Sei sulla pagina 1di 8

involved in each.

(Make one check per aura: DC 15 + spell level,


CANTRIPS 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
Acid Splash
emanations may distort or conceal weaker auras.
School conjuration (creation) [acid]; Level sorcerer/wizard 0
Aura Strength: An auras power depends on a spells functioning
Casting Time 1 standard action
spell level or an items caster level; see the accompanying table. If
Components V, S
an aura falls into more than one category, detect magic indicates the
Range close (25 ft. + 5 ft. /2 levels)
stronger of the two.
Effect one missile of acid
Lingering Aura: A magical aura lingers after its original source
Duration instantaneous
dissipates (in the case of a spell) or is destroyed (in the case of a
Saving Throw none; Spell Resistance no
magic item). If detect magic is cast and directed at such a location,
You fire a small orb of acid at the target. You must succeed on a
the spell indicates an aura strength of dim (even weaker than a
ranged touch attack to hit your target. The orb deals 1d3 points of
faint aura). How long the aura lingers at this dim level depends on
acid damage. This acid disappears after 1 round.
its original power:
Arcane Mark
Original Strength Duration of Lingering Aura
School universal; Level sorcerer/wizard 0
Faint 1d6 rounds
Casting Time 1 standard action
Moderate 1d6 minutes
Components V, S
Strong 1d6 10 minutes
Range touch
Overwhelming 1d6 days
Effect one personal rune or mark, all of which must fit within 1
Sq. ft.
Detect Magic
Duration permanent
Aura Power
Saving Throw none; Spell Resistance no
Spell or Object Faint Moderate Strong Overwhelming
This spell allows you to inscribe your personal rune or mark, which
Functioning spell (spell level) 3rd or lower 4th6th 7th9th 10th+ (deity-
can consist of no more than six characters. The writing can be
level)
visible or invisible. An arcane mark spell enables you to etch the
Magic item (caster level) 5th or lower 6th11th 12th20th 21st+
rune upon any substance without harm to the material upon which
(artifact)
it is placed. If an invisible mark is made, a detect magic spell causes
Outsiders and elementals are not magical in themselves, but if
it to glow and be visible, though not necessarily understandable.
they are summoned, the conjuration spell registers. Each round,
See invisibility, true seeing, a gem of seeing, or a robe of eyes
you can turn to detect magic in a new area. The spell can penetrate
likewise allows the user to see an invisible arcane mark. A read
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of
magic spell reveals the words, if any. The mark cannot be
lead, or 3 feet of wood or dirt blocks it.
dispelled, but it can be removed by the caster or by an erase spell.
Detect magic can be made permanent with a permanency spell.
If an arcane mark is placed on a living being, the effect
Disrupt Undead
gradually fades in about a month.
School necromancy; Level sorcerer/wizard 0
Arcane mark must be cast on an object prior to casting instant
Casting Time 1 standard action
summons on the same object (see that spell description for details
Components V, S
Dancing Lights
Range close (25 ft. + 5 ft. /2 levels)
School evocation [light]; Level bard 0, sorcerer/wizard 0
Effect ray
Casting Time 1 standard action
Duration instantaneous
Components V, S
Saving Throw none; Spell Resistance yes
Range medium (100 ft. + 10 ft. /level)
You direct a ray of positive energy. You must make a ranged touch
Effect Up to four lights, all within a 10-ft.-radius area
attack to hit, and if the ray hits an undead creature, it deals 1d6
Duration 1 minute (D)
points of damage to it.
Saving Throw none; Spell Resistance no
Flare
Depending on the version selected, you create up to four lights
School evocation [light]; Level bard 0, druid 0, sorcerer/wizard 0
that resemble lanterns or torches (and cast that amount of light),
Casting Time 1 standard action
or up to four glowing spheres of light (which look like will-o-
Components V
wisps), or one faintly glowing, vaguely humanoid shape. The
Range close (25 ft. + 5 ft. /2 levels)
dancing lights must stay within a 10-foot-radius area in relation
Effect burst of light
to each other but otherwise move as you desire (no concentration
Duration instantaneous
required): forward or back, up or down, straight or turning
Saving Throw Fortitude negates; Spell Resistance yes
corners or the like. The lights can move up to 100 feet per round.
This cantrip creates a burst of light. If you cause the light to burst
A light winks out if the distance between you and it exceeds the
in front of a single creature, that creature is dazzled for 1 minute
spells range.
unless it makes a successful Fortitude save. Sightless creatures, as
You can only have one dancing lights spell active at any one
well as creatures already dazzled, are not affected by flare.
time. If you cast this spell while another casting is still in effect, the
Ghost Sound
previous casting is dispelled. If you make this spell permanent, it
School illusion (figment); Level bard 0, sorcerer/wizard 0
does not count against this limit.
Casting Time 1 standard action
Dancing lights can be made permanent with a permanency spell.
Components V, S, M (a bit of wool or a small lump of wax)
Detect Magic
Range close (25 ft. + 5 ft. /2 levels)
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Effect illusory sounds
Casting Time 1 standard action
Duration 1 round/level (D)
Component: V, S
Saving Throw Will disbelief; Spell Resistance no
Range 60 ft.
Ghost sound allows you to create a volume of sound that rises,
Area cone-shaped emanation
recedes, approaches, or remains at a fixed place. You choose what
Duration concentration, up to 1 min. /level (D)
type of sound ghost sound creates when casting it and cannot
Saving Throw none; Spell Resistance no
thereafter change the sounds basic character.
You detect magical auras. The amount of information revealed
The volume of sound created depends on your level. You can
depends on how long you study a particular area or subject.
produce as much noise as four normal humans per caster level
1st Round: Presence or absence of magical auras.
