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Arcane Mark

  • casting time 1 standard action
  • range touch

  • components V, S
  • duration permanent

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).

Other universal

Bleed

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration instantaneous

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.

Other necromancy

Create Water

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration instantaneous

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large--possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Other conjuration creation

Dancing Lights

  • casting time 1 standard action
  • range medium (100 ft. + 10 ft./level)

  • components V, S
  • duration 1 minute

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.

Other evocation

Daze

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S, M (a pinch of wool or similar substance)
  • duration 1 round

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Other enchantment compulsion

Detect Magic [1/2]

  • casting time 1 standard action
  • range 60 ft.

  • components V, S
  • duration concentration, up to 1 min./level

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level, see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+

Other divination

Detect Magic [2/2]

  • casting time 1 standard action
  • range 60 ft.

  • components V, S
  • duration concentration, up to 1 min./level

(artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.

Other divination

Detect Poison

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration instantaneous

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Other divination

Guidance

  • casting time 1 standard action
  • range touch

  • components V, S
  • duration 1 minute or until discharged

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Other divination

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Know Direction

  • casting time 1 standard action
  • range personal

  • components V, S
  • duration instantaneous

When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which north exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.

Other divination

Light

  • casting time 1 standard action
  • range touch

  • components V, M/DF (a firefly)
  • duration 10 min./level

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Other evocation

Mending

  • casting time 10 minutes
  • range 10 ft.

  • components V, S
  • duration instantaneous

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Other transmutation

Purify Food and Drink

  • casting time 1 standard action
  • range 10 ft.

  • components V, S
  • duration instantaneous

This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Other transmutation

Read Magic

  • casting time 1 standard action
  • range personal

  • components V, S, F (a clear crystal or mineral prism)
  • duration 10 min./level

You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.

Other divination

Resistance

  • casting time 1 standard action
  • range touch

  • components V, S, M/DF (a miniature cloak)
  • duration 1 minute

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.

Other abjuration

Stabilize

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration instantaneous

Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Other conjuration healing

Touch of Fatigue

  • casting time 1 standard action
  • range touch

  • components V, S, M (a drop of sweat)
  • duration 1 round/level

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

Other necromancy

Virtue

  • casting time 1 standard action
  • range touch

  • components V, S, DF
  • duration 1 min.

With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.

Other transmutation

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Alleviate Addiction

  • casting time 1 standard action
  • range touch

  • components V, S, DF
  • duration 1 hour/level

The subject ignores the effects of addictions. The subject can naturally recover from damage dealt by the drug if she is under the effects of this spell for the entire duration of her rest.

Other conjuration healing

Bane

  • casting time 1 standard action
  • range 50 ft.

  • components V, S, DF
  • duration 1 min./level

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.

Other enchantment compulsion

Barbed Chains

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./level)

  • components V, S, M (a length of chain doused with fresh blood)
  • duration instantaneous

You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell's range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn't stack.

Other conjuration summoning

Blend

  • casting time 1 standard action
  • range personal

  • components S
  • duration 10 minutes/level

You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends (as invisibility).

Other illusion glamer

Blend With Surroundings

  • casting time 1 round
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S, M/DF (a chess piece)
  • duration 10 minutes/level

This spell changes the appearance of the affected creature so that it better blends in with its surroundings. As chosen by you, the affected creature takes on the appearance of a statue, furniture, a tree, a bush, a rock, or another object of similar size. As long as the target stays still, it gains a +20 bonus on Stealth checks, and it can use Stealth even if it is being observed. The target's armor blends in perfectly with the illusory shape, and the target's armor check penalty on Stealth checks is negated for the duration of the spell. If the target moves at all while this spell is in effect, the spell ends.

Other illusion glamer

Bless

  • casting time 1 standard action
  • range 50 ft.

  • components V, S, DF
  • duration 1 min./level

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.

Other enchantment compulsion

Burning Hands

  • casting time 1 standard action
  • range 15 ft.

  • components V, S
  • duration instantaneous

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.

