of hiding a spellbook from prying eyes. The cost given is for enough false paper to cover, and then reveal, a single sheet. You may add multiple layers of false paper to a single sheet, but each layer after the first reduces the DC to detect the false paper by 5. Liquid Light: This viscous fluid is a bright yellow hue and glows faintly in the dark. A flask of liquid light can be thrown as a splash weapon (PH 158). Treat this as a ranged touch attack with a range increment of 10 feet. A direct hit imposes a -8 penalty on the target's Hide checks; anyone within 5 feet is splashed and takes a -4 penalty. The paint glows for 1d4 hours, then fades. It can be washed off with soap and water; this takes 3d4 minutes. Sewer Mask: This is a small fabric-and-leather mask that is worn over the nose and mouth. The alchemical substances within grant the wearer a +5 circumstance bonus on saves against airborne disease, inhaled toxins, and nonmagical effects that cause the sickened or nauseated conditions. Each mask is good for 2 hours of use. Hidden Weapons Many cities have laws against carrying arms, and even where this is not the case, certain institutions disallow weapons within their halls. The items described below may get around such restrictions (and are illegal in many communities). In addition to standard attributes, the hidden weapons listed below include a Search DC. Anyone who fails this check, or who does not specifically search the bearer, does not recognize these items as weapons. Masterwork versions of these weapons, in addition to adding the normal benefits, also increase the Search DC by 5. Hidden Weapons Martial Weapon Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Search DC One-Handed Melee Weapons Cloak, weighted 95 gp 1d4 1d6 x2 -- 5 lb. Bludgeoning 25 Swordcane 60 gp 1d4 1d6 18-20 -- 3 lb. Piercing 25 Ranged Weapons Lute-bow 250 gp 1d4 1d6 x3 40 ft. 5 lb. Piercing 30 Cloak, Weighted: This cloak has an unusually thick lining at the bottom, which is filled with lead shot, a thin chain, or some other weight. When held with the other end wrapped around the hand, it can be wielded much as a flail, including bonuses to disarm and the ability to trip. Lute-Bow: The upper layer of wood to which the strings are attached can be rotated with a standard action, so that the strings now lie perpendicular to the lute itself. The wood and the strings are treated to offer extra strength and resistance, allowing them to flex like a bow. Although it is held horizontally, like a crossbow, it is a hand-fired weapon, so it resembles a shortbow in usage. Swordcane: This is the classic "rapier hidden in a cane." Magic Armor and Shield Special Ability Sentinel

Price: +15,120 gp

Caster Level: 7th

Aura: Moderate; (DC 13) divination

Activation: Standard (command) This shield almost gleams, polished as it is to a mirrorlike sheen. The sentinel ability is almost always added to shields, though it is technically possible to add it to the helm or breastplate of a suit of armor. Each sentinel shield (or armor) is irrevocably tied to a small mirror, which was created as part of the process at the same time as the shield itself. As a standard action, the bearer of the shield can cause an image of whatever the shield is facing to appear in the mirror, not unlike a scrying spell. The person with the mirror sees everything in a 120-foot cone in front of the shield (or less if the ambient light reduces visibility below 120 feet). This effect is blocked by any effect that blocks scrying . The connection can be severed as a move action. This ability can be activated three times per day for up to 7 minutes at a time. If either part of the pair -- the shield and the mirror -- is destroyed, this ability is lost. Prerequisites: Craft Magic Arms and Armor, scrying. Cost to Create: 7,560 gp, 605 XP. Magic Weapon Special Ability Assassination