(maximum 40 humans). Thus, talking, singing, shouting, walking,
2nd Round: Number of different magical auras and the power of
marching, or running sounds can be created. The noise a ghost
the most potent aura.
sound spell produces can be virtually any type of sound within the
3rd Round: The strength and location of each aura. If the items
volume limit. A horde of rats running and squeaking is about the
or creatures bearing the auras are in line of sight, you can make
same volume as eight humans running and shouting. A roaring
Knowledge (arcana) skill checks to determine the school of magic
lion is equal to the noise from 16 humans, while a roaring dragon is
equal to the noise from 32 humans. Anyone who hears a ghost sound Range close (25 ft. + 5 ft. /2 levels)
receives a Will save to disbelieve. Effect ray
Ghost sound can enhance the effectiveness of a silent image spell. Duration instantaneous
Ghost sound can be made permanent with a permanency spell. Saving Throw none; Spell Resistance yes
Light A ray of freezing air and ice projects from your pointing finger.
School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/ You must succeed on a ranged touch attack with the ray to deal
wizard 0 damage to a target. The ray deals 1d3 points of cold damage
Casting Time 1 standard action Read Magic
Components V, M/DF (a firefly) School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger
Range touch 1, sorcerer/wizard 0
Target object touched Casting Time 1 standard action
Duration 10 min. /level Components V, S, F (a clear crystal or mineral prism)
Saving Throw none; Spell Resistance no Range personal
This spell causes a touched object to glow like a torch, shedding Target you
normal light in a 20-foot radius, and increasing the light level for Duration 10 min. /level
an additional 20 feet by one step, up to normal light (darkness You can decipher magical inscriptions on objectsbooks,
becomes dim light, and dim light becomes normal light). In an scrolls, weapons, and the likethat would otherwise be
area of normal or bright light, this spell has no effect. The effect is unintelligible. This deciphering does not normally invoke the
immobile, but it can be cast on a movable object. magic contained in the writing, although it may do so in the case
You can only have one light spell active at any one time. If you of a cursed or trapped scroll. Furthermore, once the spell is cast
cast this spell while another casting is still in effect, the previous and you have read the magical inscription, you are thereafter
casting is dispelled. If you make this spell permanent (through able to read that particular writing without recourse to the use
permanency or a similar effect), it does not count against this limit. of read magic. You can read at the rate of one page (250 words)
Light can be used to counter or dispel any darkness spell of equal or per minute. The spell allows you to identify a glyph of warding
lower spell level. with a DC 13 Spellcraft check, a greater glyph of warding with
Mage Hand a DC 16 Spellcraft check or any symbol spell with a Spellcraft
School transmutation; Level bard 0, sorcerer/wizard 0 check (DC 10 + spell level).
Casting Time 1 standard action Read magic can be made permanent with a permanency spell.
Components V, S Spark
Range close (25 ft. + 5 ft. /2 levels) School evocation [fire]; Level bard 0, cleric 0, druid 0, sorcerer/
Target one nonmagical, unattended object weighing up to 5 lbs. wizard 0, witch 0
Duration concentration Casting Time 1 standard action
Saving Throw none; Spell Resistance no Components V or S
You point your finger at an object and can lift it and move it at will Range close (25 ft. + 5 ft. /2 levels)
from a distance. As a move action, you can propel the object as Target one Fine object
far as 15 feet in any direction, though the spell ends if the distance Duration instantaneous
between you and the object ever exceeds the spells range. Saving Throw Fortitude negates (object); Spell Resistance yes
Open /Close (object)
School transmutation; Level bard 0, sorcerer/wizard 0 You can make an unattended Fine flammable object catch on
Casting Time 1 standard action fire. This works as if you were using flint and steel except that
Components V, S, F (a brass key) you can use spark in any sort of weather and it takes much less
Range close (25 ft. + 5 ft. /2 levels) time to actually ignite an object.
Target object weighing up to 30 lbs. or portal that can be opened
or closed
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
You can open or close (your choice) a door, chest, box, window,
bag, pouch, bottle, barrel, or other container. If anything resists
this activity (such as a bar on a door or a lock on a chest), the
spell fails. In addition, the spell can only open and close things 1ST LEVEL SPELLS
weighing 30 pounds or less. Thus, doors, chests, and similar
objects sized for enormous creatures may be beyond this spells
ability to affect.
Adjuring Step
Prestidigitation
School abjuration (force); Level alchemist 1, bard 1, magus 1,
School universal; Level bard 0, sorcerer/wizard 0
sorcerer/wizard 1
Casting Time 1 standard action
Casting Time 1 standard action
Components V, S
Components V, S, M (a rabbits foot)
Range 10 ft.
Range personal
Target, Effect, or Area see text
Target you
Duration 1 hour
Duration 1 round/level or until discharged
Saving Throw see text; Spell Resistance no
This spell creates a subtle and complicated force effect
Prestidigitations are minor tricks that novice spellcasters use for
that is most effective when used by a still or slow-moving
practice. Once cast, a prestidigitation spell enables you to perform
spellcaster or formula user. While you are subject to this
simple magical effects for 1 hour. The effects are minor and have
spell, you can take two 5-foot steps each round and still cast
severe limitations. A prestidigitation can slowly lift 1 pound of
spells and use spell-like abilities without provoke attacks
material. It can color, clean, or soil items in a 1-foot cube each
of opportunity. This spell automatically discharges as soon
round. It can chill, warm, or flavor 1 pound of nonliving material.
as you make an attack, cast a harmful spell against another
It cannot deal damage or affect the concentration of spellcasters.
creature or move more than 5 feet with a single move action.
