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ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAIAJAKALAMANAOAPAQARASATAUAVAWAXAYAZBABBBCBDBEBFBGBHBIBJBKBLBMBNBOBPBQBRBSBTBUBVBWBXBYBZCACBCCCDCECFCGCHCICJCKCLCMCNCO
1
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description_formated
sourcefull_textverbalsomaticmaterialfocusdivine_focussorwizclericdruidrangerbardpaladinalchemistsummonerwitchinquisitororacleantipaladinmagusadeptdeitySLA_Leveldomain
short_description
acidairchaoticcoldcursedarknessdeathdiseaseearthelectricityemotionevilfearfireforcegood
language_dependent
lawfullight
mind_affecting
painpoisonshadowsonicwaterlinktextid
material_costs
bloodlinepatronmythic_textaugmentedmythicbloodragershamanpsychicmediummesmeristoccultistspiritualistskaldinvestigatorhunter
haunt_statistics
rusedraconicmeditative
summoner_unchained
2
Acid Arrowconjurationcreationacid
sorcerer/wizard 2, magus 2, bloodrager 2
1 standard action
V, S, M (rhubarb leaf and an adder's stomach), F (a dart)
0
long (400 ft. + 40 ft./level)
one arrow of acid
1 round + 1 round per three levels
00noneno
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.
<p>An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Acid Arrow </p><div style="clear: both;"></div></div><div><h5><b>School </b>conjuration (creation) [acid]; <b>Level </b>sorcerer/wizard 2, magus 2, bloodrager 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (rhubarb leaf and an adder's stomach), F (a dart)</h5><h5><b>Range </b>long (400 ft. + 40 ft./level)</h5><h5><b>Effect </b>one arrow of acid</h5><h5><b>Duration </b>1 round + 1 round per three levels</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p>An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.</p></h4></div>
1111022NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL2NULL2
 Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
1000000000000000000000000Acid Arrow1NULL02NULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
3
Acid Fogconjurationcreationacid
sorcerer/wizard 6, magus 6, unchained summoner 6
1 standard action
V, S, M (powdered peas and an animal hoof)
0
medium (100 ft. + 10 ft./level)
fog spreads in 20-ft. radius, 20 ft. high
1 round/level
00noneno
Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
<p><i>Acid fog</i> creates a billowing mass of misty vapors like the <i>solid fog</i> spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Acid Fog </p><div style="clear: both;"></div></div><div><h5><b>School </b>conjuration (creation) [acid]; <b>Level </b>sorcerer/wizard 6, magus 6, unchained summoner 6</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (powdered peas and an animal hoof)</h5><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Effect </b>fog spreads in 20-ft. radius, 20 ft. high</h5><h5><b>Duration </b>1 round/level</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p><i>Acid fog</i> creates a billowing mass of misty vapors like the <i>solid fog</i> spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.</p></h4></div>
1110066NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL6NULL6
 Fog deals acid damage.
1000000000000000000000000Acid Fog2NULL0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL0006
4
Acid Splashconjurationcreationacid
sorcerer/wizard 0, summoner/unchained summoner 0, inquisitor 0, magus 0
1 standard action
V, S0
close (25 ft. + 5 ft./2 levels)
one missile of acid
instantaneous
00noneno
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
<p>You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Acid Splash </p><div style="clear: both;"></div></div><div><h5><b>School </b>conjuration (creation) [acid]; <b>Level </b>sorcerer/wizard 0, summoner/unchained summoner 0, inquisitor 0, magus 0</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Effect </b>one missile of acid</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p>You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.</p></h4></div>
1100000NULLNULLNULLNULLNULLNULL0NULL0NULLNULL0NULL0
 Orb deals 1d3 acid damage.
1000000000000000000000000Acid Splash3NULL0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL0000
5
Aid
enchantment
compulsion
mind-affecting
cleric/oracle 2, inquisitor 2, alchemist 2, shaman 2, spiritualist 2, medium 2
1 standard action
V, S, DF0touch
living creature touched
1 min./level00none
yes (harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
<p><i>Aid</i> grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Aid</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [mind-affecting]; <b>Level </b>cleric/oracle 2, alchemist 2, inquisitor 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> living creature touched</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>yes (harmless)</h5></div><div><h4><p><i>Aid</i> grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).</p></h4></div>
11001NULLNULL2NULLNULLNULLNULL2NULLNULL22NULLNULL22
Luck (2), Tactics (2)
 +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
0000000000000000000100000Aid4NULL
Ancestors (4)
0NULL2NULL2NULLNULL2NULLNULLNULL000NULL
6
Air Walk
transmutation
air
cleric/oracle 4, druid 4, alchemist 4, occultist 4
1 standard action
V, S, DF0touch
creature (Gargantuan or smaller) touched
10 min./level
00none
yes (harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed. A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per 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 per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field. You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.
<p>The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.</p><p>A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.</p><p>Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per 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 per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the <i>air walk</i> spell is dispelled, but not if it is negated by an <i>antimagic field</i>.</p><p>You can cast <i>air walk</i> on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of <i>air walk</i> (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Air Walk </p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation [air]; <b>Level </b>cleric/oracle 4, druid 4, alchemist 4, occultist 4</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> creature (Gargantuan or smaller) touched</h5><h5><b>Duration </b>10 min./level</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>yes (harmless)</h5></div><div><h4><p>The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.</p><p>A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.</p><p>Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per 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 per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the <i>air walk</i> spell is dispelled, but not if it is negated by an <i>antimagic field</i>.</p><p>You can cast <i>air walk</i> on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of <i>air walk</i> (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.</p></h4></div>
11001NULLNULL44NULLNULLNULL4NULLNULLNULL4NULLNULLNULL4Air (4)
Subject treads on air as if solid (climb or descend at 45-degree angle).
0100000000000000000000000Air Walk5NULL0NULLNULLNULLNULLNULL4NULLNULLNULL4000NULL
7
Align Weapon
transmutation
see text
cleric/oracle 2, inquisitor 2
1 standard action
V, S, DF0touch
weapon touched or 50 projectiles (all of which must be together at the time of casting)
1 min./level00
Will negates (harmless, object)
yes (harmless, object)
Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.
<p><i>Align weapon</i> makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.</p><p>You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, <i>align weapon</i> is a chaotic, evil, good, or lawful spell, respectively.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Align Weapon </p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation [see text]; <b>Level </b>cleric/oracle 2, inquisitor 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> weapon touched or 50 projectiles (all of which must be together at the time of casting)</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates (harmless, object); <b>Spell Resistance </b>yes (harmless, object)</h5></div><div><h4><p><i>Align weapon</i> makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.</p><p>You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, <i>align weapon</i> is a chaotic, evil, good, or lawful spell, respectively.</p></h4></div>
11001NULLNULL2NULLNULLNULLNULLNULLNULLNULL22NULLNULLNULL2
Chaos (2), Evil (2), Good (2), Law (2), Demodand (2)
 Weapon becomes good, evil, lawful, or chaotic.
0000000000000000000000000
Align Weapon
6NULL0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
8
Alter Self
transmutation
polymorph
bard 2, sorcerer/wizard 2, witch 2, summoner/unchained summoner 2, alchemist 2, magus 2, shaman 2, psychic 2, mesmerist 2, medium 2
1 standard action
V, S, M (a piece of the creature whose form you plan to assume)
0personalyou1 min./level10
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.
<p>When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.</p><p><i>Small creature</i>: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.</p><p><i>Medium creature</i>: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Alter Self </p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation (polymorph); <b>Level </b>bard 2, sorcerer/wizard 2, alchemist 2, summoner/unchained summoner 2, witch 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (a piece of the creature whose form you plan to assume)</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>1 min./level (D)</h5></div><div><h4><p>When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.</p><p><i>Small creature</i>: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.</p><p><i>Medium creature</i>: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.</p></h4></div>
1110022NULLNULLNULL2NULL222NULLNULLNULL2NULL2
Assume form of a Small or Medium humanoid.
0000000000000000000000000Alter Self7NULL0NULL2222NULLNULLNULLNULLNULL0002
9
Alarmabjuration
bard 1, ranger 1, sorcerer/wizard 1, summoner/unchained summoner 1, inquisitor 1, occultist 1, psychic 1, spiritualist 1
1 standard action
V, S, F/DF (a tiny bell and a piece of very fine silver wire)
0
close (25 ft. + 5 ft./2 levels)
20-ft.-radius emanation centered on a point in space
2 hours/level
10noneno
Alarm 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.
<p><i>Alarm</i> 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 <i>alarm</i>. You decide at the time of casting whether the <i>alarm</i> will be mental or audible in nature.</p><p><i>Mental Alarm</i>: A mental <i>alarm</i> 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 <i>alarm</i>.</p><p><i>Audible Alarm</i>: An audible <i>alarm</i> 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.</p><p>In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a <i>silence</i> spell cannot hear the ringing. Ethereal or astral creatures do not trigger the <i>alarm</i>.</p><p><i>Alarm</i> can be made permanent with a <i>permanency</i> spell.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Alarm </p><div style="clear: both;"></div></div><div><h5><b>School </b>abjuration; <b>Level </b>bard 1, ranger 1, sorcerer/wizard 1, summoner/unchained summoner 1, inquisitor 1, occultist 1, psychic 1, spiritualist 1</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, F/DF (a tiny bell and a piece of very fine silver wire)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Area </b>20-ft.-radius emanation centered on a point in space</h5><h5><b>Duration </b>2 hours/level (D)</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p><i>Alarm</i> 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 <i>alarm</i>. You decide at the time of casting whether the <i>alarm</i> will be mental or audible in nature.</p><p><i>Mental Alarm</i>: A mental <i>alarm</i> 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 <i>alarm</i>.</p><p><i>Audible Alarm</i>: An audible <i>alarm</i> 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.</p><p>In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a <i>silence</i> spell cannot hear the ringing. Ethereal or astral creatures do not trigger the <i>alarm</i>.</p><p><i>Alarm</i> can be made permanent with a <i>permanency</i> spell.</p></h4></div>
1101111NULLNULL11NULLNULL1NULL1NULLNULLNULLNULL1
Home (1), Ambush (1)
Wards an area for 2 hours/level.
0000000000000000000000000Alarm8NULL
Destined (3), Kobold Sorcerer (3), Kobold (3)
0NULLNULL1NULLNULL11NULLNULL10001
10
Analyze Dweomer
divination
bard 6, sorcerer/wizard 6, witch 6, alchemist 6, occultist 6, psychic 6, spiritualist 6
1 standard action
V, S, F (a ruby and gold lens worth 1,500 gp)
1
close (25 ft. + 5 ft./2 levels)
one object or creature per caster level
1 round/level
10
none or Will negates; see text
no
You can observe magical auras. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level. An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours. Analyze dweomer does not function when used on an artifact.
<p>You can observe magical auras. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.</p><p>An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other <i>analyze dweomer</i> spells for 24 hours.</p><p><i>Analyze dweomer</i> does not function when used on an artifact.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Analyze Dweomer </p><div style="clear: both;"></div></div><div><h5><b>School </b>divination; <b>Level </b>bard 6, sorcerer/wizard 6, alchemist 6, witch 6</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, F (a ruby and gold lens worth 1,500 gp)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one object or creature per caster level</h5><h5><b>Duration </b>1 round/level (D)</h5><h5><b>Saving Throw </b>none or Will negates; see text; <b>Spell Resistance </b>no</h5></div><div><h4><p>You can observe magical auras. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.</p><p>An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other <i>analyze dweomer</i> spells for 24 hours.</p><p><i>Analyze dweomer</i> does not function when used on an artifact.</p></h4></div>
1101066NULLNULLNULL6NULL6NULL6NULLNULLNULLNULLNULL6Arcane (6)
Reveals magical aspects of subject.
0000000000000000000000000
Analyze Dweomer
915000NULLNULL6NULLNULL66NULLNULLNULL000NULL
11
Animal Growth
transmutation
druid 5, ranger 4, sorcerer/wizard 5, shaman 5
1 standard action
V, S0
medium (100 ft. + 10 ft./level)
one animal (Gargantuan or smaller)
1 min./level00
Fortitude negates
yes
The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC, attack rolls, and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size. The spell gives no means of command over an enlarged animal. Multiple magical effects that increase size do not stack.
<p>The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC, attack rolls, and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.</p><p>All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.</p><p>Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.</p><p>The spell gives no means of command over an enlarged animal.</p><p>Multiple magical effects that increase size do not stack.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Animal Growth </p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>druid 5, ranger 4, sorcerer/wizard 5, shaman 5</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Targets </b> one animal (Gargantuan or smaller)</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Fortitude negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC, attack rolls, and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.</p><p>All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.</p><p>Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.</p><p>The spell gives no means of command over an enlarged animal.</p><p>Multiple magical effects that increase size do not stack.</p></h4></div>
1100055NULL54NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL5
Scalykind (5)
One animal doubles in size.
0000000000000000000000000
Animal Growth
10NULL
Animals (10)
0NULL5NULLNULLNULLNULLNULLNULLNULL4000NULL
12
Animal Messenger
enchantment
compulsion
mind-affecting
bard 2, druid 2, ranger 1, shaman 2, psychic 2, mesmerist 2
1 minute
V, S, M (a morsel of food the animal likes)
0
close (25 ft. + 5 ft./2 levels)
one Tiny animal
1 day/level00
none; see text
yes
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).
<p>You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.</p><p>Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.</p><p>During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Animal Messenger </p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [mind-affecting]; <b>Level </b>bard 2, druid 2, ranger 1, shaman 2, psychic 2, mesmerist 2</h5><h5><b>Casting Time </b>1 minute</h5><h5><b>Components </b>V, S, M (a morsel of food the animal likes)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one Tiny animal</h5><h5><b>Duration </b>1 day/level</h5><h5><b>Saving Throw </b>none; see text; <b>Spell Resistance </b>yes</h5></div><div><h4><p>You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.</p><p>Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.</p><p>During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).</p></h4></div>
11100NULLNULLNULL212NULLNULLNULLNULLNULLNULLNULLNULLNULL2
Sends a Tiny animal to a specific place.
0000000000000000000100000
Animal Messenger
11NULL0NULL22NULL2NULLNULLNULLNULL1000NULL
13
Animal Shapes
transmutation
polymorph
druid 8, shaman 8
1 standard action
V, S, DF0
close (25 ft. + 5 ft./2 levels)
up to one willing creature per level, all within 30 ft. of each other.
1 hour/level10
none; see text
yes (harmless)
As beast shape III, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.
<p>As <i>beast shape III</i>, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Animal Shapes</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation (polymorph); <b>Level </b>druid 8, shaman 8</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> up to one willing creature per level, all within 30 ft. of each other.</h5><h5><b>Duration </b>1 hour/level (D)</h5><h5><b>Saving Throw </b>none; see text; <b>Spell Resistance </b>yes (harmless)</h5></div><div><h4><p>As <i>beast shape III</i>, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.</p></h4></div>
11001NULLNULLNULL8NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL8
Animal (7), Scalykind (8)
 One ally/level polymorphs into chosen animal.
0000000000000000000000000
Animal Shapes
12NULL
Agility (16), Animals (16)
0NULL8NULLNULLNULLNULLNULLNULLNULLNULL000NULL
14
Animal Trance
enchantment
compulsion
mind-affecting, sonic
bard 2, druid 2, psychic 2, mesmerist 2
1 standard action
V, S0
close (25 ft. + 5 ft./2 levels)
animals or magical beasts with Intelligence 1 or 2
concentration
00Will negatesyes
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
<p>Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Animal Trance</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [mind-affecting, sonic]; <b>Level </b>bard 2, druid 2, psychic 2, mesmerist 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> animals or magical beasts with Intelligence 1 or 2</h5><h5><b>Duration </b>concentration</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.</p></h4></div>
11000NULLNULLNULL2NULL2NULLNULLNULLNULLNULLNULLNULLNULL22
Scalykind (2)
Fascinates 2d6 HD of animals.
0000000000000000000100010
Animal Trance
13NULL0NULLNULL2NULL2NULLNULLNULLNULL2000NULL
15
Animate Dead
necromancyevil
cleric/oracle 3, sorcerer/wizard 4, antipaladin 3, shaman 3, occultist 3, spiritualist 3
1 standard action
V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
1touch
one or more corpses touched
instantaneous
00noneno
This spell turns corpses into undead skeletons or zombies (see the Pathfinder RPG Bestiary) that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
<p>This spell turns corpses into undead skeletons or zombies (see the <i>Pathfinder RPG</i> Bestiary) that obey your spoken commands.</p><p>The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.</p><p>Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of <i>animate dead</i>. The <i>desecrate</i> spell doubles this limit.</p><p>The undead you create remain under your control indefinitely.</p><p>No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.</p><p><i>Skeletons</i>: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p><i>Zombies</i>: A zombie can be created only from a mostly intact corpse.</p><p>The corpse must be that of a creature with a physical anatomy.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Animate Dead</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy [evil]; <b>Level </b>cleric/oracle 3, sorcerer/wizard 4, antipaladin 3, shaman 3, occultist 3, spiritualist 3</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>touch</h5><h5><b>Targets </b>one or more corpses touched</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>This spell turns corpses into undead skeletons or zombies (see the <i>Pathfinder RPG</i> Bestiary) that obey your spoken commands.</p><p>The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.</p><p>Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of <i>animate dead</i>. The <i>desecrate</i> spell doubles this limit.</p><p>The undead you create remain under your control indefinitely.</p><p>No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.</p><p><i>Skeletons</i>: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p><p><i>Zombies</i>: A zombie can be created only from a mostly intact corpse.</p><p>The corpse must be that of a creature with a physical anatomy.</p></h4><h5><b>Mythic: </b>Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn't increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell's material component cost.</h5><h5><b>Augmented (6th)</b>: If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile (see page 224) or savage (see page 224) mythic template. This template lasts for a number of days equal to your tier. Alternatively, if you're 8th tier and expend 10 uses of mythic power, any skeletons you create permanently gain the mythic skeleton template (see page 216).</h5></div>
11100443NULLNULLNULLNULLNULLNULLNULLNULL33NULL34
Death (3), Souls (3)
Creates undead skeletons and zombies.
0000000000010000000000000
Animate Dead
1425Undead (9)Plague (8)
Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn't increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell's material component cost.
Augmented (6th): If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile (see page 224) or savage (see page 224) mythic template. This template lasts for a number of days equal to your tier. Alternatively, if you're 8th tier and expend 10 uses of mythic power, any skeletons you create permanently gain the mythic skeleton template (see page 216).
1NULL3NULLNULLNULL33NULLNULLNULL000NULL
16
Animate Objects
transmutation
bard 6, cleric/oracle 6, witch 6, occultist 6, psychic 6
1 standard action
V, S0
medium (100 ft. + 10 ft./level)
one Small object per caster level; see text
1 round/level
00noneno
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any nonmagical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell. See the Pathfinder RPG Bestiary for the statistics of animated objects. This spell cannot affect objects carried or worn by a creature. Animate objects can be made permanent with a permanency spell.
<p>You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.</p><p>An animated object can be of any nonmagical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell. See the <i>Pathfinder RPG Bestiary</i> for the statistics of animated objects.</p><p>This spell cannot affect objects carried or worn by a creature.</p><p><i>Animate objects</i> can be made permanent with a <i>permanency</i> spell.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Animate Objects</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>bard 6, cleric/oracle 6, witch 6, occultist 6, psychic 6</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Targets </b>one Small object per caster level; see text</h5><h5><b>Duration </b>1 round/level</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.</p><p>An animated object can be of any nonmagical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell. See the <i>Pathfinder RPG Bestiary</i> for the statistics of animated objects.</p><p>This spell cannot affect objects carried or worn by a creature.</p><p><i>Animate objects</i> can be made permanent with a <i>permanency</i> spell.</p></h4><h5><b>Mythic: </b>Animated objects you create with this spell get the maximum number of hit points per level, gain a +4 bonus to their Strength ability scores, and have 1-1/2 times the normal number of construction points.</h5></div>
11000NULLNULL6NULLNULL6NULLNULLNULL6NULL6NULLNULLNULL6
Chaos (6), Flotsam (6)
Objects attack your foes.
