| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | AM | AN | AO | AP | AQ | AR | AS | AT | AU | AV | AW | AX | AY | AZ | BA | BB | BC | BD | BE | BF | BG | BH | BI | BJ | BK | BL | BM | BN | BO | BP | BQ | BR | BS | BT | BU | BV | BW | BX | BY | BZ | CA | CB | CC | CD | CE | CF | CG | CH | CI | CJ | CK | CL | CM | CN | CO | CP | CQ | CR | CS | CT | CU | CV | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Spell Name & AoN Hyperlink | Description | Rating | School | Subschool | Casting Time | Range | Area | Effect | Targets | Duration | Saving Throw | Spell Resistance | Sourcebook | Dismissible | Shapeable | Verbal | Somatic | Material | Focus | Divine Focus | Component Costs | Arcanist | Wizard | Sorcerer | Witch | Magus | Bard | Skald | Summoner | UnSummoner | Bloodrager | Shaman | Druid | Hunter | Ranger | Cleric | Oracle | Warpriest | Inquisitor | Antipaladin | Paladin | Alchemist | Investigator | Psychic | Mesmerist | Occultist | Spiritualist | Medium | Arc/Wiz/Sorc Diff? | Bard/Skald Diff? | Summoner/Un Diff? | Druid/Hunter Diff? | Hunter/Ranger Diff? | Ora/Cler Diff? | War/Cler Diff? | Alch/Inv Diff? | Exclusive? | Potion/Oil Pre-Check | Missing from Spell DB | Permanency? | Permanency CL | Permanency Cost | [Acid] | [Air] | [Chaotic] | [Cold] | [Curse] | [Darkness] | [Death] | [Disease] | [Draconic] | [Earth] | [Electricity] | [Emotion] | [Evil] | [Fear] | [Fire] | [Force] | [Good] | [Language-Dependent] | [Lawful] | [Light] | [Meditative] | [Mind-Affecting] | [Pain] | [Poison] | [Ruse] | [Shadow] | [Sonic] | [Water] | SLA Level | Deity | Race | Domain | Bloodline | Patron | Mythic Text | Augmented | Haunt Statistics | |
2 | Ablative Barrier | Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal damage. Against attacks that already deal nonlethal damage, the target gains DR 5/-. Once this spell has converted 5 points of damage to nonlethal damage/caster level (maximum 50 points), the spell is discharged. | 4 | conjuration | creation | standard action | touch | creature touched (1) | hours/level (1) or until discharged | Will negates (harmless) | no | Ultimate Combat | — | — | 1 | 1 | 1 | — | — | — | 3 | 3 | 3 | — | 2 | — | — | 2 | 3 | 2 | — | — | — | — | — | — | — | — | — | — | 2 | 2 | 3 | — | 2 | — | — | — | — | 1 | — | — | — | — | — | 7 | 11 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | — | — | — | — | — | — | — | — | — | — | — | — | 3 | Add half your tier to the spell's armor bonus. Add half your tier to the amount of lethal damage from each attack that is converted to nonlethal damage and to the DR against nonlethal damage. Add half your tier to your caster level when determining how much damage the spell converts before it's discharged. | ||||||||||
3 | Acute Senses | The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, and +30 (the maximum) at caster level 16th. | 4 | transmutation | standard action | touch | creature touched (1) | minutes/level (1) | Will negates (harmless) | yes | Ultimate Magic | — | — | 1 | 1 | 1 | — | — | — | — | — | — | — | — | 2 | 2 | — | — | — | — | — | 2 | 2 | — | — | — | 2 | — | — | 2 | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | 5 | 8 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | ||||||||||||
4 | Ant Haul | 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. | 2 | transmutation | standard action | touch | creature touched (1) | hours/level (2) | Fortitude negates (harmless) | yes (harmless) | Advanced Player's Guide | — | — | 1 | 1 | 1 | — | 1 | — | 1 | 1 | 1 | — | — | — | — | 1 | 1 | — | — | 1 | 1 | 1 | 1 | 1 | 1 | — | — | — | 1 | 1 | 1 | — | 1 | — | 1 | — | — | — | — | — | — | — | — | 9 | 16 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | ||||||||||||
5 | Ashen Path | You grant the creature touched the ability to breathe with ease air that is contaminated with ash, spores, smoke, dust, or the like. The creature suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants. In addition, the creature can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60 feet, although this spell does nothing to enhance sight in dark or shadowy conditions. You can cast this spell on multiple creatures, but if you do, divide the duration evenly among all the creatures you touch (to a minimum duration of 10 minutes per target). | 5 | transmutation | standard action | touch | creature touched, living (1) | minutes/level (10) | none | no | Blood of the Ancients | — | — | 1 | 1 | — | — | — | — | 2 | 2 | 2 | — | — | — | — | — | — | — | — | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 4 | 9 | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||
6 | Barkskin | Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0. | 5 | transmutation | standard action | touch | creature touched, living (1) | minutes/level (10) | none | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | 1 | — | — | — | — | — | — | — | — | 2 | 2 | — | 2 | 2 | 2 | 2 | — | — | — | — | — | — | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | 5 | 8 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | Defense (2), Plant (2) | Verdant (5) | The target also gains DR/magic equal to the double the enhancement bonus the spell provides to the target's natural armor bonus. | Augmented (6th): If you expend two uses of mythic power, the spell grants DR/epic rather than DR/magic. | ||||||||