Prestidigitation can create small objects, but they look crude
If the action that discharges the spell also provokes attacks of
and artificial. The materials created by a prestidigitation spell are
opportunity, that action still provokes attacks of opportunity
extremely fragile, and they cannot be used as tools, weapons,
as normal.
or spell components. Finally, prestidigitation lacks the power to
duplicate any other spell effects. Any actual change to an object
(beyond just moving, cleaning, or soiling it) persists only 1 hour. BED OF I RON
School necromancy; Level inquisitor 1, m a g u s 1, paladin 1
Ray of Frost
Sorcerer/wizard 1
School evocation [cold]; Level sorcerer/wizard 0
Casting Time 1 standard action Casting Time 1 standard action
Component V, 5, M (a feather or swatch of soft fabric)
Components V, S
Range t o u c h
Target o n e creature touched/level Chill Touch
Duration 8 hours School necromancy; Level sorcerer/wizard 1
Saving Throw Fortitude negates (harmless); Spell Resistance yes Casting Time 1 standard action
harmless) Components V, S
This spell makes even the clunkiest armor feel soft as silk to the Range touch
wearer. The subjects of this spell are able to sleep comfortably Targets creature or creatures touched (up to one/level)
in medium or heavy armor without suffering from fatigue the Duration instantaneous
following day. Saving Throw Fortitude partial or Will negates; see text; Spell
Resistance yes
BLOOD MONEY A touch from your hand, which glows with blue energy, disrupts
School transmutation; Level magus 1, sorcerer/wizard 1, witch 1 the life force of living creatures. Each touch channels negative
Casting Time 1 swift action energy that deals 1d6 points of damage. The touched creature
Components V, S also takes 1 point of Strength damage unless it makes a successful
Range 0 ft. Fortitude saving throw. You can use this melee touch attack up to
Effect 1 material component one time per level.
Duration Instantaneous An undead creature you touch takes no damage of either sort,
You cast blood money just before casting another spell. As part but it must make a successful Will saving throw or flee as if panicked
of this spell's casting, you must cut one of your hands, releasing for 1d4 rounds + 1 round per caster level.
a stream of blood that causes you to take 1d6 points of damage.
When you cast another spell in that same round, your blood CLARION CALL
transforms into one material component of your choice School illusion; Level bard 1, cleric 1, magus 1, sorcerer/wizard rd. 1
required by that second spell. Even valuable components worth Casting T time 1 standard action
more than 1 gp can be created, but creating such material Components V, 5, M (a piece of brass)
components requires an additional cost of 1 point of Strength Range t o u c h
damage, plus a further point of damage for every full 500 gp Target creature touched
of the component's value (so a component worth 500-999 gp Duration 1 0 minutes/ level
costs a total of 2 points, 1,000-1,500 costs 3, etc.). You cannot Saving Throw Fortitude negates (harmless); Spell Resistance
create magic items with blood money. yes (harmless)
For example, a sorcerer with the spell stone skin prepared could The subject of this spell gains two benefits. First, the a affected
cast blood money to create the 250 gp worth of diamond dust creature gains the ability to create a sound like the blast of a
required by that spell, taking 1d6 points of damage and 1 point of mighty horn or trumpet simply by miming the action of sounding
Strength damage in the process. one. Second, the subject can speak in a booming voice that carries
Material components created by blood money transform easily over great distances, lowering the D C of any check to hear
back into blood at the end of the round if they have not been what is said by -1 5. This spell is particularly prized by battlefield
used as a material component. Spellcasters who do not have commanders and champions who wish to make themselves
blood cannot cast blood money, and those who are immune clearly heard or gain the attention of their allies or foes.
to Strength damage (such as undead spellcasters) cannot use
blood money to create valuable material components. Color Spray
School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1
Burning Hands Casting Time 1 standard action
School evocation [fire]; Level sorcerer/wizard 1 Components V, S, M (red, yellow, and blue powder or colored sand)
Casting Time 1 standard action Range 15 ft.
Components V, S Area cone-shaped burst
Range 15 ft. Duration instantaneous; see text
Area cone-shaped burst Saving Throw Will negates; Spell Resistance yes
Duration instantaneous A vivid cone of clashing colors springs forth from your hand,
Saving Throw Reflex half; Spell Resistance yes causing creatures to become stunned, perhaps also blinded, and
A cone of searing flame shoots from your fingertips. Any possibly knocking them unconscious. Each creature within the
creature in the area of the flames takes 1d4 points of fire damage cone is affected according to its HD.
per caster level (maximum 5d4). Flammable materials burn if the 2 HD or less: The creature is unconscious, blinded, and stunned
flames touch them. A character can extinguish burning items as for 2d4 rounds, then blinded and stunned for 1d4 rounds, and
a full-round action. then stunned for 1 round. (Only living creatures are knocked
unconscious.)
Call Weapon 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds,
School transmutation; Level bard 1, magus 1, ranger 1 then stunned for 1 round.
Casting Time 1 swift action 5 or more HD: The creature is stunned for 1 round.
Components V, S Sightless creatures are not affected by color spray.
