Spells
Aid
Enchantment
1 standard action
V, S, DF
touch
living creature touched
1 min./level
Will negates (harmless)
Yes
The target gains a +1 morale bonus on attack rolls and on saving throws against fear effects, plus temporary hit points.
Air Walk
Transmutation
1 standard action
V, S, DF
touch
creature (Gargantuan or smaller) touched
10 min./level
none
Yes
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.
A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 mph of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell while it is in effect is difficult, should the dispel succeed, the subject will fall immediately.
Alarm
Abjuration
1 standard action
V, S, F
close (25 ft. + 5 ft./2 levels)
20-ft.-radius emanation centered on a point in space
2 hours/level
none
No
An alarm spell wards an area against intrusion.
It triggers a mental or audible alarm when a creature enters the area.
Align Weapon
Transmutation
1 standard action
V, S, DF
touch
weapon touched or 50 projectiles (all of which must be together at the time of casting)
1 min./level
Will negates (harmless, object)
Yes
Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
You can’t cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.
Alter Winds
Transmutation
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
10-ft.-radius
1 min/level
Will negates (harmless)
Yes
You can raise or lower the wind speed in the area by one step (from calm to light, light to moderate, etc., or vice versa). The maximum wind speed you can create is strong winds, and the minimum is calm. Severe weather effects that are not strictly wind-based (rain, snow, etc.) are unaffected. At higher levels, you can change the wind speed by up to two steps (at 5th level) or three steps (at 10th level).
Animal Shapes
Transmutation
1 standard action
V, S
close
willing creatures
1 hour/level
none
No
You transform willing creatures into animals, granting them physical abilities of the chosen forms.
Animate Dead
Necromancy
1 standard action
V, S, M
touch
one or more corpses
instantaneous
none
No
You create undead skeletons or zombies from dead bodies. The undead obey your spoken commands.
Animate Objects
Transmutation
1 standard action
V, S
medium
objects or creatures touched
1 round/level
none
No
You imbue inanimate objects with mobility and a semblance of life.
The animated objects follow your commands and can attack your enemies.
The number and size of objects you can animate depend on your caster level.
Animate Plants
Transmutation
1 standard action
V
close (25 ft. + 5 ft./2 levels)
one Large plant per three caster levels or all plants within range; see text
1 round/level or 1 hour/level; see text
none
No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you designate. The plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and to use them to attack, all with a bonus to hit equal to your caster level. Animated plants have Strength 24, Dexterity 6, and Constitution 18 and take up one 5-foot square per HD. Each animated plant has 3 HD per HD of the original plant, and their hit points are based on their size. An animated plant can make one attack per round (bludgeoning, damage 1d8+7 for Large plants, 2d6+10 for Huge plants, 2d8+13 for Gargantuan plants). The animated plants fight until they are destroyed or the spell ends.
Alternatively, you may animate all plants within range. This mass animation lasts 1 hour rather than 1 round/level. All plants so animated must use the entangle ability if directed to act as a group. Plants in a mass animation are rooted in place and cannot move, but can entangle creatures that move through their area.
Animate Rope
Transmutation
1 standard action
V, S
medium (100 ft. + 10 ft./level)
one rope-like object, length up to 50 ft. + 5 ft./level
1 round/level
none
No
You can animate a rope or a rope-like object, such as a vine, a whip, or a cord. The target moves as you desire, starting on your turn (treat it as your move action). The animated rope can wrap around a creature in adjacent squares. The rope does not make its own attacks, but you can use it to make trip or grapple attempts as if the rope were a creature with Strength equal to 10 + your caster level. The rope has hit points equal to your caster level and AC 10, and it can be broken if a creature makes a Strength check (DC 15 + caster level). A broken or severed rope is no longer animated.
Antilife Shell
Abjuration
1 standard action
V, S
10 ft.
10-ft.-radius emanation, centered on you
10 min./level
none
Yes
A barrier surrounds you, preventing living creatures from approaching within the area.
Antimagic Field
Abjuration
1 standard action
V, S, M
10 ft.
10-ft.-radius emanation, centered on you
10 min./level
None
No
An invisible field surrounds you and suppresses magic within it. Spells and magical effects do not function inside the field, though it does not dispel them; they resume when leaving the area.
Astral Projection
Necromancy
1 standard action
V, S, M
touch
you and touched willing creatures
see text
None
No
You project your astral form onto the Astral Plane, leaving your physical body behind in suspended animation. You can travel to other planes via the Astral Plane.
Bane
Enchantment
1 standard action
V, S, DF
50 ft.
50-ft.-radius burst, centered on you
1 min./level
Will negates
Yes
Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless.
Banishment
Abjuration
1 standard action
V, S, F (see text)
close (25 ft. + 5 ft./2 levels)
one or more extraplanar creatures, no two of which can be more than 30 ft. apart
instantaneous
Will negates
Yes
A banishment spell is a more powerful version of the dismissal spell. It forces extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes.
Barkskin
Transmutation
1 standard action
V, S, DF
touch
living creature touched
10 min./level
none
Yes
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.
Beast Shape III
Transmutation
1 standard action
V, S
personal
you
1 min./level
none
No
You transform into a Large or Tiny animal, gaining abilities based on the chosen form.
Black Tentacles
Conjuration
1 standard action
V, S, M (octopus or squid tentacle)
medium (100 ft. + 10 ft./level)
20-ft.-radius spread
1 round/level
none
No
This spell conjures a field of rubbery black tentacles, each 10 feet long. These tentacles attempt to grapple any creature in the area. The tentacles use your caster level as their CMB. A creature that enters the area must succeed at a combat maneuver check (CMD) or become grappled. Each round, tentacles that are grappling a foe deal 1d6+4 points of bludgeoning damage.
Blade Barrier
Evocation
1 standard action
V, S, DF
medium (100 ft. + 10 ft./level)
wall of whirling blades up to 20 ft. long/level, or a ringed wall of blades with a radius of up to 5 ft./2 levels; either form 20 ft. high
1 min./level
Reflex half or Reflex negates
Yes
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
Blasphemy
Evocation
1 standard action
V
40 ft.
nontargeted creatures in a 40-ft.-radius spread
instantaneous and 1d4 rounds; see text
Will partial
Yes
Uttering a blasphemous word, you deal damage and inflict status effects on non-evil creatures.
The effect depends on the target's Hit Dice: weakened, paralyzed, or killed.
Evil creatures are unaffected.
Bleed
Necromancy
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one living creature
instantaneous
Will negates (harmless)
Yes
Cause a stabilized creature to resume dying.
Bless
Enchantment
1 standard action
V, S, DF
50 ft.
all allies in a 50-ft. burst
1 min./level
none
No
Bless fills your allies with courage, granting a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless Weapon
Transmutation
1 standard action
V, S
touch
weapon touched
1 min./level
Will negates (harmless, object)
Yes
You bless a weapon you touch. It becomes a +1 magic weapon for the duration.
In addition, it is considered good-aligned for the purpose of overcoming damage reduction.
Against undead and evil outsiders, all critical threats are automatically confirmed, and the weapon bypasses their damage reduction.
Blindness/Deafness
Necromancy
1 standard action
V
medium
one creature
permanent
Fortitude negates
Yes
You permanently blind or deafen the target creature.
Blur
Illusion
1 standard action
V
touch
creature touched
1 min./level
Will negates (harmless)
Yes
The subject's outline appears blurred, shifting, and indistinct. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
Break Enchantment
Abjuration
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one creature or object
instantaneous
see text
No
This spell can remove enchantments, transmutations, and curses from a creature or object, and can end ongoing effects such as petrification or magical transformations (subject to the spell’s limits).
Breath of Life
Conjuration
1 immediate action
V, S
close (25 ft. + 5 ft./2 levels)
creature that has died within 1 round
instantaneous
Will negates (harmless)
Yes
This spell brings a recently slain creature back to life and heals it for 5d8 points of damage plus 1 point per caster level (maximum +25).
Bull's Strength
Transmutation
1 standard action
V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
touch
creature touched
1 min./level (D)
Will negates (harmless)
Yes
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Burning Hands
Evocation
1 standard action
V, S
15 ft.
cone-shaped burst
instantaneous
Reflex half
Yes
A cone of searing flame shoots from your fingertips.
Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).
Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Call Lightning
Evocation
1 standard action
V, S
medium (100 ft. + 10 ft./level)
120-ft.-radius centered on you
1 min./level
Reflex half
Yes
During the spell's duration, you can call down a bolt of lightning as a standard action. Each bolt deals 3d6 points of electricity damage in a 5-foot radius.
Call Lightning Storm
Evocation
1 standard action
V, S
long (400 ft. + 40 ft./level)
cylinder (10 ft. radius, 30 ft. high)
1 min./level (D)
Reflex half
Yes
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage. You may call one bolt per round for the duration of the spell. If you are in a stormy area, each bolt instead deals 5d10 points of electricity damage.
Calm Animals
Enchantment
1 standard action
V, S
medium
animals in a 30-ft.-radius burst
1 min./level
Will negates
Yes
This spell calms animals, preventing them from attacking or fleeing.
Calm animals can affect only animals, not magical beasts.
Calm Emotions
Enchantment
1 standard action
V, S
medium (100 ft. + 10 ft./level)
20-ft.-radius burst
concentration, up to 1 round/level
Will negates
Yes
This spell calms agitated creatures, suppressing strong emotions. It can prevent affected targets from taking violent actions and can suppress certain morale effects.
Cause Fear
Necromancy
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one living creature with 5 or fewer HD
1d4 rounds or 1 round; see text
Will partial
Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
Chain Lightning
Evocation
1 standard action
V, S, F
long (400 ft. + 40 ft./level)
one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
instantaneous
Reflex half
Yes
This spell creates an electrical discharge that begins as a single stroke of lightning that deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After striking the primary target, the lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary arcs each deal half as many dice of damage as the primary bolt (rounded down) and you choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. The Reflex save DC is the same for both the primary target and the secondary targets.
Chaos Hammer
Evocation
1 standard action
V, S
medium
burst
instantaneous
Will partial
Yes
You unleash chaotic power that damages and potentially stuns lawful creatures.
Lawful creatures take damage and may be slowed or stunned (depending on your rules implementation).
Creatures of other alignments take reduced or no additional effects.
Charm Animal
Enchantment
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one animal
1 hour/level
Will negates
Yes
You can charm an animal as if using charm person, except that the effect is limited to animals. The charmed animal regards you as a trusted friend and ally, and will not attack you. If you or your allies threaten or harm the target, it gains a bonus on its saving throw.
Charm Monster
Enchantment
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one living creature
1 day/level
Will negates
Yes
You make one living creature regard you as a trusted friend and ally. If you or your allies threaten it, it gains a bonus on its saving throw.
Charm Person
Enchantment
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one humanoid creature
1 hour/level
Will negates
Yes
You make one humanoid creature regard you as a trusted friend and ally. If you or your allies threaten it, it gains a bonus on its saving throw.
Chill Touch
Necromancy
1 standard action
V, S
touch
creature or creatures touched (up to one/level)
instantaneous
Fortitude partial or Will negates; see text
Yes
A touch from your hand, which glows with churning negative energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. Undead creatures are not harmed by this spell. Instead, an undead creature touched must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
Clashing Rocks
Conjuration
1 standard action
V, S
long (400 ft. + 40 ft./level)
two adjacent 30-ft.-diameter rock fields
instantaneous
Reflex partial
No
You create two Huge rocks (or up to two existing rocks of the appropriate size) that slam together against a single target. The rocks deal 20d6 points of bludgeoning damage plus 8 points per caster level. If the target fails its save, it is buried under the rocks and must make a DC 20 Strength check or a DC 25 Escape Artist check to break free (with each attempt requiring a full round of effort). If the target makes its save, it takes half damage and is not buried. The rocks are permanent once created.
Clenched Fist
Evocation
1 standard action
V, S, M
medium (100 ft. + 10 ft./level)
1 round/level
Reflex partial
No
You create a Large hand of force that strikes enemies, potentially stunning or pushing them aside.
Cloak of Chaos
Abjuration
1 standard action
V, S
touch
creature touched
1 minute/level
Will negates (harmless)
Yes
You wrap a creature in a shimmering field of chaotic energy.
The warded creature gains defensive benefits against lawful creatures and effects.
Lawful attackers may suffer adverse effects when striking the warded creature.
Cloudkill
Conjuration
1 standard action
V, S
medium (100 ft. + 10 ft./level)
20-ft.-radius spread
1 min./level
Fortitude partial
No
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and oily. Creatures 3 HD or less that are caught in the cloud die (no save). Creatures with 4 to 6 HD take 1d4 Constitution damage per round of exposure (no save). Creatures with 6 or more HD take 1d4 Constitution damage per round of exposure (Fortitude half). Holding your breath doesn't help, but creatures immune to poison are unaffected by the spell.
Color Spray
Illusion
1 standard action
V, S, M
15 ft.
cone-shaped burst
instantaneous; see text
Will negates
Yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, blinded, or knocked unconscious.
The effects depend on the creature’s Hit Dice and are described in the spell text.
Command Plants
Transmutation
1 standard action
V
close (25 ft. + 5 ft./2 levels)
up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
one day/level
Will negates
Yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you for the duration of the spell. You can try to give a subject creature simple commands, but you must succeed on an opposed Charisma check to convince it to do anything it wouldn't ordinarily do (including attacking its companions). Affected creatures can still be directed to retreat or flee as well as attack enemies, provided such commands are within their nature. A controlled plant never willingly attacks another plant.
