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Spell NameRatingschoolsubschooldescriptorspell levelcasting timecomponentsrangeareaeffecttargetsdurationsaving throwspell resistencedescriptionsourceshort_descriptiondomainalchemistantipaladinbardclericdruidinquisitormagusoraclepaladinrangersorsummonerwitchwiz
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Acute SensesAveragetransmutationalchemist 2, bard 2, inquisitor 2, ranger 21 standard actionV, S, M (a glass lens)touchcreature touched1 minute/levelWill negates (harmless)yesThe target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, and +30 (the maximum) at caster level 16th.Ultimate MagicSubject gains a bonus on Perception checks.NULL222NULLNULL2NULLNULLNULL2NULLNULLNULLNULL
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AlarmAverageabjurationbard 1, ranger 1, sorcerer/wizard 1, summoner 1, inquisitor 11 standard actionV, S, F/DF (a tiny bell and a piece of very fine silver wire)close (25 ft. + 5 ft./2 levels)20-ft.-radius emanation centered on a point in space2 hours/levelnonenoAlarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature. Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm. Alarm can be made permanent with a permanency spell.PFRPG CoreWards an area for 2 hours/level.homeNULLNULL1NULLNULL1NULLNULLNULL111NULL1
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Animate Dead, LesserAveragenecromancyevilcleric 2, sorcerer/wizard 31 standard actionV, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)touchone corpseinstantaneousnonenoThis spell functions as animate dead, except you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies with this spell.Ultimate MagicCreate one skeleton or zombie.NULLNULLNULLNULL2NULLNULLNULL2NULLNULLNULLNULLNULLNULL
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Anticipate PerilAveragedivinationalchemist 1, bard 1, ranger 1, sorcerer/wizard 11 standard actionV, Stouchcreature touched1 minute/level or until activatedWill negatesyesA 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.Ultimate MagicTarget gains a bonus on one initiative check.NULL1NULL1NULLNULLNULLNULLNULLNULL11NULLNULL1
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Arcane MarkAverageuniversalsorcerer/wizard 0, summoner 0, magus 01 standard actionV, Stouchone personal rune or mark, all of which must fit within 1 sq. ft.permanentnonenoThis spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell DESCRIPTION for details).PFRPG Core Inscribes a personal rune on an object or creature (visible or invisible).NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL
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Arrow EruptionAverageconjurationcreationranger 2, sorcerer/wizard 21 standard actionV, S, M (arrow or crossbow bolt)long (400 ft. + 40 ft./level)30-ft.-radius burstinstantaneousnoneyesYou 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.APGCreates duplicates of killing arrow.NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL22NULLNULL2
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Arrow of LawAverageevocationlawfulcleric 2, paladin 21 standard actionV, S, DF (a holy symbol)close (25 ft. + 5 ft./2 levels)arrow-shaped projectile of lawful energyinstantaneous (1 round); see textWill partial (see text)yesYou fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. A chaotic creature struck by an arrow of law takes 1d8 points of damage per two caster levels (maximum 5d8). A chaotic outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. This spell deals only half damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no effect on lawful creatures.Ultimate MagicHarm and possibly daze chaotic creatures.NULLNULLNULLNULL2NULLNULLNULL22NULLNULLNULLNULLNULL
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Aspect of the FalconAveragetransmutationpolymorphdruid 1, ranger 11 standard actionV, S, DFpersonalyou1 minute/levelYou 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.APGGives bonuses on Perception checks and ranged attacks.NULLNULLNULLNULLNULL1NULLNULLNULLNULL1NULLNULLNULLNULL
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AuguryAveragedivinationcleric 2, witch 21 minuteV, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)personalyouinstantaneousAn augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results). Woe (for bad results). Weal and woe (for both). Nothing (for actions that don't have especially good or bad results). If the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting.PFRPG Core Learns whether an action will be good or bad.fateNULLNULLNULL2NULLNULLNULL2NULLNULLNULLNULL2NULL
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Aura of Greater CourageAverageabjurationemotionpaladin 21 standard actionV, S, DFpersonal10-ft.-radius emanation centered on you10/minutes per levelWill negates (harmless)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.APGIncreases strength of a paladin's aura of courage.NULLNULLNULLNULLNULLNULLNULLNULLNULL2NULLNULLNULLNULLNULL
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BlessAverageenchantmentcompulsionmind-affectingcleric 1, paladin 1, inquisitor 11 standard actionV, S, DF50 ft.The caster and all allies within a 50-ft. burst, centered on the caster1 min./levelnoneyes (harmless)Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane.PFRPG CoreAllies gain +1 on attack rolls and saves against fear.community, leadership, resolveNULLNULLNULL1NULLNULLNULL11NULLNULLNULLNULLNULL
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Blistering InvectiveAverageevocationfire, language-dependantalchemist 2, bard 2, inquisitor 21 standard actionV, Spersonal30-ft. radiusinstantaneousReflex partial, see textspecial, see belowYou unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you (see page 99 of the Pathfinder RPG Core Rulebook). Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.Ultimate CombatMake an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.NULL222NULLNULL2NULLNULLNULLNULLNULLNULLNULLNULL
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BrandAveragetransmutationcurseinquisitor 01 standard actionV, S, DFtouchcreature touched1 day/levelFortitude negatesyesBrand 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.APGCreates permanent brand on target creature.NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL
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BreakAveragetransmutationsorcerer/wizard 11 standard actionV, S, M (a twig)close (25 ft. + 5 ft./2 levels)one Medium or smaller objectinstantaneousFortitude negates (object)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.APGGives an object the broken condition.NULLNULLNULLNULLNULL1NULLNULLNULLNULLNULL1NULLNULL1