7 | Bullet Shield | The warded creature gains a +4 deflection bonus to AC against firearm and ranged attacks, with an additional +1 to the bonus for every five caster levels you have (to a maximum of +8 at 20th level). Though the spell is called bullet shield, it also grants this protection from attacks made from firearms with the scatter weapon quality. | 4 | abjuration | standard action | touch | creature touched (1) | minutes/level (10) | Will negates (harmless) | yes (harmless) | Ultimate Combat | 1 | — | 1 | 1 | 1 | — | — | — | 2 | 2 | 2 | — | — | — | — | — | — | 2 | — | — | — | — | — | — | — | — | — | — | 2 | 2 | 2 | — | 2 | — | — | — | — | — | — | — | — | — | — | 5 | 8 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | ||||||||||||
8 | Burrow | 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. | 3 | transmutation | standard action | touch | creature touched (1) | minutes/level (1) | Will negates (harmless) | yes (harmless) | Ultimate Magic | — | — | 1 | 1 | — | — | — | — | 3 | 3 | 3 | — | — | — | — | — | — | 3 | — | 3 | 3 | 3 | — | — | — | — | — | — | 3 | 3 | — | — | — | — | — | — | — | — | — | — | — | — | — | 5 | 9 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | The target can breathe underground while burrowing. If you're 3rd tier, the burrow speed increases to 20 feet through sand, soil, or gravel, and to 10 feet through stone. At 6th tier, these speeds increase to 30 feet and 15 feet respectively. At 9th tier, these speeds increase to 40 feet and 20 feet. | Augmented (3rd): If you expend two uses of mythic power, the burrowing creature may leave behind an open tunnel with a diameter equal to half its space. When the spell's effect ends, this tunnel closes up immediately. | ||||||||||
9 | Certain Grip | 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. | 2 | transmutation | standard action | touch | creature touched (1) | minutes/level (10) | Will negates (harmless) | yes (harmless) | Ultimate Combat | 1 | — | 1 | 1 | 1 | — | 1 | — | 2 | 2 | 2 | — | — | — | — | — | — | 2 | — | 2 | 2 | — | — | — | — | — | — | — | 2 | 2 | — | — | 2 | — | — | — | — | — | — | — | — | — | — | 5 | 9 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | ||||||||||||
10 | Clay Skin | The target’s skin becomes as thick and tough as clay, granting the target DR 5/adamantine. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged and the spell ends. | 5 | abjuration | standard action | touch | creature touched (1) | minutes/level (10) or until discharged | Will negates (harmless) | yes (harmless) | Potions and Poisons | — | — | 1 | 1 | 1 | — | — | — | 3 | 3 | 3 | — | 3 | — | — | 3 | 3 | 3 | — | — | — | — | — | — | — | 3 | — | — | 3 | 3 | — | — | — | — | — | — | — | — | — | — | — | — | — | 6 | 10 | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||
11 | Cloak of Winds | 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/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. | 3 | abjuration | standard action | close (25 feet + 5 feet/2 levels) | creature, living (1) | minutes/level (1) | Fortitude negates (harmless) | yes (harmless) | Advanced Player's Guide | — | — | 1 | 1 | — | — | — | — | 3 | 3 | 3 | — | 3 | — | — | — | — | 3 | — | 3 | 3 | 3 | — | — | — | — | — | — | — | — | — | — | 3 | 3 | — | — | — | — | — | — | — | — | — | 7 | 10 | — | — | — | — | — | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | ||||||||||||
12 | Corruption Resistance | 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. | 2 | abjuration | standard action | touch | creature touched (1) | minutes/level (10) | Fortitude negates (harmless) | yes (harmless) | Advanced Player's Guide | — | — | 1 | 1 | — | — | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | 3 | — | — | — | — | — | — | 1 | — | — | — | — | — | — | — | — | — | 1 | — | — | — | 1 | — | 1 | — | — | — | — | — | — | — | — | — | 2 | ||||||||||||
13 | Countless Eyes | The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision (Bestiary 2 294) and cannot be flanked. | 3 | transmutation | standard action | touch | creature touched (1) | hours/level (1) | Will negates (harmless) | yes (harmless) | Ultimate Magic | — | — | 1 | 1 | — | — | — | — | 3 | 3 | 3 | 3 | — | — | — | — | — | 3 | — | — | — | — | — | — | — | 3 | — | — | 3 | 3 | 3 | — | 3 | — | — | — | — | — | — | — | — | — | — | 7 | 10 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | ||||||||||||
14 | Cure Serious Wounds | This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point/caster level (maximum +15). | 1 | conjuration | healing | standard action | touch | creature touched (1) | instantaneous | Will half (harmless) (see text) | yes (harmless) (see text) | Core Rulebook | — | — | 1 | 1 | — | — | — | — | — | — | — | 4 | — | 3 | 3 | — | — | — | 3 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | — | 4 | 3 | 3 | — | — | 3 | 3 | — | — | — | — | — | — | — | — | — | 11 | 11 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | Healing (3) | The damage cured increases to 6d8 points of damage + 2 points/caster level (maximum +30). The spell cures up to 3 points of ability damage if the target is a living creature. The target chooses what types of ability damage are cured. | |||||||||