Communal Tongues
Divination
1 standard action
V, M/DF (a clay model of a ziggurat)
touch
creatures touched
10 min./level divided among touched creatures
Will negates (harmless)
No
As tongues, but you can divide the duration among multiple creatures you touch as part of the casting.
Comprehend Languages
Divination
1 standard action
V, S, M/DF
Personal or touch
You or creature touched
10 min./level
Will negates (harmless)
Yes
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The spell does not enable you to speak or write in those languages.
Cone of Cold
Evocation
1 standard action
V, S, M
60 ft.
cone-shaped burst
instantaneous
Reflex half
Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
Confusion
Enchantment
1 standard action
V, S, M
medium (100 ft. + 10 ft./level)
all creatures in a 15-ft. radius burst
1 round/level
Will negates
Yes
This spell causes confusion in all creatures in the area. Each affected creature acts randomly each round.
Control Plants
Transmutation
1 standard action
V, S, DF
close (25 ft. + 5 ft./2 levels)
up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
1 min./level
Will negates
No
This spell enables you to control the actions of one or more plant creatures that are within range. The controlled plants obey your commands to the best of their ability. You can direct them to attack your enemies, guard a particular area, carry things, or perform other tasks. Controlled plants have access to their normal feats and special attacks. A controlled plant never willingly attacks another plant creature, although it can be commanded to do so. If you use this spell to control multiple plants, you can give each plant a different command.
When the spell ends, the plants revert to their normal behavior and attack if they are hostile.
Control Water
Transmutation
1 standard action
V, S, M/DF
long (400 ft. + 40 ft./level)
water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
10 min./level (D)
none; see text
No
This spell has two different versions.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this version of the spell acts like slow, requiring a Will saving throw. Water elementals take 2d8 points of damage per level with no saving throw, to a maximum of 20d8.
Raise Water: This causes water or similar liquid to rise by as much as 2 feet per caster level (maximum increase of 40 feet). The water is raised within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, the spell engulfs ships and similar craft rising them up, creating treacherous waves. Creatures swimming in these rough waters must make a Swim check (DC 20) each round to avoid drowning.
Control Weather
Transmutation
10 Minutes
V, S, M
2 miles
2-mile radius centered on you
4d12 hours (D)
None
No
You change the weather in the local area. You can call for clear skies, rain, sleet, snow, or even thunderstorms.
Control Winds
Transmutation
1 standard action
V, S
40 ft./level
40-ft./level radius cylinder 40 ft. high
10 min./level
None
No
You alter wind force in the area surrounding you. The new wind force can be light, moderate, strong, or severe.
Create Greater Undead
Necromancy
1 standard action
V, S, M
touch
corpse
instantaneous
none
No
This spell allows you to create more powerful undead creatures, such as mummies or spectres, which remain under your control.
Create Undead
Necromancy
1 hour
V, S, M
close (25 ft. + 5 ft./2 levels)
one corpse
instantaneous
none
No
This spell creates powerful undead such as ghouls, ghasts, mummies, or mohrgs.
The type created depends on your caster level and the corpse used.
The undead are under your control, but you can only control a limited number of Hit Dice worth of undead.
Create Water
Conjuration
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
instantaneous
None
No
Creates pure drinking water.
Crushing Hand
Evocation
1 standard action
V, S, M
medium (100 ft. + 10 ft./level)
1 round/level
Reflex partial
No
You create a Large hand of force that crushes and constricts enemies, dealing damage and potentially immobilizing them.
Cure Critical Wounds
Conjuration
1 standard action
V, S
touch
creature touched
instantaneous
Will half (harmless); see text
Yes
This spell cures 4d8 points of damage + 1 point per caster level (maximum +20). It deals damage to undead creatures instead.
Cure Critical Wounds (mass)
Conjuration
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
creatures in a 30-ft.-radius burst
instantaneous
Will half (harmless); see text
Yes
This spell cures 4d8 points of damage + 1 point per caster level (maximum +20) to multiple creatures. It damages undead instead.
Cure Light Wounds
Conjuration
1 standard action
V, S
touch
creature touched
instantaneous
Will half (harmless); see text
Yes
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Undead creatures take this damage instead of being healed.
Cure Moderate Wounds
Conjuration
1 standard action
V, S
touch
creature touched
instantaneous
Will half (harmless); see text
Yes
When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10).
Undead creatures take this damage instead of being healed.
Cure Serious Wounds
Conjuration
1 standard action
V, S
touch
creature touched
instantaneous
Will half (harmless); see text
Yes
When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15).
Undead creatures take this damage instead of being healed.
Dancing Lights
Evocation
1 standard action
V, S
medium (100 ft. + 10 ft./level)
1 minute (D)
none
No
You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape.
Darkness
Evocation
1 standard action
V, M/DF (bat fur and a piece of coal)
Touch
Object touched
1 minute/level (D)
None
No
This spell causes an object to radiate darkness in a 20-foot radius, suppressing all light sources of equal or lower level of illumination. Non-magical light sources and spells of 2nd level or lower are suppressed. Creatures with darkvision can see through this darkness normally.
Daylight
Evocation
1 standard action
Touch
Object touched
10 min./level
No
This spell causes an object to glow like daylight, shedding bright light in a 60-foot radius and increasing the light level for an additional 60 feet beyond that area.
Daze
Divination
1 standard action
V, S, M (a pinch of wool or similar substance)
close (25 ft. + 5 ft./2 levels)
one humanoid creature of 4 HD or less
1 round
Will negates
Yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Death Knell
Necromancy
1 standard action
V, S
touch
living creature
10 min./level
Will negates
Yes
You draw the life force from a dying creature. If the target dies, you gain temporary hit points, a bonus to Strength, and an effective caster level increase.
Death Ward
Necromancy
1 standard action
V, S
touch
creature touched
1 min./level
none
Yes
The subject gains immunity to death effects, energy drain, and negative energy effects.
Deathwatch
Necromancy
1 standard action
V, S
30 ft.
cone-shaped emanation
10 min./level
none
No
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct).
Deathwatch sees through any spell or ability that allows creatures to feign death.
Deep Slumber
Enchantment
1 standard action
V, S, M (a pinch of sand)
close (25 ft. + 5 ft./2 levels)
one or more living creatures within a 10-ft.-radius burst
1 min./level
Will negates
Yes
This spell functions like sleep, except that it affects 10 Hit Dice of creatures. The caster can put to sleep creatures with up to 10 Hit Dice. Undead, constructs, and creatures that do not sleep are not affected. Sleeping creatures can be awakened with a standard action (the creature shaken or damaged wakes immediately).
Deeper Darkness
Evocation
1 standard action
V, M/DF (bat fur and a piece of coal)
Touch
Object touched
10 min. / level
None
No
This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell’s confines.
This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.
Delay Poison
Conjuration
1 standard action
V, S, DF
touch
creature touched
1 hour/level
Fortitude negates (harmless)
Yes
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.
Delayed Blast Fireball
Evocation
1 standard action
V, S, M
long (400 ft. + 40 ft./level)
20-ft.-radius spread
5 rounds or less; see text
Reflex half
Yes
This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance of early detonation.
Demand
Enchantment
1 standard action
V, S
unlimited
one living creature
1 day/level or until completed
Will negates
Yes
You issue a command to a creature you know, regardless of distance (as long as it is on the same plane). The subject must follow the demand or suffer consequences per the spell.
Destruction
Necromancy
1 standard action
V, S, DF
close
one creature
instantaneous
Fortitude partial
Yes
You utterly annihilate a creature. On a successful save, the target instead takes massive damage.
Detect Evil
Divination
1 standard action
V, S, DF
60 ft.
cone-shaped emanation
concentration, up to 10 min./level
none
No
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
Detect Good
Divination
1 standard action
V, S, DF
60 ft.
cone-shaped emanation
concentration, up to 10 min./level
none
No
You can sense the presence of good. The amount of information revealed depends on how long you study a particular area or subject.
Detect Magic
Divination
1 standard action
V, S
60 ft.
cone-shaped emanation
concentration, up to 1 min./level (D)
none
No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Detect Poison
Divination
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one creature, one object, or a 5-ft. cube
instantaneous
None
No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can detect this in a single creature, one object, or a 5-foot cube of space.
Detect Secret Doors
Divination
1 standard action
V, S
60 ft.
cone-shaped emanation
concentration, up to 1 min./level
none
No
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected. The amount of information revealed depends on how long you study a particular area or subject.
Detect Thoughts
Divination
1 standard action
V, S, F
60 ft.
cone-shaped emanation
concentration, up to 1 min./level
Will negates
No
You detect surface thoughts of creatures in the area. The amount of information revealed increases with each round of concentration.
Detect Undead
Necromancy
1 standard action
V, S
60 ft.
cone-shaped emanation
concentration, up to 1 minute/level
none
No
You detect the presence of undead.
The amount of information revealed depends on how long you study a particular area or subject.
Dictum
Evocation
1 standard action
V
40 ft.
nontargeted creatures in a 40-ft.-radius spread
instantaneous and 1d4 rounds; see text
Will partial
Yes
A spoken word of law overwhelms chaotic creatures.
Effects depend on the target’s HD: dazed, paralyzed, or killed.
Chaotic outsiders are banished back to their plane if they fail a save.
Lawful creatures are unaffected.
Dimension Door
Conjuration
1 standard action
V
long (400 ft. + 40 ft./level)
you and touched objects or other touched willing creatures
instantaneous
None
No
You instantly transfer yourself from your current location to any other spot within range. You can bring along objects and willing creatures within the spell’s limits.
Discern Lies
Divination
1 standard action
V, S, DF
close (25 ft. + 5 ft./2 levels)
cone-shaped emanation
concentration, up to 1 round/level
Will negates
No
You know whether each creature within the area deliberately and knowingly speaks a lie.
Discern Location
Divination
1 standard action
V, S, M
instantaneous
None
No
You learn the exact location of a creature or object, regardless of distance, provided it is on the same plane.
Disguise Self
Illusion
1 standard action
V, S
personal
you
10 min./level (D)
Will negates (if interacted with)
No
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot taller or shorter, thin, fat, or in between. The disguise is only visual and does not alter touch or other senses.
Disintegrate
Transmutation
1 standard action
V, S, M
medium
one creature or object
instantaneous
Fortitude partial
Yes
A thin green ray disintegrates the target, reducing it to fine dust on a failed save.
Dismissal
Abjuration
1 standard action
V, S, DF
close (25 ft. + 5 ft./2 levels)
one extraplanar creature
instantaneous
Will negates
Yes
This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC – creature's HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
Dispel Chaos
Abjuration
1 standard action
V, S, DF
touch
creature touched
1 round/level or until discharged
Will negates (harmless) or Will negates; see text
Yes
Functions like dispel evil or dispel good, but targets chaos.
It can suppress magical effects, force chaotic outsiders back to their home planes, or protect a subject from possession or influence.
Dispel Evil
Abjuration
1 standard action
V, S, DF
touch
you and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object
1 round/level or until discharged, whichever comes first
Will negates
Yes
Shimmering, white holy energy surrounds you. This energy has three possible effects.
First, you may use it to disrupt the power of an evil creature from another plane. The creature must succeed on a Will save or be instantly banished back to its home plane.
Second, the energy can also be used to block a possession attempt, automatically succeeding and dealing 1d6 damage per caster level (maximum 10d6) to the possessing creature.
Third, you can use the energy to counter an enchantment or evil spell. This works like a targeted dispel magic, except it uses your level and has a +4 bonus to the dispel check.
Dispel Good
Abjuration
1 standard action
V, S, DF
touch
creature touched
1 round/level or until discharged
Will negates (harmless) or Will negates; see text
Yes
This spell functions like dispel chaos, except that you choose good instead of chaos.
It can end spells, suppress magical items, or drive a good outsider back to its plane if it fails a Will save.
Dispel Law
Abjuration
1 standard action
V, S
close
one lawful creature or object, or one spell or magical effect
instantaneous
Will negates (harmless) or Will negates
Yes
You attempt to dispel lawful magic affecting a target or to harm a lawful creature.
This spell functions like dispel magic, but it specifically counters lawful effects and can also harm lawful creatures.
Dispel Magic
Abjuration
1 standard action
V, S
medium (100 ft. + 10 ft./level)
one spellcaster, creature, or object
instantaneous
none
No
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, end one ongoing spell (within range) affecting the target, or to counter another spellcaster’s spell. Each effect requires a separate dispel check.
Displacement
Illusion
1 standard action
V, S
touch
creature touched
1 round/level (D)
Will negates (harmless)
Yes
The subject appears to be about 2 feet away from its true location, granting a 50% miss chance against attacks. True seeing reveals the target's true location, but attacks still suffer the miss chance.
Divination
Divination
1 standard action
V, S, M
instantaneous
None
No
This spell provides useful advice for a specific goal or event planned within the next week, though the advice may be cryptic.
Divine Power
Evocation
1 standard action
V, S, DF
personal
you
1 round/level
none
No
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus equals your cleric level (replacing and not stacking with any base attack bonus from other sources). You also gain a +6 luck bonus to Strength, +6 temporary hit points per caster level, and you are treated as if you were proficient with all martial weapons. Undead, constructs, and other creatures immune to extra Hit Dice are unaffected by the temporary hit points.
