You cloud the target's mind with effects determined by its Will save.
Success The target is unaffected.
Failure The target is flat-footed.
Critical Failure The target is flat-footed and slowed 1.
You send out a magical pulse that registers the presence of magic. You receive no information beyond presence or absence of magic. You can choose to ignore magic you're fully aware of, such as you and your allies' magic items and ongoing spells.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically get detected normally.
Heightened (3rd) You learn the school of magic for the highest-level magical effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. You don't learn the exact location but can narrow down the source to within a 5-foot cube. If the source is larger than that, you identify only the cube nearest to you.
You infuse the target with energy. You deal 1d10 positive damage - the target must attempt a Fortitude save. Heightening increases damage.
Success The target takes half damage.
Critical Success The target takes no damage.
Failure The target takes full damage.
Critical Failure Double damage and enfeebled 1 for 1 round.
Heightened (3rd) 1d10 your spellcasting ability modifier.
Heightened (5th) 2d10 your spellcasting ability modifier.
Heightened (7th) 3d10 your spellcasting ability modifier.
Heightened (9th) 4d10 your spellcasting ability modifier.
You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose.
You ward your ally against the attacks and hostile spells of the target enemy. The target ally gains a � conditional bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.
Heightened (6th) The conditional bonus increases to �.
You ask for divine guidance, granting the target a � conditional bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, it's bolstered.
In your mind's eye, you see a path northward. You immediately know which direction is north (if there is such a thing as north at your current location).
Heightened (7th) You can choose to instead know the direction to a specific location with which you are very familiar, such as a previous home, a favorite tavern, or the temple where you trained.
The object begins to glow with pure light, casting bright light in a 20-foot radius like a torch. If you cast this spell again on another object, the light on the last object you cast it on is dismissed.
Heightened (4th) The object instead sheds bright light in a 60- foot radius.
You mouth words, but instead of coming out of your mouth, they're transferred to the ears of the target. Though others cannot hear your words, the target can as if she were standing next to you. She can give a brief response as a reaction, or as a free action on her next turn if she wishes, but she must be able to see you and be within range to do so. If she responds, per the original missive only you can hear her response.
Heightened (3rd) The spell's range increases to 500 feet.
You can perform simple magical effects for as long as you Concentrate on the Spell. The effects are minor and have severe limitations. Each time you Concentrate on the Spell, you can choose one of four options, based on your type of magic. Cook (arcane, primal) Chill, warm, or flavor 1 pound of nonliving material. Lift (arcane, divine, occult) Slowly lift an unattended object of light Bulk or less 1 foot off the ground. Make (arcane, divine, occult) Create an object of negligible Bulk, made of congealed magical substance and temporary in nature. The object looks crude and artificial and is extremely fragile -it crumbles if put under too much strain and can't be used as a tool, weapon, or spell component. Tidy (arcane, primal) Color, clean, or soil an object of light or less Bulk. You can affect an object of 1 Bulk with 10 rounds of concentration or a larger object, such as a suit of armor, with 5 minutes of concentration.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond just moving, cleaning, coloring, or soiling it) persists only as long as you Concentrate on the Spell.
You focus on the target object. When the casting is complete, you know whether or not that item is magical and, if it is, you learn the school of magic (see page 194). If the object is illusory, you detect this only if the effect has a lower level than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
You raise a magical shield of force to protect you. This counts as using the Raise a Shield action (see the sidebar) to gain a � circumstance bonus to AC until the start of your next turn, though it doesn't require a hand to use.
While the spell is in effect, you can also use the Shield Block reaction with your magic shield. The shield has Hardness 4. After you use Shield Block, the spell is dismissed and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.
Heightening the spell increases the Hardness.
Heightened (3rd) Hardness 10.
Heightened (5th) Hardness 15.
Heightened (7th) Hardness 20.
You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the touched creature or object. The mark can be visible or invisible, and you can change it from one state to another by spending a Somatic Casting action during which you touch the target.
The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your level.
Heightened (3rd) 1 month.
Heightened (5th) 1 year.
Heightened (7th) The sigil never fades.
The soft glow of positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
A bubble of pure air appears around the target's head, allowing it to breathe normally. The spell is dismissed as soon as the target returns to an environment where it can breathe normally.
The focus is whisked away until the magic is broken or the spell expires. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert that awakens you (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to awake if it succeeds at a DC 15 Perception check. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the alarm when moving into the area.
Heightened (3rd) You can specify criteria for creatures that sound the alarm. For instance, orcs or people with red hair.
Divine censure makes it difficult for your enemies to attack. Targets take a -1 conditional penalty to attack rolls. Bane can dispel bless.
Blessings from beyond make your companions potent. They gain a � conditional bonus to attack rolls. Bless can dispel bane.
You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), drop what it's holding, drop prone, or stand in place. The effects depend on the target's Will save.
Success The target is unaffected.
Failure The target spends its first action doing as you commanded, and the spell is dismissed.
Critical Failure The target does as you commanded, spending as many actions as possible doing so, and does nothing else.
Heightened (5th) You can target up to 10 creatures.
Cupping your hands, water begins to flow. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.
Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment.
Only divine spellcasters, undead, and beings from the Outer Sphere have an alignment aura if they are 6th level or higher.
Heightened (2nd) You also learn each aura's location and strength.
You detect whether a creature is venomous or poisonous, or an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances like lead and alcohol are poisons and thus can mask other poisons.
Heightened (2nd) You determine the number and types of poison.
Targets' attacks deal an extra 1d4 positive damage to undead.
Heightened (3rd) Target up to three weapons, 2d4 damage.
Heightened (5th) Target up to four weapons, 3d4 damage.
You plant fear in the target, with effects based on its Will save.
Success The target is frightened 1.
Critical Success The target is unaffected.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
You channel negative energy to harm the living or heal the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing undead target, or deal that amount of negative damage to a living target. The number of actions spent Casting this Spell determines its targets, range, area, and other parameters. [[A]] Somatic Casting The spell has a range of touch. You must succeed at a melee touch attack to damage a living target. [[A]] Somatic Casting, [[A]] Verbal Casting The spell has a range of 30 feet and doesn't require a touch attack when targeting a living creature. A living target must attempt a Fortitude save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure. [[A]] Material Casting, [[A]] Somatic Casting, [[A]] Verbal Casting You disperse negative energy in a 30-foot aura. This has the same effect as the two-action version, but it targets all living and undead creatures in the burst and reduces the amount of healing or damage to your spellcasting ability modifier.
Heightened (�) the amount of healing or damage increases by 1d8, or by 2d8 if you're using the 1- or
2-action version to heal undead.
You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.[[A]] Somatic Casting The spell has a range of touch. You must succeed at a melee touch attack to damage an undead target.[[A]] Somatic Casting, [[A]] Verbal Casting The spell has a range of 30 feet and doesn't require a touch attack when targeting an undead creature. An undead target must attempt a Fortitude save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure.[[A]] Material Casting, [[A]] Somatic Casting, [[A]] Verbal Casting You disperse positive energy in a 30-foot aura. This has the same effect as the two-action version, but it targets all living and undead creatures in the burst and reduces the amount of healing or damage to your spellcasting ability modifier.
Heightened (�) The amount of healing or damage increases by 1d8, or by 2d8 if you're using
the 1- or 2-action version to heal the living.
The target's latch mechanism clinks shut, held fast by unseen magical restraints. You magically lock the target, either setting the Thievery DC equal to your spell DC or using the base lock DC with a � conditional bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell.
If the lock is opened, the spell is dismissed. Assuming the target is not barred in some other way, you can unlock and open it by spending a Somatic Casting action during which you touch the target. Doing so does not dismiss the spell. You can dismiss the spell at any time and from any distance with a Verbal Casting action.
Heightened (2nd) The duration increases to unlimited, but you must add a Material Casting action and expend 6 gp worth of gold dust as an additional cost.
The weapon glimmers with magic and energy. The target becomes a � magic weapon, gaining a � item bonus to attack rolls and dealing another die of damage on a hit.
You remove the broken condition from the target if it is broken, or repair 1 Dent it has taken if it is dented.
Heightened (2nd) You can target a nonmagical object of 1 Bulk or less.
Heightened (3rd) You can target a nonmagical object of 2 Bulk or less, or a magical object of 1 Bulk or less.
Choose chaotic, evil, good, or lawful when you cast this spell. If you choose chaos, this spell gains the lawful trait and vice versa. If you choose evil, this spell gains the good trait and vice versa.
The target gains a � conditional bonus to their Armor Class against attacks by creatures of the chosen alignment and on saving throws against effects created by such creatures. This bonus increases to � against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.
You remove toxins and contaminations from food and drink, making them safe to consume. This doesn't prevent natural decay or spoilage. One cubic foot of liquid is roughly 8 gallons.
Attempt a ranged touch attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed at your attack roll, the target treats the result of its Fortitude save as one degree worse.
Success The target gains enfeebled 1.
Critical Success The target is unaffected.
Failure The target gains enfeebled 2.
Critical Failure The target gains enfeebled 3.
You form a spiritual link with another creature, allowing you to take in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.
You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster's Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can't use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.
Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.
Whenever you speak, you can make your voice seem to come from somewhere else within 30 feet. Any creature that hears the sound can attempt to disbelieve your illusion.
Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. A creature must succeed at a Perception check against you before it can attempt to disbelieve your illusion.
You ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future, and reveals the GM's best guess among the following outcomes. Weal The results will be good. Woe The results will be bad. Weal and Woe The results will be a mix of good and bad. Nothing There won't be particularly good or bad results.
The GM rolls a secret DC 6 flat check. On a failure, the result is always " -nothing." - This makes it impossible to tell whether a " -nothing" - result is accurate. If anyone casts augury on the same topic, use the secret roll result from the first casting. It's possible to get a different result if circumstances change.
Creatures in the area become calm, depending on their Will saves.
Success Calming urges give a -1 conditional penalty to attack rolls.
Critical Success The creature is unaffected.
Failure You suppress emotion effects and prevent the creature from acting hostile. If it is subject to hostility from any other creature, it ceases to be affected by calm emotions.