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BungleAverageenchantmentcompulsionsorcerer/wizard 1, witch 11 standard actionV, Sclose (25 ft. + 5 ft./2 levels)one humanoidconcentration + 2 rounds or until triggeredWill negatesyesThe target takes a -20 penalty on its next attack roll or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.Ultimate MagicTarget takes a –20 penalty on its next attack roll or check.NULLNULLNULLNULLNULLNULL1NULLNULLNULLNULL1NULL11
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Call AnimalAverageenchantmentcompulsionmind-affectingdruid 1, ranger 11 standard actionV, S, DFsee descriptionone animal whose CR is equal or less than your caster level1 hour/level (D)nonenoneThis 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.APGMakes an animal come to you.NULLNULLNULLNULLNULL1NULLNULLNULLNULL1NULLNULLNULLNULL
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Certain GripAveragetransmutationalchemist 2, druid 2, sorcerer/wizard 21 standard actionV, S, M/DF (a tiny ball of tar)creature touched10 minutes/level (D)Will negates (harmless)yes (harmless)The subject's grip and footing become sure, granting a +4 competence bonus on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. While affected by this spell, the target is also immune to the disarm combat maneuver.Ultimate CombatYou gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.NULL22NULLNULL2NULLNULLNULLNULLNULL2NULLNULL2
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Chill TouchAveragenecromancysorcerer/wizard 1, witch 1, magus 11 standard actionV, Stouchcreature or creatures touched (up to one/level)instantaneousFortitude partial or Will negates; see textyesA touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.PFRPG Core One touch/level deals 1d6 damage and possibly 1 Str damage.NULLNULLNULLNULLNULLNULLNULL1NULLNULLNULL1NULL11
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Chord of ShardsAverageevocationbard 11 standard actionV, S15 ft.cone-shaped burstinstantaneousReflex negatesnoDuring your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.Ultimate MagicPerformance deals 2d6 piercing damage.NULLNULLNULL1NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL
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Compel HostilityAverageenchantmentcompulsionmind-affectingbard 1, cleric 1, inquisitor 1, paladin 1, ranger 1, summoner 1, witch 11 standard actionV, S, M (a drop of your blood)personalyou1 round/levelsee textsee textWhenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature's spell resistance, and the creature can attempt a Will saving throw to ignore the compulsion. A summoner casting this spell can choose his eidolon as the target of the spell.Ultimate CombatCompels opponents to attack you instead of your allies.NULLNULLNULL11NULL1NULL111NULL11NULL
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ConsecrateAverageevocationgoodcleric 2, inquisitor 21 standard actionV, S, M (a vial of holy water and 25 gp worth of silver dust), DFclose (25 ft. + 5 ft./2 levels)20-ft.-radius emanation2 hours/levelnonenoThis spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate.PFRPG Core Fills area with positive energy, weakening undead.NULLNULLNULLNULL2NULL2NULL2NULLNULLNULLNULLNULLNULL
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Corruption ResistanceAverageabjurationchaotic, evil, good, or lawfulantipaladin 2, inquisitor 2, paladin 21 standard actionV, S, DFtouchcreature touched10 minutes/levelFortitude negates (harmless)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.APGProtects creature against damage from alignment-based attacks.NULLNULL2NULLNULLNULL2NULLNULL2NULLNULLNULLNULLNULL
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Create WaterAverageconjurationcreationwatercleric 0, druid 0, paladin 1, inquisitor 01 standard actionV, Sclose (25 ft. + 5 ft./2 levels)up to 2 gallons of water/levelinstantaneousnonenoThis spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large--possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.PFRPG CoreCreates 2 gallons/level of pure water.NULLNULLNULLNULL0NULL0NULLNULL1NULLNULLNULLNULLNULL
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DarkvisionAveragetransmutationranger 3, sorcerer/wizard 2, alchemist 2, antipaladin 21 standard actionV, S, M (either a pinch of dried carrot or an agate)touchcreature touched1 hour/levelWill negates (harmless)yes (harmless)The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision can be made permanent with a permanency spell.PFRPG CoreSee 60 ft. in total darkness.NULL22NULLNULLNULLNULLNULLNULLNULLNULL2NULLNULL2
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DeathwatchAveragenecromancycleric 11 standard actionV, S30 ft.cone-shaped emanation10 min./levelnonenoUsing the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.PFRPG Core Reveals how near death subjects within 30 ft. are.reposeNULLNULLNULL1NULLNULLNULL1NULLNULLNULLNULLNULLNULL
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Delay PoisonAverageconjurationhealingbard 2, cleric 2, druid 2, paladin 2, ranger 1, alchemist 2, witch 2, inquisitor 21 standard actionV, S, DFtouchcreature touched1 hour/levelFortitude negates (harmless)yes (harmless)The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.PFRPG CoreStops poison from harming target for 1 hour/level.NULL222222NULL22NULLNULLNULL2NULL
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Destabilize PowderAveragetransmutationsorcerer/wizard 2, witch 21 standard actionV, S, M (a few drops of liquor)close (25 ft. + 5 ft./2 levels)1 loaded firearminstantaneousWill negates (object)yes (object)This spell makes the ammunition in the target firearm is prone to misfire. Increase the misfire range by 1 + 1 per five caster levels (maximum +5) for the ammunition currently loaded into that firearm. If aware of this spell's effect prior to firing the altered ammunition (a DC 17 Spellcraft check to identify the spell being cast or similar effect), the firearm's user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that ammunition.Ultimate CombatAmmunition in the targeted firearm is prone to misfire.NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL2NULL22
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Detect ChaosAveragedivinationcleric 1, inquisitor 11 standard actionV, S, DF60 ft.cone-shaped emanationconcentration, up to 10 min./ levelnonenoThis spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.PFRPG CoreReveals creatures, spells, or objects of selected alignment.NULLNULLNULLNULL101NULL1110NULLNULL0