Other evocation

Burning Sands

  • casting time 1 standard action
  • range medium (100 ft. + 10 ft./level)

  • components V, S, M (a handful of sand)/DF
  • duration 1 round/level

You cause sheets of hot sand to spread over the ground in the area of effect. This layer of sand is 1 foot deep and constantly shifts and churns, transforming the ground in the area into difficult terrain. The sand itself burns, and periodic flames rise from the grit. While these flames cannot ignite objects, they deal 1d4 points of fire damage to any creature that ends its turn in contact with the ground within the area of effect. At the end of the duration, the sand vanishes, leaving no aftereffects (other than damage dealt).

Other conjuration creation

Calm Animals

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration 1 min./level

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.

Other enchantment compulsion

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Cause Fear

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration 1d4 rounds or 1 round

see text

Other necromancy

Charm Animal

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration 1 hour/level

This spell functions like charm person, except that it affects a creature of the animal type.

Other enchantment charm

Charm Person

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration 1 hour/level

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.

Other enchantment charm

Cheetah's Sprint

  • casting time 1 swift action
  • range personal

  • components V
  • duration 1 round

A wild surge of energy courses through your body and propels you into a sprint. If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.

Other transmutation

Chill Touch

  • casting time 1 standard action
  • range touch

  • components V, S
  • duration instantaneous

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.

Other necromancy

Comprehend Languages

  • casting time 1 standard action
  • range personal

  • components V, S, M/DF (pinch of soot and salt)
  • duration 10 min./level

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.

Other divination

Coward's Cowl

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration 1 minute/level

You imbue the target with a compulsion to avoid threats, enhancing its defensive instincts. So long as the affected creature does not move closer to enemies during its turn, or moves at least 5 feet away from adjacent enemies, it gains a +1 morale bonus to its AC, and a +1 morale bonus on saves and on attack rolls made as readied actions and attacks of opportunity. Alternatively, if the affected creature does not close with its enemies, it can increase the DC of all spells it casts as part of a readied action by 1. If the subject of the spell willingly moves toward a threatening creature, the spell immediately ends. While affected by coward's cowl, a creature takes a -2 penalty on all saving throws against fear effects.

Other enchantment

Cure Light Wounds

  • casting time 1 standard action
  • range touch

  • components V, S
  • duration instantaneous

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Other conjuration healing

Dancing Darkness

  • casting time 1 standard action
  • range medium (100 ft. + 10 ft./level)

  • components V, S
  • duration 1 minute/level (D)

You create either up to four spheres of darkness that each reduce the illumination level by one step within a 20-foot-radius, or one dimly lit, vaguely humanoid shape. Each sphere of dancing darkness must stay within a 10-foot-radius area of one another but can otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The darkness can move up to 100 feet per round. The effect winks out if the distance between you and it exceeds the spell's range. Dancing shadows can be made permanent with a permanency spell.

Other evocation

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Dancing Lantern

  • casting time 1 standard action
  • range touch

  • components V, S, F (a lantern)
  • duration 1 hour/level (D)

You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A dancing lantern can be made permanent with a permanency spell (CL 9th, 2,500 gp).

Other transmutation

Darting Duplicate

  • casting time 1 swift action
  • range 5 ft.

  • components V, S
  • duration instantaneous

An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence. Any creature that threatens that square must succeed at a Will save or make an attack of opportunity against the image. The image's AC is equal to 10 + 1/2 your caster level, but as a figment, the image is unaffected by any attack.

Other illusion figment

Detect Animals or Plants [1/2]

  • casting time 1 standard action
  • range long (400 ft. + 40 ft./level)

  • components V, S
  • duration concentration, up to 10 min./level

You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant. 1st Round: Presence or absence of that kind of animal or plant in the area. 2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen. 3rd Round: The condition (see below) and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled. If a

Other divination

Detect Animals or Plants [2/2]

  • casting time 1 standard action
  • range long (400 ft. + 40 ft./level)

  • components V, S
  • duration concentration, up to 10 min./level

creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Other divination

Detect Chaos

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, DF
  • duration concentration, up to 10 min./ level

This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.