Critical Failure As failure, but hostility doesn't end the effect.
The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand, otherwise, choose one of the languages randomly. Heightened (3rd) The target can also speak the language.
A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.
Heightened (�) The cost increases as follows: 16 gp for 3rd level - 30 gp for 4th - 60 gp for 5th - 120 gp for 6th - 270 gp for 7th - 540 gp for 8th - 1,350 gp for 9th - and 3,350 gp for 10th.
You create enough food to feed six Medium creatures for a day - it's bland and unappealing and leaves the eater unsatisfied. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-fourth as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).
Heightened (4th) You can feed 12 Medium creatures.
Heightened (6th) You can feed 50 Medium creatures.
Heightened (8th) You can feed 200 Medium creatures.
A shroud of darkness prevents light from penetrating or emanating within the area. This suppresses magical light of the spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.
Heightened (4th) Even creatures with darkvision (but not greater darkvision) treat targets seen through the darkness as concealed.
You gain darkvision.
Heightened (3rd) The spell's range is touch and it targets 1 creature.
The target loses hearing, depending on its Fortitude save, and is bolstered against all castings of deafness.
Success The target is deafened for 1 round.
Critical Success The target is unaffected.
Failure The target is deafened for 10 minutes.
Critical Failure The target is deafened permanently.
You snuff out a creature at the brink of death, based on its Will save. If this kills it, you gain 10 temporary HP and a � conditional bonus to attack and damage rolls for 10 minutes.
Success The target increases its dying value by 1.
Critical Success The target is unaffected.
Failure The target dies.
Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).
Heightened (3rd) The target is protected from severe cold and heat.
Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.
All creatures in the area are limned in colorful, heatless fire of a color of your choice. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being unseen.
The corpse doesn't decay, nor can it be transformed into an undead. Time spent under the effect of this spell doesn't count when determining the success of spells that require a fresh corpse.
Heightened (5th) The spell's duration is permanent, but you must add a Material Casting action during which you expend 6 gp worth of embalming fluid as a cost.
You touch the target to afflict it with ghoul fever - the target must attempt a Fortitude save.
Success The target takes a -2 conditional penalty to saving throws against ghoul fever for 1 day or until she contracts it, whichever comes first.
Critical Success unaffected
Failure The target is afflicted with ghoul fever at stage 1.
Critical Failure The target is afflicted with ghoul fever at stage 2. Ghoul Fever (disease) Level 3 - Stage 1 carrier with no ill effect (1 day) - Stage 2 3d8 damage and regains half as many Hit Points from all healing (1 day) - Stage 3 as stage 2 (1 day) - Stage 4 3d8 damage and gains no benefit from healing (1 day) - Stage 5 as stage 4 (1 day) - Stage 6 dead, and rises as a ghoul at the next midnight.
You can counteract a single fear effect that the target suffers from. This can also remove nonmagical fear effects if the source's level is equal to or lower than double remove fear's level. This frees only the target, not any other creatures under the fear effect.
Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.
You can counteract a single effect inflicting paralysis on the creature. This does not cure someone who suffers paralysis from some natural state or effect, such a being paralyzed from birth or paralysis caused by nonmagical wounds or toxins.
Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.
Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.
Heightened (4th) The resistance increases to 10, and you can target up to two creatures.
Heightened (7th) The resistance increases to 15, and you can target up to five creatures.
When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin. Reduce a Condition Reduce the value of the target's enfeebled, sluggish, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each. Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.
Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's enervated value by 1. You can't use this to reduce a permanent enervated condition.
Heightened (6th) Per the 4th-level restoration, but you can reduce a permanent enervated condition if you add a Material Casting action while casting the spell, during which you provide 100 gp worth of diamond dust as a cost.
You can counteract a single effect making the target blinded or deafened. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who is missing the sense from some natural state or effect, such as from birth or from a nonmagical wound or toxin.
Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.
You can see invisible creatures and objects. They appear to you as translucent shapes, and you treat them as if they were concealed.
Heightened (5th) The spell has a duration of 8 hours.
You transform yourself into any form you could choose with a different polymorph spell you know of 7th level or lower. You choose the type of creature as you cast the spell rather than when you prepare it. You can Concentrate on the Spell to change your form to any other form you could choose with this spell. You can dismiss this spell by using an action (this action has the concentrate trait).
The target makes no sound, preventing creatures from noticing it using hearing. The target can't use sonic attacks, nor can it use actions with the auditory trait. (This prevents it from casting spells that include Verbal Casting actions.)
Heightened (4th) The silence effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the effects listed above. Depending upon the position of the effect, a creature might be able to notice the lack of sound reaching it. For example, if the silence effect blocks a corridor leading to a noisy party, a creature might notice those sounds abruptly cease.
You deal 3d8 sonic damage to creatures in the area, depending on their Fortitude saves.
Success Half damage.
Critical Success No damage.
Failure Full damage and deafened for 1 round.
Critical Failure Double damage and deafened for 1 minute.
Heightened (�) The damage increases by 1d8.
A weapon made of pure magical force manifests and attacks foes you designate within range. This weapon is ghostly and appears as your deity's favored weapon.