Dominate Animal
Enchantment
1 standard action
V, S
close
one animal
1 day/level
Will negates
Yes
You establish a telepathic link with an animal, allowing you to control its actions.
Dominate Monster
Enchantment
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one creature
1 day/level
Will negates
Yes
You control the actions of the target creature telepathically. The subject obeys your commands to the best of its ability, though it may resist obvious self-destructive orders.
Dominate Person
Enchantment
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one humanoid
1 day/level
Will negates
Yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival.
Dream
Illusion
1 standard action
V, S
unlimited
one living creature touched
see text
none
Yes
You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify her by some title that leaves no doubt as to her identity. The messenger then enters a trance-like sleep and the target receives a dream from you. Unlike nightmare, the dream does not cause any harm to the recipient.
Earthquake
Evocation
1 standard action
V, S, DF
long
80-ft.-radius spread
1 round
Reflex negates
No
The ground shakes violently, collapsing structures and opening fissures.
Elemental Body IV
Transmutation
1 standard action
V, S, M
personal
you
1 min./level (D)
none
No
When you cast this spell, you can assume the form of a Huge air elemental, earth elemental, fire elemental, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental body IV functions as elemental body III, except that it also allows you to assume the form of a Huge elemental. When you take the form of a Huge elemental, you gain the following abilities: a +6 size bonus to Strength, a –2 penalty to Dexterity, a +6 size bonus to natural armor, and immunity to bleed damage, critical hits, and sneak attacks. You also gain immunity to paralysis, poison, sleep effects, and stunning. You also gain DR 5/—.
In air elemental form, you also gain a fly speed of 120 feet (perfect), darkvision 60 feet, a +4 bonus on Fly checks, and immunity to electricity damage.
In earth elemental form, you gain a burrow speed of 20 feet, darkvision 60 feet, and immunity to acid damage.
In fire elemental form, you gain a +2 size bonus to Dexterity (instead of penalty), darkvision 60 feet, and immunity to fire damage and vulnerability to cold.
In water elemental form, you gain a swim speed of 90 feet, the ability to breathe water, and immunity to cold damage.
Elemental Swarm
Conjuration
1 standard action
V, S
medium (100 ft. + 10 ft./level)
10 min./level
none
No
This spell opens a portal to an elemental plane and summons elementals from it. A druid can cast this spell as an air, earth, fire, or water spell. When this domain spell is cast, it summons fire elementals.
You summon a number of elementals of varying sizes sequentially: first a Large elemental, then two Medium elementals, then four Small elementals. Elementals summoned by this spell cannot be summoned again for 24 hours.
When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.
Endure Elements
Abjuration
1 standard action
V, S
touch
creature touched
24 hours
Will negates (harmless)
Yes
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit (–45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Energy Drain
Necromancy
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one living creature
instantaneous
Fortitude partial; see text
Yes
This spell functions like enervation, except that it gives the subject 2d4 negative levels, and the subject must make a Fortitude saving throw or 1d4 of these negative levels become permanent. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim's levels.
Enervation
Necromancy
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
living creature
instantaneous
none
Yes
You point your finger and fire a black ray at a creature that you can see. You must succeed on a ranged touch attack to hit. The subject gains 1d4 negative levels. If the subject has at least as many negative levels as Hit Dice, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, and ability checks; reduces the target's current and total hit points by 5; and reduces the spell save DC for any spells the creature might cast.
Enhanced Diplomacy
Enchantment
1 standard action
V, S
touch
creature touched
1 minute
Will negates (harmless)
Yes
Gives +2 competence bonus on Diplomacy or Intimidate checks.
Enlarge Person
Transmutation
1 standard action
V, S, M
close (25 ft. + 5 ft./2 levels)
one humanoid creature
1 min./level
Fortitude negates
Yes
The target humanoid creature grows one size category larger, gaining bonuses to Strength and size, but penalties to Dexterity.
Entangle
Transmutation
1 standard action
V, S, DF
long (400 ft. + 40 ft./level)
plants in a 40-ft.-radius spread
1 min./level (D)
Reflex partial; see text
No
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
Entropic Shield
Abjuration
1 standard action
V, S
personal
you
1 min./level
none
No
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a range are not affected.
Erase
Transmutation
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one scroll or two pages
instantaneous
see text
No
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Magical writing must be touched to be erased, and you must also succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
Expeditious Retreat
Transmutation
1 standard action
V
personal
you
1 min./level (D)
none
No
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim.
Explosive Runes
Abjuration
1 standard action
V, S
touch
one touched object weighing no more than 10 lbs.
permanent until discharged (D)
see text
Yes
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object bearing the runes also takes full damage (no saving throw).
You and anyone else you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.
Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Perception skill to find explosive runes and Disable Device to thwart it. The DC in each case is 25 + spell level, or DC 28 for explosive runes.
Fabricate
Transmutation
Special
V, S, M
close (25 ft. + 5 ft./2 levels)
up to 10 cu. ft./level; see text
instantaneous
none
No
You convert material of one sort into a product that is of the same material but of a different form. The transformation requires 1 round per 10 cubic feet of material to be affected. All materials used in the fabrication must be present. A Craft skill check is required to fabricate articles requiring a high degree of craftsmanship. Casting time is 1 round per 10 cubic feet of material. You can fabricate a large wooden object, such as a ship hull, or a fine metal item, such as a sword or armor. Carpentry, masonry, and smithing are all examples of crafts that this spell can expedite.
False Life
Necromancy
1 standard action
V, S, M (a drop of blood)
personal
you
1 hour/level or until discharged; see text
none
No
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10). When these hit points are exhausted, the spell ends.
False Vision
Illusion
1 standard action
V, S, M
touch
object touched
10 min./level (D)
Will negates (object)
Yes
You place an illusion on an object that fools divination spells, making them reveal false information.
Fear
Necromancy
1 standard action
V, S, M (the heart of a hen or a white feather)
30 ft.
cone-shaped burst
1 round/level
Will partial
Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Feather Fall
Transmutation
1 immediate action
V
close (25 ft. + 5 ft./2 levels)
one Medium or smaller free-falling object or creature/level, no two of which can be more than 20 ft. apart
until landing or 1 round/level
Will negates (harmless)
Yes
The affected creatures or objects fall slowly, taking no damage from the fall.
Descent rate is 60 feet per round, and you can cast it instantly as an immediate action.
Feeblemind
Enchantment
1 standard action
V, S, M (a handful of clay, crystal, glass, or mineral spheres)
medium (100 ft. + 10 ft./level)
one creature
instantaneous
Will negates
Yes
If the target fails its Will save, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect.
Find the Path
Divination
1 standard action
V, S, M
Creature touched
10 min./level
Will negates (harmless)
No
The subject can find the shortest, most direct route to a specific destination, even through unfamiliar territory.
Finger of Death
Necromancy
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one living creature
instantaneous
Fortitude partial
Yes
This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.
Fire Seeds
Conjuration
1 standard action
V, S, M
touch
up to four acorns or up to eight holly berries touched
10 min./level or until used
Reflex half
No
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another can throw, or you turn holly berries into bombs that detonate when you command it.
Acorn grenades: As many as four acorns become special thrown splash weapons. An acorn grenade has a range increment of 20 feet. A direct hit deals 1d6 points of fire damage per two caster levels (max 9d6). Each acorn explodes on contact and deals 1 point of fire damage per caster level (max 15) to all creatures within 10 feet (Reflex half).
Holly berry bombs: As many as eight holly berries are charged with a measure of your life energy. You may detonate the berries one at a time or all at once as a free action. Each berry deals 1d8 fire damage + 1 per caster level (max +20) to the creature holding it and 1 fire damage per caster level (max +20) to all creatures within 5 feet (Reflex half).
Fire Shield
Evocation
1 standard action
V, S, M/DF
personal
you
1 round/level
none
No
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either fire or cold damage, as chosen when the spell is cast.
Creatures wielding melee weapons with exceptional reach are not subject to this damage if they attack you.
When casting a warm shield, you take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
When casting a cold shield, you take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Fire Storm
Evocation
1 standard action
V, S
medium (100 ft. + 10 ft./level)
two 10-ft. cubes per level (S)
instantaneous
Reflex half
Yes
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The spell does not harm natural vegetation, ground cover, and plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).
Fireball
Evocation
1 standard action
V, S, M (a ball of bat guano and sulfur)
long (400 ft. + 40 ft./level)
20-ft.-radius spread
instantaneous
Reflex half
Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area.
Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst.
A glowing bead streaks from the pointing digit and, unless it impacts a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point.
Flame Strike
Evocation
1 standard action
V, S, DF
Medium (100 ft. + 10 ft./level)
Cylinder (10-ft. radius, 40 ft. high)
Instantaneous
Reflex half
Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Flesh to Stone
Transmutation
1 standard action
V, S, M
medium (100 ft. + 10 ft./level)
one creature
instantaneous
Fort negates
Yes
The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell.
Fluid Form
Transmutation
1 standard action
V, S, M
personal
you
1 min/level
None
No
You transform your body into living water, becoming fluid and nearly impossible to harm with physical attacks. While in this form you gain a swim speed of 60 feet, DR 10/—, and immunity to poison, sneak attacks, and critical hits. You can squeeze through any crack or opening large enough to allow water to flow through. You can make slam attacks with your watery form, but you cannot use weapons or cast spells with somatic components.
Fly
Transmutation
1 standard action
V, S, F (a wing feather from any bird)
touch
creature touched
1 min./level
Will negates (harmless)
Yes
The subject can fly at a speed of 60 feet (or 40 feet if wearing medium or heavy armor, or if carrying a medium or heavy load). The subject can ascend at half speed and descend at double speed. The flying subject’s maneuverability is good. Using a fly spell requires as much concentration as walking, so the subject can attack or cast spells normally. If the spell ends while the subject is still aloft, the magic fails slowly.
Fog Cloud
Conjuration
1 standard action
V, S
medium (100 ft. + 10 ft./level)
20-ft. radius spread
10 min./level
None
No
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet.
Foresight
Divination
1 standard action
V, S, M
Creature touched
10 min./level
Will negates (harmless)
No
You grant the subject a powerful sixth sense that warns of danger, granting bonuses to AC, Reflex saves, and initiative.
Form of the Dragon I
Transmutation
1 standard action
V, S, M (a scale of the dragon type you plan to assume)
personal
you
1 min./level
none
No
You become a Small or Medium dragon. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, and a +4 natural armor bonus. You also gain a breath weapon, immunity to sleep and paralysis, low-light vision, and darkvision 60 ft. Your breath weapon deals 6d8 points of the chosen energy type (Reflex DC 15 half) once every 1d4 rounds. You do not gain any spellcasting ability while in this form.
Form of the Dragon II
Transmutation
1 standard action
V, S, M (a scale of the dragon type you plan to assume)
personal
you
1 min./level
none
No
This spell functions as form of the dragon I, except that you can take the form of a Large dragon. You gain a +6 size bonus to Strength, a +4 size bonus to Constitution, and a +6 natural armor bonus. You also gain a pair of wings with a fly speed of 90 ft. (good maneuverability). Your breath weapon deals 8d8 points of energy damage (Reflex DC 18 half).
Form of the Dragon III
Transmutation
1 standard action
V, S, M (a scale of the dragon type you plan to assume)
personal
you
1 min./level
none
No
This spell functions as form of the dragon II, except that you can take the form of a Huge dragon. You gain a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, and a +4 size penalty to Dexterity. You also gain a 10-foot reach. Your breath weapon deals 12d8 points of energy damage (Reflex DC 21 half) and you can use it once every 1d4 rounds.
Freedom of Movement
Abjuration
1 standard action
V, S, M/DF
touch
creature touched
10 min./level
Will negates (harmless)
Yes
This spell enables the target to move and attack normally for the duration of the spell, even under the influence of magic or effects that would usually impede movement.
Gaseous Form
Transmutation
1 standard action
S, M/DF
touch
willing corporeal creature touched
2 min./level (D)
none
No
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the metamagic feats Eschew Materials and Still Spell, for example.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability: perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was carrying at the time the spell was cast (except for what it can't carry). Its weight becomes negligible. It does not fall but can't go more than 10 feet per round straight up. The subject can go up or down as part of its move.
Gate
Conjuration
1 standard action
V, S, XP
medium (100 ft. + 10 ft./level)
see text
concentration (up to 1 round/level)
none
No
Casting a gate spell has two possible effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.
Second, you may call a particular individual with whom you are familiar to come to your aid. By naming an individual and using this spell, you essentially use the gate as a kind of interplanar summoning spell.
Planar travel: The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when it comes into existence. The gate is a two-way portal; both sides lead to the same destination.
Calling creatures: The second effect of the gate spell is to call an extraplanar creature to your aid. By naming a specific creature or a type of creature, you summon it to your location. A called creature that serves you gains no experience from the encounter.
Geas/Quest
Enchantment
1 standard action
V
close (25 ft. + 5 ft./2 levels)
one living creature
permanent until discharged
Will negates
Yes
You place a magical command on the target to carry out a service or refrain from an action. Disobeying causes penalties or harm as described by the spell.
Gentle Repose
Necromancy
1 standard action
V, S, M/DF
touch
corpse touched
1 day/level
Will negates (object)
Yes
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade easier.
The spell also works on severed body parts and the like.