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Detect EvilAveragedivinationcleric 1, inquisitor 11 standard actionV, S, DF60 ft.cone-shaped emanationconcentration, up to 10 min./ levelnonenoYou can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil 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 Chaos/Evil/Good/Law Creature/Object Aura Power None Faint Moderate Strong Overwhelming Aligned creature1 (HD) 5 or lower 5-10 11-25 26-50 51 or higher Aligned Undead (HD) -- 2 or lower 3-8 9-20 21 or higher Aligned outsider (HD) -- 1 or lower 2-4 5-10 11 or higher Cleric or paladin of an aligned deity2 (class levels) -- 1 2-4 5–10 11 or higher Aligned magic item or spell (caster level) 5th or lower 6th-10th 11th-15th 16th-20th 21st or higher 1 Except for undead and outsiders, which have their own entries on the table. 2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.PFRPG CoreReveals creatures, spells, or objects of selected alignment.NULLNULLNULLNULL1NULL1NULL1NULLNULLNULLNULLNULLNULL
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Detect GoodAveragedivinationcleric 1, inquisitor 11 standard actionV, S, DF60 ft.cone-shaped emanationconcentration, up to 10 min./ levelnonenoThis spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.PFRPG CoreReveals creatures, spells, or objects of selected alignment.NULL1NULL11NULL1NULL1NULLNULL1NULL11
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Detect LawAveragedivinationcleric 1, inquisitor 11 standard actionV, S, DF60 ft.cone-shaped emanationconcentration, up to 10 min./ levelnonenoThis spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.PFRPG CoreReveals creatures, spells, or objects of selected alignment.NULLNULLNULLNULL111NULL1NULL1NULLNULLNULLNULL
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Detect PoisonAveragedivinationcleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0, witch 0, inquisitor 0, antipaladin 11 standard actionV, Sclose (25 ft. + 5 ft./2 levels)Target or one creature, one object, or a 5-ft. cubeinstantaneousnonenoYou determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. 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.PFRPG CoreDetects poison in one creature or object.NULL11NULL0NULL0NULLNULL111NULLNULL1
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Disfiguring TouchAveragetransmutationcursecleric 2, sorcerer/wizard 2, witch 21 standard actionV, Stouchcreature touched1 day/levelWill negatesyesWith a touch, you cause the victim of this spell to suffer a painful curse that causes it to grow hideously disfigured. The physical appearance of the deformity is subject to the caster's whim (most demon worshipers choose deformities that reflect their Abyssal patron's shape or form). The target takes one of the following penalties. • -2 decrease to an ability score (minimum 1). • -2 penalty on attack rolls or saving throws. • Land speed reduced by 5 feet. You may also invent other effects, but they should be no more powerful than those described above.Ultimate MagicTarget becomes disfigured.NULLNULLNULLNULL2NULLNULLNULL2NULLNULL2NULL22
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Disguise OtherAverageillusionglamerbard 2, inquisitor 2, sorcerer/wizard 21 standard actionV, Stouchcreature touched10 minute/level (D)This spell functions as disguise self, except you can disguise either yourself or another creature.Ultimate MagicAs disguise self, but affects you or another.NULLNULLNULL2NULLNULL2NULLNULLNULLNULL2NULLNULL2
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Disguise SelfAverageillusionglamerbard 1, sorcerer/wizard 1, alchemist 1, inquisitor 1, antipaladin 11 standard actionV, Spersonalyou10 min./levelYou make yourself--including clothing, armor, weapons, and equipmen--look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.PFRPG CoreChanges your appearance.trickery1111NULL1NULLNULLNULLNULL1NULLNULL1
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Divine ArrowAveragetransmutationgoodpaladin 21 standard actionV, Stouchone projectile1 round/level or until dischargednonenoYou imbue a projectile, such as an arrow or shuriken, with holy energy so that it deals extra damage to undead equal to that dealt by your lay on hands feature. This extra damage is not multiplied on a critical hit. Although this spell does not expend a daily use of your lay on hands class feature, you must have at least one daily use available to cast this spell. If the projectile hits a target or is destroyed before the duration ends, the spell is discharged.Ultimate CombatImbues a projectile with holy energy.NULLNULLNULLNULLNULLNULLNULLNULLNULL2NULLNULLNULLNULLNULL
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Eagle EyeAveragedivinationdruid 2, ranger 21 minuteV, S, DFlong (400 ft. + 40 ft./level)magical sensor1 minute/level (D)nonenoEagle 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.APGCreates a magical sensor high above you.NULLNULLNULLNULLNULL2NULLNULLNULLNULL2NULLNULLNULLNULL
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Endure ElementsAverageabjurationcleric 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, alchemist 1, summoner 11 standard actionV, Stouchcreature touched24 hoursWill negates (harmless)yes (harmless)A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.PFRPG CoreExist comfortably in hot or cold regions.sun1NULLNULL11NULLNULL11111NULL1
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Enter ImageAveragetransmutationbard 2, cleric 3, sorcerer/wizard 31 standard actionV, S, M/DF (a drop of paint and a ball of clay)50 ft./leveltransfer consciousness to any object bearing your likenessconcentrationnonenoYou 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.APGTransfers your consciousness to an object bearing your likeness.NULLNULLNULL2NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL
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Faerie FireAverageevocationlightdruid 11 standard actionV, S, DFlong (400 ft. + 40 ft./level)creatures and objects within a 5-ft.-radius burst1 min./levelnoneyesA pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.PFRPG Core Outlines subjects with light, canceling blur, concealment, and the like.lightNULLNULLNULLNULL1NULLNULLNULLNULLNULLNULLNULLNULLNULL