Other divination

Detect Evil [1/3]

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, DF
  • duration concentration, up to 10 min./ level

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level, see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength

Other divination

Detect Evil [2/3]

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, DF
  • duration concentration, up to 10 min./ level

of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Chaos/Evil/Good/Law Creature/Object Aura Power None Faint Moderate Strong Overwhelming Aligned creature1 (HD) 5 or lower 5-10 11-25 26-50 51 or higher Aligned Undead (HD) -- 2 or lower 3-8 9-20 21 or higher Aligned outsider (HD) -- 1 or lower 2-4 5-10 11 or higher Cleric or paladin of an aligned deity2 (class levels) -- 1 2-4 5–10 11 or higher Aligned magic item or spell (caster level) 5th or lower 6th-10th 11th-15th 16th-20th 21st or higher 1 Except for undead and outsiders, which have their own entries on the table. 2 Some characters who are not

Other divination

Detect Evil [3/3]

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, DF
  • duration concentration, up to 10 min./ level

clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Other divination

Detect Good

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, DF
  • duration concentration, up to 10 min./ level

This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.

Other divination

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Detect Law

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, DF
  • duration concentration, up to 10 min./ level

This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.

Other divination

Detect The Faithful

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, DF
  • duration concentration, up to 1 minute/level (D)

You can detect other worshipers of your deity (mortal worshipers, outsider servants, and so on). The amount of information revealed depends on how long you focus on a particular area or subject. 1st Round: Presence or absence of the faithful. 2nd Round: Number of individual faithful in the area. 3rd Round: The exact location of each worshiper. If a fellow worshiper is outside your line of sight, then you discern his direction but not his exact location. Each round, you can rotate to detect worshipers in a new area. The spell can penetrate barriers, but a sheet of lead, 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt blocks it. A creature's personal interpretation of its beliefs determines whether or not it is of the same faith as you-hence heretics and splinter cultists of your deity still count as worshipers of that deity. Furthermore, since the spell picks up a creature's current beliefs and feelings, a creature actively pretending to be a member of the same faith also appears to the spell to be a member. Thus, the spell is still useful in locating potential hidden members of the same faith among the general populace, but on its own, it doesn't weed out spies.

Other divination

Detect Undead [1/2]

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, M/DF (earth from a grave)
  • duration concentration, up to 1 minute/ level

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below. Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below. HD Strength Lingering Aura Duration 1 or lower Faint 1d6 rounds 2-4 Moderate 1d6 minutes 5-10 Strong 1d6 x 10

Other divination

Detect Undead [2/2]

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, M/DF (earth from a grave)
  • duration concentration, up to 1 minute/ level

minutes 11 or higher Overwhelming 1d6 days Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Other divination

Discern Next Of Kin

  • casting time 1 standard action
  • range 60 ft.

  • components V, S, F (a copper piece)
  • duration concentration, up to 1 minute/level (D)

You can scan the thoughts of one individual and learn the names and locations of the target's living relatives, as well as the attitude of the target toward those relatives (and vice versa). You learn about one relative per round you concentrate on the target. For example, you might learn that the target's father's name is Jarn, the father lives on a nearby farm, and the target and his father don't get along. Since this spell reads the target's mind, you can learn only what the target knows or believes.

Other divination

Doom

  • casting time 1 standard action
  • range medium (100 ft. + 10 ft./level)

  • components V, S, DF
  • duration 1 min./level

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

Other necromancy

Ears Of The City

  • casting time 1 standard action
  • range touch

  • components V, S, M/DF (a small piece of a brick)
  • duration 1 round/level

The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind. Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn't involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.

Other divination

Endothermic Touch

  • casting time 1 standard action
  • range touch

  • components V, S, M/DF (a small bit of snakeskin)
  • duration 1 round/level

This spell slows the metabolism and other bodily functions of a creature for a short amount of time. The target is staggered and moves at half its normal speed (round down to the next 5-foot increment), but it can hold its breath for twice as long as normal.

Other transmutation

Endure Elements

  • casting time 1 standard action
  • range touch

  • components V, S
  • duration 24 hours

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Other abjuration

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Entangle

  • casting time 1 standard action
  • range long (400 ft. + 40 ft./level)

  • components V, S, DF
  • duration 1 min./level (D)

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

Other transmutation

Frostbite

  • casting time 1 standard action
  • range touch

  • components V, S
  • duration instantaneous

Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Other transmutation

Gentle Breeze

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration 1 hour (D)

You create a light wind that blows only against the target, from a direction of your choice. The breeze grants the target a +2 circumstance bonus on saves against very hot conditions, severe heat, and saves against clouds, vapors, and gases (such as cloudkill, stinking cloud, and inhaled poisons). There must be air present to use this spell.