Geyser
Conjuration
1 standard action
V, S, M/DF
long (400 ft. + 40 ft./level)
5-ft.-wide, 80-ft.-tall column of boiling water
concentration + 1 round/level
Reflex partial
No
You cause a column of boiling water and steam to shoot upward. The initial blast of water and steam deals 3d6 points of bludgeoning damage and 3d6 points of fire damage to any creatures caught within the area, and they are knocked prone (Reflex half damage and negates prone). Each subsequent round that a creature begins its turn in the area, it takes 2d6 fire damage and must make a Reflex save to avoid being flung into the air.
Ghost Sound
Illusion
1 standard action
V, S, M/DF (a bit of wool or a small bell)
close (25 ft. + 5 ft./2 levels)
one 10-ft. cube
1 round/level (D)
Will disbelief (if interacted with)
No
Ghost sound allows you to create a volume of sound that rises, falls, recedes, approaches, or remains fixed. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound’s basic character.
Glyph of Warding
Abjuration
10 Minutes
V, S, M
touch
object touched or up to 5 sq. ft./level
permanent until discharged (D)
see text
No
This powerful inscription harms those who enter, pass, or open the warded area. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set the conditions of the ward. Creatures that you designate when casting the spell are not affected by the glyph. The glyph is usually invisible and is 2 feet in diameter.
When inscribed, a glyph of warding either creates a blast (dealing 1d8 per two caster levels, max 5d8; Reflex half) or a spell effect. Blast glyphs deal bludgeoning, cold, electricity, fire, or sonic damage. Spell glyphs can store any harmful spell of up to 3rd level that you know.
Once triggered, the glyph is discharged and the spell ends.
A glyph of warding can be located with detect magic, and read magic can reveal the conditions for triggering.
Grasping Hand
Evocation
1 standard action
V, S, M
medium (100 ft. + 10 ft./level)
1 round/level
None
No
You create a Large hand of force that grapples and restrains enemies, using your caster level and ability score for combat maneuvers.
Greater Dispel Magic
Abjuration
1 standard action
V, S
medium (100 ft. + 10 ft./level)
one spellcaster, creature, or object; or a 20-ft.-radius burst
instantaneous
none
No
This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures. You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or counterspell effect. When using a targeted dispel, it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells. The maximum bonus from this effect is +20.
Greater Glyph of Warding
Abjuration
10 Minutes
V, S, M
touch
object touched or up to 5 sq. ft./level
permanent until discharged (D)
see text
No
This spell functions like glyph of warding, except that a greater blast glyph deals 1d8 points of damage per caster level (maximum 10d8), and a greater spell glyph can store a spell of 6th level or lower. The saving throw DCs for greater glyphs are higher than for standard glyphs.
A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is triggered, the glyph deals 1d8 per caster level in the chosen energy type, with a Reflex save for half damage. Greater spell glyphs may store any harmful 6th-level or lower spell you know, triggered under the same conditions as a standard glyph.
Greater Heroism
Enchantment
1 standard action
V, S
touch
creature touched
1 min./level
Will negates (harmless)
Yes
This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
Greater Polymorph
Transmutation
1 standard action
V, S, M (a piece of the creature whose form you plan to assume)
touch
living creature touched
1 min./level
Will negates (harmless)
Yes
This spell functions as polymorph, except that it allows you to assume the form of any creature of the animal, elemental, humanoid, magical beast, monstrous humanoid, plant, or vermin type, using the appropriate beast shape, elemental body, or plant shape spells.
Greater Shadow Evocation
Illusion
1 standard action
V, S
see text
see text
Will disbelief
Yes
You use quasi-real shadows to duplicate powerful evocation spells.
Greater Teleport
Conjuration
1 standard action
V
personal and touch
you and touched objects or other touched willing creatures
instantaneous
None
No
This spell functions like teleport, except there is no chance of error. You arrive exactly at the intended destination.
Guidance
Divination
1 standard action
V, S
touch
creature touched
1 minute or until discharged
Will negates (harmless)
Yes
Subject gains +1 competence bonus on a single attack roll, saving throw, or skill check.
Gust of Wind
Evocation
1 standard action
V, S
60 ft.
line-shaped gust of severe wind emanating out from you to the extreme of the range
1 round
Fortitude negates
Yes
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flames are automatically extinguished. Creatures in the area must make a Fortitude save or be knocked down. Creatures that fail their saves are then pushed away from you as well. Medium or smaller creatures that fail their saves are knocked prone. Large or larger creatures that fail their saves are unable to move forward against the force of the wind, but can otherwise act normally. Tiny or smaller creatures are automatically knocked down and must make a DC 15 Fly check or be blown back 2d6 × 10 feet.
Harm
Necromancy
1 standard action
V, S
touch
creature touched
instantaneous
Will half
Yes
This spell reduces the target to 1d4 hit points, dealing massive negative energy damage.
Haste
Transmutation
1 standard action
V, S, M
close (25 ft. + 5 ft./2 levels)
one creature/level, no two of which can be more than 30 ft. apart
1 round/level
Fortitude negates (harmless)
Yes
The transmuted creatures move and act more quickly than normal. Each hasted creature may take one additional move action on its turn. Each subject gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. All modes of movement increase by 30 feet (maximum double normal speed). Multiple haste effects don't stack. Haste dispels and counters slow.
Heal
Conjuration
1 standard action
V, S
touch
creature touched
instantaneous
Will half (harmless); see text
Yes
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It heals 10 hit points per caster level, to a maximum of 150 hit points.
Heal (mass)
Conjuration
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
creatures in a 30-ft.-radius burst
instantaneous
Will half (harmless); see text
Yes
Mass heal functions like heal, but it affects all creatures in the area. It heals 10 hit points per caster level (maximum 250) and damages undead creatures instead.
Heat Metal
Transmutation
1 standard action
V, S, DF
close (25 ft. + 5 ft./2 levels)
metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level
7 rounds
Will negates (object)
Yes
Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Affected metal deals fire damage to any creature in contact with it. The table below indicates the progression:
Round 1: Warm, no damage. Round 2: Hot, 1d4 fire damage. Rounds 3–5: Searing, 2d4 fire damage. Round 6: Hot, 1d4 fire damage. Round 7: Warm, no damage.
On the first round of the spell, anyone holding or wearing affected metal is uncomfortable but takes no damage. During the second round, the metal becomes hot and deals 1d4 points of fire damage to those holding or wearing metal, and during rounds 3 through 5, the metal becomes searing hot dealing 2d4 points of fire damage. The metal cools down again during rounds 6 and 7.
A creature suffering from heat metal must drop or release metal held in their hands at the start of their turn or take the full damage that round. Metal dropped continues to deal damage to creatures in contact with it.
Affected metal on a creature that is wearing or holding the metal requires concentration from the caster; if the caster loses concentration, the spell ends early.
Heroes' Feast
Conjuration
1 standard action
V, S, DF
close
1 hour
none
No
You bring forth a magnificent feast that cures sickness and grants numerous benefits.
Creatures who partake gain immunity to poison and fear, as well as temporary hit points and morale bonuses.
Heroism
Enchantment
1 standard action
V, S
one creature
10 min./level
Will negates (harmless)
Yes
The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
Hideous Laughter
Enchantment
1 standard action
V, S, M (tiny fruit tarts and a feather)
close (25 ft. + 5 ft./2 levels)
one creature; see text
1 round/level
Will negates
Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature’s next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.
Hold Animal
Enchantment
1 standard action
V, S
medium
one animal
1 round/level
Will negates
Yes
The subject animal is paralyzed and helpless for the duration of the spell.
Hold Monster
Enchantment
1 standard action
V, S, M (a small, straight piece of iron)
medium (100 ft. + 10 ft./level)
one living creature
1 round/level (D)
Will negates
Yes
This spell paralyzes a living creature. The target is frozen in place and helpless.
Affected creatures may make a save each round to end the effect.
Unlike hold person, hold monster affects any creature type.
Hold Person
Enchantment
1 standard action
V, S, F/DF
medium (100 ft. + 10 ft./level)
one humanoid creature
1 round/level (D)
Will negates
Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
Holy Aura
Abjuration
1 standard action
V, S, M, DF
20 ft.
one creature/level in a 20-ft.-radius burst centered on you
1 round/level
see text
Yes
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects.
This abjuration has four effects:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, a warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration protects the recipient from possession and mental influence.
Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Will negates, as blindness/deafness, but against holy aura's save DC).
Holy Smite
Evocation
1 standard action
V, S, DF
medium (100 ft. + 10 ft./level)
20-ft.-radius burst
instantaneous; 1 round
Will partial
Yes
You call down holy power to smite your enemies. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to evil creatures, or half on a successful save.
Evil outsiders take double damage.
Neutral creatures take half damage (or none on a successful save). Good creatures are unaffected.
In addition, if an evil creature fails its save, it is blinded for 1 round.
Holy Word
Evocation
1 standard action
V
40 ft.
non-good creatures in a 40-ft.-radius spread centered on you
instantaneous
Will partial
Yes
Any non-good creature within the area of a holy word spell suffers the following ill effects, depending on their Hit Dice:
HD equal to caster level: Deafened for 1d4 rounds.
Up to caster level –1: Blinded for 2d4 rounds, deafened for 1d4 rounds.
Up to caster level –5: Paralyzed for 1d10 minutes, blinded for 2d4 rounds, deafened for 1d4 rounds.
Up to caster level –10: Killed, paralyzed for 1d10 minutes, blinded for 2d4 rounds, deafened for 1d4 rounds.
Furthermore, if you are on your home plane when you cast this spell, non-good extraplanar creatures within the area are instantly banished back to their home planes.
Horrid Wilting
Necromancy
1 standard action
V, S, M
long (400 ft. + 40 ft./level)
living creatures, no two of which can be more than 60 ft. apart
instantaneous
Fortitude half
Yes
This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to plant creatures and water elementals, which instead take 1d8 points of damage per caster level (maximum 20d8).
Hydraulic Push
Evocation
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one creature or object
instantaneous
none
Yes
You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.
Hypnotic Pattern
Illusion
1 standard action
V, S, M
medium (100 ft. + 10 ft./level)
colorful lights in 10-ft.-radius spread
concentration + 2 rounds
Will negates
Yes
A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum +10) to determine the total number of HD worth of creatures affected. Creatures with the fewest HD are affected first; among those equal HD, those closest to the spell's point of origin are affected first. Affected creatures are fascinated. Sightless creatures are not affected.
Hypnotism
Enchantment
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
living creatures, no two of which may be more than 30 ft. apart
2d4 rounds
Will negates
Yes
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions seem more plausible. Roll 2d4 to see how many total hit dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2.
Ice Storm
Evocation
1 standard action
V, S, M
long (400 ft. + 40 ft./level)
40-ft.-radius cylinder, 20 ft. high
1 full round
None
Yes
Great hailstones pound down, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area.
Icicle Dagger
Conjuration
1 standard action
V, S
touch
one touched creature
1 round/level
none
No
You form a dagger of solid ice and stab a creature.
The weapon deals piercing and cold damage and melts away when the spell ends.
Identify
Divination
1 standard action
V, S, M/DF (100 gp pearl)
touch
one touched object
1 min./level
none
No
This spell functions like detect magic, except that you may spend 1 round studying an item to determine its properties. Each round you spend studying an item, you learn one of its magical properties, starting with the most potent. If the item has a command word, you learn that as well.
Imbue with Spell Ability
Evocation
1 standard action
V, S, DF
touch
creature touched
until discharged
Will negates (harmless)
Yes
You transfer some of your currently prepared spells to another creature, allowing it to cast them as if it were the caster.
Implosion
Evocation
1 standard action
V, S
close
one creature/round
concentration (up to 1 round/level)
Fortitude negates
Yes
Each round you concentrate, you cause a creature to collapse inward, instantly killing it on a failed save.
Incendiary Cloud
Conjuration
1 standard action
V, S
medium (100 ft. + 10 ft./level)
20-ft.-radius spread
1 round/level
Reflex half
Yes
An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The cloud moves away from you at 10 feet per round. Dense smoke obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
Each creature caught in the cloud takes 6d6 points of fire damage on your turn each round. All targets can attempt Reflex saves each round to take half damage.
Inflict Critical Wounds
Necromancy
1 standard action
V, S
touch
creature touched
instantaneous
Will half
Yes
You channel negative energy that deals 4d8 points of damage plus 1 point per caster level (maximum +20).
Insanity
Enchantment
1 standard action
V, S
medium (100 ft. + 10 ft./level)
one living creature
permanent
Will negates
Yes
The target suffers a severe confusion of mind, becoming insane. The precise effects are as described in the spell’s rules text and typically require powerful magic to remove.
Instant Summons
Conjuration
1 standard action
V, S, M
see text
one object weighing 10 lbs. or less whose longest dimension is 6 ft. or less
permanent until discharged
none
No
You call some nonliving item directly to your hand from virtually any location.
First, you must cast this spell on the specific object to be summoned, then the object is ready to be summoned at will. When you speak a special word (designated as part of the casting of this spell) while holding your hand open, the item appears instantly in your hand, as if teleported to you regardless of its location. An object in the possession of another creature is not affected by this spell unless the possessor fails a Will saving throw. If the object is in a location that blocks conjuration (summoning) effects, it does not appear.
This spell is permanent until discharged. It is not a teleportation spell; rather, the object appears directly in your hand as if it had been there all along.