0000000000000000000000000
Animate Objects
15NULL
Impossible (13)
Animated objects you create with this spell get the maximum number of hit points per level, gain a +4 bonus to their Strength ability scores, and have 1-1/2 times the normal number of construction points.
1NULLNULL6NULLNULL6NULLNULLNULLNULL000NULL
17
Animate Plants
transmutation
druid 7, shaman 7
1 standard action
V0
close (25 ft. + 5 ft./2 levels)
one Large plant per three caster levels or all plants within range; see text
1 round/level or 1 hour/level; see text
00noneno
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or a number of larger plants as follows: a Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell. Use the statistics for animated objects (see Pathfinder RPG Bestiary), except that plants smaller than Large don't have hardness. Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material. Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
<p>You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or a number of larger plants as follows: a Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.</p><p>Use the statistics for animated objects (see <i>Pathfinder RPG</i> Bestiary), except that plants smaller than Large don't have hardness.</p><p><i>Animate plants</i> cannot affect plant creatures, nor does it affect nonliving vegetable material.</p><p><i>Entangle</i>: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an <i>entangle</i> spell. Spell resistance does not keep creatures from being <i>entangle</i>d. This effect lasts 1 hour per caster level.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Animate Plants</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>druid 7, shaman 7</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b>one Large plant per three caster levels or all plants within range; see text</h5><h5><b>Duration </b>1 round/level or 1 hour/level; see text</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or a number of larger plants as follows: a Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.</p><p>Use the statistics for animated objects (see <i>Pathfinder RPG</i> Bestiary), except that plants smaller than Large don't have hardness.</p><p><i>Animate plants</i> cannot affect plant creatures, nor does it affect nonliving vegetable material.</p><p><i>Entangle</i>: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an <i>entangle</i> spell. Spell resistance does not keep creatures from being <i>entangle</i>d. This effect lasts 1 hour per caster level.</p></h4><h5><b>Mythic: </b>Animated plants you create with this spell get the maximum number of hit points per level, gain a +4 bonus to their Strength ability scores, and have 1-1/2 times the normal number of construction points.</h5></div>
10000NULLNULLNULL7NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL7Plant (7)
 One or more plants animate and fight for you.
0000000000000000000000000
Animate Plants
16NULL
Verdant (17)
Plant (14)
Animated plants you create with this spell get the maximum number of hit points per level, gain a +4 bonus to their Strength ability scores, and have 1-1/2 times the normal number of construction points.
1NULL7NULLNULLNULLNULLNULLNULLNULLNULL000NULL
18
Animate Rope
transmutation
bard 1, sorcerer/wizard 1, psychic 1, mesmerist 1
1 standard action
V, S0
medium (100 ft. + 10 ft./level)
one rope-like object, length up to 50 ft. + 5 ft./level; see text
1 round/level
00noneno
You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half. The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it - it does not snake outward - so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. The rope itself and any knots tied in it are not magical. The spell cannot affect objects carried or worn by a creature.
<p>You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.</p><p>The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell.</p><p>The rope can enwrap only a creature or an object within 1 foot of it - it does not snake outward - so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.</p><p>The rope itself and any knots tied in it are not magical.</p><p>The spell cannot affect objects carried or worn by a creature.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Animate Rope </p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>bard 1, sorcerer/wizard 1, psychic 1, mesmerist 1</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Targets </b> one rope-like object, length up to 50 ft. + 5 ft./level; see text</h5><h5><b>Duration </b>1 round/level</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p>You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.</p><p>The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell.</p><p>The rope can enwrap only a creature or an object within 1 foot of it - it does not snake outward - so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.</p><p>The rope itself and any knots tied in it are not magical.</p><p>The spell cannot affect objects carried or worn by a creature.</p></h4></div>
1100011NULLNULLNULL1NULLNULLNULLNULLNULLNULLNULLNULLNULL1Artifice (1)
Makes a rope move at your command.
0000000000000000000000000
Animate Rope
17NULLTrickery (2)0NULLNULL1NULL1NULLNULLNULLNULLNULL000NULL
19
Antilife Shellabjuration
cleric/oracle 6, druid 6, shaman 6, psychic 6
1 roundV, S, DF010 ft.
10-ft.-radius emanation, centered on you
1 min./level10noneyes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
<p>You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.</p><p>The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.</p><p>This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Antilife Shell</p><div style="clear: both;"></div></div><div><h5><b>School </b>abjuration; <b>Level </b>cleric/oracle 6, druid 6, shaman 6, psychic 6</h5><h5><b>Casting Time </b>1 round</h5><h5><b>Components </b>V, S, DF</h5><h5><b>Range </b>10 ft.</h5><h5><b>Area </b>10-ft.-radius emanation, centered on you</h5><h5><b>Duration </b>1 min./level (D)</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>yes</h5></div><div><h4><p>You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.</p><p>The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.</p><p>This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.</p></h4></div>
11001NULLNULL66NULLNULLNULLNULLNULLNULLNULL6NULLNULLNULL6
Animal (6), Souls (6)
10-ft.-radius field hedges out living creatures.
0000000000000000000000000Antilife Shell18NULL
Animals (12)
0NULL66NULLNULLNULLNULLNULLNULL6000NULL
20
Antimagic Field
abjuration
cleric/oracle 8, sorcerer/wizard 6, occultist 6, psychic 7
1 standard action
V, S, M/DF (pinch of powdered iron or iron filings)
010 ft.
10-ft.-radius emanation, centered on you
10 min./level (D)
10nonesee text
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration. Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
<p>An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities.</p><p>Likewise, it prevents the functioning of any magic items or spells within its confines.</p><p>An <i>antimagic field</i> suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it.</p><p>Time spent within an <i>antimagic field</i> counts against the suppressed spell's duration.</p><p>Summoned creatures of any type wink out if they enter an <i>antimagic field</i>. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast <i>antimagic field</i> in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out.</p><p>(The effects of instantaneous conjurations are not affected by an <i>antimagic field</i> because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles.</p><p>Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field.</p><p><i>Dispel magic</i> does not remove the field.</p><p>Two or more <i>antimagic field</i>s sharing any of the same space have no effect on each other. Certain spells, such as <i>wall of force</i>, <i>prismatic sphere</i>, and <i>prismatic wall</i>, remain unaffected by <i>antimagic field</i>.</p><p>Artifacts and deities are unaffected by mortal magic such as this.</p><p>Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Antimagic Field</p><div style="clear: both;"></div></div><div><h5><b>School </b>abjuration; <b>Level </b>cleric/oracle 8, sorcerer/wizard 6, occultist 6, psychic 7</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M/DF (pinch of powdered iron or iron filings)</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>10 ft.</h5><h5><b>Area </b>10-ft.-radius emanation, centered on you</h5><h5><b>Duration </b>10 min./level (D)</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>see text</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities.</p><p>Likewise, it prevents the functioning of any magic items or spells within its confines.</p><p>An <i>antimagic field</i> suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it.</p><p>Time spent within an <i>antimagic field</i> counts against the suppressed spell's duration.</p><p>Summoned creatures of any type wink out if they enter an <i>antimagic field</i>. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast <i>antimagic field</i> in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out.</p><p>(The effects of instantaneous conjurations are not affected by an <i>antimagic field</i> because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles.</p><p>Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field.</p><p><i>Dispel magic</i> does not remove the field.</p><p>Two or more <i>antimagic field</i>s sharing any of the same space have no effect on each other. Certain spells, such as <i>wall of force</i>, <i>prismatic sphere</i>, and <i>prismatic wall</i>, remain unaffected by <i>antimagic field</i>.</p><p>Artifacts and deities are unaffected by mortal magic such as this.</p><p>Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.</p></h4><h5><b>Mythic: </b>Select a number of spell schools equal to half your tier. Spells and effects of the chosen schools are unaffected by the antimagic field.</h5></div>
11101668NULLNULLNULLNULLNULLNULLNULLNULL8NULLNULLNULL6
Magic (6), Protection (6)
Negates magic within 10 ft.
0000000000000000000000000
Antimagic Field
19NULL
Select a number of spell schools equal to half your tier. Spells and effects of the chosen schools are unaffected by the antimagic field.
1NULLNULL7NULLNULL6NULLNULLNULLNULL000NULL
21
Antipathy
enchantment
compulsion
mind-affecting, emotion
druid 9, sorcerer/wizard 8, witch 8, summoner/unchained summoner 6, occultist 6, psychic 8
1 hour
V, S, M/DF (a lump of alum soaked in vinegar)
0
close (25 ft. + 5 ft./2 levels)
one location (up to a 10-ft. cube/level) or one object
2 hours/level
10Will partialyes
You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points. Antipathy counters and dispels sympathy.
<p>You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.</p><p>Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item.</p><p>A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.</p><p><i>Antipathy</i> counters and dispels <i>sympathy</i>.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Antipathy</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [mind-affecting, emotion]; <b>Level </b>druid 9, sorcerer/wizard 8, summoner/unchained summoner 6, witch 8</h5><h5><b>Casting Time </b>1 hour</h5><h5><b>Components </b>V, S, M/DF (a lump of alum soaked in vinegar)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one location (up to a 10-ft. cube/level) or one object</h5><h5><b>Duration </b>2 hours/level (D)</h5><h5><b>Saving Throw </b>Will partial; <b>Spell Resistance </b>yes</h5></div><div><h4><p>You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.</p><p>Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item.</p><p>A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.</p><p><i>Antipathy</i> counters and dispels <i>sympathy</i>.</p></h4></div>
1110188NULL9NULLNULLNULLNULL68NULLNULLNULLNULLNULL8
Object or location affected by spell repels certain creatures.
0000000000100000000100000Antipathy20NULLPeace (18)0NULLNULL8NULLNULL6NULLNULLNULLNULL0006
22
Antiplant Shell
abjurationdruid 4
1 standard action
V, S, DF010 ft.
10-ft.-radius emanation, centered on you
1 min./level10noneyes
The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.
<p>The <i>antiplant shell</i> spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Antiplant Shell</p><div style="clear: both;"></div></div><div><h5><b>School </b>abjuration; <b>Level </b>druid 4</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5><h5><b>Range </b>10 ft.</h5><h5><b>Area </b>10-ft.-radius emanation, centered on you</h5><h5><b>Duration </b>1 min./level (D)</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>yes</h5></div><div><h4><p>The <i>antiplant shell</i> spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.</p></h4></div>
11001NULLNULLNULL4NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL4
 Keeps animated plants at bay.
0000000000000000000000000
Antiplant Shell
21NULL0NULLNULLNULLNULLNULLNULLNULLNULLNULL4000NULL
23
Arcane Eyedivinationscrying
sorcerer/wizard 4, witch 4, alchemist 4, occultist 4, psychic 4, mesmerist 4
10 minutes
V, S, M (a bit of bat fur)
0unlimited
magical sensor
1 min./level10noneno
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal. You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.
<p>You create an invisible magical sensor that sends you visual information. You can create the <i>arcane eye</i> at any point you can see, but it can then travel outside your line of sight without hindrance. An <i>arcane eye</i> travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.</p><p>The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a <i>gate</i> or similar magical portal.</p><p>You must concentrate to use an <i>arcane eye</i>. If you do not concentrate, the eye is inert until you again concentrate.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Arcane Eye </p><div style="clear: both;"></div></div><div><h5><b>School </b>divination (scrying); <b>Level </b>sorcerer/wizard 4, alchemist 4, witch 4</h5><h5><b>Casting Time </b>10 minutes</h5><h5><b>Components </b>V, S, M (a bit of bat fur)</h5><h5><b>Range </b>unlimited</h5><h5><b>Effect </b>magical sensor</h5><h5><b>Duration </b>1 min./level (D)</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p>You create an invisible magical sensor that sends you visual information. You can create the <i>arcane eye</i> at any point you can see, but it can then travel outside your line of sight without hindrance. An <i>arcane eye</i> travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.</p><p>The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a <i>gate</i> or similar magical portal.</p><p>You must concentrate to use an <i>arcane eye</i>. If you do not concentrate, the eye is inert until you again concentrate.</p></h4></div>
1110044NULLNULLNULLNULLNULL4NULL4NULLNULLNULLNULLNULL4Arcane (4)
 Invisible floating eye moves 30 ft./round.
0000000000000000000000000Arcane Eye22NULL0NULLNULL4NULL44NULLNULLNULLNULL000NULL
24
Arcane Lockabjuration
sorcerer/wizard 2, occultist 2
1 standard action
V, S, M (gold dust worth 25 gp)
1touch
door, chest, or portal touched, up to 30 sq. ft./level in size
permanent00noneno
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.
<p>An <i>arcane lock</i> spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful <i>dispel magic</i> or <i>knock</i> spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A <i>knock</i> spell does not remove an <i>arcane lock</i>; it only suppresses the effect for 10 minutes.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Arcane Lock</p><div style="clear: both;"></div></div><div><h5><b>School </b>abjuration; <b>Level </b>sorcerer/wizard 2, occultist 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (gold dust worth 25 gp)</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> door, chest, or portal touched, up to 30 sq. ft./level in size</h5><h5><b>Duration </b>permanent</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p>An <i>arcane lock</i> spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful <i>dispel magic</i> or <i>knock</i> spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A <i>knock</i> spell does not remove an <i>arcane lock</i>; it only suppresses the effect for 10 minutes.</p></h4></div>
1110022NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL2Wards (1)
 Magically locks a portal or chest.
0000000000000000000000000Arcane Lock23250NULLNULLNULLNULLNULL2NULLNULLNULLNULL000NULL
25
Arcane Markuniversal
sorcerer/wizard 0, summoner/unchained summoner 0, magus 0, shaman 0, psychic 0
1 standard action
V, S0touch
one personal rune or mark, all of which must fit within 1 sq. ft.
permanent00noneno
This 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).
<p>This 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 <i>arcane mark</i> 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 <i>detect magic</i> spell causes it to glow and be visible, though not necessarily understandable.</p><p><i>See invisibility</i>, <i>true seeing</i>, a <i>gem of seeing</i>, or a <i>robe of eyes</i> likewise allows the user to see an invisible <i>arcane mark</i>. A <i>read magic</i> spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an <i>erase</i> spell.</p><p>If an <i>arcane mark</i> is placed on a living being, the effect gradually fades in about a month.</p><p><i>Arcane mark</i> must be cast on an object prior to casting <i>instant summons</i> on the same object (see that spell description for details).</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Arcane Mark</p><div style="clear: both;"></div></div><div><h5><b>School </b>universal; <b>Level </b>sorcerer/wizard 0, summoner/unchained summoner 0, magus 0, shaman 0, psychic 0</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>touch</h5><h5><b>Effect </b>one personal rune or mark, all of which must fit within 1 sq. ft.</h5><h5><b>Duration </b>permanent</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p>This 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 <i>arcane mark</i> 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 <i>detect magic</i> spell causes it to glow and be visible, though not necessarily understandable.</p><p><i>See invisibility</i>, <i>true seeing</i>, a <i>gem of seeing</i>, or a <i>robe of eyes</i> likewise allows the user to see an invisible <i>arcane mark</i>. A <i>read magic</i> spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an <i>erase</i> spell.</p><p>If an <i>arcane mark</i> is placed on a living being, the effect gradually fades in about a month.</p><p><i>Arcane mark</i> must be cast on an object prior to casting <i>instant summons</i> on the same object (see that spell description for details).</p></h4></div>
1100000NULLNULLNULLNULLNULLNULL0NULLNULLNULLNULL0NULL0
 Inscribes a personal rune on an object or creature (visible or invisible).
0000000000000000000000000Arcane Mark24NULL0NULL00NULLNULLNULLNULLNULLNULLNULL0000
26
Arcane Sight
divination
sorcerer/wizard 3, witch 3, inquisitor 3, alchemist 3, magus 3, occultist 3, psychic 3
1 standard action
V, S0personalyou1 min./level10
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the DESCRIPTION of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts. Arcane sight can be made permanent with a permanency spell.
<p>This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a <i>detect magic</i> spell, but <i>arcane sight</i> does not require concentration and discerns aura location and power more quickly.</p><p>You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the <i>detect magic</i> spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.</p><p>As with <i>detect magic</i>, you can use this spell to identify the properties of magic items, but not artifacts.</p><p><i>Arcane sight</i> can be made permanent with a <i>permanency</i> spell.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Arcane Sight </p><div style="clear: both;"></div></div><div><h5><b>School </b>divination; <b>Level </b>sorcerer/wizard 3, alchemist 3, witch 3, inquisitor 3</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>1 min./level (D)</h5></div><div><h4><p>This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a <i>detect magic</i> spell, but <i>arcane sight</i> does not require concentration and discerns aura location and power more quickly.</p><p>You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the <i>detect magic</i> spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.</p><p>As with <i>detect magic</i>, you can use this spell to identify the properties of magic items, but not artifacts.</p><p><i>Arcane sight</i> can be made permanent with a <i>permanency</i> spell.</p></h4></div>
1100033NULLNULLNULLNULLNULL3NULL33NULLNULL3NULL3
 Magical auras become visible to you.
0000000000000000000000000
Arcane Sight
25NULL0NULLNULL3NULLNULL3NULLNULLNULLNULL000NULL
27
Arcane Sight, Greater
divination
sorcerer/wizard 7, witch 7, psychic 7
1 standard action
V, S0personalyou1 min./level10
This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see. Unlike arcane sight, this spell cannot be made permanent with a permanency spell.
<p>This spell functions like <i>arcane sight</i>, except that you automatically know which spells or magical effects are active upon any individual or object you see.</p><p>Unlike <i>arcane sight</i>, this spell cannot be made permanent with a <i>permanency</i> spell.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Arcane Sight, Greater </p><div style="clear: both;"></div></div><div><h5><b>School </b>divination; <b>Level </b>sorcerer/wizard 7, witch 7, psychic 7</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>1 min./level (D)</h5></div><div><h4><p>This spell functions like <i>arcane sight</i>, except that you automatically know which spells or magical effects are active upon any individual or object you see.</p><p>Unlike <i>arcane sight</i>, this spell cannot be made permanent with a <i>permanency</i> spell.</p></h4></div>
1100077NULLNULLNULLNULLNULLNULLNULL7NULLNULLNULLNULLNULL7
 As arcane sight, but also reveals magic effects on creatures and objects.
0000000000000000000000000
Arcane Sight, Greater
26NULL0NULLNULL7NULLNULLNULLNULLNULLNULLNULL000NULL
28
Astral Projection
necromancy
cleric/oracle 9, sorcerer/wizard 9, witch 9, psychic 9
30 minutes
V, S, M (1,000 gp jacinth)
1touch
you plus one additional willing creature touched per two caster levels
see text00noneyes
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them. You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter. While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes. You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you). When this spell ends, your astral body and all of its gear, vanishes.
<p>By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.</p><p>You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.</p><p>While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.</p><p>You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as <i>dispel magic</i> cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).</p><p>When this spell ends, your astral body and all of its gear, vanishes.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Astral Projection</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy; <b>Level </b>cleric/oracle 9, sorcerer/wizard 9, witch 9, psychic 9</h5><h5><b>Casting Time </b>30 minutes</h5><h5><b>Components </b>V, S, M (1,000 gp jacinth)</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> you plus one additional willing creature touched per two caster levels</h5><h5><b>Duration </b>see text</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>yes</h5></div><div><h4><p>By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.</p><p>You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.</p><p>While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.</p><p>You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as <i>dispel magic</i> cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).</p><p>When this spell ends, your astral body and all of its gear, vanishes.</p></h4></div>
11100999NULLNULLNULLNULLNULLNULL9NULL9NULLNULLNULL9Travel (9)
Projects you and others onto Astral Plane.