Range 30 feet
Target one melee weapon wielded by an ally Corrosive Touch
Duration instantaneous School conjuration (creation) [acid]; Level magus 1, sorcerer/
This spell first rose to prominence among the elves of wizard 1, summoner 1
Kyonin in the war to retake their ancestral land from the Casting Time 1 standard action
demon lord Treerazer and his minions. Elite units of elven Components V, S
magi entered battle with this spell prepared to shield fallen Range touch
comrades or stand firm against fell foes. As the elven Target creature or object touched
presence returned to the world, this spell spread throughout Duration instantaneous
the Inner Sea and beyond. Saving Throw none; Spell Resistance yes
When you cast this spell, you cause a weapon wielded by Your successful melee touch attack deals 1d4 points of acid
an ally within 30 feet to telekinetically fly across the space damage per caster level (maximum 5d4).
between you and into your open hand. This extra energy
persists in the weapon for the rest of the round, granting you EMBLAZON CREST
a +2 circumstance bonus on attack rolls and weapon damage School transmutation; Level magus 1, paladin 1, sorcerer/wizard 1
rolls made during the same round you cast this spell. Casting Time 1 standard action
If the ally targeted for this spell is unwilling to give up Components S, F (an example of the crest or coat of arms)
her weapon, the spell fails. An unconscious or dying ally is Range touch
considered a willing target so long as the weapon to be Target creature touched
called is still in contact with the allys body. Duration 1 h o u r/ level
Saving Throw Will negates (harmless); Spell Resistance yes objects, and so forth.
(Harmless) This spell has no special effect on ranged weapons unless they
This spell ensures the subject touched is always able to display her are falling quite a distance. If the spell is cast on a falling item, the
proper crest and coat of arms. Any tabard or tunic worn and any object does half normal damage based on its weight, with no bonus
shield carried by the subject while this spell is active can be made for the height of the drop.
to display a coat of arms when the spell is cast. For example, Feather fall works only upon free-falling objects. It does not affect
even if the subject picks up a different shield, it still displays the a sword blow or a charging or flying creature
subject's crest, regardless of the shield's normal appearance.
Flare Burst
Enlarge Person School evocation (light); Level bard 1, druid 1, sorcerer/wizard 1
School transmutation; Level sorcerer/wizard 1 Casting Time 1 standard action
Casting Time 1 round Components V
Components V, S, M (powdered iron) Range close (25 ft. + 5 ft. /2 levels)
Range close (25 ft. + 5 ft. /2 levels) Effect 10-ft.-radius burst of light
Target one humanoid creature Duration instantaneous
Duration 1 min. /level (D) Saving Throw Fortitude negates; Spell Resistance yes
Saving Throw Fortitude negates; Spell Resistance yes This spell functions as flare, except it affects all creatures in a
This spell causes instant growth of a humanoid creature, doubling 10-foot-radius burst from the target point.
its height and multiplying its weight by 8. This increase changes
the creatures size category to the next larger one. The target Floating Disk
gains a +2 size bonus to Strength, a 2 size penalty to Dexterity (to School evocation [force]; Level sorcerer/wizard 1
a minimum of 1), and a 1 penalty on attack rolls and AC due to its Casting Time 1 standard action
increased size. Components V, S, M (a drop of mercury)
A humanoid creature whose size increases to Large has a space of Range close (25 ft. + 5 ft. /2 levels)
10 feet and a natural reach of 10 feet. This spell does not change the Effect 3-ft.-diameter disk of force
targets speed. Duration 1 hour/level
If insufficient room is available for the desired growth, the Saving Throw none; Spell Resistance no
creature attains the maximum possible size and may make a You create a slightly concave, circular plane of force that
Strength check (using its increased Strength) to burst any enclosures follows you about and carries loads for you. The disk is 3 feet in
in the process. If it fails, it is constrained without harm by the diameter and 1 inch deep at its center. It can hold 100 pounds of
materials enclosing itthe spell cannot be used to crush a creature weight per caster level. If used to transport a liquid, its capacity
by increasing its size. is 2 gallons. The disk floats approximately 3 feet above the
All equipment worn or carried by a creature is similarly enlarged ground at all times and remains level. It floats along horizontally
by the spell. Melee weapons affected by this spell deal more within spell range and will accompany you at a rate of no more
damage (see page 145). Other magical properties are not affected than your normal speed each round. If not otherwise directed,
by this spell. Any enlarged item that leaves an enlarged creatures it maintains a constant interval of 5 feet between itself and you.
possession (including a projectile or thrown weapon) instantly The disk winks out of existence when the spell duration expires.
returns to its normal size. This means that thrown and projectile The disk also winks out if you move beyond its range or try to
weapons deal their normal damage. Magical properties of enlarged take the disk more than 3 feet away from the surface beneath it.
items are not increased by this spell. When the disk winks out, whatever it was supporting falls to the
Multiple magical effects that increase size do not stack. surface beneath it.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell. Frost bite
School transmutation [cold]; Level druid 1, magus 1, witch 1
Expeditious Retreat Casting Time 1 standard action
School transmutation; Level bard 1, sorcerer/wizard 1 Components V, S
Casting Time 1 standard action Range touch
Components V, S Targets creature touched
Range personal Duration instantaneous
Target you Saving Throw none; Spell Resistance yes
Duration 1 min. /level (D) Your melee touch attack deals 1d6 points of nonlethal cold
This spell increases your base land speed by 30 feet. This damage + 1 point per level, and the target is fatigued. The
adjustment is treated as an enhancement bonus. There is no fatigued condition ends when the target recovers from
effect on other modes of movement, such as burrow, climb, fly, the nonlethal damage. This spell cannot make a creature
or swim. As with any effect that increases your speed, this spell exhausted even if it is already fatigued. You can use this melee
affects your jumping distance (see the Acrobatics skill). touch attack up to one time per level.