Other evocation

Goodberry

  • casting time 1 standard action
  • range touch

  • components V, S, DF
  • duration 1 day/level

Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

Other transmutation

Grasping Corpse

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S, M (pinch of powdered onyx worth 1 gp)
  • duration instantaneous

You can cause one nearby corpse to animate for a brief moment. Choose a creature within 30 feet of the corpse (even if the creature is outside the spell's range). The corpse shambles toward the creature and then attempts to trip or grapple it (your choice). The corpse does not provoke attacks of opportunity. Attempt a special combat maneuver check against the chosen creature. Your CMB for this combat maneuver is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. If you chose to trip the creature, it falls prone if you equal or exceed its CMD. If you chose to grapple, the creature gains the grappled condition until it breaks free from the corpse. Treat your save DC for a spell of this level as the CMD of the grasping corpse. Alternatively, destroying the corpse with damage ends the grapple. The corpse has 12 hit points and DR 5/slashing.

Other necromancy

Heightened Awareness

  • casting time 1 standard action
  • range personal

  • components V, M/DF (a coffee bean)
  • duration 10 minutes/level (D)

You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.

Other divination

Hex Vulnerability

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S, M (a drop of your blood)
  • duration 1 round/level

The targeted creature becomes susceptible to a repeat use of your harmful hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. For example, normally after you target a creature with a charm hex, you cannot target it again for 1 day. But after casting this spell on a creature, you could try the charm hex repeatedly as long as the spell persists. The end of this spell has no effect on any active or ongoing hex on a creature. Fox example, if the creature failed its save against a second use of your charm hex, it remains charmed for the normal duration, even if the spell expires before the hex does. Each subsequent casting of this spell on a target within a 24-hour period gives the target a +4 bonus on its save against the spell and imposes a -4 penalty on your caster level check to overcome the target's spell resistance with this spell.

Other necromancy

Hex Ward

  • casting time 1 standard action
  • range touch

  • components V, S
  • duration 1 hour/level

You give the target a +4 resistance bonus on saving throws against witch hexes.

Other abjuration

Hide from Animals

  • casting time 1 standard action
  • range touch

  • components S, DF
  • duration 10 min./level

Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

Other abjuration

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Hydraulic Push

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration instantaneous

You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.

Other evocation

Illusory Crowd

  • casting time 1 standard action
  • range medium (100 ft. + 10 ft./level)

  • components V, S, M (a shirt button)
  • duration 1 minute/level (D)

This spell creates an illusion of a stationary group of people milling about. They can be of any humanoid race or ethnicity you are familiar with, and they speak a language of your choice that you know. To anyone not paying close attention, their conversations sound perfectly normal but are in fact repetitive and essentially meaningless. The crowd appears to be a group of typical citizens, and cannot duplicate any specific group, guild, or military squad. The crowd affects movement and provides cover like a real crowd (Pathfinder RPG Core Rulebook 436), b ut a nyone who disbelieves the illusion can move and attack through the crowd without impediment. Each round a creature enters or makes an attack through a crowd-filled square, it can attempt a save to disbelieve the illusion. Similarly, any creature that spends a round listening to or talking to the crowd can attempt a save to disbelieve the illusion. If the group is placed in any terrain other than urban, each creature attempting a save to disbelieve the spell gains a +5 bonus on the save.

Other illusion figment

Incessant Buzzing

  • casting time 1 standard action
  • range medium (100 ft. +10 ft./level)

  • components V, S, M/DF (insect wing)
  • duration 1 round/level

You summon an illusory swarm of angry wasps that fills a 10-foot-diameter sphere. You can summon it so that it shares an area with other creatures, and you can move it up to 40 feet each round as a move action. Creatures caught inside the swarm's area of effect cannot use skills that require patience or concentration. Additionally, spellcasters within the area must succeed at a caster level check (DC = 20 + level of spell to be cast) in order to cast spells. On a failed caster level check, the spell is lost. While the buzzing is unpleasant, it is not so loud as to drown out other noises or make communication difficult.