0000000000000000000000000
Astral Projection
271000
Dreamspun (19)
Stars (18)0NULLNULL9NULLNULLNULLNULLNULLNULLNULL000NULL
29
Atonementabjuration
cleric/oracle 5, druid 5, inquisitor 5
1 hour
V, S, M (burning incense), F (a set of prayer beads or other prayer device worth at least 500 gp), DF
1touch
living creature touched
instantaneous
00noneyes
This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). Atonement may be cast for one of several purposes, depending on the version selected. Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost. Restore Class: A paladin, or other class, who has lost her class features due to violating the alignment restrictions of her class may have her class features restored by this spell. Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for her god's intercession. Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally. Though the spell DESCRIPTION refers to evil acts, atonement can be used on any creature that has performed acts against its alignment, regardless of the actual alignment in question. Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.
<p>This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, <i>atonement</i> operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). <i>Atonement</i> may be cast for one of several purposes, depending on the version selected.</p><p><i>Reverse Magical Alignment Change</i>: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.</p><p><i>Restore Class</i>: A paladin, or other class, who has lost her class features due to violating the alignment restrictions of her class may have her class features restored by this spell.</p><p><i>Restore Cleric or Druid Spell Powers</i>: A cleric or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking <i>atonement</i> from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for her god's intercession.</p><p><i>Redemption or Temptation</i>: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.</p><p>Though the spell descriptionrefers to evil acts, <i>atonement</i> can be used on any creature that has performed acts against its alignment, regardless of the actual alignment in question.</p><p>Note: Normally, changing alignment is up to the player. This use of <i>atonement</i> offers a method for a character to change his or her alignment drastically, suddenly, and definitively.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Atonement</p><div style="clear: both;"></div></div><div><h5><b>School </b>abjuration; <b>Level </b>cleric/oracle 5, druid 5, inquisitor 5</h5><h5><b>Casting Time </b>1 hour</h5><h5><b>Components </b>V, S, M (burning incense), F (a set of prayer beads or other prayer device worth at least 500 gp), DF</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> living creature touched</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, <i>atonement</i> operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). <i>Atonement</i> may be cast for one of several purposes, depending on the version selected.</p><p><i>Reverse Magical Alignment Change</i>: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.</p><p><i>Restore Class</i>: A paladin, or other class, who has lost her class features due to violating the alignment restrictions of her class may have her class features restored by this spell.</p><p><i>Restore Cleric or Druid Spell Powers</i>: A cleric or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking <i>atonement</i> from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for her god's intercession.</p><p><i>Redemption or Temptation</i>: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.</p><p>Though the spell descriptionrefers to evil acts, <i>atonement</i> can be used on any creature that has performed acts against its alignment, regardless of the actual alignment in question.</p><p>Note: Normally, changing alignment is up to the player. This use of <i>atonement</i> offers a method for a character to change his or her alignment drastically, suddenly, and definitively.</p></h4></div>
11101NULLNULL55NULLNULLNULLNULLNULLNULL55NULLNULLNULL5
Purity (5), Redemption (5)
 Removes burden of misdeeds from subject.
0000000000000000000000000Atonement285000NULLNULLNULLNULLNULLNULLNULLNULLNULL5000NULL
30
Augurydivination
cleric/oracle 2, witch 2, shaman 2, occultist 2, psychic 2, spiritualist 2, medium 2
1 minute
V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)
1personalyou
instantaneous
00
An 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.
<p>An <i>augury</i> can tell you whether a particular action will bring good or bad results for you in the immediate future.</p><p>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 <i>augury</i> succeeds, you get one of four results: <ul><li>Weal (if the action will probably bring good results). <li>Woe (for bad results). <li>Weal and woe (for both). <li>Nothing (for actions that don't have especially good or bad results).</ul></p><p>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 <i>augury</i>.</p><p>The <i>augury</i> 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 <i>auguries</i> cast by the same person about the same topic use the same die result as the first casting.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Augury</p><div style="clear: both;"></div></div><div><h5><b>School </b>divination; <b>Level </b>cleric/oracle 2, witch 2, shaman 2, occultist 2, psychic 2, spiritualist 2, medium 2</h5><h5><b>Casting Time </b>1 minute</h5><h5><b>Components </b>V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>instantaneous</h5></div><div><h4><p>An <i>augury</i> can tell you whether a particular action will bring good or bad results for you in the immediate future.</p><p>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 <i>augury</i> succeeds, you get one of four results: <ul><li>Weal (if the action will probably bring good results). <li>Woe (for bad results). <li>Weal and woe (for both). <li>Nothing (for actions that don't have especially good or bad results).</ul></p><p>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 <i>augury</i>.</p><p>The <i>augury</i> 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 <i>auguries</i> cast by the same person about the same topic use the same die result as the first casting.</p></h4></div>
11110NULLNULL2NULLNULLNULLNULLNULLNULL2NULL2NULLNULLNULL2Fate (2)
 Learns whether an action will be good or bad.
0000000000000000000000000Augury2925
Dreamspun (5), Harrow (5)
0NULL222NULL22NULLNULLNULL000NULL
31
Awaken
transmutation
druid 5, shaman 6
24 hours
V, S, M (herbs and oils worth 2,000 gp), DF
1touch
animal or tree touched
instantaneous
00Will negatesyes
You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests. An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's. An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount. An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.
<p>You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast <i>awaken</i> again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.</p><p>An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.</p><p>An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.</p><p>An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Awaken</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>druid 5, shaman 6</h5><h5><b>Casting Time </b>24 hours</h5><h5><b>Components </b>V, S, M (herbs and oils worth 2,000 gp), DF</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> animal or tree touched</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast <i>awaken</i> again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.</p><p>An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.</p><p>An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.</p><p>An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.</p></h4></div>
11101NULLNULLNULL5NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL5
 Animal or tree gains human intellect.
0000000000000000000000000Awaken3020000NULL6NULLNULLNULLNULLNULLNULLNULL5000NULL
32
Bane
enchantment
compulsion
fear, mind-affecting
antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, mesmerist 1
1 standard action
V, S, DF050 ft.
50-ft.-radius burst, centered on you
1 min./level00Will negatesyes
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.
<p><i>Bane</i> fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. <i>Bane</i> counters and dispels <i>bless</i>.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Bane</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [fear, mind-affecting]; <b>Level </b>antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, mesmerist 1</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>50 ft.</h5><h5><b>Area </b>50-ft.-radius burst, centered on you</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p><i>Bane</i> fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. <i>Bane</i> counters and dispels <i>bless</i>.</p></h4><h5><b>Mythic: </b>The -1 penalty applies on attack rolls, weapon damage rolls, and all saving throws. Each affected creature must roll its next attack roll or saving throw twice and take the lower result.</h5></div>
11001NULLNULL1NULLNULLNULLNULLNULLNULLNULL111NULLNULL1Curse (1)
Enemies take –1 on attack rolls and saves vs. fear.
0000000000001000000100000Bane31NULL
The -1 penalty applies on attack rolls, weapon damage rolls, and all saving throws. Each affected creature must roll its next attack roll or saving throw twice and take the lower result.
1NULL1NULLNULL1NULLNULLNULLNULLNULL000NULL
33
Banishmentabjuration
cleric/oracle 6, sorcerer/wizard 7, summoner 5, inquisitor 5, shaman 6, psychic 7, spiritualist 6, unchained summoner 6
1 standard action
V, S, F (see text)
0
close (25 ft. + 5 ft./2 levels)
one or more extraplanar creatures, no two of which can be more than 30 ft. apart
instantaneous
00Will negatesyes
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's Spell Resistance (if any), and the saving throw DC increases by 2. Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against Spell Resistance and increasing the save DC by 4).
<p>A <i>banishment</i> spell is a more powerful version of the <i>dismissal</i> spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.</p><p>You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's Spell Resistance (if any), and the saving throw DC increases by 2.</p><p>Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against Spell Resistance and increasing the save DC by 4).</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Banishment </p><div style="clear: both;"></div></div><div><h5><b>School </b>abjuration; <b>Level </b>cleric/oracle 6, sorcerer/wizard 7, summoner 5, inquisitor 5, shaman 6, psychic 7, spiritualist 6, unchained summoner 6</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, F (see text)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one or more extraplanar creatures, no two of which can be more than 30 ft. apart</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>A <i>banishment</i> spell is a more powerful version of the <i>dismissal</i> spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.</p><p>You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's Spell Resistance (if any), and the saving throw DC increases by 2.</p><p>Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against Spell Resistance and increasing the save DC by 4).</p></h4></div>
11010776NULLNULLNULLNULLNULL5NULL56NULLNULLNULL7
Banishes 2 HD/level of extraplanar creatures.
0000000000000000000000000Banishment32NULL
Celestial (15)
Boundaries (12), Dimensions (14)
0NULL67NULLNULLNULL6NULLNULLNULL0006
34
Barkskin
transmutation
druid 2, ranger 2, summoner/unchained summoner 2, alchemist 2, shaman 2
1 standard action
V, S, DF0touch
living creature touched
10 min./level
00none
yes (harmless)
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.
<p><i>Barkskin</i> 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.</p><p>The enhancement bonus provided by <i>barkskin</i> 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.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Barkskin</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>druid 2, ranger 2, summoner/unchained summoner 2, alchemist 2, shaman 2</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>touch</h5><h5><b>Targets </b>living creature touched</h5><h5><b>Duration </b>10 min./level</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>yes (harmless)</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p><i>Barkskin</i> 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.</p><p>The enhancement bonus provided by <i>barkskin</i> 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.</p></h4><h5><b>Mythic: </b>The target also gains DR/magic equal to the double the enhancement bonus the spell provides to the target's natural armor bonus.</h5><h5><b>Augmented (6th)</b>: If you expend two uses of mythic power, the spell grants DR/epic rather than DR/magic.</h5></div>
11001NULLNULLNULL22NULLNULL22NULLNULLNULLNULLNULLNULL2
Defense (2), Plant (2)
Grants +2 (or higher) enhancement to natural armor.
0000000000000000000000000Barkskin33NULLVerdant (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.
1NULL2NULLNULLNULLNULLNULLNULLNULL20002
35
Bear's Endurance
transmutation
cleric/oracle 2, druid 2, ranger 2, sorcerer/wizard 2, summoner/unchained summoner 2, alchemist 2, magus 2, bloodrager 2, shaman 2, psychic 2, medium 2
1 standard action
V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
0touch
creature touched
1 min./level00
Will negates (harmless)
yes
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.
<p>The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Bear's Endurance </p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>cleric/oracle 2, druid 2, ranger 2, sorcerer/wizard 2, alchemist 2, summoner/unchained summoner 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M/DF (a few hairs, or a pinch of dung, from a bear)</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> creature touched</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates (harmless); <b>Spell Resistance </b>yes</h5></div><div><h4><p>The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.</p></h4></div>
1110122222NULLNULL22NULLNULL2NULL222
Subject gains +4 to Con for 1 min./level.
0000000000000000000000000
Bear's Endurance
34NULL
Endurance (4), Transformation (4)
02222NULLNULLNULLNULLNULL20002
36
Bear's Endurance, Mass
transmutation
cleric/oracle 6, druid 6, sorcerer/wizard 6, summoner 4, magus 6, shaman 6, psychic 6, unchained summoner 6
1 standard action
V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
0
close (25 ft. + 5 ft./2 levels)
creature one creature/level, no two of which can be more than 30 ft. apart
1 min./level00
Will negates (harmless)
yes
Mass bear's endurance works like bear's endurance, except that it affects multiple creatures.
<p><i>Mass bear's endurance</i> works like <i>bear's endurance</i>, except that it affects multiple creatures.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Bear's Endurance, Mass</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>cleric/oracle 6, druid 6, sorcerer/wizard 6, summoner 4, magus 6, shaman 6, psychic 6, unchained summoner 6</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M/DF (a few hairs, or a pinch of dung, from a bear)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> creature one creature/level, no two of which can be more than 30 ft. apart</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates (harmless); <b>Spell Resistance </b>yes</h5></div><div><h4><p><i>Mass bear's endurance</i> works like <i>bear's endurance</i>, except that it affects multiple creatures.</p></h4></div>
111016666NULLNULLNULLNULL4NULLNULL6NULL6NULL6
As bear’s endurance, affects 1 subject/level.
0000000000000000000000000
Bear's Endurance, Mass
35NULL
Endurance (12)
0NULL66NULLNULLNULLNULLNULLNULL60006
37
Beast Shape I
transmutation
polymorph
sorcerer/wizard 3, alchemist 3, magus 3, bloodrager 3
1 standard action
V, S, M (a piece of the creature whose form you plan to assume)
0personalyou1 min./level10
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
<p>When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.</p><p><i>Small animal</i>: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.</p><p><i>Medium animal</i>: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Beast Shape I</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation (polymorph); <b>Level </b>sorcerer/wizard 3, alchemist 3, magus 3, bloodrager 3</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (a piece of the creature whose form you plan to assume)</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>1 min./level (D)</h5></div><div><h4><p>When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.</p><p><i>Small animal</i>: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.</p><p><i>Medium animal</i>: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.</p></h4></div>
1110033NULLNULLNULLNULLNULL3NULLNULLNULLNULLNULL3NULL3Fur (3)
 You take the form and some of the powers of a Small or Medium animal.
0000000000000000000000000
Beast Shape I
36NULL
Transformation (6)
03NULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
38
Beast Shape II
transmutation
polymorph
sorcerer/wizard 4, alchemist 4, magus 4, bloodrager 4
1 standard action
V, S, M (a piece of the creature whose form you plan to assume)
0personalyou1 min./level10
This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip. Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus. Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus. Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.
<p>This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.</p><p><i>Tiny</i> animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.</p><p><i>Small animal</i>: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.</p><p><i>Medium animal</i>: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.</p><p><i>Large animal</i>: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Beast Shape II</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation (polymorph); <b>Level </b>sorcerer/wizard 4, alchemist 4, magus 4, bloodrager 4</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (a piece of the creature whose form you plan to assume)</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>1 min./level (D)</h5></div><div><h4><p>This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.</p><p><i>Tiny</i> animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.</p><p><i>Small animal</i>: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.</p><p><i>Medium animal</i>: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.</p><p><i>Large animal</i>: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.</p></h4></div>
1110044NULLNULLNULLNULLNULL4NULLNULLNULLNULLNULL4NULL4
 You take the form and some of the powers of a Tiny or Large animal.
0000000000000000000000000
Beast Shape II
37NULL
Transformation (8)
04NULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
39
Beast Shape III
transmutation
polymorph
sorcerer/wizard 5, alchemist 5, magus 5
1 standard action
V, S, M (a piece of the creature whose form you plan to assume)
0personalyou1 min./level10
This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web. Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus. Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus. Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus. Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus. Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus. Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus. Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.
<p>This spell functions as <i>beast shape II</i>, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.</p><p><i>Diminutive animal</i>: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.</p><p><i>Tiny animal</i>: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.</p><p><i>Small animal</i>: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.</p><p><i>Medium animal</i>: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.</p><p><i>Large animal</i>: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.</p><p><i>Huge animal</i>: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.</p><p><i>Small magical beast</i>: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.</p><p><i>Medium magical beast</i>: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Beast Shape III</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation (polymorph); <b>Level </b>sorcerer/wizard 5, alchemist 5, magus 5</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (a piece of the creature whose form you plan to assume)</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>1 min./level (D)</h5></div><div><h4><p>This spell functions as <i>beast shape II</i>, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.</p><p><i>Diminutive animal</i>: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.</p><p><i>Tiny animal</i>: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.</p><p><i>Small animal</i>: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.</p><p><i>Medium animal</i>: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.</p><p><i>Large animal</i>: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.</p><p><i>Huge animal</i>: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.</p><p><i>Small magical beast</i>: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.</p><p><i>Medium magical beast</i>: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.</p></h4></div>
1110055NULLNULLNULLNULLNULL5NULLNULLNULLNULLNULL5NULL5
Animal (5), Saurian (5)
 You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
0000000000000000000000000
Beast Shape III
38NULL
Transformation (10)
0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
40
Beast Shape IV
transmutation
polymorph
sorcerer/wizard 6, alchemist 6, magus 6
1 standard action
V, S, M (a piece of the creature whose form you plan to assume)
0personalyou1 min./level10
This spell functions as beast shape III except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus. Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus. Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus. Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus. Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus. Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a -2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus. Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus. Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus. Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.
<p>This spell functions as <i>beast shape III</i> except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.</p><p><i>Diminutive animal</i>: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.</p><p><i>Tiny animal</i>: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.</p><p><i>Small animal</i>: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.</p><p><i>Medium animal</i>: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.</p><p><i>Large animal</i>: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.</p><p><i>Huge animal</i>: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.</p><p><i>Tiny magical beast</i>: If the form you take is that of a Tiny magical beast, you gain a -2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.</p><p><i>Small magical beast</i>: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.</p><p><i>Medium magical beast</i>: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.</p><p><i>Large magical beast</i>: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Beast Shape IV</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation (polymorph); <b>Level </b>sorcerer/wizard 6, alchemist 6, magus 6</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (a piece of the creature whose form you plan to assume)</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>1 min./level (D)</h5></div><div><h4><p>This spell functions as <i>beast shape III</i> except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.</p><p><i>Diminutive animal</i>: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.</p><p><i>Tiny animal</i>: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.</p><p><i>Small animal</i>: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.</p><p><i>Medium animal</i>: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.</p><p><i>Large animal</i>: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.</p><p><i>Huge animal</i>: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.</p><p><i>Tiny magical beast</i>: If the form you take is that of a Tiny magical beast, you gain a -2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.</p><p><i>Small magical beast</i>: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.</p><p><i>Medium magical beast</i>: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.</p><p><i>Large magical beast</i>: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.</p></h4></div>
1110066NULLNULLNULLNULLNULL6NULLNULLNULLNULLNULL6NULL6
 You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
0000000000000000000000000
Beast Shape IV
39NULLAquatic (13)
Animals (14)
0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
41
Bestow Curse
necromancycurse
cleric/oracle 3, sorcerer/wizard 4, witch 3, antipaladin 3, bloodrager 4, shaman 3, occultist 3, mesmerist 3, spiritualist 3, medium 2
1 standard action
V, S0touch
creature touched
permanent00Will negatesyes
You place a curse on the subject. Choose one of the following. -6 decrease to an ability score (minimum 1). -4 penalty on attack rolls, saves, ability checks, and skill checks. Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters remove curse.