15 | Cushioning Bands | 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/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. | 2 | conjuration | creation | standard action | touch | creature touched (1) | hours/level (1) or until discharged | Will negates (harmless) | yes | Ultimate Magic | 1 | — | 1 | 1 | — | — | — | — | 2 | 2 | 2 | — | — | — | — | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | — | — | — | — | — | — | — | — | — | — | — | — | 3 | 6 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | — | — | — | — | — | — | — | — | — | — | — | — | 2 | |||||||||||
16 | Darkvision | 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. | 3 | transmutation | standard action | touch | creature touched (1) | hours/level (1) | Will negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | 1 | — | — | — | 2 | 2 | 2 | — | — | — | — | — | — | — | — | — | 3 | 3 | — | — | — | — | 2 | — | 2 | 2 | 2 | — | 2 | — | 2 | — | — | — | — | — | — | — | — | 7 | 11 | — | 1 | 10 | 5000 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | Vermin (3) | Deep Earth (5), Shadow (5) | Moon (4) | |||||||||
17 | Delay Disease | The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell's duration does not affect the target until the spell's duration has expired. If the target is currently infected with a disease, you must make a caster level check against the disease's DC to suspend it for the duration of the spell; otherwise, that disease affects the target normally. Delay disease does not cure any damage a disease may have already done. | 2 | conjuration | healing | standard action | touch | creature touched (1) | days (1) | Fortitude negates (harmless) | yes (harmless) | Advanced Race Guide | — | — | 1 | 1 | — | — | 1 | — | — | — | — | 1 | — | — | — | — | — | — | — | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | 2 | 2 | 2 | — | 2 | — | — | — | — | — | — | — | — | — | — | — | 8 | 12 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | Ratfolk | ||||||||||
18 | Delay Pain | You override the target's ability to feel pain. Pain effects (such as pain strike** and symbol of pain) do not affect the target until this spell's duration has expired. This does not negate any physical damage, ability damage, or ability drain that a pain effect has already done, but it does negate ongoing penalties from pain while the spell lasts. | 2 | enchantment | standard action | close (25 feet + 5 feet/2 levels) | creature (1) | hours/level (1) | Will negates | yes | Ultimate Magic | — | — | 1 | 1 | — | — | — | — | 2 | 2 | 2 | 2 | — | 2 | 2 | — | — | 2 | — | — | — | — | 2 | 2 | 2 | 2 | — | — | — | — | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | 8 | 13 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | Kyton (1) | |||||||||||
19 | Delay Poison | 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. | 3 | conjuration | healing | standard action | touch | creature touched (1) | hours/level (1) | Fortitude negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | 1 | — | — | — | — | 2 | — | 2 | 2 | — | — | — | 2 | 2 | 1 | 1 | 2 | 2 | 2 | 2 | — | 2 | 2 | 2 | — | 2 | 2 | — | — | — | — | — | — | — | — | — | — | 11 | 16 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | Serpentine (5) | ||||||||||
20 | Disguise Other | This spell functions as disguise self, except you can disguise either yourself or another creature. | 1 | illusion | glamer | standard action | touch | creature touched (1) | minutes/level (10) | Ultimate Magic | 1 | — | 1 | 1 | — | — | — | — | 2 | 2 | 2 | — | — | 2 | 2 | — | — | — | — | — | — | — | — | — | — | 2 | — | — | — | — | 2 | — | 2 | — | 2 | — | — | — | — | — | — | — | — | 6 | 9 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | |||||||||||||
21 | Dispel Magic | You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell. | 4 | abjuration | standard action | medium (100 feet + 10 feet/level) | one spellcaster, creature, or object | spellcaster, creature, or object (1) | instantaneous | none | no | Core Rulebook | — | — | 1 | 1 | — | — | — | — | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | 3 | 4 | 4 | — | 3 | 3 | 3 | 3 | 3 | 3 | — | — | 3 | 3 | 3 | 3 | 3 | — | — | — | — | — | — | — | — | 16 | 21 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | Magic (3), Entropy (3) | Arcane (7) | When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. If the targeted dispel successfully dispels at least one spell, you heal 1d4 points of damage for every spell level of the dispelled spell. If you dispel two spells, this healing applies only to the highest-level spell dispelled. If you use this spell to counterspell, roll your dispel check twice and take the higher result. | ||||||||
22 | Dream Shield | You ward the target's mind against intrusion and influence while she is unconscious. While sleeping, the target is protected against divinations such as nondetection and gains spell resistance equal to 10 + your caster level against mind-affecting effects. In addition, the subject immediately receives another saving throw (if one was allowed to begin with) against any spell or effect that would possess or exercise direct mental control over her. This functions in all respects like the second property of protection from evil but it applies regardless of the alignment of the creature or object that created the possession or mental influence effect. If the target is awake, instead of the previous effects, the dream shield provides a +4 bonus on saving throws against sleep effects. The spell's other effects are suppressed while the target is awake. If the target falls asleep or is otherwise rendered unconscious, the other effects of the dream shield resume. Every 10 minutes spent awake consumes 1 hour of the dream shield's duration. | 2 | abjuration | standard action | touch | creature touched (1) | hours/level (1) | Will negates (harmless) | no | Occult Origins | — | — | 1 | 1 | 1 | — | — | — | 4 | 4 | 4 | 4 | — | 2 | 2 | — | — | — | 2 | — | — | — | — | — | — | — | — | — | 2 | 2 | 3 | 2 | — | — | 2 | — | — | — | — | — | — | — | — | 8 | 8 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 4 | ||||||||||||