When you cast the spell, the weapon appears next to a foe of your choice within range and makes a Strike against it. Each time you Concentrate on the Spell, you can move the weapon to a new target within range (if you choose to do so) and make a Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.
Attacks with the weapon use your attack modifier with that type of weapon, but substitute your spellcasting ability modifier instead of the normal ability modifier. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. When you Strike with the weapon, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A spiritual weapon counts as a weapon for triggers, resistances, and so forth.
The weapon doesn't take up space, grant flanking, or have any other
attributes a creature would. The weapon can't make any kind of attack other than a normal Strike, and feats or spells that affect weapons do not apply to this weapon.
Heightened (�) The weapon's damage increases by 1d8.
As long as you and the target are on the same plane of existence and both alive, you know the target's direction from you, its distance from you, and any conditions affecting it.
Heightened (4th) The spell's range increases to 30 feet, and you can target up to 10 creatures.
The target registers as neutral to all effects that would detect its alignment.
The targets can breathe underwater.
Heightened (3rd) The duration increases to 8 hours.
Heightened (4th) The duration increases to 24 hours.
The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must swim normally and doesn't gain the ability to breathe underwater.
Heightened (4th) The spell's range increases to 30 feet, and you can target up to 10 creatures.
You control the target. It gains the minion trait. If you or an ally acts hostile to the target, the spell ends.
You blind the target. The effect is determined by the target's Fortitude save. The target is bolstered against all castings of blindness.
Success The target is blinded until its next turn begins.
Critical Success The target is unaffected.
Failure The target is blinded for 1 minute.
Critical Failure The target is blinded permanently.
Choose chaotic, evil, good, or lawful. If you choose chaos, this spell gains the lawful trait and so on. Creatures in the area gain a � conditional bonus to AC against attacks by creatures of the chosen alignment and saves against effects from such creatures. This increases to � against effects from such creatures that directly control the target and attacks made by such summoned creatures.
Summoned creatures of the chosen alignment can't willingly enter without a Will save. Use the first result for repeated attempts.
Heightened (4th) The duration increases to 1 hour.
You assault the target's faith, riddling the creature with doubt and mental turmoil for 8d4 mental damage, or 8d6 mental damage if it can cast divine spells. The effects are determined by its Will save.
Success The target takes half damage.
Critical Success The target takes no damage.
Failure The target takes full damage.
Critical Failure The target takes double damage and can't cast divine spells for 1 round.
To many deities, casting this spell on a follower of your own deity without significant cause is anathema.
Heightened (�) Damage increases by 2d4 (2d6 if divine spellcaster)
You send a message to your target's dream. The message is oneway, up to 1 minute of speech (roughly 150 words). If the target is asleep, she receives the message instantly. If not, she receives it the next time she sleeps. As soon as she receives it, the spell is dismissed, and you know the message was sent.
Heightened (4th) You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them - the spell is dismissed for each creature individually.
While Casting this Spell, you also Cast a Spell of a lower spell level to stored in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set the glyph with a password, a trigger stimulus, or both. Any creature that opens the target container or enters the target area without speaking the password or matching the trigger stimulus activates the glyph, releasing the harmful spell within.
Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the spell targets one or more creatures, it targets the creature that set off the glyph. If the spell has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it - both checks require the creature attempting them to be trained in order to succeed.
You can dismiss glyph of warding with a Verbal Casting action. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability
modifier.
You tap the target's inner heroism, granting it a � conditional bonus to attack rolls, Perception checks, saving throws, and skill checks.
Heightened (5th) The conditional bonus increases to �.
Heightened (8th) The conditional bonus increases to �.
You learn the direction to the target (if you picked a specific object, such as " -my grandmother's sword" -) or the nearest target (if you picked a type of objects, such as " -swords" -). If the target is a specific object, you must have observed it directly with your own senses. If it's general, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, you can't locate the object. If you picked a type of object, this means you might find that is an object farther away if a nearer one is behind lead or running water.
Heightened (5th) You can target a specific creature or ancestry instead of an object. You must have met the creature or a creature of that ancestry up close in order to do so.
You try to cure one poison afflicting the target. Treat this as counteracting the poison (see page 319).
You attempt to completely remove one disease afflicting the target. Treat this as counteracting the disease (see page 319).
You sanctify the area, sprinkling it with holy water and preparing it to make a stand against your foes. Choose aberrations, celestials, dragons, fiends, or undead. All creatures in the area gain a � conditional bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures.
You shoot a blazing-hot ray of light tinged with holy energy. Make a ranged touch attack against the target. If you hit, you deal 4d6 fire damage. If the target is a fiend or undead, you deal 5d6 additional good damage to it. On a critical hit, double all the damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to dispel the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between you and the spell's target.
Heightened (�) The fire damage by 3d6 and the good damage against fiends and undead increases by 3d6.
You deal 4d6 negative damage to the target (double damage on a critical hit). You gain temporary Hit Points equal to the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
Heightened (�) The damage increases by 1d6.
You call upon the beyond to guide your route. When you Cast this Spell, choose a destination, you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route.