<p>You place a curse on the subject. Choose one of the following.</p><p><ul><li>-6 decrease to an ability score (minimum 1). <li>-4 penalty on attack rolls, saves, ability checks, and skill checks. <li>Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.</p><p></ul>You may also invent your own curse, but it should be no more powerful than those described above.</p><p>The curse bestowed by this spell cannot be dispelled, but it can be removed with a <i>break enchantment</i>, <i>limited wish</i>, <i>miracle</i>, <i>remove curse</i>, or <i>wish</i> spell.</p><p><i>Bestow curse</i> counters <i>remove curse</i>.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Bestow Curse </p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy [curse]; <b>Level </b>cleric/oracle 3, sorcerer/wizard 4, witch 3, antipaladin 3, bloodrager 4, shaman 3, occultist 3, mesmerist 3, spiritualist 3, medium 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> creature touched</h5><h5><b>Duration </b>permanent</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>You place a curse on the subject. Choose one of the following.</p><p><ul><li>-6 decrease to an ability score (minimum 1). <li>-4 penalty on attack rolls, saves, ability checks, and skill checks. <li>Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.</p><p></ul>You may also invent your own curse, but it should be no more powerful than those described above.</p><p>The curse bestowed by this spell cannot be dispelled, but it can be removed with a <i>break enchantment</i>, <i>limited wish</i>, <i>miracle</i>, <i>remove curse</i>, or <i>wish</i> spell.</p><p><i>Bestow curse</i> counters <i>remove curse</i>.</p></h4></div>
11000443NULLNULLNULLNULLNULLNULL3NULL33NULL34
Curse (3), Tyranny (3)
–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
0000100000000000000000000
Bestow Curse
40NULL
Accursed (9), Div (9)
043NULL2333NULLNULLNULL000NULL
42
Binding
enchantment
compulsion
mind-affecting
sorcerer/wizard 8, summoner/unchained summoner 6, psychic 8
1 minute
V, S, M (opals worth 500 gp per HD of the target creature, plus other components as specified below)
1
close (25 ft. + 5 ft./2 levels)
one living creature
see text10
Will negates; see text
yes
A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level. You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to a third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2. If you cast any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature's save succeeds, all binding spells it has received are broken. The binding spell has six versions. Choose one of the following versions when you cast the spell. Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times. Slumber: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a sleep effect. Bound Slumber: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a sleep effect. Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast. Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4. Minimus Containment: The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4. You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane by dismissal, banishment, or a similar effect.
<p>A <i>binding</i> spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level.</p><p>You may have as many as six assistants help you with the spell. For each assistant who casts <i>suggestion</i>, your caster level for this casting of <i>binding</i> increases by 1. For each assistant who casts <i>dominate animal</i>, <i>dominate person</i>, or <i>dominate monster</i>, your caster level for this casting of binding increases by a number equal to a third of that assistant's level, provided that the spell's target is appropriate for a <i>binding</i> spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the <i>binding</i> spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the <i>binding</i> lasts. All <i>binding</i> spells are dismissible.</p><p>Regardless of the version of <i>binding</i> you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.</p><p>If you cast any of the first three versions of <i>binding</i> (those with limited durations), you may cast additional <i>binding</i> spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature's save succeeds, all <i>binding</i> spells it has received are broken.</p><p>The <i>binding</i> spell has six versions. Choose one of the following versions when you cast the spell.</p><p><i>Chaining</i>: The subject is confined by restraints that generate an <i>antipathy</i> spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of <i>binding</i> is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.</p><p><i>Slumber</i>: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of <i>binding</i> is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a <i>sleep</i> effect.</p><p><i>Bound Slumber</i>: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a <i>sleep</i> effect.</p><p><i>Hedged Prison</i>: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.</p><p><i>Metamorphosis</i>: The subject assumes <i>gaseous form</i>, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The <i>binding</i> is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.</p><p><i>Minimus Containment</i>: The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The <i>binding</i> is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.</p><p>You can't dispel a <i>binding</i> spell with <i>dispel magic</i> or a similar effect, though an <i>antimagic field</i> or <i>mage's disjunction</i> affects it normally. A bound extraplanar creature cannot be sent back to its home plane by <i>dismissal</i>, <i>banishment</i>, or a similar effect.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Binding</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [mind-affecting]; <b>Level </b>sorcerer/wizard 8, summoner/unchained summoner 6, psychic 8</h5><h5><b>Casting Time </b>1 minute</h5><h5><b>Components </b>V, S, M (opals worth 500 gp per HD of the target creature, plus other components as specified below)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one living creature</h5><h5><b>Duration </b>see text (D)</h5><h5><b>Saving Throw </b>Will negates; see text; <b>Spell Resistance </b>yes</h5></div><div><h4><p>A <i>binding</i> spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level.</p><p>You may have as many as six assistants help you with the spell. For each assistant who casts <i>suggestion</i>, your caster level for this casting of <i>binding</i> increases by 1. For each assistant who casts <i>dominate animal</i>, <i>dominate person</i>, or <i>dominate monster</i>, your caster level for this casting of binding increases by a number equal to a third of that assistant's level, provided that the spell's target is appropriate for a <i>binding</i> spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the <i>binding</i> spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the <i>binding</i> lasts. All <i>binding</i> spells are dismissible.</p><p>Regardless of the version of <i>binding</i> you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.</p><p>If you cast any of the first three versions of <i>binding</i> (those with limited durations), you may cast additional <i>binding</i> spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature's save succeeds, all <i>binding</i> spells it has received are broken.</p><p>The <i>binding</i> spell has six versions. Choose one of the following versions when you cast the spell.</p><p><i>Chaining</i>: The subject is confined by restraints that generate an <i>antipathy</i> spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of <i>binding</i> is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.</p><p><i>Slumber</i>: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of <i>binding</i> is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a <i>sleep</i> effect.</p><p><i>Bound Slumber</i>: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a <i>sleep</i> effect.</p><p><i>Hedged Prison</i>: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.</p><p><i>Metamorphosis</i>: The subject assumes <i>gaseous form</i>, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The <i>binding</i> is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.</p><p><i>Minimus Containment</i>: The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The <i>binding</i> is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.</p><p>You can't dispel a <i>binding</i> spell with <i>dispel magic</i> or a similar effect, though an <i>antimagic field</i> or <i>mage's disjunction</i> affects it normally. A bound extraplanar creature cannot be sent back to its home plane by <i>dismissal</i>, <i>banishment</i>, or a similar effect.</p></h4></div>
1110088NULLNULLNULLNULLNULLNULL6NULLNULLNULLNULLNULLNULL8Slavery (8)
 Utilizes an array of techniques to imprison a creature.
0000000000000000000100000Binding415000NULLNULL8NULLNULLNULLNULLNULLNULLNULL0006
43
Black Tentacles
conjurationcreation
sorcerer/wizard 4, witch 4, summoner 3, magus 4, bloodrager 4, psychic 4, spiritualist 4, unchained summoner 4
1 standard action
V, S, M (octopus or squid tentacle)
0
medium (100 ft. + 10 ft./level)
20-ft.-radius spread
1 round/level (D)
10noneno
This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect. If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB. The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.
<p>This spell causes a field of rubbery <i>black tentacles</i> to appear, burrowing up from the floor and reaching for any creature in the area.</p><p>Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that <i>black tentacles</i> is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.</p><p>If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The <i>black tentacles</i> spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that <i>black tentacles</i> succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of <i>black tentacles</i>, for the purposes of escaping the grapple, is equal to 10 + its CMB.</p><p>The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Black Tentacles</p><div style="clear: both;"></div></div><div><h5><b>School </b>conjuration (creation); <b>Level </b>sorcerer/wizard 4, witch 4, summoner 3, magus 4, bloodrager 4, psychic 4, spiritualist 4, unchained summoner 4</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (octopus or squid tentacle)</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Area </b>20-ft.-radius spread</h5><h5><b>Duration </b>1 round/level (D)</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>This spell causes a field of rubbery <i>black tentacles</i> to appear, burrowing up from the floor and reaching for any creature in the area.</p><p>Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that <i>black tentacles</i> is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.</p><p>If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The <i>black tentacles</i> spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that <i>black tentacles</i> succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of <i>black tentacles</i>, for the purposes of escaping the grapple, is equal to 10 + its CMB.</p><p>The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.</p></h4><h5><b>Mythic: </b>Add your tier to the base attack bonus of the tentacles. The tentacles also deal an additional 2d6 points of acid damage with a successful grapple.</h5><h5><b>Augmented (6th)</b>: If you expend two uses of mythic power, the spell creates twice as many tentacles in the same area, meaning each creature in the area is attacked twice per round. The tentacles can grapple creatures that are immune to grappling if that immunity is from a non-mythic source, but combat maneuver checks to grapple such creatures take a -5 penalty.</h5></div>
1110044NULLNULLNULLNULLNULLNULL34NULLNULLNULL4NULL4
 Tentacles grapple all creatures within a 20-ft. spread.
0000000000000000000000000
Black Tentacles
42NULL
Aberrant (Sorcerer) (9), Aberrant (BloodRager) (16)
Occult (8)
Add your tier to the base attack bonus of the tentacles. The tentacles also deal an additional 2d6 points of acid damage with a successful grapple.
Augmented (6th): If you expend two uses of mythic power, the spell creates twice as many tentacles in the same area, meaning each creature in the area is attacked twice per round. The tentacles can grapple creatures that are immune to grappling if that immunity is from a non-mythic source, but combat maneuver checks to grapple such creatures take a -5 penalty.
14NULL4NULLNULLNULL4NULLNULLNULL0004
44
Blade Barrier
evocationforce
cleric/oracle 6, inquisitor 6, occultist 6, psychic 6
1 standard action
V, S0
medium (100 ft. + 10 ft./level)
wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high
1 min./level (D)
10
Reflex half or Reflex negates; see text
yes
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
<p>An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.</p><p>If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall.</p><p>Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.</p><p>A <i>blade barrier</i> provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Blade Barrier</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [force]; <b>Level </b>cleric/oracle 6, inquisitor 6, occultist 6, psychic 6</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Effect </b>wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high</h5><h5><b>Duration </b>1 min./level (D)</h5><h5><b>Saving Throw </b>Reflex half or Reflex negates; see text; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.</p><p>If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall.</p><p>Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.</p><p>A <i>blade barrier</i> provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.</p></h4><h5><b>Mythic: </b>You may cast this spell as an immediate action. The barrier's damage increases to 1d8 per caster level (maximum 20d8).</h5><h5><b>Augmented (3rd)</b>: If you expend two uses of mythic power, you can spend a move action to move the barrier up to 10 feet in any direction. The shape (flat or ring) and orientation (vertical or horizontal) of the wall must remain the same. If you move the barrier through a creature's space, it can attempt a saving throw to avoid the wall, as if you had created it where the creature is.</h5></div>
11000NULLNULL6NULLNULLNULLNULLNULLNULLNULL66NULLNULLNULL6
Good (6), War (6)
 Wall of blades deals 1d6/level damage.
0000000000000010000000000
Blade Barrier
43NULLThorns (12)
You may cast this spell as an immediate action. The barrier's damage increases to 1d8 per caster level (maximum 20d8).
Augmented (3rd): If you expend two uses of mythic power, you can spend a move action to move the barrier up to 10 feet in any direction. The shape (flat or ring) and orientation (vertical or horizontal) of the wall must remain the same. If you move the barrier through a creature's space, it can attempt a saving throw to avoid the wall, as if you had created it where the creature is.
1NULLNULL6NULLNULL6NULLNULLNULLNULL000NULL
45
Blasphemyevocationevil, sonic
cleric/oracle 7, inquisitor 6
1 standard action
V040 ft.
nonevil creatures in a 40-ft.-radius spread centered on you
instantaneous
00Will partialyes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects. HD Effect Equal to caster level Dazed Up to caster level -1 Weakened, dazed Up to caster level -5 Paralyzed, weakened, dazed Up to caster level -10 Killed, paralyzed, weakened, dazed The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates. Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round. Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25). Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
<p>Any nonevil creature within the area of a <i>blasphemy</i> spell suffers the following ill effects. <table border ='1'><tr><th>HD</th><th>Effect</th></tr><tr><td>Equal to caster level</td><td>Dazed</td></tr><tr><td>Up to caster level -1</td><td>Weakened, dazed</td></tr><tr><td>Up to caster level -5</td><td>Paralyzed, weakened, dazed</td></tr><tr><td>Up to caster level -10</td><td>Killed, paralyzed, weakened, dazed</td></tr></table> The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.</p><p><i>Dazed</i>: The creature can take no actions for 1 round, though it defends itself normally. Save negates.</p><p><i>Weakened</i>: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.</p><p><i>Paralyzed</i>: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.</p><p><i>Killed</i>: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).</p><p>Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the <i>blasphemy</i> or not. The banishment effect allows a Will save (at a -4 penalty) to negate.</p><p>Creatures whose Hit Dice exceed your caster level are unaffected by <i>blasphemy</i>.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Blasphemy</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [evil, sonic]; <b>Level </b>cleric/oracle 7, inquisitor 6</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>40 ft.</h5><h5><b>Area </b>nonevil creatures in a 40-ft.-radius spread centered on you</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Will partial; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>Any nonevil creature within the area of a <i>blasphemy</i> spell suffers the following ill effects. <table border ='1'><tr><th>HD</th><th>Effect</th></tr><tr><td>Equal to caster level</td><td>Dazed</td></tr><tr><td>Up to caster level -1</td><td>Weakened, dazed</td></tr><tr><td>Up to caster level -5</td><td>Paralyzed, weakened, dazed</td></tr><tr><td>Up to caster level -10</td><td>Killed, paralyzed, weakened, dazed</td></tr></table> The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.</p><p><i>Dazed</i>: The creature can take no actions for 1 round, though it defends itself normally. Save negates.</p><p><i>Weakened</i>: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.</p><p><i>Paralyzed</i>: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.</p><p><i>Killed</i>: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).</p><p>Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the <i>blasphemy</i> or not. The banishment effect allows a Will save (at a -4 penalty) to negate.</p><p>Creatures whose Hit Dice exceed your caster level are unaffected by <i>blasphemy</i>.</p></h4><h5><b>Mythic: </b>When determining the spell's effect on non-mythic creatures, add your tier to your caster level. Nonevil creatures that fail the save take a -4 penalty on attack rolls and saving throws, and their spell resistance decreases by 5 for as long as the spell's other effects last.</h5></div>
10000NULLNULL7NULLNULLNULLNULLNULLNULLNULL67NULLNULLNULL7Evil (7)
 Kills, paralyzes, weakens, or dazes nonevil subjects.
0000000000010000000000010Blasphemy44NULL
When determining the spell's effect on non-mythic creatures, add your tier to your caster level. Nonevil creatures that fail the save take a -4 penalty on attack rolls and saving throws, and their spell resistance decreases by 5 for as long as the spell's other effects last.
1NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
46
Bleednecromancy
cleric/oracle 0, inquisitor 0, sorcerer/wizard 0, witch 0, shaman 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0, medium 0
1 standard action
V, S0
close (25 ft. + 5 ft./2 levels)
one living creature
instantaneous
00Will negatesyes
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
<p>You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Bleed</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy; <b>Level </b>cleric/oracle 0, inquisitor 0, sorcerer/wizard 0, witch 0, shaman 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0, medium 0</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b>one living creature</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.</p></h4></div>
11000000NULLNULLNULLNULLNULLNULL000NULLNULLNULL0
Cause a stabilized creature to resume dying.
0000000000000000000000000Bleed45NULL0NULL000000NULLNULLNULL000NULL
47
Bless
enchantment
compulsion
mind-affecting
cleric/oracle 1, paladin 1, inquisitor 1, shaman 1
1 standard action
V, S, DF050 ft.
The caster and all allies within a 50-ft. burst, centered on the caster
1 min./level00none
yes (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.
<p><i>Bless</i> fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.</p><p><i>Bless</i> counters and dispels <i>bane</i>.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Bless</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [mind-affecting]; <b>Level </b>cleric/oracle 1, paladin 1, inquisitor 1, shaman 1</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>50 ft.</h5><h5><b>Area </b>The caster and all allies within a 50-ft. burst, centered on the caster</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>yes (harmless)</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p><i>Bless</i> fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.</p><p><i>Bless</i> counters and dispels <i>bane</i>.</p></h4><h5><b>Mythic: </b>The +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. Once during the spell's duration, an affected creature can roll an attack roll or saving throw twice and take the higher result. The target must decide to use this ability before the first roll is attempted.</h5></div>
11001NULLNULL1NULLNULLNULL1NULLNULLNULL11NULLNULL11
Community (1), Leadership (1), Resolve (1)
Allies gain +1 on attack rolls and saves against fear.
0000000000000000000100000Bless46NULLCelestial (3)
Ancestors (2)
The +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. Once during the spell's duration, an affected creature can roll an attack roll or saving throw twice and take the higher result. The target must decide to use this ability before the first roll is attempted.
1NULL1NULLNULLNULLNULLNULLNULLNULLNULL000NULL
48
Bless Water
transmutation
good
cleric/oracle 1, paladin 1, inquisitor 1
1 minute
V, S, M (5 pounds of powdered silver worth 25 gp)
1touch
flask of water touched
instantaneous
00
Will negates (object)
yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
<p>This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Bless Water</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation [good]; <b>Level </b>cleric/oracle 1, paladin 1, inquisitor 1</h5><h5><b>Casting Time </b>1 minute</h5><h5><b>Components </b>V, S, M (5 pounds of powdered silver worth 25 gp)</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> flask of water touched</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Will negates (object); <b>Spell Resistance </b>yes (object)</h5></div><div><h4><p>This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.</p></h4></div>
11100NULLNULL1NULLNULLNULL1NULLNULLNULL11NULLNULLNULL1Divine (2)
Makes holy water.
0000000000000001000000000Bless Water4725Water (2)0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
49
Bless Weapon
transmutation
paladin 1
1 standard action
V, S0touch
weapon touched
1 min./level00noneno
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot. In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
<p>This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.</p><p>In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a <i>keen</i> weapon or a <i>vorpal sword</i>.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Bless Weapon</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>paladin 1</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> weapon touched</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p>This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.</p><p>In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a <i>keen</i> weapon or a <i>vorpal sword</i>.</p></h4></div>
11000NULLNULLNULLNULLNULLNULL1NULLNULLNULLNULLNULLNULLNULLNULL1Glory (2)
 Weapon strikes true against evil foes.
0000000000000000000000000
Bless Weapon
48NULL0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
50
Blightnecromancy
druid 4, sorcerer/wizard 5, witch 5, shaman 5
1 standard action
V, S, DF0touch
instantaneous
00
Fortitude half; see text
yes
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life.
<p>This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.</p><p>This spell has no effect on the soil or surrounding plant life.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Blight</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy; <b>Level </b>druid 4, sorcerer/wizard 5, witch 5, shaman 5</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5><h5><b>Range </b>touch</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Fortitude half; see text; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.</p><p>This spell has no effect on the soil or surrounding plant life.</p></h4></div>
1100155NULL4NULLNULLNULLNULLNULL5NULLNULLNULLNULLNULL5
Seasons (4), Radiation (2)
Withers one plant or deals 1d6/level damage to plant creature.
0000000000000000000000000Blight49NULL
Daemon (11)
0NULL5NULLNULLNULLNULLNULLNULLNULL4000NULL
51
Blindness/Deafness
necromancy
antipaladin 2, bard 2, cleric/oracle 3, sorcerer/wizard 2, witch 2, bloodrager 2, shaman 3, psychic 2, mesmerist 2, spiritualist 3
1 standard action
V0
medium (100 ft. + 10 ft./level)
one living creature
permanent (D)
10
Fortitude negates
yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
<p>You call upon the powers of unlife to render the subject blinded or deafened, as you choose.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Blindness/Deafness</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy; <b>Level </b>antipaladin 2, bard 2, cleric/oracle 3, sorcerer/wizard 2, witch 2, bloodrager 2, shaman 3, psychic 2, mesmerist 2, spiritualist 3</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Targets </b>one living creature</h5><h5><b>Duration </b>permanent (D)</h5><h5><b>Saving Throw </b>Fortitude negates; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>You call upon the powers of unlife to render the subject blinded or deafened, as you choose.</p></h4><h5><b>Mythic: </b>You can cause the target to be both blinded and deafened at the same time. The target must attempt a saving throw against each effect separately.</h5></div>
10000223NULLNULL2NULLNULLNULL2NULL32NULLNULL2
Darkness (2)
Makes subject blind or deaf.
0000000000000000000000000
Blindness-Deafness
50NULL
You can cause the target to be both blinded and deafened at the same time. The target must attempt a saving throw against each effect separately.