Other illusion figment

Inflict Light Wounds

  • casting time 1 standard action
  • range touch

  • components V, S
  • duration instantaneous

When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Other necromancy

Itching Curse

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration 1 hour/level (D)

You curse the target with a distracting, unbearable itch. Unless the target scratches as a move action, it takes a -1 penalty on attack rolls, saving throws, skill checks, and ability checks.

Other necromancy

Linked Legacy

  • casting time 1 round
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration 10 minutes/level

This spell helps build community and ensure a shared vision for the future. When any of the affected creatures succeeds at a Knowledge check to answer a question within its field of study or identify a monster and its special powers or vulnerabilities, as a free action the affected creature can share any information gained automatically with all targets of the spell. If any of the targets move out of the spell's range, the spell ceases to function for all of them until they are all within close range of you again.

Other divination

Magic Stone

  • casting time 1 standard action
  • range touch

  • components V, S, DF
  • duration 30 minutes or until discharged

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

Other transmutation

Magic Weapon

  • casting time 1 standard action
  • range touch

  • components V, S, DF
  • duration 1 min./level

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls. You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Other transmutation

Mindlink

  • casting time 1 standard action
  • range touch

  • components V
  • duration instantaneous

You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and isn't language-dependent.

Other divination

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Monkey Fish

  • casting time 1 standard action
  • range personal

  • components V, S
  • duration 1 minute/level (D)

Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load.

Other transmutation

Nature's Paths

  • casting time 1 standard action
  • range touch

  • components V, S, M/DF (a smooth stone)
  • duration 8 hours (D)

The target instinctively knows the shortest, easiest, and fastest way through the wilderness. For the purpose of determining overland speed, the target treats any trackless terrain as though there were a trail or road, and any terrain with a road or trail as though there were a highway (Pathfinder RPG Core Rulebook 171-172). Up to one creature per caster level traveling with the target can also benefit from the effect. The spell functions only outdoors and does not function in magically altered terrain.

Other divination

Obscure Poison

  • casting time 1 standard action
  • range touch

  • components S, M (herbs used in antitoxins worth 10 gp)
  • duration 1 hour/level

You make the touched poison difficult to detect or identify. Detect poison and similar effects detect an obscured poison only with a successful caster level check against a DC equal to 15 + your caster level (rolled secretly by the GM). Even if the poison is detected, the DC of Craft (alchemy) or Wisdom checks to identify the poison is increased by 10. If cast upon a venomous creature, obscure poison disguises all of the creature's natural poisons in the same way.

Other abjuration

Obscuring Mist

  • casting time 1 standard action
  • range 20 ft.

  • components V, S
  • duration 1 min./level

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.

Other conjuration creation

Pass without Trace

  • casting time 1 standard action
  • range touch

  • components V, S, DF
  • duration 1 hour/level

The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by nonmagical means.

Other transmutation

Peace Bond

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S, M/DF (a glass cube)
  • duration 1 minute/level

This spell creates one glowing rune of peace, plus one per 2 caster levels above 1st (to a maximum of five runes at 9th level). An identical symbol appears on your forehead for the duration of the spell and cannot be disguised (though it is visible only if you are visible). Each rune illuminates a 5-foot cube, preventing any spell you cast of up to 3rd level and that has a defined area (as opposed to targets or an effect) from entering or affecting the 5-foot cube. For example, creatures and items within any square affected by peace bond take no damage from a fireball you cast. However, if you cast stinking cloud, the noxious vapors are an effect and enter such cubes normally. This spell does not break line of effect within any other spells you cast, it simply negates all effects of your 1st-, 2nd- and 3rd-level area spells within the peace bond's area. Peace bond offers no protection against your spell-like abilities or supernatural area effects.