Feather Fall Grease


School transmutation; Level bard 1, sorcerer/wizard 1 School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 immediate action Casting Time 1 standard action
Components V Components V, S, M (butter)
Range close (25 ft. + 5 ft. /2 levels) Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller freefalling object or creature/ Target one object or 10-ft. square
level, no two of which may be more than 20 ft. apart Duration 1 min./level (D)
Duration until landing or 1 round/level Save see text; SR no
Saving Throw Will negates (harmless) or Will negates (object); A grease spell covers a solid surface with a layer of slippery
Spell Resistance yes (object) grease. Any creature in the area when the spell is cast must
The affected creatures or objects fall slowly. Feather fall make a successful Reflex save or fall. A creature can walk within
instantly changes the rate at which the targets fall to a mere 60 or through the area of grease at half normal speed with a DC 10
feet per round (equivalent to the end of a fall from a few feet), Acrobatics check. Failure means it cant move that round (and
and the subjects take no damage upon landing while the spell must then make a Reflex save or fall), while failure by 5 or more
is in effect. When the spell duration expires, a normal rate of means it falls (see the Acrobatics skill for details). Creatures that
falling resumes. do not move on their turn do not need to make this check and are
The spell affects one or more Medium or smaller creatures not considered flat-footed.
(including gear and carried objects up to each creatures maximum The spell can also be used to create a greasy coating on an item.
load) or objects, or the equivalent in larger creatures: a Large Material objects not in use are always affected by this spell, while
creature or object counts as two Medium creatures or objects, an object wielded or employed by a creature requires its bearer to
a Huge creature or object counts as four Medium creatures or make a Reflex saving throw to avoid the effect. If the initial saving
throw fails; the creature immediately drops the item. A saving throw Jury-Rig
must be made in each round that the creature attempts to pick School transmutation; Level bard 1, magus 1, sorcerer/wizard 1,
up or use the greased item. A creature wearing greased armor or summoner 1, witch 1
clothing gains a +10 circumstance bonus on Escape Artist checks Casting Time 1 standard action
and combat maneuver checks made to escape a grapple, and to Range touch
their CMD to avoid being grappled. Target one broken object of up to 2 lbs. /level
Duration 1 round/level
Hydraulic Push Saving Throw: Will negates (harmless, object); Spell
School evocation [water]; Level druid 1, sorcerer/wizard 1 Resistance: yes (harmless, object)
Casting Time 1 standard action When you cast this spell, a spectral force binds a broken
Components V, S weapon together, relieving the broken condition for a short
Range close (25 ft. + 5 ft. /2 levels) time. While under the effects of this spell, an item with
Target one creature or object the broken condition suffers no adverse effects from that
Duration instantaneous condition, and is treated as if it is not broken. The object
Saving Throw none; Spell Resistance yes regains no hit points, and damage can still destroy the object.
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 KEEP WATCH
this bull rush is equal to your caster level plus your Intelligence, School enchantment; Level inquisitor 1, magus 1, paladin 1,
Wisdom, or Charisma modifier, whichever is highest. This ranger 1, sorcerer/wizard 1
bull rush does not provoke an attack of opportunity. Hydraulic Casting Time 1 standard action
push extinguishes any normal fires on a creature, object, or Components V, s
in a single 5-foot square which it is targeted against. Magical Range t o u c h
fires are unaffected. Target o n e creature touched/2 levels
Duration 8 hours or less; see text
Illusion of Calm Saving Throw Will negates (harmless); Spell Resistance yes
School illusion (figment); Level alchemist 1, magus 1, sorcerer/ (harmless)
wizard 1 This spell enables the subjects to stand watch or keep vigil
Casting Time 1 standard action throughout the night without any ill effects. The subjects suffer
Component V, S no fatigue and gain all the usual benefits of a full night's rest.
Range personal The subjects gain hit points as though from resting, wizard s may
Target you prepare their spells as though they had slept for 8 hours, and so
Duration 1 minute/level on. Effects that rely on actual sleep or dreaming are ineffective,
Saving Throw Will disbelieve (on hit; see below); Spell though the subjects are still susceptible to effects that would
Resistance no put them to sleep, such as sleep or deep slumber. Any vigorous
When casting this spell, you create an illusory double that takes activity, including fighting, immediately ends the effect, a n d the
the same space of you. That double makes it look like you are affected creatures must either have the spell cast on them again
standing still, even when you are not. While under the effects or sleep for the remaining hours to avoid fatigue and gain the benefits
of this spell, you do not provoke attacks of opportunity when of a full night's rest.
you cast a spell, make a ranged attack with a thrown weapon, or
move out of your first square during a move action. It does not LINE BREAKER
hide ranged attacks made with any type of projectile weapon. School transmutation; Level alchemist 1, antipaladin 1,
When a creature hits you with an attack of any type, it gains inquisitor 1, magus 1, paladin 1, ranger 1
a saving throw to disbelieve the figment. On a successful Target you
saving throw, it successfully disbelieves and the spells effect Duration 1 minute/level
ends for that creature. You gain a +20 foot bonus to your base speed when charging
and a +2 bonus on combat maneuver checks made to bull rush
IRON BEARD or overrun.
School transmutation; Level antipaladin 1, cleric 1, magus 1,
paladin 1, ranger 1 Lock Gaze
Casting Time 1 standard action School enchantment (compulsion) [mind-affecting]; Level bard 1,
Components V, S inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
Range touch Casting Time 1 standard action
Target creature touched Components V, S
Duration 1 minute/level Range close (25 ft. + 5 ft. /2 levels)
Save Fortitude negates (harmless); Spell Resistance yes Target one creature
(harmless) Duration 1 round/level
This spell causes a brushy beard of stiff iron to erupt from Saving Throw Will negates; Spell Resistance yes
the face of a willing target. The iron beard grants a +1 armor You compel the target to look at you and only you for the
bonus to AC and this bonus stacks with any armor worn by spells duration or until the spell is discharged. While staring
the creature. The iron beard may also be used as a weapon at you, the target is considered to be averting its eyes from
equivalent to cold iron armor spikes. The iron beard makes it every creature but you, granting creatures other than you
difficult to speak, so any spell casting with a verbal component concealment against the targets attacks. If the target willingly
has a 20% spell failure chance. leaves your line of sight, it is blinded for 1 round and the spell
ends. If you willingly leave the targets line of sight or become
Jump unconscious or dead, the spell creature suffers no ill effects.