23 | Feather Step | 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. | 2 | transmutation | standard action | close (25 feet + 5 feet/2 levels) | creature (1) | minutes/level (10) | Fortitude negates (harmless) | yes | Advanced Player's Guide | — | — | 1 | 1 | — | — | — | — | — | — | — | — | — | 1 | 1 | — | — | — | — | 1 | 1 | 1 | — | — | — | — | — | — | — | — | 1 | — | — | — | — | — | — | — | — | — | — | — | — | 4 | 6 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | ||||||||||||
24 | Fickle Winds | You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall, but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets' own arrows or bolts pass through the wall as if it were not there. A Large creature counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of a higher-level wind or weather spell. | 4 | transmutation | standard action | creature/level, Medium (1) no two of which can be more than 30 feet apart | minutes/level (1) | none (see text) | yes | Ultimate Magic | 1 | — | 1 | 1 | — | — | — | — | 5 | 5 | 5 | — | — | — | — | — | — | — | — | 5 | 3 | 3 | 5 | 5 | 5 | — | — | — | — | — | — | — | — | 5 | — | — | — | — | — | — | — | — | — | 5 | 2 | — | — | — | — | — | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 5 | |||||||||||||
25 | Fly | The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet/round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage/10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field. | 4 | transmutation | standard action | touch | creature touched (1) | minutes/level (1) | Will negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | — | — | 3 | 3 | 3 | 3 | 3 | — | — | 3 | 3 | 3 | 3 | — | — | — | — | — | — | — | — | — | 3 | 3 | 3 | — | 3 | 3 | 3 | — | — | — | — | — | — | — | — | 11 | 15 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | Azata (3), Feather (3), Travel (3), Void (3) | Djinni (7), Draconic (7), Oni (7) | The fly speed changes to 120 feet (or 80 feet if the target is wearing medium or heavy armor, or carrying a medium or heavy load) with perfect maneuverability. When the duration expires, the target is protected by feather fall for a number of rounds equal to your caster level. | Augmented (3rd): If you expend two uses of mythic power, the target adds your tier on Reflex saves and as a dodge bonus to AC. It gains these bonuses only while flying. | ||||||||
26 | Free Swim | The target can move and attack underwater normally without the usual penalties involved with underwater combat, as if under the effects of freedom of movement. However, the target doesn't gain any protections against grapple, paralysis, and magical effects that impede movement (such as solid fog, slow, and web). | 3 | abjuration | standard action | touch | creature touched (1) | minutes/level (10) | Will negates (harmless) | yes (harmless) | Aquatic Adventures | — | — | 1 | 1 | 1 | — | 1 | — | — | — | — | — | — | 3 | 3 | — | — | — | — | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | — | — | — | — | — | — | 11 | 16 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | ||||||||||||
27 | Good Hope | This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair. | 1 | enchantment | compulsion | standard action | medium (100 feet + 10 feet/level) | creature/level, living (1) no two of which can be more than 30 feet apart | minutes/level (1) | Will negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | — | — | — | — | — | — | — | 3 | 3 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | — | — | — | — | — | — | — | — | — | 1 | — | — | — | — | — | — | 3 | Revelry (3) | ||||||||||
28 | Heroism | This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. | 5 | enchantment | compulsion | standard action | touch | creature touched (1) | minutes/level (10) | Will negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | — | — | 3 | 3 | 3 | 3 | — | 2 | 2 | 3 | 3 | 3 | — | — | — | — | — | — | — | 3 | — | — | 3 | 3 | 3 | — | — | 3 | 2 | — | — | — | — | — | — | — | — | 10 | 15 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | — | — | — | — | — | — | 3 | Charm (4), Heroism (3) | Imperious (7), Martyred (7) | The morale bonus increases to +4 and applies on all checks, attack rolls, saves, and weapon damage rolls. Allies adjacent to the target gain a +4 morale bonus on saves against fear effects. | Augmented (3rd): If you expend two uses of mythic power, the target can attempt one additional attack/round when taking a full attack action (as if using a haste spell). The target can use this additional attack ability a number of times equal to your tier. | |||||||