Creatures within the area or those entering it have difficulty lying, depending on their Will saves. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the area. It keeps the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment. Therefore, they can avoid answering questions to which they would normally respond with a lie, or they might be evasive as long as they remain within the boundaries of the truth.
Success The target takes a -1 conditional penalty to Deception checks.
Critical Success Unaffected.
Failure The target can't speak any deliberate and intentional lies and takes a -1 conditional penalty to Deception checks.
Critical Failure The target can't speak any deliberate and intentional lies and takes a -4 conditional penalty to Deception checks.
The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.
You interfere with the target's ability to travel dimensions. The target is immune to teleportation and any effect that would move it to a different plane. The duration is determined by its Will save.
Success The effect lasts for 1 round.
Critical Success No effect.
Failure The effect lasts for 1 minute.
Critical Failure The effects lasts for 1 hour.
You gain a � conditional bonus to Perception vs. lies.
Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity your deity is true neutral. You deal 5d8 damage of that alignment, depending on the Fortitude saves of creatures in the area. Creatures that match the alignment are unaffected. Those that neither match nor oppose it treat their result as one degree better.
Success The creature takes half damage.
Critical Success The creature takes no damage.
Failure The creature takes full damage and is sick 1.
Critical Failure Full damage, sick 2, and slowed 1 while sick.
Heightened (�) The damage increases by 1d8.
While under this spell's effect, the target ignores all effects that would entangle or hamper her. When she attempts to escape an effect that has her immobilized, grabbed, or restrained, she automatically succeeds unless it's a magical effect of a higher level than the freedom of movement spell.
You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals 3d6 bludgeoning damage to creatures in the area from the cascade of water. The water deals an additional 6d6 positive damage to undead and 6d6 good damage to fiends.
You create an immobile globe around you that attempts to dispel any spell from outside the globe whose area or targets enter into the globe, as if the globe were a dispel magic spell 1 level lower than its actual spell level. Even if the dispel attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also had targets outside the globe or part of its area were beyond the globe, those targets or area would still be affected normally). You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects or the spell is lost (though creatures can enter the area afterward normally).
Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen.
You attempt to remove one curse afflicting the target. Treat this as counteracting the curse (see page 319). If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but doesn't remove the curse from the item.
Choose a spell and name it aloud as part of the Verbal Casting action. Spell immunity attempts to dispel that spell (see page 197) whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully dispelling a spell that targets an area or multiple targets with spell immunity negates the effects only for spell immunity's target.
You grant the corpse a semblance of life, which it uses to speak the answers to three questions. This uses the physical body's latent memories rather than calling back the deceased's spirit, so the corpse must be mostly intact. The more damage it has taken, the more inaccurate or patchwork its answers, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist the questions as if it were the original creature at its time of death, with the following effects.
Success The target can lie or refuse to answer your questions.
Critical Success The target can lie or refuse to answer your questions, and the target's spirit haunts you throughout the day, bothering you and causing you to be unable to gain any rest for 1 day.
Failure The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions.
Critical Failure Per failure, but the target's answers are more direct and less
repetitive, though still cryptic. It takes a -2 conditional penalty to Deception checks to deceive you.
Creatures within the area or those entering it have difficulty lying, depending on their Will saves. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the area. It keeps the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment. Therefore, they can avoid answering questions to which they would normally respond with a lie, or they might be evasive as long as they remain within the boundaries of the truth.
Success The target takes a -1 conditional penalty to Deception checks.
Critical Success Unaffected.
Failure The target can't speak any deliberate and intentional lies and takes a -1 conditional penalty to Deception checks.
Critical Failure The target can't speak any deliberate and intentional lies and takes a -4 conditional penalty to Deception checks.
Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time.
Your touch afflicts the target with Abyssal plague. The effect is based on the target's Fortitude save. Success -2 conditional penalty on saves vs. Abyssal plague for 1 day or she contracts it, whichever comes first.
Critical Success The target is unaffected.
Failure Afflicted with Abyssal plague at stage 1.
Critical Failure Afflicted with Abyssal plague at stage 2.
Abyssal Plague (disease) Level 9. The drained condition from Abyssal plague can't be recovered until the disease is cured.
Stage 1 drained 1 (1 day) - Stage 2 drained increases by 2 (1 day).
You send the target back to its home plane, to the place it was before leaving. The effect depends on the target's Will save. You can add a Material Casting action to give the creature a -2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, not from a spell component pouch. You can cast this spell only when you're on your home plane.
Success The creature resists being banished.
Critical Success The creature resists being banished and you are stunned until the end of your next turn.
Failure The creature is banished.
Critical Failure The creature is banished and can't return to your home plane by any means for 1 week.
Heightened (9th) You can target up to 10 creatures. The extra material component affects these targets if it is anathema to them.
You prevent the target from dying, and heal the target 4d8 plus your spellcasting ability modifier Hit Points. You can't use breath of life if the triggering effect was disintegrate or a death effect.
The target is protected from negative energy. It receives a � conditional bonus to saves against death and negative effects, gains resistance 10 to negative, and suppresses the effects of enervated.
You call a rain of divine fire that plummets down from above, dealing 11d6 fire damage. Each creature in the area must attempt a Reflex save. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire treat their result on the saving throw as one degree of success better instead of gaining the usual benefit of immunity.