School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1 Blind creatures and creatures immune to gaze attacks are
Casting Time 1 standard action immune to this spell.
Components V, S, M (a grasshoppers hind leg)
Range touch Longshot
Target creature touched School transmutation; Level alchemist 1, antipaladin 1,
Duration 1 min. /level (D) inquisitor 1, magus 1, paladin 1, ranger 1, sorcerer/wizard 1
Saving Throw Will negates (harmless); Spell Resistance yes Casting Time 1 standard action
The subject gets a +10 enhancement bonus on Acrobatics checks Components V, S, M/DF (a piece of fletching)
made to attempt high jumps or long jumps. The enhancement Range personal
bonus increases to +20 at caster level 5th, and to +30 (the Target you
maximum) at caster level 9th. Duration 1 minute/level
This spell reduces the effect of range, granting a +10-foot bonus
to the range increment of any weapon used by the subject. MUDBALL
School conjuration [earth]; Level druid 1, magus 1, sorcerer/
Magic Missile wizard 1, witch 1
School evocation [force]; Level sorcerer/wizard 1 Casting Time 1 standard action
Casting Time 1 standard action Components V, S
Components V, S Range close (25 ft. + 5 ft. /2 levels)
Range medium (100 ft. + 10 ft. /level) Effect single fist-sized blob of sticky mud
Targets up to five creatures, no two of which can be more than Duration instantaneous
15 ft. apart Saving Throw Reflex negates; see text; Spell Resistance no
Duration instantaneous When you cast this spell, you conjure a single ball of sticky
Saving Throw none; Spell Resistance yes mud and launch it at an enemys face as a ranged touch
A missile of magical energy darts forth from your fingertip and attack. If the mudball hits, the target is blinded. Each round
strikes its target, dealing 1d4+1 points of force damage. at the beginning of its turn, a creature blinded by this spell
The missile strikes unerringly, even if the target is in melee can attempt a Reflex saving throw to shake off the mud,
combat, so long as it has less than total cover or total concealment. ending the effect. The mudball can also be wiped off by
Specific parts of a creature cant be singled out. Objects are not the creature affected by it or by a creature adjacent to the
damaged by the spell. creature affected by it as a standard action.
For every two caster levels beyond 1st, you gain an additional
missiletwo at 3rd level, three at 5th, four at 7th, and the maximum Negative Reaction
of five missiles at 9th level or higher. If you shoot multiple missiles, School illusion; Level bard 1, magus 1, sorcerer/wizard 1, witch 1
you can have them strike a single creature or several creatures. A Casting Time 1 standard action
single missile can strike only one creature. You must designate Components S
targets before you check for spell resistance or roll damage. Range close (25 ft. + 5 ft. /2 levels)
Target one creature
Magic Weapon Duration 1 round/level
School transmutation; Level cleric 1, paladin 1, sorcerer/wizard 1 Saving Throw Will negates; Spell Resistance yes
Casting Time 1 standard action The targets actions and words fail to impress. The target of this
Components V, S, DF spell takes a 10 penalty on any Bluff, Diplomacy, and Intimidate
Range touch checks as well as any performance combat checks it attempts
Target weapon touched
Duration 1 min. /level Obscuring Mist
Saving Throw Will negates (harmless, object); Spell Resistance School conjuration (creation); Level cleric 1, druid 1, sorcerer/
yes (harmless, object) wizard 1
Magic weapon gives a weapon a +1 enhancement bonus on attack Casting Time 1 standard action
and damage rolls. An enhancement bonus does not stack with a Components V, S
masterwork weapons +1 bonus on attack rolls. Range 20 ft.
You cant cast this spell on a natural weapon, such as an Effect cloud spreads in 20-ft. radius from you, 20 ft. high
unarmed strike (instead, see magic fang). A monks unarmed Duration 1 min. /level (D)
strike is considered a weapon, and thus it can be enhanced by Saving Throw none; Spell Resistance no
this spell. A misty vapor arises around you. It is stationary. The vapor
obscures all sight, including darkvision, beyond 5 feet. A
Mirror Strike creature 5 feet away has concealment (attacks have a 20%
School transmutation; Level magus 1, sorcerer/wizard 1 miss chance). Creatures farther away have total concealment
Casting Time 1 standard action (50% miss chance and the attacker cannot use sight to locate
Components V, S, M (a shard of mirror) the target).
Range personal A moderate wind (11+ mph), such as from a gust of wind spell,
Target you disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the
Duration see text fog in 1 round. A fireball, flame strike, or similar spell burns away the
You briefly alter the flow of time to split a melee attack into fog in the explosive or fiery spells area. A wall of fire burns away the
two attacks. Before the end of your next turn, when you make fog in the area into which it deals damage.
your next melee attack roll, compare the result to the AC of This spell does not function underwater.
two opponents within your reach. If the selected opponents
are flanking you, you gain a +2 bonus on your attack roll (and Ray of Enfeeblement
confirmation attack roll, see below). If you hit both enemies, School necromancy; Level sorcerer/wizard 1
you can deal half damage to each. Hitting only one opponent Casting Time 1 standard action
allows you to deal that opponent normal damage for your Components V, S
attack. On a critical threat, you can make only one attack Range close (25 ft. + 5 ft. /2 levels)
roll to confirm the critical hit against both opponents. If you Effect ray
confirm against both, you deal half your critical hit damage Duration 1 round/level
to each. Your hit is a normal hit rather than a critical if you Saving Throw Fortitude half; Spell Resistance yes
confirm against only one opponent. If you fail to use the effect A coruscating ray springs from your hand. You must succeed on a
before the end of your next turn, the spell ends. ranged touch attack to strike a target. The subject takes a penalty
to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5).