Other abjuration

Pesh Vigor

  • casting time 1 standard action
  • range touch

  • components V, S, M (a dose of pesh worth 15 gp)
  • duration 1 round/level

see text

Other transmutation

Planar Orientation

  • casting time 1 standard action
  • range personal

  • components V, S
  • duration instantaneous

This spell helps creatures accustomed to the concrete reality of the Material Plane to navigate within the confusing realities of other planes. When cast, it functions as know direction, save that instead of revealing true north, it reveals the direction of the palace or demesnes most associated with that plane or demiplane's ruling god or demigod, as well as a brief and generic vision of that entity's appearance or holy symbol. The spell functions only within whatever plane or demiplane you are located in at the time, for instance, if cast within a specific demon lord's Abyssal realm or on a given layer of Hell, it would point to the seat of power for that demon lord or archdevil, not Lamashtu or Asmodeus. If a plane or demiplane has multiple gods or rulers, such as the Eldest of the First World or Heaven's various Empyreal Lords and deities, it reveals the directions of the closest three, allowing for triangulation. This spell reveals the location of the god or demigod's official seat of power only, not the entity itself, and if such a location is deliberately hidden via magic of any sort, the spell automatically fails. It does not function on the Material Plane.

Other divination

Preserve

  • casting time 1 standard action
  • range touch

  • components V, S, M/DF (a pinch of salt)
  • duration 1 week

You imbue one or more objects with magic that dramatically slows down natural processes that lead to decay and spoilage. For the duration of the spell, food, water, plants, and other perishable objects affected by the spell remain as fresh as they were when the spell was cast. The spell also protects these objects against spells of the same level or lower that cause spoilage, such as putrefy food and drinkAPG. When the duration of preserve expires, the objects resume aging at their normal rate. The spell also works on severed body parts and the bodies of small creatures as per gentle repose, provided that the weight of the creature or part does not exceed the spell's limit. Preserve can be made permanent with a permanency spell by a caster of 9th level or higher for 500 gp.

Other necromancy

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Produce Flame

  • casting time 1 standard action
  • range 0 ft.

  • components V, S
  • duration 1 min./level

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.

Other evocation

Protection From Chaos

  • casting time 1 standard action
  • range touch

  • components V, S, M/DF
  • duration 1 min./level (D)

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.

Other abjuration

Protection From Evil [1/2]

  • casting time 1 standard action
  • range touch

  • components V, S, M/DF
  • duration 1 min./level (D)

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does

Other abjuration

Protection From Evil [2/2]

  • casting time 1 standard action
  • range touch

  • components V, S, M/DF
  • duration 1 min./level (D)

prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Other abjuration

Protection From Good

  • casting time 1 standard action
  • range touch

  • components V, S, M/DF
  • duration 1 min./level (D)

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by good creatures. The target receives a new saving throw against control by good creatures and good summoned creatures cannot touch the target.

Other abjuration

Protection From Law

  • casting time 1 standard action
  • range touch

  • components V, S, M/DF
  • duration 1 min./level (D)

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by lawful creatures. The target receives a new saving throw against control by lawful creatures and lawful summoned creatures cannot touch the target.

Other abjuration

Punishing Armor

  • casting time 1 standard action
  • range personal

  • components V, S
  • duration 10 minutes/level (D)

You coat yourself with a thin layer of shimmering energy. Any creature dealing nonlethal damage to you immediately takes half the amount of nonlethal damage dealt. A successful Fortitude save made by the attacking creature negates this damage.

Other abjuration

Remove Fear

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./2 levels)

  • components V, S
  • duration 10 minutes

see text

Other abjuration

Resist Starvation

  • casting time 1 standard action
  • range touch

  • components V, S, M (crumb of food)
  • duration 1 day/level

If the target doesn't eat on the day this spell is cast on it, the DC to avoid taking nonlethal damage from starvation on the following day doesn't increase by 1. This spell fails if the target hasn't already attempted at least one Constitution check to avoid starvation.

Other transmutation

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Rite Of Bodily Purity

  • casting time 1 hour
  • range personal

  • components V, M (soothing incense worth 100 gp)
  • duration 24 hours or until discharged

You energize your body's immune system, improving your ability to resist toxins and ailments. You gain a +2 resistance bonus on saving throws to resist diseases, drugs, and poisons. Additionally, at any time during the spell's duration, whenever you fail a saving throw to resist a disease, drug, or poison, you can expend the spell's remaining duration as an immediate action in order to reroll that saving throw. You must take the second result, even if it's worse. The +2 resistance bonus granted by the spell applies to the reroll, but after you make this reroll, the spell ends.