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False LifeAveragenecromancysorcerer/wizard 2, alchemist 2, witch 21 standard actionV, S, M (a drop of blood)personalyou1 hour/level or until discharged; see textYou harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).PFRPG Core Gain 1d10 temporary hp + 1/level (max +10).NULL22NULLNULLNULLNULLNULLNULLNULLNULL2NULL22
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Feather StepAveragetransmutationbard 1, druid 1, ranger 11 standard actionV, Sclose (25 ft. + 5 ft./2 levels)one creature10 minutes/levelFortitude negates (harmless)yesFor 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.APGIgnore movement penalty in difficult terrain.NULLNULLNULL1NULL1NULLNULLNULLNULL1NULLNULLNULLNULL
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Find TrapsAveragedivinationcleric 2, witch 2, inquisitor 21 standard actionV, Spersonalyou1 min./levelYou gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks made to find traps while the spell is in effect. You receive a check to notice traps within 10 feet of you, even if you are not actively searching for them. Note that find traps grants no ability to disable the traps that you may find.PFRPG Core Notice traps as a rogue does.NULLNULLNULLNULL2NULL2NULL2NULLNULLNULLNULL2NULL
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FlareAverageevocationlightbard 0, druid 0, sorcerer/wizard 0, magus 01 standard actionVclose (25 ft. + 5 ft./2 levels)burst of lightinstantaneousFortitude negatesyesThis cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.PFRPG CoreDazzles one creature (–1 on attack rolls).NULLNULLNULL0NULL0NULL0NULLNULLNULL1NULLNULL1
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Follow AuraAveragedivinationchaotic, evil, good, or lawfulinquisitor 21 standard actionV, S, DFpersonalyou10 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.APGGain ability to follow the trail of the aura of an alignment.NULLNULLNULLNULLNULLNULL2NULLNULLNULLNULLNULLNULLNULLNULL
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Forced QuietAveragetransmutationsonicbard 1, inquisitor 1, sorcerer/wizard 1, witch 11 standard actionSmedium (100 ft. + 10 ft./level)one creature1 round/levelWill negatesyesWith a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4 circumstance bonus on Stealth checks.Ultimate MagicTarget cannot make loud noises.NULLNULLNULL1NULLNULL1NULLNULLNULLNULL1NULL11
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Forest FriendAverageabjurationdruid 2, ranger 21 roundV, S, M (a pinch of manure)close (25 ft. + 5 ft./2 levels)one willing living creature per three levels, no two of which may be more than 30 ft. apart.: 1 minute/levelnonenoWhile subject to this spell, the targets find that forested areas become helpful instead of hindering. The targets suffer no hindrances to movement and suffer no penalties on Acrobatics and Stealth checks from undergrowth in forested terrain. Furthermore, forested overgrowth imposes a miss chance 10% lower than normal. When moving in and among trees, those subject to the spell gain a +5 circumstance bonus on Acrobatics checks and Climb checks. Rangers in their favored terrain can also add their favored terrain bonus on such Acrobatics and Climb checks.Ultimate CombatPlants in a forested area become helpful instead of hindering you and your allies.NULLNULLNULLNULLNULL2NULLNULLNULLNULL2NULLNULLNULLNULL
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Ghostbane DirgeAveragetransmutationbard 2, cleric 2, inquisitor 2, paladin 11 standard actionV, S, M/DF (an old reed from a wind instrument)close (25 ft. + 5 ft./2 levels)one incorporeal creature1 round/levelWill negatesyesThe 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.APGIncorporeal creature takes half damage from nonmagical weapons.NULLNULLNULL22NULL2NULL21NULLNULLNULLNULLNULL
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GoodberryAveragetransmutationdruid 11 standard actionV, S, DFtouch2d4 fresh berries touched1 day/levelnoneyesCasting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.PFRPG Core 2d4 berries each cure 1 hp (max 8 hp/24 hours).seasonsNULLNULLNULLNULL1NULLNULLNULLNULLNULLNULLNULLNULLNULL
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Gust of WindAverageevocationairdruid 2, sorcerer/wizard 2, magus 21 standard actionV, S60 ft.line-shaped gust of severe wind emanating out from you to the extreme of the range1 roundFortitude negatesyesThis spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind. A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet. Small creatures are knocked prone by the force of the wind. Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check. Large or larger creatures may move normally within a gust of wind effect. This spell can't move a creature beyond the limit of it's range. Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Gust of wind can be made permanent with a permanency spell.PFRPG CoreBlows away or knocks down smaller creatures.catastropheNULLNULLNULLNULL2NULL2NULLNULLNULL2NULLNULL2
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Hide from AnimalsAverageabjurationdruid 1, ranger 11 standard actionS, DFtouchone creature touched/level10 min./levelWill negates (harmless)yesAnimals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.PFRPG CoreAnimals can’t perceive one subject/level.NULLNULLNULLNULLNULL1NULLNULLNULLNULL1NULLNULLNULLNULL
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Hydraulic TorrentAverageevocationwaterdruid 3, sorcerer/wizard 3, magus 31 standard actionV, S60 ft.60-ft. lineinstantaneousnoneyesYou 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.APGCreates torrent of water that bull rushes any creature in its path.NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL
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Icicle DaggerAverageconjurationcreationcoldsorcerer/wizard 1, summoner 1, witch 11 standard actionV, S0 ft.one icicle1 minute/levelnonenoYou create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.Ultimate MagicMasterwork ice dagger deals +1 cold damage.NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL1111
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Instant ArmorAverageconjurationcreationforcecleric 2, paladin 21 standard actionV, S, DFpersonalyou1 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.APGSummon armor temporarily replacing your current attire.NULLNULLNULLNULL2NULLNULLNULL22NULLNULLNULLNULLNULL
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InvigorateAverageillusionfigmentbard 11 standard actionVtouchcreature touched10 minutes/level (D)Will negates (harmless)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.APGTemporarily relieves fatigue or exhaustion.NULLNULLNULL1NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL
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Kinetic ReverberationAveragetransmutationalchemist 2, sorcerer/wizard 21 standard actionV, S, M (rubber tree sap)touchcreature touched1 round/levelFortitude negates (object)yes (object)This spell converts the momentum and force from melee attacks made against the target of the spell, reflecting them back upon the attacker's weapon. After making a successful melee attack against the target, an attacker must make a Fortitude saving throw for the weapon used. If the weapon fails the save, it takes damage equal to the damage rolled against the target. Creatures using natural attacks or unarmed strikes are unaffected by this spell.Ultimate CombatChannels the force of an enemy's attack back into its weapon.NULL22NULLNULLNULLNULLNULLNULLNULLNULL2NULLNULL2
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KnockAveragetransmutationsorcerer/wizard 2, inquisitor 21 standard actionVmedium (100 ft. + 10 ft./level)one door, box, or chest with an area of up to 10 sq. ft./levelinstantaneous; see textnonenoKnock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access.PFRPG Core Opens locked or magically sealed door.NULLNULLNULLNULLNULLNULL2NULLNULLNULLNULL2NULLNULL2
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Know the EnemyAveragedivinationcleric 1, inquisitor 1, paladin 1, ranger 11 minuteS, V, DFpersonalyouinstantaneousnonenoYou 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.Ultimate MagicGain +10 on a monster Knowledge check.NULLNULLNULLNULL1NULL1NULL111NULLNULLNULLNULL
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Liberating CommandAveragetransmutationbard 1, cleric 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 11 immediate actionVclose (25 ft. + 5 ft./2 levels)one creatureinstantaneousWill negates (harmless)yes (harmless)If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).Ultimate CombatTarget makes an Escape Artist check as an immediate action and gains a bonus on it.NULLNULLNULL111NULLNULL1111NULLNULL1
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Litany of WeaknessAveragenecromancylanguage-dependentantipaladin 1, inquisitor 11 swift actionV, S, DFclose (25 ft. + 5 ft./2 levels)one creature1 roundnoyesYour litany proclaims your target weak, sapping its strength. The target is fatigued for 1 round. While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.Ultimate CombatSingle target is fatigued for 1 round.NULLNULL1NULL1NULL1NULLNULLNULLNULLNULLNULLNULLNULL
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Locate WeaknessAveragedivinationinquisitor 3, magus 3, ranger 2, sorcerer/wizard 3, witch 3Casting time 1 standard actionV, S, M/DF (a pickled predator's eye)personalyou1 minute/levelYou can sense your foes' weak points, granting you greater damage with critical hits. Whenever you score a critical hit, roll the attack's damage dice (but not extra or precision damage dice) twice and take the highest result.Ultimate CombatYou roll damage twice when you roll damage for a critical hit and take the best damage.NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL2NULLNULLNULLNULL
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Lock GazeAverageenchantmentcompulsionmind-affectingbard 1, inquisitor 1, magus 1, sorcerer/wizard 1, witch 11 standard actionV, Sclose (25 ft. + 5 ft./2 levels)one creature1 round/levelWill negatesyesYou compel the target to look at you and only you for the spell's duration or until the spell is discharged. While staring at you, the target is considered to be averting its eyes from every creature but you, granting creatures other than you concealment against the target's attacks. If the target willingly leaves your line of sight, it is blinded for 1 round and the spell ends. If you willingly leave the target's line of sight or become unconscious or dead, the spell creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to this spell.Ultimate CombatCompels the target to look only at you for the duration of the spell.NULLNULLNULL1NULLNULL11NULLNULLNULL1NULL11
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LongshotAveragetransmutationalchemist 1, antipaladin 1, inquisitor 1, magus 1, paladin 1, ranger 1, sorcerer/wizard 11 standard actionV, S, M/DF (a piece of fletching)personalyou1 minute/levelThis spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by the subject.Ultimate CombatGrants a +10 foot bonus to the range increment for any ranged weapon fired.NULL1101NULL11NULL1110NULL1
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LongstriderAveragetransmutationdruid 1, ranger 11 standard actionV, S, M (a pinch of dirt)personalyou1 hour/levelThis spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.PFRPG CoreYour speed increases by 10 ft.travelNULLNULLNULLNULL1NULLNULLNULLNULL1NULLNULLNULLNULL
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LullabyAverageenchantmentcompulsionmind-affectingbard 01 standard actionV, Smedium (100 ft. + 10 ft./level)living creatures within a 10-ft.-radius burstconcentration + 1 round/levelWill negatesyesAny creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.PFRPG Core Makes subject drowsy  –5 on Perception checks, –2 on Will saves against sleep.NULLNULLNULL0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL
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Magic FangAveragetransmutationdruid 1, ranger 1, summoner 11 standard actionV, S, DFtouchliving creature touched1 min./levelWill negates (harmless)yes (harmless)Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage. Magic fang can be made permanent with a permanency spell.PFRPG CoreOne natural weapon of subject creature gets +1 on attack and damage rolls.fur, scalykindNULLNULLNULL11NULLNULLNULLNULL1NULL1NULLNULL
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Magic StoneAveragetransmutationcleric 1, druid 11 standard actionV, S, DFtouchup to three pebbles touched30 minutes or until dischargedWill negates (harmless, object)yes (harmless, object) You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.PFRPG CoreThree stones gain +1 on attack, deal 1d6 +1 damage.earthNULLNULLNULL11NULLNULL1NULLNULLNULLNULLNULLNULL
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Magic WeaponAveragetransmutationcleric 1, paladin 1, sorcerer/wizard 1, inquisitor 1, antipaladin 1, magus 11 standard actionV, S, DFtouchweapon touched1 min./levelWill negates (harmless, object)yes (harmless, object)Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls. You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.PFRPG CoreWeapon gains +1 bonus.warNULL1NULL1NULL1111NULL1NULLNULL1