1232NULL2NULL3NULLNULLNULL000NULL
52
Blink
transmutation
bard 3, sorcerer/wizard 3, magus 3, psychic 3
1 standard action
V, S0personalyou
1 round/level (D)
10
You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. Blink has several effects, as follows. Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike. Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane). While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures. You take only half damage from falling, since you fall only while you are material. While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones. An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet. Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.
<p>You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. <i>Blink</i> has several effects, as follows.</p><p>Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).</p><p>If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.</p><p>Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).</p><p>While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane).</p><p>Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.</p><p>You take only half damage from falling, since you fall only while you are material.</p><p>While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.</p><p>Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.</p><p>An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.</p><p>An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.</p><p>Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things.</p><p>Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Blink</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>bard 3, sorcerer/wizard 3, magus 3, psychic 3</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>personal</h5><h5><b>Targets </b>you</h5><h5><b>Duration </b>1 round/level (D)</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. <i>Blink</i> has several effects, as follows.</p><p>Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).</p><p>If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.</p><p>Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).</p><p>While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane).</p><p>Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.</p><p>You take only half damage from falling, since you fall only while you are material.</p><p>While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.</p><p>Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.</p><p>An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.</p><p>An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.</p><p>Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things.</p><p>Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.</p></h4><h5><b>Mythic: </b>You may spend a move action to remain corporeal or incorporeal until the end of your turn (you automatically resume blinking at the end of your turn).</h5><h5><b>Augmented (3rd)</b>: If you expend two uses of mythic power, you can spend either a swift action or a move action to remain corporeal or incorporeal until the end of your turn.</h5></div>
1100033NULLNULLNULL3NULLNULLNULLNULLNULLNULLNULL3NULL3
You randomly vanish and reappear for 1 round/level.
0000000000000000000000000Blink51NULLStarsoul (7)
Deception (6), Dimensions (6)
You may spend a move action to remain corporeal or incorporeal until the end of your turn (you automatically resume blinking at the end of your turn).
Augmented (3rd): If you expend two uses of mythic power, you can spend either a swift action or a move action to remain corporeal or incorporeal until the end of your turn.
1NULLNULL3NULLNULLNULLNULLNULLNULLNULL000NULL
53
Blurillusionglamer
bard 2, sorcerer/wizard 2, summoner/unchained summoner 2, alchemist 2, magus 2, occultist 2, psychic 2, mesmerist 2, spiritualist 2, medium 2
1 standard action
V0touch
creature touched
1 min./level10
Will negates (harmless)
yes (harmless)
The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
<p>The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).</p><p>A <i>see invisibility</i> spell does not counteract the <i>blur</i> effect, but a <i>true seeing</i> spell does.</p><p>Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Blur</p><div style="clear: both;"></div></div><div><h5><b>School </b>illusion (glamer); <b>Level </b>bard 2, sorcerer/wizard 2, alchemist 2, summoner/unchained summoner 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> creature touched</h5><h5><b>Duration </b>1 min./level (D)</h5><h5><b>Saving Throw </b>Will negates (harmless); <b>Spell Resistance </b>yes (harmless)</h5></div><div><h4><p>The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).</p><p>A <i>see invisibility</i> spell does not counteract the <i>blur</i> effect, but a <i>true seeing</i> spell does.</p><p>Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).</p></h4></div>
1000022NULLNULLNULL2NULL22NULLNULLNULLNULL2NULL2
Attacks miss subject 20% of the time.
0000000000000000000000000Blur52NULL
Destined (5), Protean (5)
0NULLNULL22222NULLNULLNULL0002
54
Break Enchantment
abjuration
bard 4, cleric/oracle 5, paladin 4, sorcerer/wizard 5, witch 5, inquisitor 5, shaman 5, occultist 4, psychic 4, mesmerist 4, spiritualist 5, medium 4
1 minuteV, S0
close (25 ft. + 5 ft./2 levels)
up to one creature per level, all within 30 ft. of each other
instantaneous
00see textno
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse. If the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment works only if that spell is 5th level or lower. If the effect comes from a permanent magic item, break enchantment does not remove the curse from the item, but it does free the victim from the item's effects.
<p>This spell frees victims from enchantments, transmutations, and curses. <i>Break enchantment</i> can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.</p><p>If the spell is one that cannot be dispelled by <i>dispel magic</i> or <i>stone to flesh</i>, <i>break enchantment</i> works only if that spell is 5th level or lower.</p><p>If the effect comes from a permanent magic item, <i>break enchantment</i> does not remove the curse from the item, but it does free the victim from the item's effects.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Break Enchantment</p><div style="clear: both;"></div></div><div><h5><b>School </b>abjuration; <b>Level </b>bard 4, cleric/oracle 5, paladin 4, sorcerer/wizard 5, witch 5, inquisitor 5, shaman 5, occultist 4, psychic 4, mesmerist 4, spiritualist 5, medium 4</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 minute</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b>up to one creature per level, all within 30 ft. of each other</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>see text; <b>Spell Resistance </b>no</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>This spell frees victims from enchantments, transmutations, and curses. <i>Break enchantment</i> can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.</p><p>If the spell is one that cannot be dispelled by <i>dispel magic</i> or <i>stone to flesh</i>, <i>break enchantment</i> works only if that spell is 5th level or lower.</p><p>If the effect comes from a permanent magic item, <i>break enchantment</i> does not remove the curse from the item, but it does free the victim from the item's effects.</p></h4><h5><b>Mythic: </b>Against non-mythic effects, the spell automatically succeeds without requiring a caster level check. Against mythic effects, add your tier to your caster level check. The maximum level of spell this spell can remove is 5 + half your tier.</h5><h5><b>Augmented (7th)</b>: If you expend two uses of mythic power, you can apply a removed enchantment, transmutation, or curse to the creature that originally cast it. The creature must be a valid target of the spell and on the same plane as you, and it gets a saving throw at the effect's original DC.</h5></div>
11000555NULLNULL44NULLNULL555NULLNULL55
Liberation (5), Luck (5), Restoration (5)
Frees subjects from enchantments, transmutations, and curses.
0000000000000000000000000
Break Enchantment
53NULL
Destined (11)
Against non-mythic effects, the spell automatically succeeds without requiring a caster level check. Against mythic effects, add your tier to your caster level check. The maximum level of spell this spell can remove is 5 + half your tier.
Augmented (7th): If you expend two uses of mythic power, you can apply a removed enchantment, transmutation, or curse to the creature that originally cast it. The creature must be a valid target of the spell and on the same plane as you, and it gets a saving throw at the effect's original DC.
1NULL544445NULLNULLNULL000NULL
55
Breath Of Life
conjurationhealing
cleric/oracle 5, shaman 5, spiritualist 5
1 standard action
V, S0touch
creature touched
instantaneous
00
Will negates (harmless) or Will half, see text
yes (harmless) or yes, see text
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day. Creatures slain by death effects cannot be saved by breath of life. Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
<p>This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).</p><p>Unlike other spells that heal damage, <i>breath of life</i> can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through <i>breath of life</i> gain a temporary negative level that lasts for 1 day.</p><p>Creatures slain by death effects cannot be saved by <i>breath of life</i>.</p><p>Like cure spells, <i>breath of life</i> deals damage to undead creatures rather than curing them, and cannot bring them back to life.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Breath Of Life</p><div style="clear: both;"></div></div><div><h5><b>School </b>conjuration (healing); <b>Level </b>cleric/oracle 5, shaman 5, spiritualist 5</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>touch</h5><h5><b>Targets </b>creature touched</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Will negates (harmless) or Will half, see text; <b>Spell Resistance </b>yes (harmless) or yes, see text</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).</p><p>Unlike other spells that heal damage, <i>breath of life</i> can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through <i>breath of life</i> gain a temporary negative level that lasts for 1 day.</p><p>Creatures slain by death effects cannot be saved by <i>breath of life</i>.</p><p>Like cure spells, <i>breath of life</i> deals damage to undead creatures rather than curing them, and cannot bring them back to life.</p></h4><h5><b>Mythic: </b>The spell heals 5d12 points of damage + 1 point per caster level (maximum +25). It can revive a creature that died of hp damage within the past 2 rounds. If the target was slain by a death effect that allows a saving throw, this spell allows the creature to attempt another save against that effect. If this save is successful, the creature is revived with -10 hp plus the amount healed by this spell.</h5><h5><b>Augmented (9th)</b>: If you expend two uses of mythic power, you can target up to one creature per caster level within 30 feet of you. Alternatively, you can target one creature that has been dead for a number of rounds up to your caster level.</h5></div>
11000NULLNULL5NULLNULLNULLNULLNULLNULLNULLNULL5NULLNULLNULL5Healing (5)
 Cures 5d8 damage + 1/level and restores life to recently slain creatures.
0000000000000000000000000
Breath of Life
54NULL
The spell heals 5d12 points of damage + 1 point per caster level (maximum +25). It can revive a creature that died of hp damage within the past 2 rounds. If the target was slain by a death effect that allows a saving throw, this spell allows the creature to attempt another save against that effect. If this save is successful, the creature is revived with -10 hp plus the amount healed by this spell.
Augmented (9th): If you expend two uses of mythic power, you can target up to one creature per caster level within 30 feet of you. Alternatively, you can target one creature that has been dead for a number of rounds up to your caster level.
1NULL5NULLNULLNULLNULL5NULLNULLNULL000NULL
56
Bull's Strength
transmutation
cleric/oracle 2, druid 2, paladin 2, sorcerer/wizard 2, summoner/unchained summoner 2, alchemist 2, antipaladin 2, magus 2, bloodrager 2, shaman 2, psychic 2, medium 2
1 standard action
V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
0touch
creature touched
1 min./level00
Will negates (harmless)
yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
<p>The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Bull's Strength</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>cleric/oracle 2, druid 2, paladin 2, sorcerer/wizard 2, summoner/unchained summoner 2, alchemist 2, antipaladin 2, magus 2, bloodrager 2, shaman 2, psychic 2, medium 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M/DF (a few hairs, or a pinch of dung, from a bull)</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> creature touched</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates (harmless); <b>Spell Resistance </b>yes (harmless)</h5></div><div><h4><p>The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.</p></h4></div>
111012222NULLNULL222NULLNULL22222
Rage (2), Strength (2)
Subject gains +4 to Str for 1 min./level.
0000000000000000000000000
Bull's Strength
55NULL
Abyssal (5), Orc (5)
Strength (4)02222NULLNULLNULLNULLNULL20002
57
Bull's Strength, Mass
transmutation
cleric/oracle 6, druid 6, sorcerer/wizard 6, summoner 4, magus 6, shaman 6, psychic 6, unchained summoner 6
1 standard action
V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
0
close (25 ft. + 5 ft./2 levels)
one creature/level, no two of which can be more than 30 ft. apart
1 min./level00
Will negates (harmless)
yes (harmless)
This spell functions like bull's strength, except that it affects multiple creatures.
<p>This spell functions like <i>bull's strength</i>, except that it affects multiple creatures.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Bull's Strength, Mass</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>cleric/oracle 6, druid 6, sorcerer/wizard 6, summoner 4, magus 6, shaman 6, psychic 6, unchained summoner 6</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M/DF (a few hairs, or a pinch of dung, from a bull)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one creature/level, no two of which can be more than 30 ft. apart</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates (harmless); <b>Spell Resistance </b>yes (harmless)</h5></div><div><h4><p>This spell functions like <i>bull's strength</i>, except that it affects multiple creatures.</p></h4></div>
111016666NULLNULLNULLNULL4NULLNULL6NULL6NULL6Ferocity (6)
As bull’s strength, affects 1 subject/level.
0000000000000000000000000
Bull's Strength, Mass
56NULL
Devotion (12), Strength (12)
0NULL66NULLNULLNULLNULLNULLNULL60006
58
Burning Hands
evocationfire
sorcerer/wizard 1, witch 1, magus 1, bloodrager 1, shaman 1, occultist 1
1 standard action
V, S015 ft.
cone-shaped burst
instantaneous
00Reflex halfyes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
<p>A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Burning Hands</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [fire]; <b>Level </b>sorcerer/wizard 1, witch 1, magus 1, bloodrager 1, shaman 1, occultist 1</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>15 ft.</h5><h5><b>Area </b>cone-shaped burst</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Reflex half; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.</p></h4><h5><b>Mythic: </b>The range increases to 20 feet, and the damage dealt increases to 1d6 points of fire damage per caster level (maximum 5d6).</h5></div>
1100011NULLNULLNULLNULLNULLNULLNULL1NULLNULLNULL111Fire (1)
 1d4/level fire damage (max 5d4).
0000000000000100000000000
Burning Hands
57NULL
Elemental (3), Orc (3)
Vengeance (2)
The range increases to 20 feet, and the damage dealt increases to 1d6 points of fire damage per caster level (maximum 5d6).
111NULLNULLNULL1NULLNULLNULLNULL000NULL
59
Call Lightning
evocationelectricity
druid 3, shaman 3, occultist 3
1 roundV, S0
medium (100 ft. + 10 ft./level)
one or more 30-ft.-long vertical lines of lightning
1 min./level00Reflex halfyes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area-a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)-each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater.
<p>Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.</p><p>You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).</p><p>If you are outdoors and in a stormy area-a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)-each bolt deals 3d10 points of electricity damage instead of 3d6.</p><p>This spell functions indoors or underground but not underwater.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Call Lightning</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [electricity]; <b>Level </b>druid 3, shaman 3, occultist 3</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 round</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Effect </b>one or more 30-ft.-long vertical lines of lightning</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Reflex half; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.</p><p>You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).</p><p>If you are outdoors and in a stormy area-a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)-each bolt deals 3d10 points of electricity damage instead of 3d6.</p><p>This spell functions indoors or underground but not underwater.</p></h4><h5><b>Mythic: </b>Each lightning bolt's damage increases to 3d10 points of damage (or 5d10 points outdoors in stormy weather). Half of this damage is electricity damage, and the other half is sonic. Creatures that succeed at their saving throws are dazzled and deafened for 1 round. Those that fail at their saving throws are dazzled and deafened for 1 minute.</h5></div>
11000NULLNULLNULL3NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL3
Catastrophe (3), Weather (3)
 Calls down lightning bolts (3d6 per bolt) from sky.
0000000001000000000000000
Call Lightning
58NULLStorms (6)
Each lightning bolt's damage increases to 3d10 points of damage (or 5d10 points outdoors in stormy weather). Half of this damage is electricity damage, and the other half is sonic. Creatures that succeed at their saving throws are dazzled and deafened for 1 round. Those that fail at their saving throws are dazzled and deafened for 1 minute.
1NULL3NULLNULLNULL3NULLNULLNULL3000NULL
60
Call Lightning Storm
evocationelectricity
druid 5, shaman 5, occultist 5
1 roundV, S0
long (400 ft. + 40 ft./level)
one or more 30-ft.-long vertical lines of lightning
1 min./level00Reflex halfyes
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.
<p>This spell functions like <i>call lightning</i>, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Call Lightning Storm</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [electricity]; <b>Level </b>druid 5, shaman 5, occultist 5</h5><h5><b>Casting Time </b>1 round</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>long (400 ft. + 40 ft./level)</h5><h5><b>Effect </b>one or more 30-ft.-long vertical lines of lightning</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Reflex half; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell functions like <i>call lightning</i>, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.</p></h4></div>
11000NULLNULLNULL5NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL5Storms (5)
 As call lightning, but 5d6 damage per bolt.
0000000001000000000000000
Call Lightning Storm
59NULLStarsoul (9)Storms (10)0NULL5NULLNULLNULL5NULLNULLNULL5000NULL
61
Calm Animals
enchantment
compulsion
mind-affecting, emotion
druid 1, ranger 1, shaman 1, psychic 1
1 standard action
V, S0
close (25 ft. + 5 ft./2 levels)
animals within 30 ft. of each other
1 min./level00Will negatesyes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
<p>This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.</p><p>The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Calm Animals</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [mind-affecting, emotion]; <b>Level </b>druid 1, ranger 1, shaman 1, psychic 1</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> animals within 30 ft. of each other</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.</p><p>The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.</p></h4></div>
11000NULLNULLNULL11NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL1Animal (1)
Calms 2d4 + level HD of animals.
0000000000100000000100000
Calm Animals
60NULL0NULL11NULLNULLNULLNULLNULLNULL1000NULL
62
Calm Emotions
enchantment
compulsion
mind-affecting, emotion
bard 2, cleric/oracle 2, inquisitor 2, shaman 2, occultist 2, psychic 2, mesmerist 2
1 standard action
V, S, DF0
medium (100 ft. + 10 ft./level)
creatures in a 20-ft.-radius spread
concentration, up to 1 round/level
10Will negatesyes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
<p>This spell calms agitated creatures. You have no control over the affected creatures, but <i>calm emotions</i> can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.</p><p>This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as <i>bless</i>, <i>good hope</i>, and <i>rage</i>, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the <i>calm emotions spell</i> ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Calm Emotions</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [mind-affecting, emotion]; <b>Level </b>bard 2, cleric/oracle 2, inquisitor 2, shaman 2, occultist 2, psychic 2, mesmerist 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Area </b>creatures in a 20-ft.-radius spread</h5><h5><b>Duration </b>concentration, up to 1 round/level (D)</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell calms agitated creatures. You have no control over the affected creatures, but <i>calm emotions</i> can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.</p><p>This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as <i>bless</i>, <i>good hope</i>, and <i>rage</i>, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the <i>calm emotions spell</i> ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.</p></h4></div>
11001NULLNULL2NULLNULL2NULLNULLNULLNULL22NULLNULLNULL2
Charm (2), Family (2)
Calms creatures, negating emotion effects.
0000000000100000000100000
Calm Emotions
61NULL
Enchantment (4), Peace (4)
0NULL22NULL22NULLNULLNULLNULL000NULL
63
Cat's Grace
transmutation
bard 2, druid 2, ranger 2, sorcerer/wizard 2, summoner/unchained summoner 2, alchemist 2, magus 2, bloodrager 2, psychic 2, mesmerist 2, medium 2
1 standard action
V, S, M (pinch of cat fur)
0touch
creature touched
1 min./level00
Will negates (harmless)
yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
<p>The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Cat's Grace</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>bard 2, druid 2, ranger 2, sorcerer/wizard 2, alchemist 2, summoner/unchained summoner 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (pinch of cat fur)</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> creature touched</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates (harmless); <b>Spell Resistance </b>yes</h5></div><div><h4><p>The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.</p></h4></div>
1110022NULL222NULL22NULLNULLNULLNULL222Flowing (2)
Subject gains +4 to Dex for 1 min./level.
0000000000000000000000000Cat's Grace62NULLAgility (4)02NULL222NULLNULLNULLNULL20002
64
Cat's Grace, Mass
transmutation
bard 6, druid 6, sorcerer/wizard 6, summoner 4, magus 6, psychic 6, unchained summoner 6
1 standard action
V, S, M (pinch of cat fur)
0
close (25 ft. + 5 ft./2 levels)
one creature/level, no two of which can be more than 30 ft. apart
1 min./level00
Will negates (harmless)
yes
This spell functions like cat's grace, except that it affects multiple creatures.
<p>This spell functions like <i>cat's grace</i>, except that it affects multiple creatures.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Cat's Grace, Mass</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>bard 6, druid 6, sorcerer/wizard 6, , summoner 4</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (pinch of cat fur)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one creature/level, no two of which can be more than 30 ft. apart</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates (harmless); <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell functions like <i>cat's grace</i>, except that it affects multiple creatures.</p></h4></div>
1110066NULL6NULL6NULLNULL4NULLNULLNULLNULL6NULL6
As cat’s grace, affects 1 subject/level.