29 | Hide From Undead, Greater | This spell functions as hide from undead, except the spell does not immediately end if a warded creature attempts to turn or command undead, channels positive energy, touches an undead creature, or attacks any creature. Instead, when the warded creature takes one of these actions, an intelligent undead creature can attempt another Will saving throw to negate the effects of the spell. | 3 | abjuration | standard action | touch | creature touched/level (1) | minutes/level (10) | Will negates (harmless) (see text) | yes | People of the Wastes | 1 | — | 1 | 1 | — | — | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | 3 | 3 | 3 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | 4 | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||
30 | Invigorate | 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. | 2 | illusion | standard action | touch | creature touched (1) | minutes/level (10) | Will negates (harmless) | yes (harmless) | Advanced Player's Guide | 1 | — | 1 | — | — | — | — | — | — | — | — | — | — | 1 | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | 1 | — | — | 1 | — | — | — | — | — | — | — | — | 4 | 5 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | ||||||||||||
31 | Invigorating Poison | The body of the target creature gains a metabolic response that allows it to benefit from normally deadly toxins. When a poison would cause ability damage to the target creature, the target instead gains a +4 alchemical bonus to that ability score. The spell then immediately ends, but the bonus lasts for a number of minutes equal to the amount of ability damage the poison would have caused. If the poison would deal more than one type of ability damage, each bonus has a separate duration. If the poison has effects other than ability damage (such as unconsciousness or ability drain), these effects apply normally. This spell affects only a single poison; if multiple poisons affect the target simultaneously, this spell prevents only ability damage and grants the appropriate bonuses for the poison that would cause the most damage. | 2 | transmutation | standard action | touch | creature touched (1) | minutes/level (10) | Fortitude negates (harmless) | yes (harmless) | Dirty Tactics Toolbox | — | — | 1 | 1 | 1 | — | 1 | — | — | — | — | — | — | — | — | — | — | — | 2 | 2 | 2 | — | 2 | 2 | 2 | — | — | — | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | 4 | 8 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | ||||||||||||
32 | Invisibility | The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell. | 3 | illusion | glamer | standard action | personal or touch | you or a creature or object (up to 100 pounds/level) | minutes/level (1) | Will negates (harmless) or Will negates (harmless, object) | yes (harmless) or yes (harmless, object) | Core Rulebook | 1 | — | 1 | 1 | 1 | — | 1 | — | 2 | 2 | 2 | — | 2 | 2 | 2 | 2 | 2 | — | — | — | — | — | — | — | — | 2 | 2 | — | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | — | — | — | — | 12 | 17 | — | 1* | 10 | 5000 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | Trickery (2) | Arcane (5), Djinni (5), Oni (5), Rakshasa (5) | Deception (4), Spirits (4) | The invisible target can't be detected with detect magic or other spells that detect magic auras. The invisibility can't be penetrated, revealed, or dispelled by spells of 2nd level or lower (such as see invisibility or glitterdust), though true seeing and dust of appearance can reveal the invisible target's presence. | Augmented (3rd): If you expend two uses of mythic power, the invisible target is undetectable by blindsense, blindsight, scent, and tremorsense. | ||||||
33 | Keep Watch | This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects. The subjects suffer no fatigue and gain all the usual benefits of a full night's rest. The subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night's rest. | 3 | enchantment | standard action | touch | creature touched/2 levels (1) | hours (8 or less) (see text) | Will negates (harmless) | yes (harmless) | Knights of the Inner Sea | — | — | 1 | 1 | — | — | — | — | 1 | 1 | 1 | — | 1 | — | — | — | — | — | — | — | 1 | 1 | — | — | — | 1 | — | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 5 | 8 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | ||||||||||||
34 | Life Bubble | 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/caster level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature/caster level. | 4 | abjuration | standard action | touch | creature touched/level (1) | hours/level (2) (see text) | Will negates (harmless) | yes (harmless) | Advanced Player's Guide | — | — | 1 | 1 | 1 | — | 1 | — | 5 | 5 | 5 | — | — | — | — | — | — | — | — | 4 | 3 | 3 | 5 | 5 | 5 | — | — | — | — | — | 5 | — | 4 | — | — | — | — | — | — | — | — | — | — | 6 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 5 | ||||||||||||