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Memory LapseAverageenchantmentmind-affectingbard 1, sorcerer/wizard 11 standard actionV, Sclose (25 ft. + 5 ft./2 levels)one living creatureinstantaneousWill negatesyesYou 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.APGSubject forgets events back to last turn.memoryNULLNULL1NULLNULLNULLNULLNULLNULLNULL1NULLNULL1
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Mirror StrikeAveragetransmutationmagus 1, sorcerer/wizard 11 standard actionV, S, M (a shard of mirror)personalyousee textYou briefly alter the flow of time to split a melee attack into two attacks. Before the end of your next turn, when you make your next melee attack roll, compare the result to the AC of two opponents within your reach. If the selected opponents are flanking you, you gain a +2 bonus on your attack roll (and confirmation attack roll, see below). If you hit both enemies, you can deal half damage to each. Hitting only one opponent allows you to deal that opponent normal damage for your attack. On a critical threat, you can make only one attack roll to confirm the critical hit against both opponents. If you confirm against both, you deal half your critical hit damage to each. Your hit is a normal hit rather than a critical if you confirm against only one opponent. If you fail to use the effect before the end of your next turn, the spell ends.Ultimate CombatYou may strike multiple opponents with a single attack.NULLNULLNULLNULLNULLNULLNULL1NULLNULLNULL1NULLNULL1
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PeacebondAverageabjurationinquisitor 1, sorcerer/wizard 1, witch 11 standard actionSclose (25 ft. + 5 ft./2 levels)one sheathed or slung weapon1 minute/levelWill negates (object)yes (object)You lock a weapon in place on its owner's body, or within the weapon's sheath or holster. Anyone who then tries to draw the weapon must spend a standard action and succeed at a Strength check (DC equal to the saving throw DC) to do so, provoking attacks of opportunity whether the attempt succeeds or fails.Ultimate CombatLocks a weapon in place on the target's body.NULLNULLNULLNULLNULLNULL1NULLNULLNULLNULL1NULL11
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Perceive CuesAveragetransmutationalchemist 2, inquisitor 2, ranger 2, witch 21 standard actionV, S, M (a drop of water)personalyou10 minutes/levelYour senses become preternaturally keen, and you gain insight into subtle behavioral cues. For the duration of the spell, you receive a +5 competence bonus on Perception and Sense Motive checks.APG+5 Perception and Sense Motive 10 min./level.NULL22NULLNULLNULL2NULLNULLNULL2NULLNULL2NULL
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Pernicious PoisonAveragenecromancypoisonantipaladin 2, druid 2, sorcerer/wizard 2, witch 21 standard actionV, S, DFtouchcreature touched10 minute/levelnoneyesYou weaken the target's defenses against poison. The target gains a -4 penalty on saves against poison, and poisons affecting the target continue for another 2 frequency increments (for example, black adder venom lasts 8 rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with skill or magic take a -4 penalty.Ultimate MagicTarget takes a –4 penalty against poison.NULLNULL2NULLNULL2NULLNULLNULLNULLNULL2NULL22
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Pilfering HandAverageevocationforcebard 2, cleric 2, magus 2, sorcerer/wizard 21 standard actionSclose (25 ft. + 5 ft./2 levels)one objectsee textnoneyes (object)You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends. Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it. Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception check to notice the successful attempt.Ultimate CombatYou may seize an object or manipulate it from afar.NULLNULLNULL22NULLNULL22NULLNULL2NULLNULL2
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PrestidigitationAverageuniversalbard 0, sorcerer/wizard 0, magus 01 standard actionV, S10 ft.Target, Effect, or see text1 hoursee textnoPrestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.PFRPG CorePerforms minor tricks.NULLNULLNULL0NULLNULLNULL0NULLNULLNULLNULLNULLNULLNULL
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Rally PointAverageenchantmentcompulsiongood, mind-affecting, emotionpaladin 11 standard actionV, S, DF5 ft.one 5-ft. square1 minute/level (D)Will negates (harmless)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.APGSquare gives good creatures bonuses.NULLNULLNULLNULLNULLNULLNULLNULLNULL1NULLNULLNULLNULLNULL
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Reckless InfatuationAverageenchantmentcompulsionemotion, mind-affectingbard 2, sorcerer/wizard 3, witch 31 standard actionV, Sclose (25 ft. + 5 ft./2 levels)one creature1 day/levelWill negatesyesYou fill your target with feelings of intense infatuation for a specific individual known to the target. At the time of the casting, you designate a single creature as the focus of the target's desire. Thereafter, the target does all it can to remain within 30 feet of the object of its desire. If the target moves outside this range, it gains the staggered condition until it is again near the focus of its desire. If remaining within 30 feet of the focus of its affection would place the target in obvious physical danger, the target can attempt a second save to break the spell's effect. Reckless infatuation counters unadulterated loathing.Ultimate MagicTarget is compelled to stay near another.NULLNULLNULL2NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL
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Reduce AnimalAveragetransmutationdruid 2, ranger 31 standard actionV, Stouchone willing animal of Small, Medium, Large, or Huge size1 hour/levelnonenoThis spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size (see Chapter 6 how to adjust damage for size).PFRPG CoreShrinks one willing animal.NULLNULLNULLNULLNULL2NULLNULLNULLNULLNULLNULLNULLNULLNULL
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Residual TrackingAveragedivinationranger 11 minuteV, S, M (a bit of plaster)touchfootprint touchedinstantaneousnonenoBy touching a footprint, you receive a clear mental image of the person or creature that made it. The image has the exact same appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time. For example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint.APGTell creature's appearance by footprint.NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL1NULLNULLNULLNULL