Interplanetary Teleport
Conjuration
1 standard action
V
personal and touch
you and touched objects or other touched willing creatures
instantaneous
none
No
Works like teleport, except it allows travel to other planets within the same solar system.
You must know the target location well, or there’s a risk of missing.
Dangerous for casual use without preparation or magical astronomy.
Invisibility
Illusion
1 standard action
V, S, M
personal or touch
you or a creature touched
1 min./level (D)
Will negates (harmless)
Yes
The creature or object touched becomes invisible for the duration. If the subject attacks, the spell ends.
Invisibility (Mass)
Illusion
1 standard action
V, S
long (400 ft. + 40 ft./level)
any number of creatures, no two of which can be more than 180 ft. apart
1 min./level (D)
Will negates (harmless)
Yes
This spell functions like invisibility, except that it affects multiple targets.
Invisibility Purge
Evocation
1 standard action
V, S
personal
5 ft./level radius emanation from you
1 min./level
none
No
Invisible creatures and objects within the area become visible for as long as they remain inside the emanation.
Iron Body
Transmutation
1 standard action
V, S, M
personal
you
1 min./level (D)
none
No
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty to your Dexterity as well (to a minimum of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 35% and a –6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus cannot use potions) or play wind instruments.
Your unarmed attack deals damage equal to a club sized for you (1d6 for Medium characters or 1d4 for Small characters), and you are treated as armed when making unarmed attacks.
Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the fall to the bottom and could walk along the bottom to the shore.
While you are in iron body form, you can use your iron body to wield iron or steel weapons effectively; your carrying capacity is 10 times normal.
If you have the Iron Will feat, you gain a +2 bonus to Will saves while under the effects of this spell.
Knock
Transmutation
1 standard action
V
medium (100 ft. + 10 ft./level)
instantaneous; see text
none
No
The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains. If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own.
Legend Lore
Divination
1 standard action
V, S, M, F
see text
None
No
You gain information about a legendary person, place, or thing. The amount of detail depends on how well known the subject is.
Lesser Confusion
Enchantment
1 standard action
V, S, DF
close (25 ft. + 5 ft./2 levels)
one living creature
1 round
Will negates
Yes
This spell causes a single creature to become confused for 1 round. Roll on the following table at the start of the subject's turn each round to see what the subject does: 1–25: Act normally; 26–50: Do nothing but babble incoherently; 51–75: Deal 1d8 points of damage + Str modifier to self with item in hand; 76–100: Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Levitate
Transmutation
1 standard action
V, S, F/DF (either a small leather loop or a piece of golden wire bent into a cup shape)
personal or close (25 ft. + 5 ft./2 levels)
you or one willing creature or object (up to 100 lb./level)
1 min./level (D)
Will negates (object)
Yes
The subject can move up or down as desired, though not horizontally (unless pushed or pulled).
Used for short-range vertical movement or reaching heights.
Light
Evocation
1 standard action
V, M/DF (a firefly or a piece of phosphorescent moss)
touch
object touched
10 minutes/level
none
No
This spell causes an object to glow like a torch, shedding normal light in a 20-foot radius and increasing the light level for an additional 20 feet by one step.
Lightning Bolt
Evocation
1 standard action
V, S, M
120 ft.
120-ft. line
instantaneous
Reflex half
Yes
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. A creature that successfully saves takes half damage. The lightning bolt sets fire to combustibles and damages objects in its path.
Locate Object
Divination
1 standard action
V, S, F
long (400 ft. + 40 ft./level)
1 min./level
None
No
You sense the direction of a well-known or clearly visualized object. The spell locates only one specific item at a time.
Longstrider
Transmutation
1 standard action
V, S, DF
creature touched
1 hour/level
Will negates (harmless)
Yes
The subject’s base land speed increases by 10 feet. This adjustment is an enhancement bonus.
Mage Armor
Conjuration
1 standard action
V, S, F (a piece of cured leather)
touch
creature touched
1 hour/level (D)
Will negates (harmless)
No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Mage Hand
Transmutation
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one nonmagical, unattended object of up to 5 lbs.
concentration
none
No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction.
Mage's Disjunction
Abjuration
1 standard action
V
close (25 ft. + 5 ft./2 levels)
all magical effects and magic items within a 40-ft.-radius burst, or one magic item
1 min./level
Will negates (object)
No
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. This means:
Spells and other magical effects are unraveled and destroyed completely (as with dispel magic, but with no check necessary).
Magic items must make a Will save or be stripped of all their magical properties for the duration of the spell.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
Even artifacts are affected by this spell, though there is only a 1% chance per caster level of actually affecting such powerful items.
Magic Circle against Chaos
Abjuration
1 standard action
V, S, M/DF (a small silver circle)
touch
creature touched
10 min./level
Will negates (harmless)
Yes
Functions like protection from chaos, but affects all creatures in a 10-ft.-radius emanation around the touched creature.
Suppresses mental control from chaotic creatures and blocks contact or possession.
Magic Circle against Evil
Abjuration
1 standard action
V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
10 ft.
10-ft.-radius emanation centered on you
10 min./level
none
No
All creatures within the area gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made or effects created by evil creatures. The spell prevents bodily contact by summoned evil creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if they attempt to make such attacks.
Magic Circle against Good
Abjuration
1 standard action
V, S, M/DF (a small silver circle)
touch
creature touched
10 min./level
Will negates (harmless)
Yes
This spell functions like protection from good, but it affects all creatures in a 10-ft.-radius emanation around the touched creature.
It suppresses mental control effects from good creatures and provides protection against contact and possession.
Magic Circle against Law
Abjuration
1 standard action
V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
touch
10-ft.-radius emanation from touched creature
10 min./level
Will negates (harmless)
No
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature’s Spell Resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ Spell Resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a non-good called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has Spell Resistance, it can test the trap once a day. If you fail to overcome its Spell Resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature’s extra-dimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its Spell Resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram – even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from evil and vice versa.
Magic Missile
Evocation
1 standard action
V, S
medium (100 ft. + 10 ft./level)
up to five creatures, no two of which can be more than 15 ft. apart
instantaneous
none
Yes
A missile of magical energy darts forth and strikes its target, dealing 1d4+1 points of force damage.
You gain additional missiles as you gain levels, to a maximum of five missiles at 9th level or higher.
The missiles strike unerringly, even if the target is in melee combat.
Magic Mouth
Illusion
1 standard action
V, S, M (a small bit of honeycomb and jade dust worth 10 gp)
close (25 ft. + 5 ft./2 levels)
one creature or object
permanent until discharged
none
No
This spell imbues the chosen target with an enchanted mouth that delivers a message when triggered. The mouth appears in a location you designate within range, and speaks the message you specify when the trigger condition occurs. The mouth can utter up to 25 words.
Magic Stone
Transmutation
1 standard action
V, S, DF
touch
up to three pebbles touched
30 minutes or until discharged
Will negates (harmless, object)
Yes
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If used in a sling, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack rolls and deals 1d6+1 points of damage to undead creatures or outsiders with the evil subtype on a hit, or 2d6+2 points if the creature was struck with a critical hit. Against other targets, magic stone functions as a normal thrown weapon. The transmuted stones remain enchanted for 30 minutes or until used, whichever comes first.
Magic Vestment
Abjuration
1 standard action
V, S, DF
touch
armor or shield touched
1 hour/level
Will negates (harmless, object)
Yes
This spell grants an enhancement bonus to armor or shield, improving its protective qualities.
Magic Weapon
Transmutation
1 standard action
V, S, DF
touch
weapon touched
1 min./level
Will negates (harmless, object)
No
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
Major Creation
Conjuration
10 Minutes
V, S, M
close (25 ft. + 5 ft./2 levels)
unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
see text
none
No
This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as follows: Vegetable matter lasts 2 hours/level. Stone, crystal, base metals last 1 hour/level. Precious metals last 20 minutes/level. Gems last 10 minutes/level. Rare metals (adamantine, etc.) last 1 round/level. Attempting to use any created object as a material component causes the spell to fail.
Mass Cure Light Wounds
Conjuration
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
up to one creature/level, no two of which can be more than 30 ft. apart
instantaneous
Will half (harmless) or Will half
Yes
You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them, but it also allows them a saving throw to reduce that damage.
Mass Suggestion
Enchantment
1 standard action
V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
medium (100 ft. + 10 ft./level)
one creature/level, no two of which can be more than 30 ft. apart
1 hour/level or until completed
Will negates
Yes
This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.
Meld into Stone
Transmutation
1 standard action
V, S, DF
personal
you
10 min/level
None
No
Meld into stone allows you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When melded, you are undetectable by most senses. You remain aware of the passage of time, but you can take no actions. Minor physical damage to the stone does not harm you, but its partial destruction (if it takes damage sufficient to reduce it to 0 hit points) expels you and deals 4d6 points of damage to you. The stone's complete destruction destroys you.
Mending
Transmutation
10 Minutes
V, S
close (25 ft. + 5 ft./2 levels)
one object of up to 1 lb./level
instantaneous
Will negates (harmless, object)
Yes
This spell repairs small breaks or tears in objects. It will weld broken metal, such as a broken ring, a chain link, a dagger, or a simple tool, but the spell cannot restore magic to such an object.
Message
Transmutation
1 standard action
V, S, F (a piece of copper wire)
medium (100 ft. + 10 ft./level)
one creature/level
10 minutes/level
none
No
You can whisper messages and receive whispered replies. You point your finger at each creature you want to receive the message. The whispered message travels in a straight line and is audible only to the intended recipients.
Meteor Swarm
Evocation
1 standard action
V, S
long (400 ft. + 40 ft./level)
instantaneous
Reflex partial
Yes
Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many ways. You call down four huge meteors that unerringly strike four different creatures or objects within the spell's range. Each meteor deals 2d6 points of bludgeoning damage (no save) and 6d6 points of fire damage (Reflex half). If all four meteors are directed at the same target, the bludgeoning damage is not multiplied.
Mind Blank
Abjuration
1 standard action
V, S
touch
creature touched
24 hours
Will negates (harmless)
Yes
The target is protected from all mind-affecting spells and effects, and from information-gathering effects that would reveal thoughts, alignment, or similar personal information (see spell text for details).
Minor Creation
Conjuration
1 hour
V, S, M
0 ft.
unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
1 hour/level (D)
none
No
You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item, such as a rope or a wooden box. Items created with this spell are not magical; they function as normal objects of their type. Attempting to use any created object as a material component causes the spell to fail.
Minor Image
Illusion
1 standard action
V, S, F
long (400 ft. + 40 ft./level)
concentration + 2 rounds
Will disbelief (if interacted with)
No
This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech. Apparent sounds include the rustling of leaves, creaking of timbers, and similar subtle sounds that accompany the image.
Miracle
Evocation
1 standard action
V, S, DF
see text
see text
Yes
You request divine intervention to produce an effect beyond normal magic. A miracle can duplicate many spells or produce unique effects, subject to the GM’s discretion and the spell’s limitations.
Mirror Image
Illusion
1 standard action
V, S
personal
you
1 min./level
none
No
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target is real. Roll 1d4 + 1 images appear, plus one additional image per three caster levels (maximum eight images total). Attacks against you randomly strike one of your images instead, and each image that is hit disappears.
Mislead
Illusion
1 standard action
V, S
personal
you
1 round/level (D)
None or Will disbelief (if interacted with)
No
You become invisible (as invisibility) and create an illusory double of yourself that lasts for the duration.
Moment of Prescience
Divination
1 standard action
V, S
personal
you
until discharged
None
No
You gain a powerful insight into the immediate future. At any time before the spell ends, you can apply a large insight bonus to one attack roll, saving throw, skill check, or ability check.
Nightmare
Illusion
1 standard action
V, S
unlimited
one living creature
instantaneous
Will negates; see text
Yes
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
The nightmare prevents restful sleep and causes 1d10 points of damage. The subject is also fatigued and unable to regain arcane spells for the next 24 hours.
The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.
Knowledge: None (heard of the subject) DC +0; Secondhand (you have met the subject) DC +2; Firsthand (you know the subject well) DC +5.
Connection: Likeness or picture DC +2; Possession or garment DC +4; Body part, lock of hair, bit of nail, etc. DC +10.
Dispel evil cast on the subject while you are casting this spell dispels the nightmare and, if that spell's saving throw is failed, stuns you for 10 minutes per caster level of the dispel evil.
If the target is awake when you cast the spell, you can choose to have the nightmare manifest as a waking hallucination, dealing the same damage and fatigue but not preventing rest.
Nondetection
Abjuration
1 standard action
V, S, M
touch
creature or object touched
1 hour/level
Will negates (harmless, object)
Yes
The target becomes difficult to detect by divination spells. Nondetection also prevents location by magical means.
Obscure Poison
Conjuration
1 standard action
V, S
touch
one poisoned creature or object
1 hour/level
Will negates (harmless, object)
Yes
You conceal the presence of poison on a creature or object.
The poison is not detected by spells or mundane means unless the caster level check succeeds.
Obscuring Mist
Conjuration
1 standard action
V, S
20 ft.
20-ft. radius spread
1 min./level
None
No
A misty vapor arises around you. It is stationary and blocks all sight, including darkvision, beyond 5 feet.