0000000000000000000000000
Cat's Grace, Mass
63NULLAgility (12)0NULLNULL6NULLNULLNULLNULLNULLNULL60006
65
Cause Fearnecromancy
emotion, fear, mind-affecting
antipaladin 1, bard 1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1, witch 1, bloodrager 1, shaman 1, occultist 1, psychic 1, mesmerist 1, spiritualist 1, medium 1
1 standard action
V, S0
close (25 ft. + 5 ft./2 levels)
one living creature with 5 or fewer HD
1d4 rounds or 1 round; see text
00Will partialyes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
<p>The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Cause Fear</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy [emotion, fear, mind-affecting]; <b>Level </b>antipaladin 1, bard 1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1, witch 1, bloodrager 1, shaman 1, occultist 1, psychic 1, mesmerist 1, spiritualist 1, medium 1</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b>one living creature with 5 or fewer HD</h5><h5><b>Duration </b>1d4 rounds or 1 round; see text</h5><h5><b>Saving Throw </b>Will partial; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.</p></h4></div>
11000111NULLNULL1NULLNULLNULL1111NULL11
Daemon (1), Death (1), Fear (1)
A creature of 5 HD or less flees for 1d4 rounds.
0000000000101000000100000Cause Fear64NULLAbyssal (3)01111111NULLNULLNULL000NULL
66
Chain Lightning
evocationelectricity
sorcerer/wizard 6, witch 7, magus 6, occultist 6
1 standard action
V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin per caster level)
0
long (400 ft. + 40 ft./level)
one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
instantaneous
00Reflex halfyes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
<p>This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike <i>lightning bolt</i>, <i>chain lightning</i> strikes one object or creature initially, then arcs to other targets.</p><p>The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt.</p><p>Each target can attempt a Reflex saving throw for half damage.</p><p>The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Chain Lightning</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [electricity]; <b>Level </b>sorcerer/wizard 6, witch 7, magus 6, occultist 6</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin per caster level)</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>long (400 ft. + 40 ft./level)</h5><h5><b>Targets </b>one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Reflex half; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike <i>lightning bolt</i>, <i>chain lightning</i> strikes one object or creature initially, then arcs to other targets.</p><p>The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt.</p><p>Each target can attempt a Reflex saving throw for half damage.</p><p>The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.</p></h4><h5><b>Mythic: </b>This spell deals 1d10 points of damage per caster level (maximum 20d10) and the save DC isn't reduced for secondary targets. Secondary targets have to be within 30 feet of any other target, not necessarily the primary target.</h5></div>
1100066NULLNULLNULLNULLNULLNULLNULL7NULLNULLNULL6NULL6Air (6)
 1d6/level damage and 1 secondary bolt/level.
0000000001000000000000000
Chain Lightning
65NULL
Djinni (13), Stormborn (13)
This spell deals 1d10 points of damage per caster level (maximum 20d10) and the save DC isn't reduced for secondary targets. Secondary targets have to be within 30 feet of any other target, not necessarily the primary target.
1NULLNULLNULLNULLNULL6NULLNULLNULLNULL000NULL
67
Changestaff
transmutation
druid 71 round
V, S, F (a quarterstaff that has been carved and polished for 28 days)
0touch
your touched staff
1 hour/level (D)
10noneno
You change a specially prepared quarterstaff into a Huge treant-like creature (see the Pathfinder RPG Bestiary), about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.
<p>You change a specially prepared quarterstaff into a Huge treant-like creature (see the <i>Pathfinder RPG</i> Bestiary), about 24 feet tall.</p><p>When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant.</p><p>The staff-treant defends you and obeys any spoken commands.</p><p>However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed.</p><p>Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Changestaff</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>druid 7</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 round</h5><h5><b>Components </b>V, S, F (a quarterstaff that has been carved and polished for 28 days)</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>touch</h5><h5><b>Targets </b>your touched staff</h5><h5><b>Duration </b>1 hour/level (D)</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>You change a specially prepared quarterstaff into a Huge treant-like creature (see the <i>Pathfinder RPG</i> Bestiary), about 24 feet tall.</p><p>When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant.</p><p>The staff-treant defends you and obeys any spoken commands.</p><p>However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed.</p><p>Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.</p></h4><h5><b>Mythic: </b>The treant-like creature created with this spell is considered a mythic creature, and it gains DR 10/epic and slashing instead of gaining DR 10/slashing.</h5><h5><b>Augmented (7th)</b>: If you expend two uses of mythic power, the creature gains the savage mythic template (see page 224).</h5></div>
11000NULLNULLNULL7NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL7
 Your staff becomes a treant on command.
0000000000000000000000000Changestaff66NULL
The treant-like creature created with this spell is considered a mythic creature, and it gains DR 10/epic and slashing instead of gaining DR 10/slashing.
Augmented (7th): If you expend two uses of mythic power, the creature gains the savage mythic template (see page 224).
1NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
68
Chaos Hammer
evocationchaotic
cleric/oracle 4, inquisitor 4
1 standard action
V, S0
medium (100 ft. + 10 ft./level)
20-ft.-radius burst
instantaneous (1d6 rounds); see text
00
Will partial; see text
yes
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect. The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
<p>You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.</p><p>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and <i>slow</i>s them for 1d6 rounds (see the <i>slow</i> spell). A successful Will save reduces the damage by half and negates the <i>slow</i> effect.</p><p>The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not <i>slow</i>ed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Chaos Hammer</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [chaotic]; <b>Level </b>cleric/oracle 4, inquisitor 4</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Area </b>20-ft.-radius burst</h5><h5><b>Duration </b>instantaneous (1d6 rounds); see text</h5><h5><b>Saving Throw </b>Will partial; see text; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.</p><p>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and <i>slow</i>s them for 1d6 rounds (see the <i>slow</i> spell). A successful Will save reduces the damage by half and negates the <i>slow</i> effect.</p><p>The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not <i>slow</i>ed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.</p></h4><h5><b>Mythic: </b>The damage dealt to lawful outsiders increases to 1d10 points of damage per caster level (maximum 10d10), and the damage dealt to other lawful creatures increases to 1d12 points of damage per 2 caster levels (maximum 5d12). The duration of slow increases to 2d6 rounds. Lawful creatures that succeed at their saves are slowed for 1 round.</h5></div>
11000NULLNULL4NULLNULLNULLNULLNULLNULLNULL44NULLNULLNULL4Chaos (4)
 Harms and slows lawful creatures (1d8 damage/2 levels).
0010000000000000000000000
Chaos Hammer
67NULL
The damage dealt to lawful outsiders increases to 1d10 points of damage per caster level (maximum 10d10), and the damage dealt to other lawful creatures increases to 1d12 points of damage per 2 caster levels (maximum 5d12). The duration of slow increases to 2d6 rounds. Lawful creatures that succeed at their saves are slowed for 1 round.
1NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
69
Charm Person
enchantment
charm
mind-affecting
bard 1, sorcerer/wizard 1, witch 1, shaman 1, occultist 1, psychic 1, mesmerist 1
1 standard action
V, S0
close (25 ft. + 5 ft./2 levels)
one humanoid creature
1 hour/level00Will negatesyes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
<p>This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.</p><p>The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Charm Person</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (charm) [mind-affecting]; <b>Level </b>bard 1, sorcerer/wizard 1, witch 1, shaman 1, occultist 1, psychic 1, mesmerist 1</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one humanoid creature</h5><h5><b>Duration </b>1 hour/level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.</p><p>The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.</p></h4></div>
1100011NULLNULLNULL1NULLNULLNULL1NULLNULLNULLNULLNULL1
Charm (1), Slavery (1)
Makes one person your friend.
0000000000000000000100000
Charm Person
68NULL
Rakshasa (3)
0NULL11NULL11NULLNULLNULLNULL000NULL
70
Charm Animal
enchantment
charm
mind-affecting
druid 1, ranger 1, shaman 1, psychic 1
1 standard action
V, S0
close (25 ft. + 5 ft./2 levels)
one animal1 hour/level00Will negatesyes
This spell functions like charm person, except that it affects a creature of the animal type.
<p>This spell functions like <i>charm person</i>, except that it affects a creature of the animal type.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Charm Animal</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (charm) [mind-affecting]; <b>Level </b>druid 1, ranger 1, shaman 1, psychic 1</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one animal</h5><h5><b>Duration </b>1 hour/level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell functions like <i>charm person</i>, except that it affects a creature of the animal type.</p></h4></div>
11000NULLNULLNULL11NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL1
Makes one animal your friend.
0000000000000000000100000
Charm Animal
69NULL
Pestilence (3)
Animals (2)0NULL11NULLNULLNULLNULLNULLNULL1000NULL
71
Charm Monster
enchantment
charm
mind-affecting
bard 3, sorcerer/wizard 4, witch 4, summoner 3, occultist 4, psychic 4, mesmerist 3, unchained summoner 4
1 standard action
V, S0
close (25 ft. + 5 ft./2 levels)
one living creature
1 day/level00Will negatesyes
This spell functions like charm person, except that the effect is not restricted by creature type or size.
<p>This spell functions like <i>charm person</i>, except that the effect is not restricted by creature type or size.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Charm Monster</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (charm) [mind-affecting]; <b>Level </b>bard 3, sorcerer/wizard 4, summoner 3, witch 4</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one living creature</h5><h5><b>Duration </b>1 day/level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell functions like <i>charm person</i>, except that the effect is not restricted by creature type or size.</p></h4></div>
1100044NULLNULLNULL3NULLNULL34NULLNULLNULLNULLNULL4Charm (5)
Makes monster believe it is your ally.
0000000000000000000100000
Charm Monster
70NULL
Infernal (9), Oni (9)
0NULLNULL4NULL34NULLNULLNULLNULL0004
72
Charm Monster, Mass
enchantment
charm
mind-affecting
bard 6, sorcerer/wizard 8, witch 8, summoner/unchained summoner 6, occultist 6, psychic 8, mesmerist 6
1 standard action
V0
close (25 ft. + 5 ft./2 levels)
One or more creatures, no two of which can be more than 30 ft. apart
1 day/level00Will negatesyes
This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a creature with too many HD to affect.
<p>This spell functions like <i>charm monster</i>, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a creature with too many HD to affect.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Charm Monster, Mass</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (charm) [mind-affecting]; <b>Level </b>bard 6, sorcerer/wizard 8, summoner/unchained summoner 6, summoner/unchained summoner 6 8</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> One or more creatures, no two of which can be more than 30 ft. apart</h5><h5><b>Duration </b>1 day/level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell functions like <i>charm monster</i>, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a creature with too many HD to affect.</p></h4></div>
1000088NULLNULLNULL6NULLNULL68NULLNULLNULLNULLNULL8
As charm monster, but all within 30 ft.
0000000000000000000100000
Charm Monster, Mass
71NULL0NULLNULL8NULL66NULLNULLNULLNULL0006
73
Chill Metal
transmutation
cold
druid 2, occultist 2, psychic 2
1 standard action
V, S, DF0
close (25 ft. + 5 ft./2 levels)
metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest
7 rounds00
Will negates (object)
yes (object)
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below. Round Metal Temperature Damage 1 Cold None 2 Icy 1d4 points 3-5 Freezing 2d4 points 6 Icy 1d4 points 7 Cold None Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended. Chill metal counters and dispels heat metal.
<p><i>Chill metal</i> makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.</p><p>A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.</p><p>On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.</p> <table border ='1'><tr><th>Round</th><th>Metal Temperature Damage</th></tr><tr><td>1</td><td>Cold None</td></tr><tr><td>2</td><td>Icy 1d4 points</td></tr><tr><td>3-5</td><td>Freezing 2d4 points</td></tr><tr><td>6</td><td>Icy 1d4 points</td></tr><tr><td>7</td><td>Cold None</td></tr></table> Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis.</p><p>Underwater, <i>chill metal</i> deals no damage, but ice immediately forms around the affected metal, making it float if unattended.</p><p><i>Chill metal</i> counters and dispels <i>heat metal</i>.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Chill Metal</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation [cold]; <b>Level </b>druid 2, occultist 2, psychic 2</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b>metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest</h5><h5><b>Duration </b>7 rounds</h5><h5><b>Saving Throw </b>Will negates (object); <b>Spell Resistance </b>yes (object)</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p><i>Chill metal</i> makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.</p><p>A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.</p><p>On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.</p> <table border ='1'><tr><th>Round</th><th>Metal Temperature Damage</th></tr><tr><td>1</td><td>Cold None</td></tr><tr><td>2</td><td>Icy 1d4 points</td></tr><tr><td>3-5</td><td>Freezing 2d4 points</td></tr><tr><td>6</td><td>Icy 1d4 points</td></tr><tr><td>7</td><td>Cold None</td></tr></table> Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis.</p><p>Underwater, <i>chill metal</i> deals no damage, but ice immediately forms around the affected metal, making it float if unattended.</p><p><i>Chill metal</i> counters and dispels <i>heat metal</i>.</p></h4></div>
11001NULLNULLNULL2NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL2
 Cold metal damages those who touch it.
0001000000000000000000000Chill Metal72NULL0NULLNULL2NULLNULL2NULLNULLNULL2000NULL
74
Chill Touchnecromancy
sorcerer/wizard 1, witch 1, magus 1, bloodrager 1, shaman 1, spiritualist 1
1 standard action
V, S0touch
creature or creatures touched (up to one/level)
instantaneous
00
Fortitude partial or Will negates; see text
yes
A 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.
<p>A 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.</p><p>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.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Chill Touch</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy; <b>Level </b>sorcerer/wizard 1, witch 1, magus 1, bloodrager 1, shaman 1, spiritualist 1</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> creature or creatures touched (up to one/level)</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Fortitude partial or Will negates; see text; <b>Spell Resistance </b>yes</h5></div><div><h4><p>A 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.</p><p>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.</p></h4></div>
1100011NULLNULLNULLNULLNULLNULLNULL1NULLNULLNULL1NULL1
 One touch/level deals 1d6 damage and possibly 1 Str damage.
0000000000000000000000000Chill Touch73NULLUndead (3)011NULLNULLNULLNULL1NULLNULLNULL000NULL
75
Circle Of Death
necromancydeath
sorcerer/wizard 6, inquisitor 6, spiritualist 6
1 standard action
V, S, M (a crushed black pearl worth 500 gp)
1
medium (100 ft. + 10 ft./level)
several living creatures within a 40-ft.-radius burst
instantaneous
00
Fortitude negates
yes
Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.
<p><i>Circle of death</i> snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Circle Of Death</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy [death]; <b>Level </b>sorcerer/wizard 6, inquisitor 6, spiritualist 6</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (a crushed black pearl worth 500 gp)</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Area </b>several living creatures within a 40-ft.-radius burst</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Fortitude negates; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p><i>Circle of death</i> snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.</p></h4><h5><b>Mythic: </b>The number of Hit Dice worth of creatures killed by the spell increases to 1d6 per caster level (maximum 20d6). Add your tier to the maximum HD of creatures that can be affected by the spell. (For example, at 3rd tier, a creature with 12 HD cannot be affected.)</h5><h5><b>Augmented (6th)</b>: If you expend two uses of mythic power, creatures that succeed at their saves against this spell take 1d6 points of damage per tier.</h5></div>
1110066NULLNULLNULLNULLNULLNULLNULLNULL6NULLNULLNULLNULL6
 Kills 1d4/level HD of creatures.
0000001000000000000000000
Circle of Death
74500
Daemon (13)
Death (12)
The number of Hit Dice worth of creatures killed by the spell increases to 1d6 per caster level (maximum 20d6). Add your tier to the maximum HD of creatures that can be affected by the spell. (For example, at 3rd tier, a creature with 12 HD cannot be affected.)
Augmented (6th): If you expend two uses of mythic power, creatures that succeed at their saves against this spell take 1d6 points of damage per tier.
1NULLNULLNULLNULLNULLNULL6NULLNULLNULL000NULL
76
Clairaudience/Clairvoyance
divinationscrying
bard 3, sorcerer/wizard 3, witch 3, shaman 3, occultist 3, psychic 3, mesmerist 3, spiritualist 3, medium 2
10 minutes
V, S, F/DF (a small horn or a glass eye)
0
long (400 ft. + 40 ft./level)
magical sensor
1 min./level10noneno
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known--a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
<p><i>Clairaudience/clairvoyance</i> creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known--a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect. <i>Clairaudience/clairvoyance</i> functions only on the plane of existence you are currently occupying.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Clairaudience/Clairvoyance</p><div style="clear: both;"></div></div><div><h5><b>School </b>divination (scrying); <b>Level </b>bard 3, sorcerer/wizard 3, witch 3, shaman 3, occultist 3, psychic 3, mesmerist 3, spiritualist 3, medium 2, alchemist 2, witch 2, inquisitor 2, witch 8, witch 3</h5><h5><b>Casting Time </b>10 minutes</h5><h5><b>Components </b>V, S, F/DF (a small horn or a glass eye)</h5><h5><b>Range </b>long (400 ft. + 40 ft./level)</h5><h5><b>Effect </b>magical sensor</h5><h5><b>Duration </b>1 min./level (D)</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p><i>Clairaudience/clairvoyance</i> creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known--a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect. <i>Clairaudience/clairvoyance</i> functions only on the plane of existence you are currently occupying.</p></h4></div>
1101133NULLNULLNULL3NULLNULLNULL3NULLNULLNULLNULLNULL3
Hear or see at a distance for 1 min./level.
0000000000000000000000000
Clairaudience/Clairvoyance
75NULL0NULL332333NULLNULLNULL000NULL
77
Clenched Fist
evocationforce
sorcerer/wizard 8, psychic 8
1 standard action
V, S, F/DF (a leather glove)
0
medium (100 ft. + 10 ft./level)
10-ft. hand
1 round/level
10noneyes
This spell functions like interposing hand, except that the hand can also push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively) + 11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action. The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large.
<p>This spell functions like <i>interposing hand</i>, except that the hand can also push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.</p><p>The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively) + 11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.</p><p>The <i>clenched fist</i> can also interpose itself as <i>interposing hand</i> does, or it can bull rush an opponent as <i>forceful hand</i> does. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Clenched Fist</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [force]; <b>Level </b>sorcerer/wizard 8, psychic 8</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, F/DF (a leather glove)</h5><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Effect </b>10-ft. hand</h5><h5><b>Duration </b>1 round/level (D)</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell functions like <i>interposing hand</i>, except that the hand can also push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.</p><p>The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively) + 11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.</p><p>The <i>clenched fist</i> can also interpose itself as <i>interposing hand</i> does, or it can bull rush an opponent as <i>forceful hand</i> does. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large.</p></h4></div>
1101188NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL8Strength (8)
 Large hand provides cover, pushes, or attacks your foes.
0000000000000010000000000
Clenched Fist
76NULL0NULLNULL8NULLNULLNULLNULLNULLNULLNULL000NULL
78
Cloak of Chaos
abjurationchaotic
cleric/oracle 8
1 standard action
V, S, F (a tiny reliquary worth 500 gp)
120 ft.
one creature/level in a 20-ft.-radius burst centered on you
1 round/level
10see text
yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures. Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures. Third, the abjuration protects from possession and mental influence, just as protection from law does. Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
<p>A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.</p><p>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike <i>protection from law</i>, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.</p><p>Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.</p><p>Third, the abjuration protects from possession and mental influence, just as <i>protection from law</i> does.</p><p>Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the <i>confusion spell</i>, but against the save DC of <i>cloak of chaos</i>).</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Cloak of Chaos</p><div style="clear: both;"></div></div><div><h5><b>School </b>abjuration [chaotic]; <b>Level </b>cleric/oracle 8</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, F (a tiny reliquary worth 500 gp)</h5><h5><b>Range </b>20 ft.</h5><h5><b>Targets </b> one creature/level in a 20-ft.-radius burst centered on you</h5><h5><b>Duration </b>1 round/level (D)</h5><h5><b>Saving Throw </b>see text; <b>Spell Resistance </b>yes (harmless)</h5></div><div><h4><p>A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.</p><p>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike <i>protection from law</i>, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.</p><p>Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.</p><p>Third, the abjuration protects from possession and mental influence, just as <i>protection from law</i> does.</p><p>Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the <i>confusion spell</i>, but against the save DC of <i>cloak of chaos</i>).</p></h4></div>
11010NULLNULL8NULLNULLNULLNULLNULLNULLNULLNULL8NULLNULLNULL8Chaos (8)
 +4 to AC, +4 resistance, and SR 25 against lawful spells.