Mount The subjects Strength score cannot drop below 1. A successful
School conjuration (summoning); Level sorcerer/wizard 1 Fortitude save reduces this penalty by half. This penalty does not
Casting Time 1 round stack with itself. Apply the highest penalty instead.
Components V, S, M (a bit of horse hair)
Range close (25 ft. + 5 ft. /2 levels) RECHARGE INNATE MAGIC
Effect one mount School transmutation; Level alchemist 1, bard 1, cleric 1,
Duration 2 hours/level (D) druid 1, inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
Saving Throw none; Spell Resistance no Casting Time 1 standard action
You summon a light horse or a pony (your choice) to serve you Components V, S
as a mount (see the Pathfinder RPG Bestiary). The steed serves Range personal
willingly and well. The mount comes with a bit and bridle and a Target you
riding saddle. Duration instantaneous
You channel magic energy into your own aura, recharging
your innate magic abilities. You regain one use of all 0-level
and 1st-level spell-like abilities you can use as a result of a
racial trait.
SNOWBALL
Returning Weapon School conjuration (creation) [cold, water]; Level druid 1,
School conjuration (teleportation); Level bard 2, cleric 2, magus 1, sorcerer/wizard 1, summoner 1, witch 1
inquisitor 1, magus 1, ranger 1, sorcerer/wizard 2, witch 2 Casting Time 1 standard action
Casting Time 1 standard action Components V, S
Components V, S Range c l o s e (2 5 ft. + 5 ft. /2 levels)
Range close (25 ft. + 5 ft. /2 levels) Effect o n e ball of ice and snow
Target one weapon that can be thrown Duration instantaneous
Duration 1 minute/level Saving Throw Fortitude partial (see text); Spell Resistance no
Saving Throw Will negates (harmless, You conjure a ball of packed ice and snow that you can throw
object); Spell Resistance yes (harmless, at a single target as a ranged touch attack. The snowball d e a l s
object) 1 d 6 points of cold damage per caster level (maximum 5d6) o n
For the duration of the spell, the a successful hit and the target must make a successful Fortitude
target weapon acts as if it had the saving throw or be staggered for 1 round.
returning weapon special ability (see
page 471 of the Core Rulebook). St one Fist
This spell can be used as the School transmutation [earth]; Level alchemist 1, druid 1,
prerequisite for the returning weapon sorcerer/wizard 1
special ability. Casting Time 1 standard action
Components V, S, M (a chip of granite)
Shield Range personal
School abjuration [force]; Level sorcerer/wizard 1 Target you
Casting Time 1 standard action Duration 1 minute/level (D)
Components V, S This spell transforms your hands into living stone. While this
Range personal spell is in effect, your unarmed strikes do not provoke attacks of
Target you opportunity and deal 1d6 points of lethal bludgeoning damage
Duration 1 min. /level (D) (1d4 if you are Small). In addition, your unarmed strikes ignore
Shield creates an invisible shield of force that hovers in front of the hardness of any object with a hardness less than 8.
you. It negates magic missile attacks directed at you. The disk Stone to flesh immediately dispels stone fist. Should you be
also provides a +4 shield bonus to AC. This bonus applies against the target of transmute rock to mud, this spell immediately ends
incorporeal touch attacks, since it is a force effect. The shield has and you take 4d6 points of damage
no armor check penalty or arcane spell failure chance.
SERREN'S SWIFT GIRDING
Shocking Grasp School transmutation; Level magus 1, paladin 1, sorcerer/
School evocation [electricity]; Level sorcerer/wizard 1 wizard 1
Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V , 5, M (the armor to be worn)
Range touch Range close (2 5 feet + 5 feet level)
Target creature or object touched Target o n e willing creature/level
Duration instantaneous Duration instantaneous
Saving Throw none; Spell Resistance yes Saving Throw none; Spell Resistance yes ( harmless)
Your successful melee touch attack deals 1d6 points of electricity With a sweep of your hand, you select a number of targets
damage per caster level (maximum 5d6). When delivering the jolt, and the same number of suits of armor. The targets of this
you gain a +3 bonus on attack rolls if the opponent is wearing metal spell are immediately c l a d in the armor that you choose . The
armor (or is carrying a metal weapon or is made of metal). subjects of the spell must be capable of wearing the chosen
armor, cannot be wearing other armor, and must
Shock Shield be able to properly fit in n to the chosen armor.
School abjuration [electricity, force]; Level alchemist 1, magus 1, The chosen armor must be empty a n d cannot
sorcerer/wizard 1 be currently worn by another creature (thus you cannot move armor
Casting Time 1 standard action from one wearer to another with this spell ) . Creatures armored
Components V, S with this spell are considered to have donned
Range personal the armor properly.