Order's Wrath
Evocation
1 standard action
V, S
medium (100 ft. + 10 ft./level)
20-ft.-radius burst
instantaneous
Will partial
Yes
You blast chaotic creatures with divine power.
The spell deals 1d8 damage per two caster levels (max 5d8) to chaotic creatures; they are also dazed for 1 round (save negates daze and halves damage).
Lawful creatures are unaffected. Neutral creatures take half damage (save for none).
Otto's Irresistible Dance
Enchantment
1 standard action
V
touch
living creature touched
1d4+1 rounds
Will negates
Yes
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and arm waving. This dance makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A creature that is currently dancing can use a full-round action to attempt a new saving throw to end the effect.
Overland Flight
Transmutation
1 standard action
V, S
personal
you
1 hour/level
none
No
You gain a fly speed of 40 ft. (30 ft. in medium or heavy armor) with good maneuverability.
Unlike fly, this is meant for long-distance travel rather than combat agility.
Pass without Trace
Abjuration
1 standard action
Touch
Creature touched
1 hour/level
Yes
The subject can move through any type of terrain and leave neither footprints nor scent trail.
Phantasmal Killer
Illusion
1 standard action
V, S
medium (100 ft. + 10 ft./level)
one living creature
instantaneous
Will disbelief, then Fortitude partial; see text
Yes
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.
If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or suffer its deadly fear attack.
Phase Door
Conjuration
1 standard action
V
touch
one passage/level
None
No
You create a phase door that allows passage through a wall of wood or stone. The passage is invisible and usable only by you unless otherwise specified.
Planar Ally
Conjuration
10 Minutes
V, S, M (offerings worth 100 gp per HD of the creature called)
close (25 ft. + 5 ft./2 levels)
one extraplanar creature called
instantaneous
none
No
You contact a creature from another plane and request its aid. The creature arrives at your location if it agrees to help. The creature is not bound to obey you, but you can bargain with it by offering payment in exchange for services.
Planar Binding
Conjuration
10 Minutes
V, S
close (25 ft. + 5 ft./2 levels)
one elemental or outsider with 12 HD or fewer
1 day/level
Will negates
Yes
Functions as lesser planar binding, but allows calling and binding of more powerful extraplanar beings up to 12 HD.
Must be contained within a proper magical trap or circle to avoid escape.
Planar Binding (Greater)
Conjuration
10 Minutes
V, S
close (25 ft. + 5 ft./2 levels)
one elemental or outsider with 18 HD or fewer
1 day/level
Will negates
Yes
This version allows you to summon and bind even more powerful extraplanar creatures (up to 18 HD).
Same risks and negotiation rules as lesser/normal versions, but with stronger beings.
Planar Binding, Lesser
Conjuration
10 Minutes
V, S
close (25 ft. + 5 ft./2 levels)
one elemental or outsider with 6 HD or fewer
1 day/level
Will negates
Yes
Attempts to trap an extraplanar creature with 6 HD or less. Requires a prepared magical diagram or magic circle.
The creature can be negotiated with or forced into service depending on your checks.
Plane Shift
Conjuration
1 standard action
V, S, F (a small, forked metal rod attuned to the plane of travel)
touch
creature touched, or up to eight willing creatures joining hands
instantaneous
Will negates
Yes
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Plane shift transports the creatures instantly and then the spell ends.
Plant Growth
Transmutation
1 standard action
V, S, DF
see text
see text
instantaneous
none
No
Plant growth has different effects depending on the version chosen.
Overgrowth: This version causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. If this version is used, the equivalent of two move actions are required to move 5 feet through the affected area, and attack rolls made within or through the area suffer a –4 penalty.
Enrichment: This version targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal. This effect is permanent.
Dispel plant growth can be used to counter the overgrowth version of plant growth. Plant growth counters and dispels diminish plants.
Plant Shape I
Transmutation
1 standard action
V, S, M
personal
you
1 min./level (D)
none
No
When you cast this spell, you can assume the form of any Small or Medium creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, grab, poison, and trip. Small plant: +2 size bonus to your Strength, –2 penalty to your Dexterity, and +2 natural armor bonus. Medium plant: +2 size bonus to your Strength and +2 natural armor bonus.
Plant Shape II
Transmutation
1 standard action
V, S, M
personal
you
1 min./level (D)
none
No
This spell functions like plant shape I, except that it also allows you to assume the form of a Large creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, grab, poison, and trip. Large plant: +4 size bonus to your Strength, –2 penalty to your Dexterity, +4 natural armor bonus.
Poison
Necromancy
1 standard action
V, S, DF
touch
living creature touched
instantaneous; see text
Fortitude negates; see text
Yes
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Con damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.
Polymorph Any Object
Transmutation
1 standard action
V, S, M/DF (mercury, gum arabic, and smoke)
close (25 ft. + 5 ft./2 levels)
one creature or object, of up to 100 cu. ft./level
see text
Fortitude negates (object); see text
Yes
This spell transforms a creature into another sort of creature, or transforms a nonliving object into something else. You can change the subject into any kind of creature, or even into a nonliving object, as long as the new form is not incorporeal. The duration is permanent (no limit) if you change a living creature into an object, change an object into a nonliving creature, or change an object into another type of object.
Power Word Blind
Enchantment
1 standard action
V
close
one creature with 200 hp or less
see text
none
Yes
You blind a creature based on its current hit points.
Power Word Kill
Enchantment
1 standard action
V
close (25 ft. + 5 ft./2 levels)
one living creature with 100 hp or less
instantaneous
none
Yes
You utter a single word of power that instantly kills one creature of your choice, whether or not the creature can hear the word. Any living creature that currently has 101 or more hit points is unaffected by power word kill.
The power word kill is so potent that it instantly destroys a creature's life force, leaving only a corpse. The creature gets no saving throw. A creature killed by power word kill can be raised normally.
Power Word Stun
Enchantment
1 standard action
V
close (25 ft. + 5 ft./2 levels)
one creature with 150 hp or less
see text
none
Yes
You utter a single word of power that causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the stun depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.
Hit Points: 1–50: 4d4 rounds; 51–100: 2d4 rounds; 101–150: 1d4 rounds.
While stunned, a creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).
Prayer
Enchantment
1 standard action
V, S, DF
40 ft.
all allies and foes in a 40-ft. burst
1 round/level
Will negates (harmless for allies)
Yes
You bring special favor upon yourself and your allies while bringing disfavor to your enemies.
Allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while enemies take a –1 penalty on the same rolls.
Prestidigitation
Universal
1 standard action
V, S
10 ft.
see text
1 hour
see text
No
Prestidigitation is a minor magical trick that novice spellcasters use for practice. You can slowly lift 1 pound of material, color items, clean them, soil them, etc. It can warm, flavor, or chill 1 pound of nonliving material.
Prismatic Sphere
Abjuration
1 standard action
V, S, M
10 ft.
10-ft.-radius sphere
10 min./level
see text
Yes
A shimmering, multicolored sphere surrounds the area and blocks attacks. Each color layer has different effects on creatures or attacks that pass through it (see spell text for each layer).
Produce Flame
Conjuration
1 standard action
V, S
0 ft.
flame in your palm
1 min./level
none
Yes
Flames as bright as a torch appear in your open hand. The flames do not harm you or your equipment.
In addition to providing illumination, you can hurl them at a creature up to 120 feet away as a thrown weapon.
Each flame deals 1d6 points of fire damage +1 point per caster level (maximum +5).
A successful ranged touch attack is required to hit. The flames can ignite combustible materials.
Project Image
Illusion
1 standard action
V, S, M
medium (100 ft. + 10 ft./level)
1 round/level
Will disbelief (if interacted with)
No
You create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions unless you direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action.
Protection from Chaos
Abjuration
1 standard action
V, S, M/DF (silver powder)
touch
creature touched
1 min./level (D)
Will negates (harmless)
Yes
This spell wards a creature against chaotic creatures and effects.
It grants a +2 deflection bonus to AC and a +2 resistance bonus on saves, and blocks mental control by chaotic sources.
Protection from Energy
Abjuration
1 standard action
V, S, DF
touch
creature touched
10 min./level or until discharged
Fortitude negates (harmless)
Yes
You protect the target from a chosen energy type (acid, cold, electricity, fire, or sonic). The spell absorbs a limited amount of energy damage, then ends.
Protection from Evil
Abjuration
1 standard action
V, S, M/DF
touch
creature touched
1 min./level (D)
Will negates (harmless)
No
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.
Protection from Good
Abjuration
1 standard action
V, S, M/DF (silver powder)
touch
creature touched
1 min./level (D)
Will negates (harmless)
Yes
A magical barrier wards a creature from attacks by good creatures, grants a +2 deflection bonus to AC and a +2 resistance bonus on saves.
It also suppresses mind control effects from good sources.
This spell has no effect on creatures of good alignment.
Protection from Law
Abjuration
1 standard action
V, S, M/DF
touch
creature touched
1 min./level (D)
Will negates (harmless)
No
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by lawful creatures. The target receives a new saving throw against control by lawful creatures and lawful summoned creatures cannot touch the target.
Protection from Spells
Abjuration
1 standard action
V, S, M, F
touch
up to one creature touched per four levels
10 min./level
Will negates (harmless)
Yes
The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Purify Food and Drink
Transmutation
1 standard action
V, S
10 ft.
1 cu. ft./level of contaminated food and water
instantaneous
None
No
Makes spoiled, rotten, or poisoned food and water pure and suitable for eating and drinking.
Rage
Enchantment
1 standard action
V, S
medium
creatures in a burst
1 round/level
Will negates
Yes
Allies gain bonuses to Strength and Constitution but take penalties to AC and cannot use certain skills.
Rainbow Pattern
Illusion
1 standard action
V, S, M
medium (100 ft. + 10 ft./level)
concentration + 1 round/level
Will negates
Yes
A glowing, rainbow-hued pattern of interweaving colors fascinates those caught within it. Roll 2d4 and add your caster level to determine the total number of HD worth of creatures affected. Fascinated creatures follow the pattern if it moves. You can move the pattern up to 30 feet each round. Sightless creatures are not affected.
Ray of Frost
Evocation
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one creature or object
instantaneous
none
Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack to strike your target, dealing 1d3 points of cold damage.
Read Magic
Divination
1 standard action
V, S, F (a clear crystal or lens)
personal
you
1 minute/level
None
No
By using read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
Refuge
Conjuration
1 standard action
V, S, M
touch
object touched
permanent until discharged
none
No
You ward an object with powerful magic. When the bearer speaks a command word, the object teleports the creature to your side.
Regenerate
Conjuration
1 standard action
V, S, DF
touch
living creature touched
instantaneous
Fortitude half (harmless); see text
Yes
This spell heals 4d8 points of damage + 1 point per caster level (maximum +35). It also restores severed body members and cures many conditions.
Remove Curse
Abjuration
1 standard action
V, S
touch
creature or item touched
instantaneous
Will negates (harmless)
Yes
Remove curse can remove all curses on an object or a creature. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher. Remove curse counters and dispels bestow curse.
Remove Disease
Conjuration
1 standard action
V, S
touch
creature touched
instantaneous
Fortitude negates (harmless)
Yes
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Remove Paralysis
Conjuration
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
up to four creatures, no two of which can be more than 30 ft. apart
instantaneous
Will negates (harmless)
Yes
You free one or more creatures from the effects of temporary paralysis or related magic, including effects such as hold person, a ghoul's touch, or a slow spell, as well as the effects of a web or entangle spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it.
Repel Wood
Transmutation
1 standard action
V, S
60 ft.
60-ft. line-shaped emanation from you
1 min./level (D)
none
No
Waves of energy roll forth from you, moving in the direction you face, affecting all wooden objects in the path of the spell. Wooden objects are pushed away from you to the limit of the range. Fixed wooden objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including doors, shafts, spears, wooden shield surfaces, and so on, is pushed away, moved with enough force to cause damage if it strikes a creature or another solid object. Small objects pushed this way deal 1d6 points of damage to creatures in their path.
Objects that cannot move due to size or being fixed must succeed on a Strength check (DC 15) or be broken. A creature carried or wearing a wooden object is not affected by repel wood unless the creature is substantially made of wood. A wooden ship is not affected by this spell.
Repulsion
Abjuration
1 standard action
V, S, M/DF
10 ft./level
emanation centered on you, radius 10 ft./level
1 round/level
Will negates
Yes
Creatures cannot approach you. Affected creatures must succeed at a Will save to enter the area; those that fail are kept at the edge and cannot move closer.
Resist Energy
Abjuration
1 standard action
V, S, DF
touch
creature touched
10 min./level
Fortitude negates (harmless)
Yes
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Resistance
Abjuration
1 standard action
V, S, M/DF (a miniature cloak)
touch
creature touched
1 minute
Will negates (harmless)
Yes
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
Reverse Gravity
Transmutation
1 standard action
V, S, M/DF (a lodestone and iron filings)
long (400 ft. + 40 ft./level)
one 10-ft. cube/level (S)
1 round/level (D)
Reflex negates
No
Inverts gravity in the area, causing creatures and objects to fall upward.
If they strike a ceiling, they take falling damage. When the spell ends, they fall down again.
Righteous Might
Transmutation
1 standard action
V, S, DF
personal
you
1 round/level
None
No
You grow in size and power, gaining bonuses to Strength, Constitution, damage reduction, and other benefits based on your alignment.