Success The creature takes half damage.
Critical Success The creature is unaffected.
Failure The creature takes full damage.
Critical Failure The creature takes double damage.
Heightened (�) The damage increases by 2d6.
You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you.
The first time you Concentrate on the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but if you and the eye ever cease to be on the same plane of existence, the spell ends immediately. You can attempt Seek actions through the eye if you want to attempt Perception checks with it.
You send the creature a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer.
You shape the mutable and quasi-real substance of the Shadow Plane into a deadly blast. Choose acid, bludgeoning, cold, electricity, fire, piercing, or slashing, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 7d8 damage of the type you chose to creatures in the area - these creatures must attempt their choice of a Reflex or Will save.
Success Half damage.
Critical Success No damage.
Failure Full damage.
Critical Failure Double damage.
Heightened (�) The damage increases by 1d8.
A Medium guardian made of pure magical force manifests and attacks foes you designate within range. This guardian is ghostly and translucent and appears to be holding your deity's favored weapon.
When you cast the spell, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a Strike against it. Each time you Concentrate on the Spell, you can move the spiritual guardian to an unoccupied space next to a new target within range (if you choose to do so and make a Strike with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you Concentrate on the Spell, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally or until the guardian is destroyed (it has 30 Hit Points and can't recover Hit Points by any means). The guardian can't take damage except when protecting an ally, though disintegrate automatically destroys it if it hits the spiritual guardian's TAC of 25.
Attacks with the
guardian use your attack modifier with that type of weapon but use your spellcasting ability modifier instead of the normal ability modifier. Regardless of the weapon's appearance, the guardian deals force damage equal to 1d10 plus your spellcasting ability modifier. When you Strike with the guardian, you can choose to deal damage of the normal damage type of the weapon it holds instead of force damage (or any of the available damage types for a versatile weapon). No other attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A spiritual guardian's weapon counts as a weapon for triggers, resistances, and so forth.
The guardian takes up space and grants flanking (even with a ranged weapon), but it doesn't have any other attributes a creature would normally have, aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any kind of attack other than a normal Strike, and feats or spells that affect weapons or enhance allies do not apply to the guardian's attacks.
Heightened (�) The guardian's damage increases by 1d10 and its Hit Points increases by 10.
You conjure a celestial to fight on your behalf. This works like summon animal, except you summon a common creature that has the celestial trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match.
The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn't know what language that is.
Blades of force form a churning wall. The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick and provides cover. You deal 8d8 force damage to each creature in its space when the wall is created, that attempts to pass through the wall, or that ends its turn inside the wall - the creature must attempt a Reflex save. A creature that succeeds when the wall is created is pushed to the nearest space on the side of its choice.
Success The creature takes half damage.
Critical Success The creature is unaffected.
Failure The creature takes full damage.
Critical Failure The creature takes double damage. If it was trying to move through, it fails but can try again with later actions.
Heightened (�) The damage increases by 1d8.
A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains 1d4 Hit Points, and any undead creature that starts its turn in the area takes 1d4 positive damage.
Heightened (9th) The healing and damage increase to 1d6.
You attempt to call forth the dead creature's soul, requiring the creature's body be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature's time has come (GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting.
If the spell is successful, the creature is no longer dead and returns to life with 1 Hit Point, no spells prepared, no points in any pools, and it is still suffering from any longterm debilitations of the old body. The time spent in the Boneyard leaves the character temporarily debilitated, making it enervated 2 for 1 week - this condition can't be removed or reduced by any means until the week has passed. The creature is also permanently changed in some way by their time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.
Heightened (7th) The maximum level of a creature you can target increases to 15. The cost increases to the target's level (minimum 1) x 400 gp.
Heightened (8th) The maximum level of a creature you can target increases to 17.
The cost increases to the target's level (minimum 1) x 800 gp.
Heightened (9th) The maximum level of a creature you can target increases to 19. The cost increases to the target's level (minimum 1) x 1,600 gp.
Heightened (10th) The maximum level of a creature you can target increases to 21. The cost increases to the target's level (minimum 1) x 3,200 gp.
From you extends an aura that prevents creatures from approaching you. When casting the spell, you can make the field any radius you choose, up to 40 feet. Creatures must attempt a Will save if they're in the aura when you cast the spell or as soon as they enter the aura while it's in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature's movement apply only if it moves voluntarily toward you. For example, if you move closer to a creature, it doesn't then need to move away.
Success The creature treats each square in the aura as difficult terrain when is moving closer to you.
Critical Success The creature's movement is not restricted.
Failure The creature can't move closer to you while in the aura.
You focus all your divine energy into transforming yourself into a battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. Your gear is absorbed into your form - the constant abilities of your gear still function, but you can't activate any items. When you transform, you gain the following.