Other abjuration

Rite Of Centered Mind

  • casting time 1 hour
  • range personal

  • components V, M (soothing incense worth 100 gp)
  • duration 24 hours or until discharged

You heighten your awareness of your own thoughts, allowing you to more easily resist outside influences. You gain a +1 resistance bonus on saving throws to resist mind-affecting effects. This resistance bonus is increased to +2 if the effect is an emotion or fear effect. Additionally, at any time during the spell's duration, whenever you fail a saving throw to resist a mind-affecting effect, you can expend the spell's remaining duration as an immediate action in order to reroll that saving throw. You must take the second result, even if it's worse. The +2 resistance bonus granted by the spell applies to the reroll, but after you make this reroll, the spell ends.

Other abjuration

Scarify

  • casting time 1 standard action
  • range touch

  • components V, S
  • duration instantaneous

Your touch causes a single creature's skin to produce fibrous tissue that sutures the creature's wounds, rapidly closing them and leaving jagged scars where the wounds were. The process is painful, and converts 2d6 points of damage + 1 point per caster level (maximum +5) into nonlethal damage. If the target creature is immune to nonlethal damage, the spell fails. Damage resistance against nonlethal damage reduces the amount of damage converted. This effect counts as healing for the purpose of stopping bleed damage. Kuthites are especially fond of this spell, as it gives them permanent physical reminders of the all too brief pain they endured.

Other necromancy

Secret Sign [1/2]

  • casting time 1 standard action
  • range touch

  • components V, S, M (a lemon peel)
  • duration 1 day/level

You invisibly inscribe a small mark or short message (no more than 25 words) on a creature or object, similar to the way arcane mark works. The sign can be no more than 6 inches across, and if it's a written message, it can be in any language you can read and write at the time of the spell's casting. As you cast the spell, you can define one auditory, olfactory, tangible, or visual criterion-such as all creatures wearing green bands on their left arms or only creatures who smell of lavender or only orcs-that allows designated creatures within 30 feet to see the secret sign. Disguises and illusions that mimic the set criterion can fool this spell. Normal darkness doesn't conceal a visual trigger, but magical darkness or invisibility does. Auditory criteria (such as a password) and tangible criteria (such as pressing your hand against a specific object or wall) can be performed by anyone who learns of them. A secret sign cannot distinguish alignment, level, Hit Dice, or class except by external garb, but can differentiate apparent races, genders, and garments. See invisibility and invisibility purge reveal the sign, but glitterdust does not. A caster of at least 10th level can make secret sign

Other illusion glamer

Secret Sign [2/2]

  • casting time 1 standard action
  • range touch

  • components V, S, M (a lemon peel)
  • duration 1 day/level

permanent on an object with a permanency spell using 5,000 gp of diamond dust as a material component.

Other illusion glamer

Sense Spirit Magic

  • casting time 1 standard action
  • range personal

  • components V, S
  • duration 24 hours

You gain greater sensitivity to magic associated with your primary spirit and your wandering spirits (any spells on the spirit magic spell lists for these spirits, as well as spell-like abilities that duplicate the effects of those spells). You gain a +10 circumstance bonus on Spellcraft checks to identify these spells if they are cast within the area, and a +2 circumstance bonus on saving throws to resist the effects of such spells. If any of these spells require an attack roll, you are never considered flat-footed against such attacks.

Other divination

Shadow Trap

  • casting time 1 standard action
  • range close (25 ft. + 5 ft./level)

  • components V, S
  • duration 1 round/level (D)

You pin the target's shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn't throw a shadow, and it ends if the creature is entirely in an area with no illumination.

Other illusion shadow

Skin Tag

  • casting time 1 minute
  • range touch (object)

  • components 1 mile (remote effects)
  • duration V, S, M (beverage or food item, plus special reagents worth 25 gp)

1 day plus 1 day/level (D)

Other necromancy haunted

Sleep

  • casting time 1 round
  • range medium (100 ft. + 10 ft./level)

  • components V, S, M (fine sand, rose petals, or a live cricket)
  • duration 1 min./level

A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Other enchantment compulsion

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Spirit Call

  • casting time 1 full round
  • range 100 ft.