Sanctuary
Abjuration
1 standard action
V, S, DF
touch
creature touched
1 round/level
Will negates
Yes
Any opponent attempting to directly attack the warded creature must attempt a Will save. If the save fails, the opponent cannot follow through with the attack and must choose a different target or action.
Scintillating Pattern
Illusion
1 standard action
V, S, M
close (25 ft. + 5 ft./2 levels)
a twisting pattern of discordant colors, up to 20 ft. long
concentration + 2 rounds
none
Yes
A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20).
Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures are randomly struck unconscious, confused, or stunned:
2d4 rounds of unconsciousness, followed by 1d4 rounds of confusion, then stunned for 1d4 rounds (if the creature has 8 or fewer HD); confused for 1d4 rounds, then stunned for 1d4 rounds (if the creature has 9-12 HD); or stunned for 1d4 rounds (if the creature has 13+ HD).
Sightless creatures are not affected by scintillating pattern.
Scorching Ray
Evocation
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one or more rays
instantaneous
none
Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
Screen
Illusion
1 standard action
V, S, F
close (25 ft. + 5 ft./2 levels)
30-ft. cube/level
24 hours
None
No
You create an illusion that hides or masks the appearance of creatures or objects within the area.
Searing Light
Evocation
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one creature
instantaneous
none
Yes
You blast your enemies with a beam of light.
You must succeed on a ranged touch attack to hit your target.
A creature struck takes 1d8 points of damage per two caster levels (maximum 5d8).
Undead take 1d6 points of damage per caster level (maximum 10d6), and undead particularly vulnerable to bright light take 1d8 points per caster level (maximum 10d8).
Constructs and inanimate objects take only 1d6 points of damage per two caster levels (maximum 5d6).
Secret Page
Transmutation
10 Minutes
V, S, M
touch
page touched, up to 3 sq. ft. in size
permanent
none
No
Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show a map, letter, or instructions. Anyone glancing at the page sees only the altered version. Only the caster and anyone that caster explicitly tells the secret to can read the original writing, though they see the illusion as well. Any attempt to read the page (such as comprehend languages) reveals only the false information.
Secret page can be dispelled with dispel magic. Erase can remove a secret page.
Shades
Illusion
1 standard action
V, S
see text
see text
Will disbelief
Yes
You create powerful shadow duplicates of conjuration spells with high effectiveness.
Shadow Conjuration
Illusion
1 standard action
V, S
see text
see text
Will disbelief
Yes
You use shadows to mimic conjuration spells of lower level with reduced effectiveness.
Shadow Walk
Illusion
1 standard action
V, S
touch
you and touched creatures
1 hour/level
Will negates (harmless)
Yes
You step into the Plane of Shadow, allowing rapid long-distance travel.
Shambler
Conjuration
1 standard action
V, S
medium (100 ft. + 10 ft./level)
three or more shambling mounds, no two of which can be more than 30 ft. apart; see text
7 days or 7 months (D); see text
none
No
The shambler spell creates 1d4+2 shambling mounds with the advanced template. The creatures willingly serve you and follow your orders, even if this means fighting to the death.
If you cast shambler in an area with enough vegetation to support them, the shambling mounds can be permanent residents of that area, living off the land (7-month duration). Otherwise, they exist for only 7 days before disappearing. In either case, the shambling mounds do not damage the habitat while they remain, as they live off whatever vegetation is naturally there.
The shambling mounds created by this spell do not possess the ability to regenerate.
Shapechange
Transmutation
1 standard action
V, S
personal
you
10 min./level
none
No
You assume the form of any creature of the animal, magical beast, dragon, or other types allowed by the spell.
You can change form once per round for the duration.
Shatter
Evocation
1 standard action
V, S, M
close
object or crystalline creature
instantaneous
Will negates (object)
Yes
A loud sonic vibration breaks nonmagical objects or damages crystalline creatures.
Shield Other
Abjuration
1 standard action
V, S, F
touch
one creature touched
1 hour/level (D)
Will negates (harmless)
Yes
You create a protective bond with the target. The subject gains +1 deflection bonus to AC and +1 resistance bonus on saves, and you take half of the hit point damage dealt to the subject (rounded down).
Shield of Faith
Abjuration
1 standard action
V, S, M (a small parchment with a bit of holy text written on it)
touch
creature touched
1 min./level
Will negates (harmless)
Yes
A shimmering, magical field appears and surrounds the subject of a shield of faith, providing a +2 deflection bonus to AC.
This bonus increases by +1 for every six caster levels above 1st (maximum +5 at 18th level).
Shield of Law
Abjuration
1 standard action
V, S, M (a small platinum square worth 500 gp)
20 ft.
allies in a 20-ft.-radius burst centered on you
1 round/level
Will negates (harmless)
Yes
You surround yourself and your allies with a field of lawful energy.
Grants +4 deflection bonus to AC, +4 resistance on saves, and SR 25 against chaotic spells.
Chaotic creatures that strike a warded creature take 1d6 Str damage (Fort negates).
Shocking Grasp
Evocation
1 standard action
V, S
touch
creature touched
instantaneous
none
Yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).
You gain a +3 bonus on the attack roll if the opponent is wearing metal armor (or is made of metal, carrying lots of metal, and so on).
Shout
Evocation
1 standard action
V
30 ft.
cone-shaped burst
instantaneous
Fortitude partial
Yes
You emit a deafening yell that damages creatures and may deafen them.
Slay Living
Necromancy
1 standard action
V, S
touch
living creature touched
instantaneous
Fortitude partial
Yes
You can kill a living creature with a touch. A successful save deals massive damage instead of death.
Sleep
Enchantment
1 full-round action
V, S, M (fine sand, rose petals, or a live cricket)
medium (100 ft. + 10 ft./level)
one or more living creatures within a 10-ft.-radius burst
1 min./level
Will negates
Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Sleet Storm
Conjuration
1 standard action
V, S, M
medium (100 ft. + 10 ft./level)
40-ft.-radius cylinder, 20 ft. high
1 round/level
None
No
Driving sleet blocks all sight (even darkvision) within it and causes the ground in its area to become icy, making movement difficult.
Slipstream
Conjuration
1 standard action
V, S, M/DF
touch
creature touched
10 min/level
Will negates (harmless)
Yes
A low-lying wave of water propels the subject along the surface of water. When swimming, the subject gains a +10 competence bonus on Swim checks and moves at double speed. The subject can breathe normally above the wave. In shallows, it moves across the surface like a wave, riding the crest of the water.
Slow
Transmutation
1 standard action
V, S, M
close (25 ft. + 5 ft./2 levels)
up to one creature/level, no two of which can be more than 30 ft. apart
1 round/level
Will negates
Yes
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn. Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed. Multiple slow effects don't stack. Slow counters and dispels haste.
Soften Earth and Stone
Transmutation
1 standard action
V, S, DF
close (25 ft. + 5 ft./2 levels)
10-ft. square/level; see text
instantaneous
none
No
When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet soil becomes thick mud, dry soil becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot.
Creatures in mud must make a Reflex save or be caught for 1d2 rounds (up to half their speed). Loose dirt affects movement as difficult terrain. Softened stone may be shaped with common tools.
This does not affect worked stone, metal, wood, or other materials. Targeted objects may become unusable if softened.
Spark
Evocation
1 standard action
V or S
close (25 ft. + 5 ft./2 levels)
one Fine object of a combustible nature
instantaneous
None
No
You can make a flammable object of Fine size or smaller ignite. The target object instantly bursts into flame, provided it is dry and able to burn.
Speak with Animals
Divination
1 standard action
V, S
personal
you
1 min./level
none
No
You can communicate with animals and ask simple questions about the area around them. Friendly animals are more likely to answer usefully, but the spell does not change their attitude.
Speak with Dead
Necromancy
1 standard action
V, S, M
One dead creature
1 min./level
Will negates
No
You can ask questions of a dead creature. The corpse answers based on its knowledge in life but is not compelled to be truthful.
Speak with Plants
Divination
1 standard action
V, S
personal
you
1 min./level
none
No
You can communicate with normal plants and plant creatures. This spell does not alter the attitude of normal plants or plant creatures. The spell gives you the ability to speak with and understand the speech of plants. Through the use of this spell, you might be able to learn the answers to certain questions. Normal plants know about things in their immediate vicinity, such as nearby creatures, water sources, unusual events, and the like. In most cases, this communication is one-way and the plant can only describe what it has observed in its immediate area.
Spell Immunity
Abjuration
1 standard action
V, S, M
touch
creature touched
10 min./level
Will negates (harmless)
Yes
The target becomes immune to a number of specified spells (typically lower-level spells). Targeted spells of the chosen types have no effect on the subject.
Spell Resistance
Abjuration
1 standard action
V, S, M
touch
creature touched
1 min./level
Will negates (harmless)
No
You grant the target spell resistance. The subject can voluntarily lower and raise this resistance as normal for spell resistance.
Spell Turning
Abjuration
1 standard action
V, S, M
personal
you
10 min./level or until discharged
None
No
A number of spells that directly target you are reflected back on their caster. This protection ends once it has turned a limited amount of spell levels.
Spike Stones
Transmutation
1 standard action
V, S, DF
medium (100 ft. + 10 ft./level)
one 20-ft. square/level
1 hour/level (D)
Reflex partial
Yes
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones serves as a snare. The area of effect is difficult terrain. Any creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area. A creature that takes damage from spike stones must also succeed on a Reflex save to avoid being slowed (as the slow spell) for 1 round. This affect even flying or incorporeal creatures (in that they take the damage if they fly within 5 feet of the ground in the area).
Spiritual Weapon
Evocation
1 standard action
V, S, DF
medium (100 ft. + 10 ft./level)
one quasi-real, weapon-shaped creature
1 round/level (D)
none
Yes
A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the miss chance associated with incorporeality. The weapon always strikes from the direction most advantageous to you.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still requires the move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).
Stabilize
Conjuration
1 standard action
V
close (25 ft. + 5 ft./2 levels)
one dying creature
instantaneous
Will negates (harmless)
Yes
Stops a creature from losing hit points and dying.
Stone Call
Conjuration
1 standard action
V, S, DF
medium (100 ft. + 10 ft./level)
cylinder (40-ft. radius, 20 ft. high)
1 round/level
None
No
A rain of dirt, gravel, and stones falls in the area. The rain turns the area into difficult terrain and deals 2d6 points of bludgeoning damage to any creature in the area. Moving through an area of stone call requires a DC 15 Acrobatics check.
Stone Shape
Transmutation
1 standard action
V, S, M, DF
touch
stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
instantaneous
none
No
You can form an existing piece of stone into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.
Stoneskin
Abjuration
1 standard action
V, S, M
touch
creature touched
10 min./level or until discharged
Will negates (harmless)
Yes
The target gains damage reduction 10/adamantine, absorbing a limited amount of damage from physical attacks.
Storm of Vengeance
Conjuration
1 full-round action
V, S
long (400 ft. + 40 ft./level)
360-ft.-radius storm cloud
1 round/level
None or Reflex half; see text
Yes
This spell creates an enormous storm cloud that produces lightning, hail, and thunderous explosions. Each round has a different effect.
Suggestion
Enchantment
1 standard action
V, M
close (25 ft. + 5 ft./2 levels)
one creature
1 hour/level or until completed
Will negates
Yes
You influence the target to follow a suggested course of activity. The suggestion must be worded to sound reasonable, and it cannot obviously cause self-harm.
Summon Monster I
Conjuration
1 full-round action
V, S, F/DF
close (25 ft. + 5 ft./2 levels)
1 round/level
none
No
This spell summons an extraplanar creature to fight for you.
It appears where you designate and acts immediately on your turn.
Summon Monster IX
Conjuration
1 full-round action
V, S, F/DF (a tiny bag and a small candle)
close (25 ft. + 5 ft./2 levels)
1 round/level (D)
none
Yes
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast) from a list selected when casting.
It appears where you designate and acts immediately, on your turn.
You choose one creature from the level 9 list, or multiple creatures of lower levels.
Summon Monster V
Conjuration
1 full-round action
V, S, DF
close
1 round/level
none
No
You summon an extraplanar creature to fight for you.
Summon Nature's Ally IV
Conjuration
1 full-round action
V, S
close
1 round/level
none
No
This spell summons a natural creature to fight on your behalf.
The creature appears where you designate and acts immediately.
Summon Nature's Ally VIII
Conjuration
1 full-round action
V, S
close
1 round/level
none
No
This spell summons powerful natural creatures to fight for you.
Sunbeam
Evocation
1 standard action
V, S, DF
60 ft.
line from your hand
1 round/level or until all beams are exhausted
Reflex negates and Fortitude partial; see text
Yes
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum 6 beams at 18th level). The beam of light is 5 feet wide and 60 feet long. Every creature in the beam is blinded and takes 4d6 points of damage. Any creature that is undead and in the beam is destroyed automatically (Will save negates). Oozes and creatures with the light blindness or light sensitivity weakness are particularly susceptible to the spell.
A Reflex save means the creature takes only half damage and is not blinded. An undead creature that fails its Will save is immediately destroyed; one that succeeds takes damage normally. Blindness lasts for 1d4 rounds.
The ultraviolet light from this beam dispels any darkness spell of 4th level or lower.