AC 27 (Touch 24) and ignore your armor's check penalty and Speed reduction
A special attack with a righteous armament version of your favored weapon, which is the only type of attack you can use. When attacking with the special weapon, your attack modifier is � and your damage bonus is � (or � for a ranged attack). Use four of your weapon's normal damage dice, or one damage die higher if your weapon is a simple weapon with a d4 or d6 damage die. The weapon has one of the following properties that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your deity is true neutral, you instead gain access to the weapon's critical specialization effect. 10 temporary Hit Points that go away when you leave your battle form. Resistance 3 against physical damage. Darkvision. Speed of 40 feet. Athletics � unless your own total modifier is
higher.
The special statistics of your battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses. Your battle form prevents you from casting spells or using most actions with the manipulate trait that require your hands (the GM determines which manipulate actions you can spend if there's doubt). You can dismiss this spell by using an action (this action has the concentrate trait).
Heightened (8th) Your battle form is Large, your attacks have 10-foot reach or 15-foot reach if your deity's favored weapon is a reach weapon. You must have enough space to expand into or the spell is lost. Your transformed statistics are as follows: AC 33 (Touch 29) - attack modifier of � - five dice of damage with a damage bonus of � - 15 temporary HP - resistance 4 against physical damage - Athletics of �.
You cause any spells cast on the target to spill out their energy in harmful surges, depending on the target's Will save.
Success Per failure, but the curse (and any persistent force damage from the curse) ends on its own after 1 minute.
Critical Success The target is unaffected.
Failure Whenever the target becomes affected by a spell with a duration, the target takes 1d12 persistent force damage, and each time she takes persistent force damage from spellwrack she reduces the remaining duration of spells affecting her by 1 round. An Arcana check at spellwrack's DC is required to lower the DC of the flat check for the persistent damage from 20 to 15.
Critical Failure Per failure, but the persistent force damage is 2d12.
You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. It must attempt a Fortitude save. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.
Success Half damage.
Critical Success No damage.
Failure Full damage.
Critical Failure Double damage.
Heightened (�) The damage increases by 2d6.
You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about those that touched them in the past and what is concealed beneath them.
You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.
You can see things within 60 feet as they actually are. The GM rolls a secret dispel check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).
You draw blood and life force from creatures and shoot it out through your outstretched arms. You deal 13d6 negative damage to living creatures in the area, based on their Fortitude saves.
Success Half damage.
Critical Success No damage.
Failure Full damage.
Critical Failure Double damage. You gain half as many Hit Points as the maximum damage done to any single creature affected by this spell.
Heightened (�) The damage increases by 3d6.
You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely.
You create a shimmering barrier that attempts to dispel all teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock dispels any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.
You utter potent words linked to your faith. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. You deal 9d6 damage to creatures in the area - each creature must attempt a Will save. Creatures that match the alignment are unaffected. Those that neither match nor oppose it don't suffer effects other than damage and treat their result as one degree better.
Success The creature takes half damage.
Critical Success The creature is unaffected.
Failure It takes full damage and is enfeebled 2 for 1 minute.
Critical Failure It takes double damage and is enfeebled 2 for 1 minute. A 10th-level creature or lower must attempt a second save. On a failure, it's paralyzed for 1 minute - on a critical failure, it dies. If you're on your home plane, a creature that critically fails is banished with the effect of a failed banishment save.
Heightened (�) The damage increases by 1d6 and the level of creatures that must attempt a second save on a critical failure by 2.
You accept otherworldly energies into your body, while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.
You protect the target with a powerful, long-lasting barrier. It gains resistance 5 to acid, cold, electricity, fire, force, and sonic.
Heightened (9th) The resistances increase to 10.
You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any directions (including up and down).
You can see onto the Material Plane within a radius of 60 feet - it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations.
When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed.
If you cast this spell when not on the Material Plane, it is lost.
Heightened (9th) You can target up to five additional willing creatures at a range of 30 feet. The maximum duration is 10 minutes.
You point your finger toward the target and speak a word of slaying. You deal 65 negative damage to the target, and the target must attempt a Fortitude save. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.
Success The target takes half damage.
Critical Success The target is unaffected.
Failure The target takes full damage.
Critical Failure The target dies instantly.
Heightened (�) The damage increases by 10.
The target or targets move to another dimensional plane, such as the plane of fire, the shadow plane, hell, or the abyss. Attempting to reach a particular plane requires specific knowledge of the plane and a magic tuning fork created from material from that plane - while the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks.
The spell is highly imprecise, and you appear 1d20x25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane, though you can use other means of transit, such as teleport, to travel while on the new plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.
The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the start of each of its turns. While it has regeneration, the target can't die from damage and its dying value can't exceed 3. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.
Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the stump.
Heightened (9th) The regeneration increases to 20.
A powerful globe of searing sunlight explodes in the area, dealing 8d10 fire damage to creatures and objects in the area, plus 8d10 additional positive damage to undead creatures. Each creature and object in the area must attempt a Reflex save.
Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells -such as dispel magic -can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are outside). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and function when the item exits - the ability boost from a potent item isn't suppressed. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field.
The field disrupts only magic, so a � longsword still functions as a master-quality longsword. Magically created creatures (such as golems) function normally within an antimagic field.
You discover the target's exact location by name (including the building, community, and country) and plane of existence.