Target you
Duration 1 minutes/level (D) True Strike
This spell creates an invisible shield similar to but not as School divination; Level sorcerer/wizard 1
strong as the shield spell. This shield hovers in front of you and Casting Time 1 standard action
negates magic missile attacks directed at you. The disk provides Components V, F (small wooden replica of an archery target)
a +2 shield bonus to AC. This bonus applies against incorporeal Range personal
touch attacks. Target you
At any time, as a free action, you may dismiss your shield, Duration see text
at which point it deals 1d6 points of electrical damage to all You gain temporary, intuitive insight into the immediate future
creatures within a 5-foot burst, including you. A Reflex saving during your next attack. Your next single attack roll (if it is made
throw halves the damage. before the end of the next round) gains a +20 insight bonus.
Additionally, you are not affected by the miss chance that applies to
Silent Image attackers trying to strike a concealed target.
School illusion (figment); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action Unerring Weapon
Components V, S, F (a bit of fleece) School transmutation; Level inquisitor 1, magus 1, sorcerer/
Range long (400 ft. + 40 ft. /level) wizard 1, witch 1
Effect visual figment that cannot extend beyond four 10-ft. cubes Casting Time 1 standard action
+ one 10-ft. cube/level (S) Components V, S
Duration concentration Range close (25 ft. + 5 ft./2 levels)
Saving Throw Will disbelief (if interacted with); Spell Resistance no Targets one weapon or 20 projectiles, all of which must be
This spell creates the visual illusion of an object, creature, or force, together at the time of casting
as visualized by you. The illusion does not create sound, smell, Duration 1 round/level
texture or temperature. You can move the image within the limits Saving Throw Will negates (harmless, object); Spell Resistance
of the size of the effect. yes (harmless, object)
This spell causes a weapon to veer closer to vital areas, damage to the wands attack roll, but instead allows you to use
improving the result of a critical threat. This transmutation your skill with the weapon to boost your chance of hitting with
grants a +2 bonus on attack rolls to confirm critical hits plus 1 the spell.
additional bonus point per four caster levels (maximum total At the end of the spells duration, the encased wand is
bonus +7). If the spell is cast on projectiles, the effect ends on ejected from the weapon. If you have a free hand, you may
a specific projectile whenever that projectile is used to make catch the weapon as a free action; otherwise, the wand drops
an attack, regardless of whether the attack hits. For this spell, to the ground. If the weapon housing the wand is broken or
shuriken are considered projectiles. destroyed during the duration of weaponwand, the encased
wand is similarly broken or destroyed.
Unseen Servant
School conjuration (creation); Level bard 1, sorcerer/wizard 1 Warding Weapon
Casting Time 1 standard action School abjuration; Level magus 1, sorcerer/wizard 2,
Components V, S, M (a piece of string and a bit of wood) summoner 2
Range close (25 ft. + 5 ft./2 levels) Casting Time 1 standard action
Effect one invisible, mindless, shapeless servant Components V, S, F (one melee weapon you are proficient in
Duration 1 hour/level and you are holding)
Saving Throw none; Spell Resistance no Range personal
An unseen servant is an invisible, mindless, shapeless force that Target you
performs simple tasks at your command. It can run and fetch Duration 1 round/level
things, open unstuck doors, and hold chairs, as well as clean The focus of this spell flies upward above your head and takes
and mend. The servant can perform only one activity at a time, a defensive position within your space. It lunges at opponents,
but it repeats the same activity over and over again if told to do as if guided by a martially trained hand, parrying and turning
so as long as you remain within range. It can open only normal back melee attacks aimed at you, but does not strike back at
doors, drawers, lids, and the like. It has an effective Strength any opponent nor does it damage them. The weapon serves
score of 2 (so it can lift 20 pounds or drag 100 pounds). It only as a defense. While it protects you, you can cast spells
can trigger traps and such, but it can exert only 20 pounds of without provoking attacks of opportunity, without the need to
force, which is not enough to activate certain pressure plates cast them defensively.
and other devices. It cant perform any task that requires a A creature with the Disruptive feat (Core Rulebook 122) can
skill check with a DC higher than 10 or that requires a check easily bypass this spells defenses. You provoke attacks of
using a skill that cant be used untrained. This servant cannot opportunity for casting spells against these creatures even
fly, climb, or even swim (though it can walk on water). Its base when subject to this spell, though you can still choose to
speed is 15 feet. cast defensively.
The servant cannot attack in any way; it is never allowed an
attack roll. It cannot be killed, but it dissipates if it takes 6 points of
damage from area attacks. (It gets no saves against attacks.) If you
attempt to send it beyond the spells range (measured from your
current position), the servant ceases to exist.

Vanish
School illusion (glamer); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Component V, S
Range touch
Target creature touched
Duration 1 round/level (up to 5 rounds) (D)
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
This spell functions like invisibility, except the effect only
lasts for 1 round per caster level (maximum of 5 rounds). Like
invisibility, the spell immediately ends if the subject attacks
any creature.

Weaponwand
School transmutation; Level bard 1, cleric 1, inquisitor 1,
magus 1
Casting Time 1 round
Components V, S, F (a magic wand)
Range touch
Target one weapon
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell
Resistance yes (harmless, object)
When you cast this spell on a weapon, you cause a portion of
the weapon to open like the skin of a partially peeled apple,
revealing a space large enough to insert a single wand within.
As part of the spells casting, you can insert a single wand into
the weapon, at which point the weapon returns to its original
form with the wand held inside of it without negatively
impacting the weapons integrity. For the spells duration,
a character who wields the transmuted weapon is also
considered to be wielding the wand as well. You can attack
normally with the weapon or use the weapon as if it were
the encased wand. If the effect created by the wand requires
an attack roll to successfully strike a foe, you may make the
attack roll as if you were making an attack with the weapon at
its highest bonus (including any bonuses the weapon would
normally receive) rather than just a normal attack with the
wanddoing so does not allow you to add the weapons

Potrebbero piacerti anche