35 | Magic Aura, Greater | If cast on an object, this spell functions as magic aura, except that if you have identified the unique spellcasting signatures of a specific individual with greater detect magic (see page 212) or a similar spell, you can make the magic aura appear to have been created by that individual. Alternatively, you can simply obscure all identifiers, making it more difficult to determine who cast the spell. In either case, if the object is the subject of a greater detect magic spell, any Spellcraft check made to identify the unique spellcasting identifiers of the aura automatically produce the result you chose unless the observer disbelieves the spell with a successful Will save (as with magic aura, however, detect spells don't grant a save to disbelieve). If cast on a creature, you can make that creature register to detect spells (and spells with similar capabilities) as though it were the subject of any number of spells that you specify, when the spell is cast. Alternatively, you can make the creature register as nonmagical, hiding all spell effects that he is currently affected by from such scrutiny. If you choose to make the creature register as being the subject of one or more spells, you can also alter the unique spellcasting identifiers of those spell auras, in the same fashion as described for objects. If the target is a creature, you can also alter how the creature registers to arcane sight, making the creature appear to have or not have spellcasting or spell-like abilities, whether those abilities are arcane, divine, or psychic in nature, and the strength of the most powerful spell or spell-like ability they currently have available for use. Similarly, you can alter the way the target appears when viewed with greater detect magic, causing the last spell that he cast to seem to be any spell of your choice. | 4 | illusion | glamer | standard action | close (25 feet + 5 feet/2 levels) | creature (1) or object (up to 20 pounds/level) | days/level (1) | none (see text) | no | Ultimate Intrigue | 1 | — | 1 | 1 | — | — | — | — | 4 | 4 | 4 | — | — | 3 | 3 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 4 | 3 | 3 | — | — | — | — | — | — | — | — | — | — | 5 | 4 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 4 | |||||||||||
36 | Magic Fang, Greater | This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1/four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic. Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level). Greater magic fang can be made permanent with a permanency spell. | 4 | transmutation | standard action | close (25 feet + 5 feet/2 levels) | creature, living (1) | hours/level (1) | Will negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | 1 | — | — | — | — | — | — | — | — | 3 | 3 | — | — | 3 | 3 | 3 | — | — | — | — | — | — | — | — | — | — | — | 3 | — | — | — | — | — | — | — | — | — | 4 | 6 | — | 1 | 11 | 7500 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | Scalykind (3), Cannibalism (3), Fist (3) | |||||||||||
37 | Misdirection | By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like). | 3 | illusion | glamer | standard action | close (25 feet + 5 feet/2 levels) | creature (1) or object (up to a 10-foot cube) | hours/level (1) | none or Will negates (see text) | no | Core Rulebook | — | — | 1 | 1 | — | — | — | — | 2 | 2 | 2 | — | — | 2 | 2 | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | 2 | 2 | 2 | 2 | — | — | — | — | — | — | — | — | 8 | 12 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | |||||||||||
38 | Neutralize Poison | You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. This spell can instead neutralize the poison in a poisonous creature or object for 10 minutes/level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect. | 3 | conjuration | healing | standard action | touch | creature or object touched (up to 1 cubic foot/level) | instantaneous or minutes/level (10) (see text) | Will negates (harmless, object) | yes (harmless, object) | Core Rulebook | — | — | 1 | 1 | 1 | — | 1 | — | — | — | — | 4 | — | 4 | 4 | — | — | — | 4 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | — | 4 | 4 | 4 | — | — | — | 4 | — | — | — | — | — | — | — | — | — | 10 | 3 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 4 | Restoration (4) | ||||||||||
39 | Nondetection | The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level. If cast on a creature, nondetection wards the creature's gear as well as the creature itself. | 3 | abjuration | standard action | touch | creature or object touched (1) | hours/level (1) | Will negates (harmless, object) | yes (harmless, object) | Core Rulebook | — | — | 1 | 1 | 1 | — | — | 50 | 3 | 3 | 3 | — | — | — | — | 3 | 3 | — | — | — | 4 | 4 | — | — | — | 3 | 3 | — | 3 | 3 | 3 | 3 | 3 | 3 | 2 | — | — | — | — | — | — | — | — | 11 | 14 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | Trickery (3) | |||||||||||
40 | Pass without Trace | The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by nonmagical means. | 2 | transmutation | standard action | touch | creature touched/level (1) | hours/level (1) | Will negates (harmless) | yes (harmless) | Core Rulebook | 1 | — | 1 | 1 | — | — | 1 | — | — | — | — | — | — | — | — | — | — | — | 1 | 1 | 1 | 1 | — | — | — | — | — | — | — | — | — | — | 1 | — | — | — | — | — | — | — | — | — | — | 4 | 5 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | ||||||||||||