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ResistanceAverageabjurationbard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 01 standard actionV, S, M/DF (a miniature cloak)touchcreature touched1 minuteWill negates (harmless)yes (harmless)You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.PFRPG CoreSubject gains +1 on saving throws.NULLNULLNULL0000NULL01NULL0NULL00
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Returning WeaponAverageconjurationteleportationbard 2, cleric 2, inquisitor 1, magus 1, ranger 1, sorcerer/wizard 2, witch 21 standard actionV, Sclose (25 ft. + 5 ft./2 levels)one weapon that can be thrown1 minute/levelWill negates (harmless, object)yes (harmless, object)For the duration of the spell, the target weapon acts as if it had the returning weapon special ability (see page 471 of the Core Rulebook). This spell can be used as the prerequisite for the returning weapon special ability.Ultimate CombatGrants a weapon the returning special weapon quality.NULLNULLNULL22NULL112NULL12NULL22
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Returning Weapon, CommunalAverageconjurationteleportationbard 3, cleric 3, inquisitor 2, magus 2, ranger 2, sorcerer/ wizard 3, witch 31 standard actionV, Sclose (25 ft. + 5 ft./2 levels)creatures touched1 minute/levelWill negates (harmless, object)yes (harmless, object)For the duration of the spell, the target weapon acts as if it had the returning weapon special ability (see page 471 of the Core Rulebook). This spell can be used as the prerequisite for the returning weapon special ability.Ultimate CombatAs returning weapon, but you may divide the duration among weapons touched.NULLNULLNULLNULLNULLNULL22NULLNULL2NULLNULLNULLNULL
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Scent TrailAveragetransmutationdruid 21 standard actionV, S, M (a queen ant)close (25 ft. + 5 ft./2 levels)one creature/level, no two of which can be more than 30 ft. apart1 hour/levelFortitude negates (harmless)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.APGLeave trail for allies to follow.NULLNULLNULLNULLNULL2NULLNULLNULLNULLNULLNULLNULLNULLNULL
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Shard of ChaosAverageevocationchaoscleric 21 standard actionV, S, DFclose (25 ft. + 5 ft./2 levels)dart-shaped projectile of chaotic energyinstantaneous (1d6 rounds)Will partial (see text)yesYou hurl a multicolored shard of congealed chaos from your holy symbol, affecting any one target in range as a ranged touch attack. A lawful creature struck by the shard takes 1d8 points of damage per two caster levels (maximum 5d8). A lawful outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is slowed (as slow) for 1 round. A successful Will save reduces the damage to half and negates the slow effect. The bolt has no effect on chaotic creatures. This spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not slowed.Ultimate MagicHarm and possibly slow lawful creatures.NULLNULLNULLNULL2NULLNULLNULL2NULLNULLNULLNULLNULLNULL
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ShatterAverageevocationsonicbard 2, cleric 2, sorcerer/wizard 2, magus 21 standard actionV, S, M/DF (a chip of mica)close (25 ft. + 5 ft./2 levels)5-ft.-radius spread; or one solid object or one crystalline creature5-ft.-radius spread; or one solid object or one crystalline creatureinstantaneousWill negates (object); Will negates (object) or Fortitude half; see textyesShatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature. Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.PFRPG CoreSonic vibration damages objects or crystalline creatures.destructionNULLNULL22NULLNULL22NULLNULL2NULLNULL2
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Silk to SteelAveragetransmutationbard 2, sorcerer/wizard 2, witch 21 standard actionV, Stouchone scarf1 round/levelnonenoYou imbue an ordinary scarf (or similar piece of clothing) with the strength of steel without altering its weight or flexibility. Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +2 shield bonus to your Armor Class) or to attack as if the scarf were a whip.Ultimate MagicUse a scarf as a shield or whip.NULLNULLNULL2NULLNULLNULLNULLNULLNULLNULL2NULL22
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SkinsendAveragenecromancyalchemist 2, sorcerer/wizard 2, witch 21 minuteV, Spersonalyou1 hour/level (D)You cause your own skin to peel off your body and animate as a magical creature you control. You may project your consciousness to your animated skin or return it to your actual body as a standard action. When your consciousness is in your body, you are helpless (except for transferring your will to your skin, or dismissing the spell). Your possessed skin is identical to you in all ways, except the following: It has only half the number of hit points you had at the time you cast the spell, and cannot be healed above this maximum; construct type, traits, and immunities; Str 3, Con -; DR 10/piercing or slashing; and compression (as the universal monster ability, Bestiary 2 295). Your skin can take any actions you could normally take in your own body (such as to fight or cast spells). When your skin leaves your body, your body's hit points drop to 0. Your body cannot heal damage naturally while you have no skin, nor do spells that cure hit point damage work on your body; only regeneration (from a regenerate spell, ring of regeneration, the regeneration monster ability, or any other effect that can regrow missing limbs) or heal can regrow your skin and allow you heal above 0 hit points. If your body is regenerated before your skin returns to it, the skin dies and your consciousness returns automatically to your body. Your skin can be preserved with gentle repose and is suitable for any purpose that requires some of your flesh (such as a resurrection spell) or any magic or ritual that requires a creature's skin. When your skin returns to your body, you regain hit points equal to your skin's remaining hit points. If the spell ends before you reunite with your skin or if your skin is killed while you are in your body, you remain helpless and at 0 hit points until your full body is restored to you (requiring powerful magic, as described above). If your body dies while you are possessing your skin, you die when the spell ends, regardless of how many hit points the skin has left. If your body or skin is slain with your consciousness in it, the spell ends and you are instantly killed. This spell leaves long scars on your skin where it split apart, although these fade normally with the use of healing magic.Ultimate MagicAnimate and possess your own skin as if it were a separate creature.NULL22NULLNULLNULLNULLNULLNULLNULLNULL2NULL22