0010000000000000000000000
Cloak of Chaos
775000NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
79
Clonenecromancy
sorcerer/wizard 8, witch 8
10 minutes
V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment costing 500 gp)
10 ft.one clone
instantaneous
00noneno
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails. To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months. When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well. The spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.
<p>This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.</p><p>To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.</p><p>When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.</p><p>The spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Clone</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy; <b>Level </b>sorcerer/wizard 8, witch 8</h5><h5><b>Casting Time </b>10 minutes</h5><h5><b>Components </b>V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment costing 500 gp)</h5><h5><b>Range </b>0 ft.</h5><h5><b>Effect </b>one clone</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p>This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.</p><p>To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.</p><p>When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.</p><p>The spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.</p></h4></div>
1111088NULLNULLNULLNULLNULLNULLNULL8NULLNULLNULLNULLNULL8
 Duplicate awakens when original dies.
0000000000000000000000000Clone7810000NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
80
Cloudkillconjurationcreation
sorcerer/wizard 5, witch 5, magus 5, spiritualist 5, unchained summoner 5
1 standard action
V, S0
medium (100 ft. + 10 ft./level)
cloud spreads in 20-ft. radius, 20 ft. high
1 min./level00
Fortitude partial; see text
no
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud). A living creature with more than 6 HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell. Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.
<p>This spell generates a bank of fog, similar to a <i>fog cloud</i>, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save).</p><p>A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).</p><p>A living creature with more than 6 HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.</p><p>Unlike a <i>fog cloud</i>, the <i>cloudkill</i> moves away from you at 10 feet per round, rolling along the surface of the ground.</p><p>Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.</p><p>Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Cloudkill</p><div style="clear: both;"></div></div><div><h5><b>School </b>conjuration (creation); <b>Level </b>sorcerer/wizard 5, witch 5, magus 5, spiritualist 5, unchained summoner 5</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Effect </b>cloud spreads in 20-ft. radius, 20 ft. high</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Fortitude partial; see text; <b>Spell Resistance </b>no</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>This spell generates a bank of fog, similar to a <i>fog cloud</i>, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save).</p><p>A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).</p><p>A living creature with more than 6 HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.</p><p>Unlike a <i>fog cloud</i>, the <i>cloudkill</i> moves away from you at 10 feet per round, rolling along the surface of the ground.</p><p>Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.</p><p>Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.</p></h4><h5><b>Mythic: </b>As a move action, you can move the cloud 10 feet in any direction. Add your tier to the spell's level and Hit Dice categories to determine its effect on creatures. (For example, at 3rd tier a creature with 6 or fewer HD gets no save, one with 7-9 HD must save or die, and one with 10 or more HD must save or take 1d4 points of Con damage.)</h5><h5><b>Augmented (6th)</b>: If you expend two uses of mythic power, the spell bypasses the poison immunity of living creatures.</h5></div>
1100055NULLNULLNULLNULLNULLNULLNULL5NULLNULLNULL5NULL5Venom (6)
 Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
0000000000000000000000000Cloudkill79NULLOrc (11)
As a move action, you can move the cloud 10 feet in any direction. Add your tier to the spell's level and Hit Dice categories to determine its effect on creatures. (For example, at 3rd tier a creature with 6 or fewer HD gets no save, one with 7-9 HD must save or die, and one with 10 or more HD must save or take 1d4 points of Con damage.)
Augmented (6th): If you expend two uses of mythic power, the spell bypasses the poison immunity of living creatures.
1NULLNULLNULLNULLNULLNULL5NULLNULLNULL0005
81
Color Sprayillusionpattern
mind-affecting
sorcerer/wizard 1, magus 1, bloodrager 1, psychic 1, mesmerist 1
1 standard action
V, S, M (red, yellow, and blue powder or colored sand)
015 ft.
cone-shaped burst
instantaneous; see text
00Will negatesyes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray.
<p>A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.</p><p>2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.</p><p>5 or more HD: The creature is stunned for 1 round.</p><p>Sightless creatures are not affected by <i>color spray</i>.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Color Spray</p><div style="clear: both;"></div></div><div><h5><b>School </b>illusion (pattern) [mind-affecting]; <b>Level </b>sorcerer/wizard 1, magus 1, bloodrager 1, psychic 1, mesmerist 1</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (red, yellow, and blue powder or colored sand)</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>15 ft.</h5><h5><b>Area </b>cone-shaped burst</h5><h5><b>Duration </b>instantaneous; see text</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.</p><p>2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.</p><p>5 or more HD: The creature is stunned for 1 round.</p><p>Sightless creatures are not affected by <i>color spray</i>.</p></h4><h5><b>Mythic: </b>The range increases to 30 feet. Add half your tier to the spell's Hit Dice categories to determine its effects on creatures. (At 3rd tier a creature with 3 or fewer HD is unconscious, blinded, and stunned; one with 4 or 5 HD is blinded and stunned, and one with 6 or more HD is stunned.) Creatures that succeed at their saves are dazzled for 1 minute.</h5></div>
1110011NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL1NULL1
 Knocks unconscious, blinds, and/or stuns weak creatures.
0000000000000000000100000Color Spray80NULL
The range increases to 30 feet. Add half your tier to the spell's Hit Dice categories to determine its effects on creatures. (At 3rd tier a creature with 3 or fewer HD is unconscious, blinded, and stunned; one with 4 or 5 HD is blinded and stunned, and one with 6 or more HD is stunned.) Creatures that succeed at their saves are dazzled for 1 minute.
11NULL1NULL1NULLNULLNULLNULLNULL000NULL
82
Command
enchantment
compulsion
language-dependent, mind-affecting
antipaladin 1, cleric/oracle 1, inquisitor 1, witch 1, occultist 1, psychic 1, mesmerist 1, medium 1
1 standard action
V0
close (25 ft. + 5 ft./2 levels)
one living creature
1 round00Will negatesyes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails.
<p>You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.</p><p><i>Approach</i>: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.</p><p><i>Drop</i>: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.</p><p><i>Fall</i>: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.</p><p><i>Flee</i>: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.</p><p><i>Halt</i>: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.</p><p>If the subject can't carry out your command on its next turn, the spell automatically fails.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Command</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [language-dependent, mind-affecting]; <b>Level </b>antipaladin 1, cleric/oracle 1, inquisitor 1, witch 1, occultist 1, psychic 1, mesmerist 1, medium 1</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b>one living creature</h5><h5><b>Duration </b>1 round</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.</p><p><i>Approach</i>: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.</p><p><i>Drop</i>: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.</p><p><i>Fall</i>: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.</p><p><i>Flee</i>: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.</p><p><i>Halt</i>: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.</p><p>If the subject can't carry out your command on its next turn, the spell automatically fails.</p></h4><h5><b>Mythic: </b>You can target up to one creature per level, each of which must receive the same command. Creatures that succeed at their saving throws are staggered for 1 round (this is a mind-affecting effect).</h5></div>
10000NULLNULL1NULLNULLNULLNULLNULLNULL1111NULL11
Devil (1), Toil (1), Tyranny (1)
One subject obeys a command for 1 round.
0000000000000000100100000Command81NULLPortents (2)
You can target up to one creature per level, each of which must receive the same command. Creatures that succeed at their saving throws are staggered for 1 round (this is a mind-affecting effect).
1NULLNULL1111NULLNULLNULLNULL000NULL
83
Command, Greater
enchantment
compulsion
language-dependent, mind-affecting
cleric/oracle 5, inquisitor 5, occultist 5, psychic 5, mesmerist 4, medium 4
1 standard action
V0
close (25 ft. + 5 ft./2 levels)
one creature/level, no two of which can be more than 30 ft. apart
1 round/level
00Will negatesyes
This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.
<p>This spell functions like <i>command</i>, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Command, Greater</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [language-dependent, mind-affecting]; <b>Level </b>cleric/oracle 5, inquisitor 5, occultist 5, psychic 5, mesmerist 4, medium 4</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one creature/level, no two of which can be more than 30 ft. apart</h5><h5><b>Duration </b>1 round/level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell functions like <i>command</i>, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.</p></h4></div>
10000NULLNULL5NULLNULLNULLNULLNULLNULLNULL55NULLNULLNULL5
Inevitable (5), Nobility (5), Tactics (5), Loyalty (5)
 As command, but affects one subject/level.
0000000000000000100100000
Command, Greater
82NULL
Imperious (11)
0NULLNULL5445NULLNULLNULLNULL000NULL
84
Command Plants
transmutation
druid 4, ranger 3, shaman 4
1 standard action
V0
close (25 ft. + 5 ft./2 levels)
up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
1 day/level00Will negatesyes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.
<p>This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.</p><p>You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Command Plants</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>druid 4, ranger 3, shaman 4</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart</h5><h5><b>Duration </b>1 day/level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.</p><p>You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.</p></h4></div>
10000NULLNULLNULL43NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL4Plant (4)
Sways the actions of plant creatures.
0000000000000000000000000
Command Plants
83NULLVerdant (9)0NULL4NULLNULLNULLNULLNULLNULLNULL3000NULL
85
Command Undead
necromancy
sorcerer/wizard 2
1 standard action
V, S, M (a shred of raw meat and a splinter of bone)
0
close (25 ft. + 5 ft./2 levels)
one undead creature
1 day/level00
Will negates; see text
yes
This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," "go there," "fight," "stand still," and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you.
<p>This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.</p><p>A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," "go there," "fight," "stand still," and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.</p><p>Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.</p><p>Your commands are not telepathic. The undead creature must be able to hear you.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Command Undead</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy; <b>Level </b>sorcerer/wizard 2</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (a shred of raw meat and a splinter of bone)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one undead creature</h5><h5><b>Duration </b>1 day/level</h5><h5><b>Saving Throw </b>Will negates; see text; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.</p><p>A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," "go there," "fight," "stand still," and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.</p><p>Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.</p><p>Your commands are not telepathic. The undead creature must be able to hear you.</p></h4></div>
1110022NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL2
Inevitable (3)
 Undead creature obeys your commands.
0000000000000000000000000
Command Undead
84NULL
Occult (4), Plague (4)
0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
86
Communedivination
cleric/oracle 5, inquisitor 5, shaman 5, occultist 5
10 minutes
V, S, M (holy or unholy water and incense worth 500 gp), DF
1personalyou
1 round/level
00
You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. "Unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead. The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
<p>You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. "Unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.</p><p>The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Commune</p><div style="clear: both;"></div></div><div><h5><b>School </b>divination; <b>Level </b>cleric/oracle 5, inquisitor 5, shaman 5, occultist 5</h5><h5><b>Casting Time </b>10 minutes</h5><h5><b>Components </b>V, S, M (holy or unholy water and incense worth 500 gp), DF</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>1 round/level</h5></div><div><h4><p>You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. "Unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.</p><p>The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.</p></h4></div>
11101NULLNULL5NULLNULLNULLNULLNULLNULLNULL55NULLNULL55
 Deity answers one yes-or-no question/level.
0000000000000000000000000Commune85500
Ancestors (10)
0NULL5NULLNULLNULL5NULLNULLNULLNULL000NULL
87
Commune with Nature
divination
druid 5, ranger 4, shaman 5, psychic 5
10 minutesV, S0personalyou
instantaneous
00
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings--caves, caverns, and the like--the spell is less powerful, and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
<p>You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.</p><p>In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings--caves, caverns, and the like--the spell is less powerful, and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Commune with Nature</p><div style="clear: both;"></div></div><div><h5><b>School </b>divination; <b>Level </b>druid 5, ranger 4, shaman 5, psychic 5</h5><h5><b>Casting Time </b>10 minutes</h5><h5><b>Components </b>V, S</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>instantaneous</h5></div><div><h4><p>You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.</p><p>In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings--caves, caverns, and the like--the spell is less powerful, and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.</p></h4></div>
11000NULLNULLNULL54NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL5Ruins (5)
Learn about terrain for 1 mile/level.
0000000000000000000000000
Commune with Nature
86NULL0NULL55NULLNULLNULLNULLNULLNULL4000NULL
88
Comprehend Languages
divination
bard 1, cleric/oracle 1, sorcerer/wizard 1, witch 1, inquisitor 1, alchemist 1, shaman 1, occultist 1, psychic 1, mesmerist 1, spiritualist 1, medium 1
1 standard action
V, S, M/DF (pinch of soot and salt)
0personalyou
10 min./level
00
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.
<p>You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.</p><p>Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the <i>secret page</i> and <i>illusory script</i> spells). It does not decipher codes or reveal messages concealed in otherwise normal text.</p><p><i>Comprehend languages</i> can be made permanent with a <i>permanency</i> spell.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Comprehend Languages</p><div style="clear: both;"></div></div><div><h5><b>School </b>divination; <b>Level </b>bard 1, cleric/oracle 1, sorcerer/wizard 1, alchemist 1, witch 1, inquisitor 1</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M/DF (pinch of soot and salt)</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>10 min./level</h5></div><div><h4><p>You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.</p><p>Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the <i>secret page</i> and <i>illusory script</i> spells). It does not decipher codes or reveal messages concealed in otherwise normal text.</p><p><i>Comprehend languages</i> can be made permanent with a <i>permanency</i> spell.</p></h4></div>
11101111NULLNULL1NULL1NULL111NULLNULL11
Knowledge (1), Language (1)
You understand all languages.
0000000000000000000000000
Comprehend Languages
87NULL0NULL111111NULLNULLNULL000NULL
89
Cone of Cold
evocationcold
sorcerer/wizard 5, witch 6, magus 5, shaman 6, occultist 5
1 standard action
V, S, M (a small crystal or glass cone)
060 ft.
cone-shaped burst
instantaneous
00Reflex halfyes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
<p><i>Cone of cold</i> creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Cone of Cold</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [cold]; <b>Level </b>sorcerer/wizard 5, witch 6, magus 5, shaman 6, occultist 5</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (a small crystal or glass cone)</h5><h5><b>Range </b>60 ft.</h5><h5><b>Area </b>cone-shaped burst</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Reflex half; <b>Spell Resistance </b>yes</h5></div><div><h4><p><i>Cone of cold</i> creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).</p></h4></div>
1110055NULLNULLNULLNULLNULLNULLNULL6NULLNULLNULL5NULL5Water (6)
 1d6/level cold damage.
0001000000000000000000000
Cone of Cold
88NULL
Boreal (11), Oni (11)
Winter (10)0NULL6NULLNULLNULL5NULLNULLNULLNULL000NULL
90
Confusion
enchantment
compulsion
mind-affecting
bard 3, sorcerer/wizard 4, witch 4, bloodrager 4, occultist 4, psychic 4, mesmerist 3, spiritualist 4
1 standard action
V, S, M/DF (three nutshells)
0
medium (100 ft. + 10 ft./level)
all creatures in a 15-ft.-radius burst
1 round/level
00Will negatesyes
This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round. d% Behavior 01-25 Act normally 26-50 Do nothing but babble incoherently 51-75 Deal 1d8 points of damage + Str modifier to self with item in hand 76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self) A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
<p>This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.</p><p><table><tr><th>d%</th><th>Behavior</th></tr> <tr><td>01-25</td><td>Act normally</td></tr> <tr><td>26-50</td><td>Do nothing but babble incoherently</td></tr> <tr><td>51-75</td><td>Deal 1d8 points of damage + Str modifier to self with item in hand</td></tr> <tr><td>76-100</td><td>Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)</td></tr></table> A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Confusion</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [mind-affecting]; <b>Level </b>bard 3, sorcerer/wizard 4, witch 4, bloodrager 4, occultist 4, psychic 4, mesmerist 3, spiritualist 4</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M/DF (three nutshells)</h5><h5><b>Range </b>medium (100 ft. + 10 ft./level)</h5><h5><b>Targets </b> all creatures in a 15-ft.-radius burst</h5><h5><b>Duration </b>1 round/level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.</p><p><table border = '1'><tr><th>d%</th><th>Behavior</th></tr> <tr><td>01-25</td><td>Act normally</td></tr> <tr><td>26-50</td><td>Do nothing but babble incoherently</td></tr> <tr><td>51-75</td><td>Deal 1d8 points of damage + Str modifier to self with item in hand</td></tr> <tr><td>76-100</td><td>Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)</td></tr></table> A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).</p></h4></div>
1110144NULLNULLNULL3NULLNULLNULL4NULLNULLNULLNULLNULL4
Lust (4), Madness (4), Trickery (4), Entropy (5), Riot (4), Whimsy (4)
Subjects behave oddly for 1 round/level.
0000000000000000000100000Confusion89NULL
Impossible (9), Protean (9)
Deception (8), Insanity (8)
04NULL4NULL344NULLNULLNULL000NULL
91
Confusion, Lesser
enchantment
compulsion
mind-affecting
bard 1, psychic 1, mesmerist 1, medium 1
1 standard action
V, S, DF0
close (25 ft. + 5 ft./2 levels)
one living creature
1 round00Will negatesyes
This spell causes a single creature to become confused for 1 round.
<p>This spell causes a single creature to become confused for 1 round.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Confusion, Lesser</p><div style="clear: both;"></div></div><div><h5><b>School </b>enchantment (compulsion) [mind-affecting]; <b>Level </b>bard 1, psychic 1, mesmerist 1, medium 1</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> one living creature</h5><h5><b>Duration </b>1 round</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell causes a single creature to become confused for 1 round.</p></h4></div>
11001NULLNULLNULLNULLNULL1NULLNULLNULLNULLNULLNULLNULLNULLNULL1
Madness (1), Protean (1)
 One creature is confused for 1 round.
0000000000000000000100000
Confusion, Lesser
90NULL
Impossible (3)
0NULLNULL111NULLNULLNULLNULLNULL000NULL
92
Consecrateevocationgood
cleric/oracle 2, inquisitor 2
1 standard action
V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
1
close (25 ft. + 5 ft./2 levels)
20-ft.-radius emanation
2 hours/level
00noneno
This 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.
<p>This 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 <i>consecrate</i>d area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a <i>consecrate</i>d area. If the <i>consecrate</i>d 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).</p><p>You cannot <i>consecrate</i> an area with a similar fixture of a deity other than your own patron. Instead, the <i>consecrate</i> spell curses the area, cutting off its connection with the associated deity or power.</p><p>This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.</p><p><i>Consecrate</i> counters and dispels <i>desecrate</i>.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Consecrate</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [good]; <b>Level </b>cleric/oracle 2, inquisitor 2</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (a vial of holy water and 25 gp worth of silver dust), DF</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Area </b>20-ft.-radius emanation</h5><h5><b>Duration </b>2 hours/level</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>This 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 <i>consecrate</i>d area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a <i>consecrate</i>d area. If the <i>consecrate</i>d 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).</p><p>You cannot <i>consecrate</i> an area with a similar fixture of a deity other than your own patron. Instead, the <i>consecrate</i> spell curses the area, cutting off its connection with the associated deity or power.</p><p>This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.</p><p><i>Consecrate</i> counters and dispels <i>desecrate</i>.</p></h4><h5><b>Mythic: </b>The black pudding has fast healing equal to your tier, as do any puddings that split off from it. The black puddings from this spell never attack you, though they're otherwise uncontrolled and might attack your allies if there are no other obvious opponents.</h5><h5><b>Augmented (6th)</b>: If you expend two uses of mythic power, the pudding gains the savage mythic template (see page 224). Puddings that split off from the giant pudding don't gain the template.</h5></div>
11101NULLNULL2NULLNULLNULLNULLNULLNULLNULL22NULLNULLNULL2
 Fills area with positive energy, weakening undead.