41 | Penumbral Disguise | You mask your features with shadowy illumination, gaining a competence bonus equal to your caster level on Disguise checks and Stealth checks attempted while in normal light, dim light, or darkness. In addition, creatures that see you while you are in dim light or darkness are unable to discern any but the most general information about your appearance or actions. For example, they can determine your general shape (such as humanoid), as well as the gist of your actions (such as, "She was trying to break into the store"), but cannot determine your precise actions, your appearance, or any identifying information about you. In bright light, your normal appearance is revealed. | 4 | conjuration | standard action | touch | creature touched (1) | minutes/level (10) | none | no | Blood of Shadows | 1 | — | 1 | 1 | — | — | — | — | 3 | 3 | 3 | 3 | — | 3 | 3 | — | — | — | — | — | — | — | — | — | — | 3 | — | — | 3 | 3 | — | 3 | 3 | — | — | — | — | — | — | — | — | — | — | 7 | 11 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | — | — | 3 | ||||||||||||
42 | Remove Blindness/Deafness | Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. Remove blindness/deafness counters and dispels blindness/deafness. | 3 | conjuration | healing | standard action | touch | creature touched (1) | instantaneous | Fortitude negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | — | — | — | — | — | 3 | — | — | — | — | — | — | 3 | — | — | — | 3 | 3 | 3 | — | — | 3 | 3 | 3 | — | 3 | — | 3 | — | — | — | — | — | — | — | — | — | 7 | 10 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | Purity (3) | ||||||||||
43 | Remove Curse | Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it. Remove curse counters and dispels bestow curse. | 4 | abjuration | standard action | touch | creature or object touched (1) | instantaneous | Will negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | — | — | 4 | 4 | 4 | 3 | — | 3 | 3 | — | — | — | 3 | — | — | — | 3 | 3 | 3 | 3 | — | 3 | 3 | 3 | — | 3 | — | 4 | 3 | — | — | — | — | — | — | — | — | 11 | 13 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 4 | Liberation (3) | Celestial (9) | ||||||||||
44 | Remove Disease | Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others. Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date. | 2 | conjuration | healing | standard action | touch | creature touched (1) | instantaneous | Fortitude negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | — | — | — | — | — | 3 | — | — | — | — | — | — | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | — | — | 3 | 3 | — | — | — | 3 | — | — | — | — | — | — | — | — | — | 8 | 12 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | Restoration (2) | Healing (6) | |||||||||
45 | Remove Sickness | You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell. | 3 | conjuration | healing | standard action | close (25 feet + 5 feet/2 levels) | creature (1) | minutes/level (10) (see text) | Fortitude negates (harmless) | yes (harmless) | Ultimate Magic | — | — | 1 | 1 | — | — | — | — | — | — | — | 1 | — | — | — | — | — | — | — | 1 | 1 | — | 1 | 1 | 1 | — | — | — | — | — | — | 1 | — | 1 | — | — | — | — | — | — | — | — | — | 5 | 8 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | |||||||||||
46 | Resist Energy | This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. | 4 | abjuration | standard action | touch | creature touched (1) | minutes/level (10) | Fortitude negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | 1 | — | 2 | 2 | 2 | — | — | — | — | 2 | 2 | 2 | 2 | 2 | 1 | 1 | 2 | 2 | 2 | 2 | — | 2 | 2 | 2 | 2 | — | 2 | 2 | — | — | — | — | — | — | — | — | — | 13 | 20 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | Celestial (5), Draconic (5) | Winter (4) | The target gains a +4 bonus on saves against effects that deal damage of the selected energy type. Once each round as a free action, the target can choose one adjacent ally to gain energy resistance 5 against the chosen energy type for 1 round. This increases to energy resistance 10 at caster level 7 and energy resistance 15 at caster level 11. | |||||||||
47 | Restoration, Lesser | Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. | 2 | conjuration | healing | rounds (3) | touch | creature touched (1) | instantaneous | Will negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | 2 | 2 | — | 2 | 2 | 2 | 2 | — | 1 | 2 | 2 | — | 2 | — | 2 | — | — | — | — | — | — | — | — | — | 8 | 12 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | Healing (4) | ||||||||||
48 | Shield of Fortification | You create a magical barrier that protects a target's vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or sneak attacks into normal attacks, such as the fortification armor special ability. | 2 | abjuration | standard action | touch | creature touched (1) | minutes/level (1) | Fortitude negates (harmless) | yes (harmless) | Advanced Class Guide | — | — | 1 | 1 | — | — | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | 2 | 2 | 1 | — | 1 | — | — | 2 | — | — | — | — | — | — | — | — | — | — | — | — | 4 | 6 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | ||||||||||||
49 | Slipstream | 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. | 3 | conjuration | creation | standard action | touch | creature touched (1) | minutes/level (10) | Reflex negates (harmless) | no | Advanced Player's Guide | 1 | — | 1 | 1 | 1 | — | 1 | — | 2 | 2 | 2 | — | — | — | — | — | — | 2 | — | 2 | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 4 | 7 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 1 | 2 | Oceans (2), Rivers (2) | Aquatic (5) | Water (4) | ||||||||