Sunburst
Evocation
1 standard action
V, S, M, DF
long (400 ft. + 40 ft./level)
80-ft.-radius burst
instantaneous
Reflex partial; see text
Yes
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature that makes a successful Reflex save is not blinded and takes only half damage. Undead creatures and oozes caught in the globe take 1d6 points of damage per caster level (maximum 25d6), and an undead creature that fails its save is destroyed utterly.
Creatures with the light blindness or light sensitivity weaknesses take the full damage even if they succeed on the save, and are also blinded for 1d4 rounds.
The blindness lasts for 1d4x10 minutes.
Sunburst dispels any darkness spells of lower than 9th level within its area.
Symbol of Death
Necromancy
10 Minutes
V, S, M
0 ft.; see text
see text
see text
Fortitude negates
Yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death kills one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping past creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns, it must save again.
Until it is triggered, the symbol of death is inactive (though visible and legible at close range). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.
As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune.
Telekinesis
Transmutation
1 standard action
V, S
long (400 ft. + 40 ft./level)
concentration (up to 1 round/level) or instantaneous; see text
Will negates (object) or none; see text
Yes
You move objects or creatures by concentrating on them. Depending on your choice, the spell functions as violent thrust or sustained force. Sustained force: A creature or object weighing no more than 25 pounds per caster level can be moved up to 20 feet per round. Violent thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one or more objects or creatures that are within range and within 10 feet of each other toward any target within range.
Telepathic Bond
Divination
1 standard action
V, S
close
you plus one willing creature/level
10 min./level
none
No
You forge a telepathic bond among a group of willing creatures, allowing silent mental communication regardless of language.
Teleport
Conjuration
1 standard action
V
personal and touch
you and touched objects or other touched willing creatures
instantaneous
None
No
This spell instantly transports you and selected creatures to a designated destination. The accuracy depends on your familiarity with the destination.
Teleportation Circle
Conjuration
10 Minutes
V, M
0 ft.
5-ft.-radius circle that teleports those within it
10 min./level (D)
none
No
You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear idea of, or to another plane.
The circle itself is subtle and nearly invisible, requiring a DC 20 Perception check to notice. If you intend to set the circle to teleport creatures against their will, or if the circle is in a dangerous location, creatures may receive a Will saving throw to avoid being teleported (DC 17 + Cha modifier, or use standard spell save DC).
The teleportation circle functions until the spell duration expires or it is dispelled.
Time Stop
Transmutation
1 standard action
V
personal
you
1d4+1 rounds (apparent time)
None
No
You briefly stop the flow of time for everyone but yourself. While time is stopped, you can act normally but cannot affect other creatures or objects.
Tongues
Divination
1 standard action
V, M/DF (a clay model of a ziggurat)
touch
creature touched
10 min./level
Will negates (harmless)
No
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries.
Touch of Idiocy
Enchantment
1 standard action
V, S
touch
living creature touched
10 min./level
Will negates
Yes
With a touch, you reduce the target's mental faculties. The affected creature takes 1d6 points of Intelligence, Wisdom, and Charisma damage. Any creature reduced to 0 Intelligence, Wisdom, or Charisma is helpless until the damage is removed. Unlike other ability damage, the damage dealt by touch of idiocy cannot be reduced by any means — the target is always affected as if it had rolled a 1 on the saving throw against this spell (its saving throw does not reduce the damage). The damage from this spell does not add together to deal more damage; only the lowest ability score is affected if multiple scores are 0.
Transformation
Transmutation
1 standard action
V, S, M (a drop of bull blood)
personal
you
1 round/level
none
No
You undergo a physical transformation, gaining a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, proficiency with all simple and martial weapons, and all armor and shields. You lose your spellcasting ability, including the ability to use magic items that require a spell trigger or spell completion to function, for the duration of this spell. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same.
Transport via Plants
Conjuration
1 standard action
V, S
unlimited
you and touched objects or other touched willing creatures
1 round
none
No
This spell creates a magical link between a Large or larger plant that you touch and another plant, regardless of the distance between them. Once the link is established, you and any creature that touches the first plant can instantly travel through it to the other plant. You must touch a plant of the same or related species as the destination plant. At the destination plant, you and any creatures traveling with you emerge from the plant. Up to eight of your companions can travel with you. You must specify the desired destination plant.
Tree Stride
Conjuration
1 standard action
V, S, DF
personal
you
1 hour/level or until expended; see text
none
No
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have a trunk diameter of at least 3 feet. By moving into an oak tree (for example), you instantly know the location of all other oaks within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into.
True Seeing
Divination
1 standard action
V, S, M
Creature touched
1 min./level
Will negates (harmless)
No
You confer the ability to see things as they actually are, including invisible creatures, illusions, and transmuted forms.
True Strike
Divination
1 standard action
V, S, F
personal
you
see text
none
No
You gain a brief, intuitive insight into the immediate future during your next attack.
On your next attack roll (if made before the end of the next round), you gain a +20 insight bonus.
This attack is not affected by the miss chance from concealment.
Tsunami
Conjuration
1 standard action
V, S
long (400 ft. + 40 ft./level)
30-ft.-wide, 30-ft.-tall tidal wave
5 rounds
Fort partial
No
You create a massive wave of water that crashes over your enemies. The tsunami moves 60 feet per round away from you. Any creature in the path of the wave takes 8d6 points of bludgeoning damage and must make a Fortitude save or be knocked prone and moved 30 feet in the direction of the wave. Structures take double damage from the wave. Creatures that fail their save are also considered underwater until the start of your next turn.
Undeath to Death
Necromancy
1 standard action
V, S, M/DF
medium (100 ft. + 10 ft./level)
several undead creatures within a 40-ft.-radius burst
instantaneous
Will negates
Yes
This spell functions like circle of death, except that it destroys undead creatures rather than living ones. It destroys 1d4 HD worth of undead creatures per caster level (maximum 20d4) within the area.
Undead with the fewest HD are affected first; those with Hit Dice equal to or less than the caster's level are affected before those with more HD.
Unholy Aura
Abjuration
1 standard action
V, S, M (a black onyx worth at least 500 gp)
20 ft.
allies in a 20-ft.-radius burst centered on you
1 round/level
Will negates (harmless)
Yes
You surround yourself and allies with a foul aura that grants +4 deflection bonus to AC, +4 resistance bonus on saves, and SR 25 against good spells.
Good creatures striking the subject take 1d6 Str damage (Fort negates).
Unholy Blight
Evocation
1 standard action
V, S, DF
medium (100 ft. + 10 ft./level)
20-ft.-radius spread
instantaneous
Will partial
Yes
You call down unholy power to smite your enemies. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to good creatures, or half on a successful save.
Good outsiders take double damage.
Neutral creatures take half damage (or none on a successful save). Evil creatures are unaffected.
Vampiric Touch
Necromancy
1 standard action
V, S
Touch
Living creature touched
Instantaneous / 1 hour (temporary hit points)
None
Yes
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. These temporary hit points last for up to 1 hour.
Veil
Illusion
1 standard action
V, S
long (400 ft. + 40 ft./level)
one or more creatures, no two of which can be more than 30 ft. apart
concentration + 1 hour/level (D)
Will negates (if interacted with)
No
You instantly change the appearance of the targets and equip them with illusionary disguises that make them appear as other creatures of similar height and weight. You can make each creature appear as a different creature. Unwilling targets can negate the effect with a successful Will save. Affected creatures resume their normal appearance if slain.
Virtue
Abjuration
1 standard action
V, S
touch
creature touched
1 minute
Fortitude negates (harmless)
Yes
Subject gains 1 temporary hit point.
Vision
Divination
1 standard action
V, S, M (incense worth 250 gp)
personal
you
see text
none
No
This spell functions like legend lore, except that it works more quickly but produces some strain. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by making a Spellcraft check (DC 20 + the spell's caster level). The information gained is accurate but vague.
Vortex
Evocation
1 standard action
V, S, M/DF
long (400 ft. + 40 ft./level)
5-ft.-wide, 50-ft.-tall cyclone of water
1 round/level
Reflex partial
No
You create a powerful vortex of churning water. The vortex is 10 feet wide at the base, 30 feet wide at the top, and 50 feet tall. Any creature within 30 feet of the vortex at the start of its turn must make a Reflex save or be pulled into the vortex (taking 3d6 damage per round) and may be pulled underwater. The vortex moves up to 30 feet per round as you direct.
Wail of the Banshee
Necromancy
1 standard action
V
close
one living creature/level in a 40-ft. radius
instantaneous
Fortitude negates
Yes
You emit a terrible cry that can instantly slay multiple living creatures who fail their saving throws.
Wall of Fire
Evocation
1 standard action
V, S, M/DF
medium (100 ft. + 10 ft./level)
opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./2 levels; either form 20 ft. high
concentration + 1 round/level
none
Yes
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 fire damage to creatures within 10 feet and 1d4 fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area.
In addition, the wall deals 2d6 + 1 point per caster level fire damage to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
Wall of Iron
Conjuration
1 standard action
V, S, M
medium (100 ft. + 10 ft./level)
iron wall whose area is up to one 5-ft. square/level; see text
instantaneous
see text
No
You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
A wall of iron is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.
If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage while fleeing creatures that succeed take half damage from the wall as it falls on them. Crushing damage from a wall of iron is treated as bludgeoning damage.
Wall of Stone
Conjuration
1 standard action
V, S, M, DF
medium (100 ft. + 10 ft./level)
stone wall whose area is up to one 5-ft. square/level (S)
instantaneous
see text
No
This spell creates a wall of rock that merges into adjoining rock surfaces. It is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For such uses, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
Wall of Thorns
Conjuration
1 standard action
V, S
medium (100 ft. + 10 ft./level)
wall of thorny brush, up to one 10-ft. cube/level (S)
10 min./level (D)
none
No
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature's AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)
You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
Creatures can force their way slowly through the wall by making a Strength check (DC 20). For every 5 points by which the check exceeds 20, a creature moves 5 feet (a creature that fails can try again). Of course, moving or attempting to move through the thorns incurs damage as described. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.
Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push through the thorns and take the appropriate damage.
The wall of thorns is not affected by normal fires, though magical fires destroy it in 2 rounds.
Wandering Star Motes
Illusion
1 standard action
V, S
close (25 ft. + 5 ft./2 levels)
one living creature
1 round/level
Will negates; see text
Yes
You create sparkling motes of light that distract and dazzle your target. The target must make a Will save or become dazzled and have its sight disrupted. Each round the target fails a save, it is blinded for that round. Each round the target succeeds, it is merely dazzled. Observers within 10 feet of the target must also save or be dazzled for 1 round.
Water Breathing
Transmutation
1 standard action
V, S, M/DF
touch
living creatures touched
2 hours/level; see text
Will negates (harmless)
Yes
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
Wave Shield
Abjuration
1 standard action
V, S
personal
you
1 round/level
none
No
A swirling shield of water surrounds you.
It grants resistance against fire effects and provides protection against attacks made by fire-based creatures.
Waves of Exhaustion
Necromancy
1 standard action
V, S
60 ft.
cone-shaped burst
instantaneous
none
Yes
Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.
An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something that would normally cause fatigue.
Waves of Fatigue
Necromancy
1 standard action
V, S
30 ft.
cone-shaped burst
instantaneous
none
Yes
Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued. Unlike normal fatigue, the fatigue caused by waves of fatigue is not removed by rest. It can be removed with a remove fatigue spell or similar magic.
Weird
Illusion
1 standard action
V, S
medium (100 ft. + 10 ft./level)
any number of creatures, no two of which can be more than 30 ft. apart
instantaneous
Will disbelief, then Fortitude partial; see text
Yes
This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal images of their greatest fears, though these images are visible only as shadowy shapes to other creatures. Creatures that successfully disbelieve the illusion are still subject to a Fortitude save, and on a failed save they take 3d6 points of damage and are stunned for 1 round. On a successful save, they take no damage.
Whirlwind
Conjuration
1 standard action
V, S
long (400 ft. + 40 ft./level)
10-ft.-wide, 30-ft.-high cylinder
1 round/level
Reflex negates
Yes
A powerful whirlwind appears in the designated area, sucking up creatures and objects.
Wind Wall
Evocation
1 standard action
V, S, DF
medium (100 ft. + 10 ft./level)
wall up to 10 ft./level long and 5 ft./level high (S)
1 round/level
none
No
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
Wish
Universal
1 standard action
V, M (diamond worth 25,000 gp)
see text
see text
see text
Yes
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects: duplicate any sorcerer/wizard spell of 8th level or lower; duplicate any other spell of 6th level or lower; undo the harmful effects of certain spells; grant a creature a +1 inherent bonus to an ability score; or accomplish another effect of comparable power. At the GM's discretion, the cost may be offset by some form of payment.
Wood Shape
Transmutation
1 standard action
V, S, DF
touch
one touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
instantaneous
Will negates (object)
Yes
Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth with wood shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.
Word of Chaos
Evocation
1 standard action
V
close
creatures in a 40-ft.-radius spread centered on you
instantaneous
none
Yes
You speak a powerful word of chaos that affects lawful creatures.
Lawful creatures may be deafened, slowed, stunned, confused, or banished depending on their Hit Dice.
Creatures that are not lawful are unaffected.
Zone of Truth
Enchantment
1 standard action
V, S, DF
close (25 ft. + 5 ft./2 levels)
20-ft.-radius emanation
1 min./level
Will negates
No
Creatures within the area cannot knowingly speak deliberate and intentional lies. The spell does not compel answers, only truthful ones.