You can target a creature only if you've seen it in person or have a significant belonging or a piece of its body. To target an object, you must have touched it or have a fragment. Discern location overcomes lower-level protections against detection and divination.
Divine power wards the targets, granting a � conditional bonus to AC and saves while in the area.
Choose chaotic, evil, good, or lawful. If you choose chaos, this spell gains the lawful trait and so on. The bonuses increase to � against attacks by creatures of the chosen alignment and effects created by such creatures. The bonuses increase to � against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment.
When a creature of the chosen alignment hits a target with a melee attack, it must succeed at a Will save or be blinded for 1 minute. It's bolstered against all divine auras for the duration.
The first time you Concentrate on the Spell each round, the radius grows 10 feet.
You infuse a target with spiritual energy, refreshing its magic. If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots.
The target experiences a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the target. The target regains Hit Points and recovers from conditions as if it had taken 24 hours of rest. The creature doesn't regain spells for resting or get other benefits of rest other than healing. The target is then bolstered against all moment of renewal spells.
You lay a curse on the target, sapping its spirit and leaving a contagious trap in its spiritual essence for those who contact it. The results depend on the target's Will save. Any creature that casts a divine or occult spell on the target while it's affected must also attempt a Will save as if targeted, and the curse continues to spread in this way.
Success Enfeebled 2 for 1 round.
Critical Success The target is unaffected.
Failure Enfeebled 2 for 1 minute, enfeebled 1 permanently.
Critical Failure Enfeebled 3 for 1 minute, enfeebled 2 permanently.
You wrench the target's soul and imprison it in a black sapphire.
The soul can't be returned to life through any means, even a miracle or wish. If the gem is destroyed or soul bind is dispelled on the gem, the soul is free. The gem has AC 16, TAC 12, and Hardness 10. A gem can't hold more than one soul, and attempting to put another soul into it wastes the spell.
Pronounce a cause. It can be to attain an item, claim a patch of land, slay a creature, war with a group, or be entirely peaceful. Your cause can't force the targets to harm one another or themselves. They become completely dedicated to that cause, depending on their levels. They choose their own actions, but they favor direct action over inaction or indirect action. 13th or Lower The target is so dedicated to the cause that it will pursue it to the death (unless you say otherwise). 14th The target is dedicated to the cause, but the spell ends for the target if it's reduced to 50 Hit Points or fewer. 15th As 14th, plus the target can attempt a Will save at the end of each turn to end the spell for itself.
The spell ends for all creatures if you or one of your allies acts hostile toward a target, or the cause is complete. The GM might determine this spell has alignment traits befitting the cause.
Heightened (10th) The level limit for each category increases by 2.
You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a mental effect. While foresight is in effect, the target gains a � conditional bonus to initiative rolls and can't be flat-footed. In addition, you gain the following reaction.
[[R]] Foresight Trigger: The target of foresight defends against a hostile creature or other danger. Effect: The target rolls two dice and uses the higher result if it's being forced to roll (like with a saving throw), or the attacker or danger must roll twice and use the lower result (like with an attack or skill check). This is a fortune effect if the target is rolling twice, or a misfortune effect if the hostile force is.
Due to the amount of information this spell requires you to process, you can't have more than one foresight spell in effect at a time. Casting foresight again dismisses the previous foresight.
You surround yourself with a supernatural splendor, appearing to be a god or similarly majestic being. You choose the particular majestic aspects of your new appearance. This causes the targets to pay tribute to you by bowing or spending some other action in keeping with your appearance. The number of times they must do this depends on the outcome of their Will saves.
Success The target must pay tribute two times.
Critical Success The target is unaffected.
Failure The target must pay tribute six times.
Critical Failure Per failure, and the target must spend all actions paying tribute if possible.
Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While under this spell, a creature is fascinated by you and can't act in a hostile fashion toward you. The target is bolstered against your overwhelming presence.
Your scream chills the souls of enemies that hear it. Each living enemy in the burst takes 9d10 damage and is drained 1d4, depending on its Fortitude save.
Success Full damage and no drain.
Critical Success No damage or drain.
Failure Full damage and drain.
Critical Failure Double damage and drained 4.
An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you cast this spell.
If you name war, the weapon Strikes the target at the end of each of its turns that the target failed to act in a hostile manner against a particular creature. You mentally choose one creature when you name war, and the target instinctively knows which creature it is. This must be a creature both you and the target can see.
If you name peace, the weapon Strikes the target each time the target acts in a hostile manner against you or one of your allies. You mentally choose up to five allies when you name peace, and the target instinctively knows who those allies are. The weapon Strikes only once per act, even if the act targets multiple allies.
Attacks with the weapon use your attack modifier with that type of weapon, but they substitute your spellcasting ability modifier instead of the normal ability score. Regardless of its appearance, the weapon deals force damage equal to 3d10 plus your spellcasting ability modifier. The weapon takes a multiple attack penalty, but has its own rather than using
yours.
When you Strike with the weapon, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A weapon of judgment counts as a weapon for the purposes of triggers, resistances, and so forth.
The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any kind of attack other than a normal Strike, and feats or spells that affect weapons do not apply to this weapon.
Heightened (10th) The force damage increases by 1d10.