50 | Spider Climb | The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. | 4 | transmutation | standard action | touch | creature touched (1) | minutes/level (10) | Will negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | 1 | — | — | — | 2 | 2 | 2 | — | 2 | — | — | 2 | 2 | 2 | — | 2 | 2 | — | — | — | — | — | — | — | 2 | 2 | 2 | — | 2 | — | 2 | — | — | — | — | — | — | — | — | 9 | 14 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | The target gains a climb speed equal to its base land speed or 30 feet, whichever is higher. The target can take the run action while climbing and needs only one hand free to climb. The target can move freely across spider webs (including giant spider webs), web spells, and similar adhesives of 2nd level or less (including tanglefoot bags) as if it were using freedom of movement. | |||||||||||
51 | Strong Jaw | 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 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. | 4 | transmutation | standard action | touch | creature touched (1) | minutes/level (1) | Fortitude negates (harmless) | yes (harmless) | Advanced Player's Guide | — | — | 1 | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 4 | 3 | 3 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 4 | ||||||||||||
52 | Tongues | This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell. | 4 | divination | standard action | touch | creature touched (1) | minutes/level (10) | Will negates (harmless) | no | Core Rulebook | — | — | 1 | — | 1 | — | 1 | — | 3 | 3 | 3 | 3 | — | 2 | 2 | 3 | 3 | — | 4 | — | — | — | 4 | 4 | 4 | 2 | — | — | 3 | 3 | 3 | 2 | — | 3 | 2 | — | — | — | — | — | — | — | — | 12 | 15 | — | 1 | 11 | 7500 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | Agathion (3), Language (3) | Aberrant (Sorcerer) (7) | ||||||||||
53 | Undeath Sense | You grant the target the ability to pick up on the subtle scents and disturbances to the natural order that are specific to the living dead, granting the target the ability to sense the presence of undead creatures. The target is constantly aware of whether there are any undead auras within 60 feet of her in any direction. If at least one undead aura is present, the target can concentrate on the spell’s effects in order to gain more information on the auras present. This functions similarly to detect undead, except the number of rounds of concentration needed to learn about the undead auras is reduced by 1 (1 round to learn the number of auras, and 2 rounds to learn the strength and location of each aura). | 4 | divination | standard action | touch | creature touched (1) | minutes/level (10) | none | no | Potions and Poisons | 1 | — | 1 | 1 | 1 | — | 1 | — | 2 | 2 | 2 | — | — | — | — | — | — | — | 2 | — | — | — | 2 | 2 | 2 | 2 | — | 2 | 2 | 2 | — | — | — | — | — | — | — | — | — | — | — | — | — | 6 | 11 | 1 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | |||||||||||||
54 | Undetectable Alignment | An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination. | 3 | abjuration | standard action | close (25 feet + 5 feet/2 levels) | creature or object (1) | hours (24) | Will negates (object) | yes (object) | Core Rulebook | — | — | 1 | 1 | — | — | — | — | — | — | — | — | — | 1 | 1 | — | — | — | — | — | — | — | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | — | — | — | — | — | — | — | — | — | — | — | 8 | 12 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 2 | ||||||||||||
55 | Voluminous Vocabulary | You choose any language (except for secret languages, such as Druidic). The target gains the ability to speak, understand, read, and write that language. When you cast this spell, you can attempt a DC 15 Linguistics check. If you succeed, choose an additional language, plus one more language for every 10 by which your check result exceeded the DC. Written material can be read at the rate of one page (250 words)/minute. As with comprehend languages, this spell doesn't impart insight into material the target read, just the literal meaning, and it doesn't allow the target to read magical writing or decipher codes. If the target lacks the mental capacity to grasp a 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 endows the target merely with a temporarily enhanced vocabulary, the person offering instructions to nonsentient creatures must take care to avoid metaphors or any other ambiguity. | 4 | divination | standard action | touch | creature touched (1) | hours (8) | Will negates (harmless) | yes (harmless) | Ultimate Intrigue | 1 | — | 1 | 1 | 1 | — | — | — | 3 | 3 | 3 | 3 | — | 2 | 2 | — | — | — | 4 | — | — | — | 3 | 3 | 3 | 2 | — | — | 3 | 3 | 3 | 2 | 2 | 3 | 2 | — | — | — | — | — | — | — | — | 12 | 17 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | ||||||||||||
56 | Water Breathing | The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air. | 2 | transmutation | standard action | touch | creatures touched, living (any number) | hours/level (2) (see text) | Will negates (harmless) | yes (harmless) | Core Rulebook | — | — | 1 | 1 | 1 | — | 1 | — | 3 | 3 | 3 | — | 3 | — | — | 3 | 3 | 3 | 3 | 3 | 3 | — | 3 | 3 | 3 | — | — | — | 3 | 3 | 3 | — | — | — | — | — | — | — | — | — | — | — | — | 9 | 16 | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — | 3 | Water (3) | Water (6) |