  • components V, S, DF
  • duration 1 minute/level

You call out to nature spirits associated with your spirit (not your wandering spirit) if you are a shaman, or your domain if you are a druid, beckoning them forth to pay attention to your current location. For the duration of the spell, all spells from your spirit magic list or domain list that are cast within the affected area have their caster level increased by 1, and all spellcasters casting such spells receive a +4 insight bonus on their concentration checks for those spells only.

Other enchantment

Spirit Share

  • casting time 1 standard action
  • range personal

  • components V, S, F (liquid to be shared)
  • duration 1 round/level

This spell was first created as a minor parlor trick, but adventuring Caydenites have repurposed and improved on it for use on their travels. For the duration of the spell, as a standard action you can touch a willing target to deliver 1 dose of a potable liquid (including alcoholic drinks and potions and elixirs, but not poisons or other liquids that are primarily harmful when drunk) in your possession (though not necessarily held in hand) into her.

Other transmutation

Strand Of The Tangled Knot

  • casting time 1 standard action
  • range personal

  • components V, S, M/DF (a small knot of twine)
  • duration 1 round/level (D)

You mimic tugging at the Green Mother's legendary Tangled Knot to subtly alter your fate. The next single attack made against you takes a -10 penalty. If that attack is a critical hit, it is instead treated as a normal hit.

Other abjuration

Tears To Wine

  • casting time 1 standard action
  • range 10 ft.

  • components V, S, M (a single grape)
  • duration 10 minutes/level

Legend claims runelords used this spell to literally benefit from drinking the tears of their captured foes. This spell turns nonmagic liquids-including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids-into mead or wine of average quality. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar liquids of significance are spoiled by tears to wine, but the spell has no effect on creatures of any type or on magic potions. Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th.

Other transmutation

Thorn Javelin

  • casting time 1 standard action
  • range 0 ft.

  • components V, S
  • duration 1 minute/level (D)

A wooden thorn the size of a javelin (appropriate for your size) appears in your open hand. You can wield this thorn as a javelin, and you are proficient in its use. Any creature struck by the javelin must succeed at a Fortitude save or be sickened for 1 round. If you throw the javelin, another one appears in your hand. Any javelin that leaves your grasp disappears at the end of your turn. Each javelin attack you make reduces the spell's remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after that attack resolves.

Other conjuration creation

Touch Of Blindness

  • casting time 1 standard action
  • range touch

  • components V
  • duration 1 round/level (see text)

A touch from your hand, which is engulfed in darkness, disrupts a creature's vision by coating its eyes in supernatural darkness. Each touch causes the target to become blinded for 1 round unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per caster level. Any touch attack not used after 1 round per caster level is lost.

Other necromancy

Twisted Futures

  • casting time 1 standard action
  • range close (25 ft. + 5ft./2 levels)

  • components V, S, M (a small die with the faces scratched off)
  • duration 1 round/level

By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures. A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result (like the swashbuckler's charmed life ability) or to choose the die result in lieu of rolling (like the wizard's prescience school power or the cyclops's flash of insight ability). This doesn't affect abilities that force a creature to take the lower of two rolls, such as ill omen or a pugwampi's unluck aura (Pathfinder RPG Bestiary 2 144). A cyclops can't use its flash of insight ability to save against this spell.

Other divination

Underbrush Decoy

  • casting time 1 swift action
  • range close (25 ft. + 5 ft./2 levels)

  • components S
  • duration 1 round

You cause a plant to rustle noisily, distracting nearby creatures. You can attempt a Bluff check to create a distraction to hide, using your caster level + your Wisdom modifier in place of your total Bluff skill bonus and applying the result to all creatures within 30 feet. You count the target as distracted, as do any creatures that knew about your distraction in advance. Creatures might not be distracted if they detect you casting the spell or otherwise anticipate your subterfuge.

Other transmutation

Wave Shield

  • casting time 1 immediate action
  • range personal

  • components V
  • duration 1 round or until discharged

You create a rushing torrent of water in the rough outline of a shield. The water protects you from one physical or fire attack, granting you DR/- and fire resistance equal to half your caster level (minimum 1) on that attack. Once the spell has reduced the damage of one attack against you, it is discharged.

Other abjuration

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