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SleepAverageenchantmentcompulsionmind-affectingbard 1, sorcerer/wizard 1, witch 11 roundV, S, M (fine sand, rose petals, or a live cricket)medium (100 ft. + 10 ft./level)one or more living creatures within a 10-ft.-radius burst1 min./levelWill negatesyesA sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.PFRPG CorePuts 4 HD of creatures into magical slumber.nightNULLNULL1NULLNULLNULLNULLNULLNULLNULL1NULL11
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SlipstreamAverageconjurationcreationwaterdruid 2, ranger 2, sorcerer/wizard 21 standard actionV, S, M/DF (a few drops of oil and water)touchcreature touched10 minutes/level (D)Reflex negates (harmless)noYou 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.APGWave boosts creature's speed.oceansNULLNULLNULLNULL2NULLNULLNULLNULL22NULLNULL2
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SnareAveragetransmutationdruid 3, ranger 23 roundsV, S, DFtouchtouched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./levelUntil triggered or brokennonenoThis spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (DC 23 Perception check for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend, straightening when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled. The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.PFRPG CoreCreates a magic booby trap.NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL2NULLNULLNULLNULL
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SparkAverageevocationfirebard 0, cleric 0, druid 0, sorcerer/wizard 0, witch 01 standard actionV or Sclose (25 ft. + 5 ft./2 levels)one Fine objectinstantaneousFortitude negates (object)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.APGIgnites flammable objects.NULLNULLNULL000NULLNULL0NULLNULL0NULL00
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Spike GrowthAveragetransmutationdruid 3, ranger 21 standard actionV, S, DFmedium (100 ft. + 10 ft./level)one 20-ft. square/level1 hour/levelReflex partialyesAny ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC. Magic traps are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike growth can't be disabled with the Disable Device skill.PFRPG CoreCreatures in area take 1d4 damage, may be slowed.NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL2NULLNULLNULLNULL
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StabilizeAverageconjurationhealingcleric 0, druid 0, witch 0, inquisitor 01 standard actionV, Sclose (25 ft. + 5 ft./2 levels)one living creatureinstantaneousWill negates (harmless)yes (harmless)Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.PFRPG CoreCause a dying creature to stabilize.NULLNULLNULLNULL000NULL0NULLNULLNULLNULL0NULL
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Stabilize PowderAveragetransmutationsorcerer/wizard 2, witch 21 standard actionV, S, M (a few drops of liquor)close (25 ft. + 5 ft./2 levels)1 loaded firearminstantaneousWill negates (harmless, object)yes (harmless, object)Ammunition currently loaded in the target firearm is less prone to misfire. Decrease the misfire range by 1 + 1 per five caster levels (maximum +5, minimum misfire 0) for the ammunition currently loaded into that firearm.Ultimate CombatAmmunition in the targeted firearm is less likely to misfire.NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL2NULL22
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StatusAveragedivinationcleric 2, witch 21 standard actionV, Stouchone living creature touched per three levels1 hour/levelWill negates (harmless)yes (harmless)When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.PFRPG Core Monitors condition, position of allies.NULLNULLNULLNULL2NULLNULLNULL2NULLNULLNULLNULL2NULL
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Summon Monster IAverageconjurationsummoningsee textbard 1, cleric 1, sorcerer/wizard 1, summoner 1, witch 1, antipaladin 11 roundV, S, F/DF (a tiny bag and a small candle)close (25 ft. + 5 ft./2 levels)one summoned creature1 round/levelnonenoThis spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10-1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10-1 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.PFRPG CoreSummons extraplanar creature to fight for you.NULLNULL111NULLNULLNULL1NULLNULL1111
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Summon Nature's Ally IAverageconjurationsummoningdruid 1, ranger 11 roundV, S, DFclose (25 ft. + 5 ft./2 levels)one summoned creature1 round/levelnonenoThis spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish). The spell conjures one of the creatures from the 1st Level list on Table 10-2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted. When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.PFRPG CoreSummons creature to fight.NULLNULLNULLNULLNULL1NULLNULLNULLNULL1NULLNULLNULLNULL
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Tar BallAveragetransmutationdruid 21 standard actionV, S, M (a tiny ball of bitumen)close (25 ft. + 5 ft./2 levels)ranged attackinstantaneousnonenoYou create a sticky ball of burning tar that you can hurl at your enemies as a ranged attack. If the tar ball strikes, it deals 1d4 points of fire damage + your Strength modifier, and splashes the target with hot, sticky tar. The tar deals 1d4 points of fire damage each round on the creature's turn for the next 1d4 rounds and gives the target a -2 penalty to Dexterity for that duration. If desired, the target can use a full-round action to attempt to extinguish or cool the tar before taking this additional damage. Extinguishing or cooling the tar requires a DC 15 Reflex save or at least 1 gallon of nonflammable liquid. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically cooling the target automatically ends the effect.Ultimate MagicBurning tar harms target and penalizes its Dex.NULLNULLNULLNULLNULL2NULLNULLNULLNULLNULLNULLNULLNULLNULL
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Touch of IdiocyAverageenchantmentcompulsionmind-affectingsorcerer/wizard 2, witch 21 standard actionV, Stouchliving creature touched10 min./levelnoneyesWith a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1. This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.PFRPG Core Subject takes 1d6 penalty to Int, Wis, and Cha.lust, madnessNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL2NULL22