Price: +1

Caster Level: 7th

Aura: Moderate; (DC 13) divination

Activation: -- The striking surface of this weapon is jet black. Although it shows little sign of use, you cannot help but picture it covered in freshly spilled blood. An assassination weapon deals an extra 1d6 points of damage against a foe who is flat-footed or otherwise denied a Dexterity bonus to AC, or who is flanked. If the wielder deals sneak attack damage from other sources, such as levels in the rogue class, the extra damage stacks. In addition, the weapon seems to eagerly drink in poison. The wielder never risks poisoning herself when applying poison to an assassination weapon, and the save DC of any poison applied to the weapon increases by an amount equal to the weapon's enhancement bonus. (Thus, a +1 assassination dagger increases the DC of any applied poison by 1, while a +3 assassination dagger increases the DC by 3.) Prerequisites: Craft Magic Arms and Armor, true strike , sneak attack +2d6. Cost to Create: Varies. Specific Weapon Bolt of Arrest

Price (Item Level): 307 gp (2nd); 1,407 gp (5th) for greater version

Body Slot: -- (held)

Caster Level: 3rd (7th for greater version)

Aura: Faint; (DC 11) enchantment (Moderate; [DC 13] enchantment for greater version)

Activation: -- (ammunition)

Weight: -- A shaft of dark wood, with tiny runes etched along its length, terminates in a black iron head with four razor-edged foils. Any humanoid struck by this +1 bolt must make a DC 12 Will save or be paralyzed, as per the hold person spell. Although rare, a few samples exist of a greater version of the bolt of arrest , which affects all creatures (except those immune to mind-affecting effects) and has a save DC of 16. Prerequisites: Craft Magic Arms and Armor, hold person (greater version requires hold monster ). Cost to Create: 150 gp (plus 7 gp for masterwork bolt); 12 XP (greater version 700 gp [plus 7 gp for masterwork bolt]; 56 XP. Wondrous Items Duo-Dimensional Jug

Price (Item Level): 1,000 gp (4th)

Body Slot: -- (held)

Caster Level: 5th

Aura: Faint; (DC 12) transmutation

Activation: Standard (command)

Weight: 8 lb. This appears to be a perfectly normal jug, though it's perhaps a bit nicer and cleaner than most. A duo-dimensional jug contains two interiors -- one accessed normally, and one in an extradimensional space -- each of which can hold up to a gallon of liquid. By speaking the command word as you remove the cork, you can access the extradimensional space instead, filling it or emptying it as you choose. Anyone who removes the cork without saying the command word accesses the jug's normal contents. Only liquids can be placed within the extradimensional space. This is particularly useful for smuggling poisons, potions, or the like, though it can be used simply to keep one's companions out of the good wine. Prerequisites: Craft Wondrous Item, rope trick. Cost to Create: 500 gp, 40 XP. Guardian's Lantern

Price (Item Level): 7,750 gp (11th)

Body Slot: -- (held)

Caster Level: 7th

Aura: Moderate; (DC 13) divination and evocation

Activation: Standard (manipulation)

Weight: 2 lb. The light dancing within flickers off the polished brass hood and handle of this lantern. The glass emits a faint glow, almost independent of the fire within. This hooded lantern requires no fuel, and it burns with no heat. It is activated or deactivated by turning a knob at the top. In addition, all weapons glow when brought within the lantern's 60-foot radius of dim illumination, and all invisible creatures glow when they come within the lantern's 30-foot radius of bright illumination. (See detect weaponry, Cityscape 66, and see invisibility ; the lantern detects or fails to detect targets as per these spells.) This glow is visible only to the person who manipulates the lamp's knob. The manipulator need not be holding the lamp for these effects to be noticeable to her, but she must be within 5 feet of it. The lamp can be used for up to 1 hour a day. The time need not be consecutive, but each use rounds up to the next 10-minute interval. Prerequisites: Craft Wondrous Item, continual flame, detect weaponry , see invisibility. Cost to Create: 3,785 gp, 310 XP. Spell Resistance: No

This spell functions like //Summon Nature’s Ally I//, but it summons a Tiny or Diminutive animal of no more than ½ Hit Dice, such as a bat, cat, flying fish, lizard, rat, raven, Tiny viper, toad, trout, or weasel.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.