0000000000000001000000000Consecrate9125
The black pudding has fast healing equal to your tier, as do any puddings that split off from it. The black puddings from this spell never attack you, though they're otherwise uncontrolled and might attack your allies if there are no other obvious opponents.
Augmented (6th): If you expend two uses of mythic power, the pudding gains the savage mythic template (see page 224). Puddings that split off from the giant pudding don't gain the template.
1NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
93
Contact Other Plane
divination
sorcerer/wizard 5, witch 5, summoner 4, alchemist 5, occultist 4, psychic 5, spiritualist 5, unchained summoner 5
10 minutesV0personalyou
concentration
00
You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with "yes," "no," "maybe," "never," "irrelevant," or some other one-word answer. You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You may ask one question for every two caster levels. Contact with minds far removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed, but also increases the chance of the power knowing the answer and answering correctly. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces. Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. If a successful contact is made, roll d% to determine the type of answer you gain. True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly. Don't Know: The entity tells you that it doesn't know. Lie: The entity intentionally lies to you. Random Answer: The entity tries to lie but doesn't know the answer, so it makes one up. Plane Contacted Avoid Int/Cha Decrease True Answer Don't Know Lie Random Answer Elemental Plane DC 7/1 week 01-34 35-62 63-83 84-100 Positive/Negative Energy Plane DC 8/1 week 01-39 40-65 66-86 87-100 Astral Plane DC 9/1 week 01-44 45-67 68-88 89-100 Outer Plane, demigod DC 10/2 weeks 01-49 50-70 71-91 92-100 Outer Plane, lesser deity DC 12/3 weeks 01-60 61-75 76-95 96-100 Outer Plane, intermediate deity DC 14/4 weeks 01-73 74-81 82-98 99-100 Outer Plane, greater deity
<p>You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with "yes," "no," "maybe," "never," "irrelevant," or some other one-word answer.</p><p>You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You may ask one question for every two caster levels.</p><p>Contact with minds far removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed, but also increases the chance of the power knowing the answer and answering correctly. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces.</p><p><i>Avoid Int/Cha Decrease</i>: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. If a successful contact is made, roll d% to determine the type of answer you gain.</p><p><i>True Answer</i>: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.</p><p><i>Don't Know</i>: The entity tells you that it doesn't know.</p><p><i>Lie</i>: The entity intentionally lies to you.</p><p><i>Random Answer</i>: The entity tries to lie but doesn't know the answer, so it makes one up.</p><p> <table> <tr> <td>Contact Other Plane</td> </tr> <tr> <th>Plane Contacted</th> <th>Avoid Int/Cha Decrease</th> <th>True Answer</th> <th>Don't Know</th> <th>Lie</th> <th>Random Answer</th> </tr> <tr> <td>Elemental Plane</td> <td>DC 7/1 week</td> <td>01-34</td> <td>35-62</td> <td>63-83</td> <td>84-100</td> </tr> <tr> <td>Positive/Negative Energy Plane</td> <td>DC 8/1 week</td> <td>01-39</td> <td>40-65</td> <td>66-86</td> <td>87-100</td> </tr> <tr> <td>Astral Plane</td> <td>DC 9/1 week</td> <td>01-44</td> <td>45-67</td> <td>68-88</td> <td>89-100</td> </tr> <tr> <td>Outer Plane, demigod</td> <td>DC 10/2 weeks</td> <td>01-49</td> <td>50-70</td> <td>71-91</td> <td>92-100</td> </tr> <tr> <td>Outer Plane, lesser deity</td> <td>DC 12/3 weeks</td> <td>01-60</td> <td>61-75</td> <td>76-95</td> <td>96-100</td> </tr> <tr> <td>Outer Plane, intermediate deity</td> <td>DC 14/4 weeks</td> <td>01-73</td> <td>74-81</td> <td>82-98</td> <td>99-100</td> </tr> <tr> <td>Outer Plane, greater deity</td> <td>DC 16/5 weeks</td> <td>01-88</td> <td>89-90</td> <td>91-99</td> <td>100</td> </tr> </table></p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Contact Other Plane</p><div style="clear: both;"></div></div><div><h5><b>School </b>divination; <b>Level </b>sorcerer/wizard 5, alchemist 5, summoner 4, witch 5</h5><h5><b>Casting Time </b>10 minutes</h5><h5><b>Components </b>V</h5><h5><b>Range </b>personal</h5><h5><b>Targets </b> you</h5><h5><b>Duration </b>concentration</h5></div><div><h4><p>You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with "yes," "no," "maybe," "never," "irrelevant," or some other one-word answer.</p><p>You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You may ask one question for every two caster levels.</p><p>Contact with minds far removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed, but also increases the chance of the power knowing the answer and answering correctly. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces.</p><p><i>Avoid Int/Cha Decrease</i>: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. If a successful contact is made, roll d% to determine the type of answer you gain.</p><p><i>True Answer</i>: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.</p><p><i>Don't Know</i>: The entity tells you that it doesn't know.</p><p><i>Lie</i>: The entity intentionally lies to you.</p><p><i>Random Answer</i>: The entity tries to lie but doesn't know the answer, so it makes one up.</p><p> <table border = '1'> <tr> <td>Contact Other Plane</td> </tr> <tr> <th>Plane Contacted</th> <th>Avoid Int/Cha Decrease</th> <th>True Answer</th> <th>Don't Know</th> <th>Lie</th> <th>Random Answer</th> </tr> <tr> <td>Elemental Plane</td> <td>DC 7/1 week</td> <td>01-34</td> <td>35-62</td> <td>63-83</td> <td>84-100</td> </tr> <tr> <td>Positive/Negative Energy Plane</td> <td>DC 8/1 week</td> <td>01-39</td> <td>40-65</td> <td>66-86</td> <td>87-100</td> </tr> <tr> <td>Astral Plane</td> <td>DC 9/1 week</td> <td>01-44</td> <td>45-67</td> <td>68-88</td> <td>89-100</td> </tr> <tr> <td>Outer Plane, demigod</td> <td>DC 10/2 weeks</td> <td>01-49</td> <td>50-70</td> <td>71-91</td> <td>92-100</td> </tr> <tr> <td>Outer Plane, lesser deity</td> <td>DC 12/3 weeks</td> <td>01-60</td> <td>61-75</td> <td>76-95</td> <td>96-100</td> </tr> <tr> <td>Outer Plane, intermediate deity</td> <td>DC 14/4 weeks</td> <td>01-73</td> <td>74-81</td> <td>82-98</td> <td>99-100</td> </tr> <tr> <td>Outer Plane, greater deity</td> <td>DC 16/5 weeks</td> <td>01-88</td> <td>89-90</td> <td>91-99</td> <td>100</td> </tr> </table></p></h4></div>
1000055NULLNULLNULLNULLNULL545NULLNULLNULLNULLNULL5
 Lets you ask question of extraplanar entity.
0000000000000000000000000
Contact Other Plane
92NULLHarrow (11)
Portents (10)
0NULLNULL5NULLNULL45NULLNULLNULL0005
94
Contagionnecromancyevil
cleric/oracle 3, druid 3, sorcerer/wizard 4, antipaladin 3, bloodrager 4
1 standard action
V, S0touch
living creature touched
instantaneous
00
Fortitude negates
yes
The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information on these diseases, see page 557.
<p>The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information on these diseases, see page 557.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Contagion</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy [evil]; <b>Level </b>cleric/oracle 3, druid 3, sorcerer/wizard 4, antipaladin 3, bloodrager 4</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>touch</h5><h5><b>Targets </b>living creature touched</h5><h5><b>Duration </b>instantaneous</h5><h5><b>Saving Throw </b>Fortitude negates; <b>Spell Resistance </b>yes</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information on these diseases, see page 557.</p></h4><h5><b>Mythic: </b>The affected target is highly contagious. Any creature it touches or that touches it with natural weapons or unarmed strikes must save or contract the disease. The save DC for these targets is equal to the spell's DC - 4. The target can't spread this disease to you.</h5><h5><b>Augmented (7th)</b>: If you expend five uses of mythic power, the spell targets every living creature within a 1-mile radius. You can select one creature per caster level within your line of sight; these creatures are unaffected by the spell.</h5></div>
110004433NULLNULLNULLNULLNULLNULLNULL33NULL34
Decay (3), Plague (3)
Infects subject with chosen disease.
0000000000010000000000000Contagion93NULL
Pestilence (7), Daemon (9)
Plague (6)
The affected target is highly contagious. Any creature it touches or that touches it with natural weapons or unarmed strikes must save or contract the disease. The save DC for these targets is equal to the spell's DC - 4. The target can't spread this disease to you.
Augmented (7th): If you expend five uses of mythic power, the spell targets every living creature within a 1-mile radius. You can select one creature per caster level within your line of sight; these creatures are unaffected by the spell.
14NULLNULLNULLNULLNULLNULLNULLNULL3000NULL
95
Contingencyevocation
sorcerer/wizard 6, occultist 6, psychic 6
at least 10 minutes; see text
V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)
1personalyou
1 day/level (D) or until discharged
10
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast contingency. The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level). The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to. You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
<p>You can place another spell upon your person so that it comes into effect under some condition you dictate when casting <i>contingency</i>.</p><p>The <i>contingency</i> spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast <i>contingency</i>.</p><p>The spell to be brought into effect by the <i>contingency</i> must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).</p><p>The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the <i>contingency</i> immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur.</p><p>If complicated or convoluted conditions are prescribed, the whole spell combination (<i>contingency</i> and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.</p><p>You can use only one <i>contingency</i> spell at a time; if a second is cast, the first one (if still active) is dispelled.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Contingency</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation; <b>Level </b>sorcerer/wizard 6, occultist 6, psychic 6</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>at least 10 minutes; see text</h5><h5><b>Components </b>V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>personal</h5><h5><b>Targets </b>you</h5><h5><b>Duration </b>1 day/level (D) or until discharged</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>You can place another spell upon your person so that it comes into effect under some condition you dictate when casting <i>contingency</i>.</p><p>The <i>contingency</i> spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast <i>contingency</i>.</p><p>The spell to be brought into effect by the <i>contingency</i> must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).</p><p>The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the <i>contingency</i> immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur.</p><p>If complicated or convoluted conditions are prescribed, the whole spell combination (<i>contingency</i> and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.</p><p>You can use only one <i>contingency</i> spell at a time; if a second is cast, the first one (if still active) is dispelled.</p></h4><h5><b>Mythic: </b>You can cast this spell on yourself or another willing creature as if the spell had a range of touch. A companion spell placed on another creature must be a spell from you, not from the creature, and affects that creature when triggered. The target can have only one contingency spell upon it at a time unless it also knows mythic contingency. The number of companion spells you can have on yourself is equal to 1 + half your tier.</h5><h5><b>Augmented (5th)</b>: If you expend two uses of mythic power, the casting time changes to 1 full round plus the casting time of the companion spell, but the duration of mythic contingency decreases to 1 hour per level or until discharged.</h5></div>
1110066NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL6
 Sets trigger condition for another spell.
0000000000000000000000000Contingency941500
You can cast this spell on yourself or another willing creature as if the spell had a range of touch. A companion spell placed on another creature must be a spell from you, not from the creature, and affects that creature when triggered. The target can have only one contingency spell upon it at a time unless it also knows mythic contingency. The number of companion spells you can have on yourself is equal to 1 + half your tier.
Augmented (5th): If you expend two uses of mythic power, the casting time changes to 1 full round plus the casting time of the companion spell, but the duration of mythic contingency decreases to 1 hour per level or until discharged.
1NULLNULL6NULLNULL6NULLNULLNULLNULL000NULL
96
Continual Flame
evocationlight
cleric/oracle 3, sorcerer/wizard 2, inquisitor 3, occultist 2, psychic 3
1 standard action
V, S, M (ruby dust worth 50 gp)
1touch
object touched Effect magical, heatless flame
permanent00noneno
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells counter and dispel darkness spells of an equal or lower level.
<p>A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A <i>continual flame</i> can be covered and hidden but not smothered or quenched.</p><p>Light spells counter and dispel <i>darkness</i> spells of an equal or lower level.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Continual Flame</p><div style="clear: both;"></div></div><div><h5><b>School </b>evocation [light]; <b>Level </b>cleric/oracle 3, sorcerer/wizard 2, inquisitor 3, occultist 2, psychic 3</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (ruby dust worth 50 gp)</h5><h5><b>Range </b>touch</h5><h5><b>Targets </b> object touched Effect magical, heatless flame</h5><h5><b>Duration </b>permanent</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><div><h4><p>A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A <i>continual flame</i> can be covered and hidden but not smothered or quenched.</p><p>Light spells counter and dispel <i>darkness</i> spells of an equal or lower level.</p></h4></div>
11100223NULLNULLNULLNULLNULLNULLNULL33NULLNULL32Day (2)
Makes a permanent, heatless light.
0000000000000000001000000
Continual Flame
9550Light (4)0NULLNULL3NULLNULL2NULLNULLNULLNULL000NULL
97
Control Plants
transmutation
druid 8
1 standard action
V, S, DF0
close (25 ft. + 5 ft./2 levels)
up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
1 min./level00Will negatesno
This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior. Suicidal or self-destructive commands are simply ignored.
<p>This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.</p><p>Suicidal or self-destructive commands are simply ignored.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Control Plants</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>druid 8</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, DF</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>no</h5></div><div><h4><p>This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.</p><p>Suicidal or self-destructive commands are simply ignored.</p></h4></div>
11001NULLNULLNULL8NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL8Plant (8)
 Controls actions of one or more plant creatures.
0000000000000000000000000
Control Plants
96NULLPlant (16)0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
98
Control Undead
necromancy
sorcerer/wizard 7
1 standard action
V, S, M (a piece of bone and a piece of raw meat)
0
close (25 ft. + 5 ft./2 levels)
up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
1 min./level00Will negatesyes
This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.
<p>This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.</p><p>Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Control Undead</p><div style="clear: both;"></div></div><div><h5><b>School </b>necromancy; <b>Level </b>sorcerer/wizard 7</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M (a piece of bone and a piece of raw meat)</h5><h5><b>Range </b>close (25 ft. + 5 ft./2 levels)</h5><h5><b>Targets </b> up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart</h5><h5><b>Duration </b>1 min./level</h5><h5><b>Saving Throw </b>Will negates; <b>Spell Resistance </b>yes</h5></div><div><h4><p>This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.</p><p>Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.</p></h4></div>
1110077NULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULLNULL7
 Undead don't attack you while under your command.
0000000000000000000000000
Control Undead
97NULLGhoul (15)Plague (14)0NULLNULLNULLNULLNULLNULLNULLNULLNULLNULL000NULL
99
Control Water
transmutation
water
cleric/oracle 4, druid 4, sorcerer/wizard 6, shaman 4
1 standard action
V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water)
0
long (400 ft. + 40 ft./level)
water in a volume of 10 ft./level by 10 ft./level by 2 ft./level
10 min./level
11
none; see text
no
This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas. Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures. Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.
<p>This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.</p><p><i>Lower Water</i>: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a <i>slow</i> spell (Will negates). The spell has no effect on other creatures.</p><p><i>Raise Water</i>: This causes water or similar liquid to rise in height, just as the <i>lower water</i> version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.</p><p>With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Control Water</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation [water]; <b>Level </b>cleric/oracle 4, druid 4, sorcerer/wizard 6, shaman 4</h5><h5><b>Casting Time </b>1 standard action</h5><h5><b>Components </b>V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water)</h5><h5><b>Range </b>long (400 ft. + 40 ft./level)</h5><h5><b>Area </b>water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)</h5><h5><b>Duration </b>10 min./level (D)</h5><h5><b>Saving Throw </b>none; see text; <b>Spell Resistance </b>no</h5></div><div><h4><p>This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.</p><p><i>Lower Water</i>: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a <i>slow</i> spell (Will negates). The spell has no effect on other creatures.</p><p><i>Raise Water</i>: This causes water or similar liquid to rise in height, just as the <i>lower water</i> version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.</p><p>With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.</p></h4></div>
111016644NULLNULLNULLNULLNULLNULLNULL4NULLNULLNULL6Water (4)
Raises or lowers bodies of water.
0000000000000000000000001
Control Water
98NULLAquatic (11)
Moon (12), Water (8)
0NULL4NULLNULLNULLNULLNULLNULLNULL4000NULL
100
Control Weather
transmutation
cleric/oracle 7, druid 7, sorcerer/wizard 7, witch 7, shaman 7
10 minutes; see text
V, S02 miles
2-mile-radius circle, centered on you; see text
4d12 hours; see text
00noneno
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season. Season Possible Weather Spring Tornado, thunderstorm, sleet storm, or hot weather Summer Torrential rain, heat wave, or hailstorm Autumn Hot or cold weather, fog, or sleet Winter Frigid cold, blizzard, or thaw Late winter Hurricane-force winds or early spring You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather-where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.
<p>You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.</p> <table border ='1'><tr><th>Season</th><th>Possible Weather</th></tr><tr><td>Spring</td><td>Tornado, thunderstorm, sleet storm, or hot weather</td></tr><tr><td>Summer</td><td>Torrential rain, heat wave, or hailstorm</td></tr><tr><td>Autumn</td><td>Hot or cold weather, fog, or sleet</td></tr><tr><td>Winter</td><td>Frigid cold, blizzard, or thaw</td></tr><tr><td>Late winter or early spring</td><td>Hurricane-force winds</td></tr></table> You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather-where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.</p><p><i>Control weather</i> can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.</p><p>A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.</p>
PFRPG Core
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Control Weather</p><div style="clear: both;"></div></div><div><h5><b>School </b>transmutation; <b>Level </b>cleric/oracle 7, druid 7, sorcerer/wizard 7, witch 7, shaman 7</h5></div><hr/><div><h5><b>CASTING</b></h5></div><hr/><div><h5><b>Casting Time </b>10 minutes; see text</h5><h5><b>Components </b>V, S</h5></div><hr/><div><h5><b>EFFECT</b></h5></div><hr/><div><h5><b>Range </b>2 miles</h5><h5><b>Area </b>2-mile-radius circle, centered on you; see text</h5><h5><b>Duration </b>4d12 hours; see text</h5><h5><b>Saving Throw </b>none; <b>Spell Resistance </b>no</h5></div><hr/><div><h5><b>DESCRIPTION</b></h5></div><hr/><div><h4><p>You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.</p> <table border ='1'><tr><th>Season</th><th>Possible Weather</th></tr><tr><td>Spring</td><td>Tornado, thunderstorm, sleet storm, or hot weather</td></tr><tr><td>Summer</td><td>Torrential rain, heat wave, or hailstorm</td></tr><tr><td>Autumn</td><td>Hot or cold weather, fog, or sleet</td></tr><tr><td>Winter</td><td>Frigid cold, blizzard, or thaw</td></tr><tr><td>Late winter or early spring</td><td>Hurricane-force winds</td></tr></table> You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather-where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.</p><p><i>Control weather</i> can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.</p><p>A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.</p></h4></div>
110007777NULLNULLNULLNULLNULL7NULL7NULLNULLNULL7
Catastrophe (7), Weather (7)
Changes weather in local area.
0000000000000000000000000
Control Weather
99NULL
Stormborn (15)
Winter (14), Storms (14)
0NULL7NULLNULLNULLNULLNULLNULLNULLNULL000NULL
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