TEXT:  
   
   
  
  Compendium Arcanum Volume 8: 7th Level Spells 
   
   
   
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  CREDITS 
  Written by Timothy Wallace 
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  Compendium Arcanum Volume 8: 7th Level Spells 
  1 
   
  Compendium Arcanum Volume 8: 
  7th Level Spells 
  By Tim Wallace 
  ABOUT THE AUTHOR 
  Tim is an aspiring roleplaying game designer. His 
  design credits include a large portion of the 
  Pathfinder conversion of Heroes of the Jade Oath 
  by Rite Publishing, the Martial Arts Guidebook, 
  and bits of design work on the Candlekeep 
  Forums. He also has a series of character sheets 
  he has designed over the years. 
  You can read more from Tim on Google+, on 
  Twitter, or on his blog. 
  ABOUT THIS BOOK 
  A multi-variable spell is a spell which, once 
  learned, you can cast as a spell one level higher or 
  lower than the original spell. This mechanic was 
  first introduced in Monte Cook’s Arcana Evolved. 
  Multi-variable spells give spellcasters great 
  flexibility and so Tim decided to begin by adding 
  the Heightened and Diminished qualities to 
  Pathfinder spells. 
  So, in addition to the normal Pathfinder spell 
  details, you will see one or two new bits of text, 
  specifically, either a “Diminished Effects” line, a 
  “Heightened Effects” line, or both. 
   
  Diminished Effects: This section describes changes 
  to the spell if it is cast using a slot one Level lower 
  than normal. You must be able to cast a spell at its 
  regular Level before you can use the Diminished 
  Effects. If you use a diminished effect, treat the 
  spell as one level lower than listed for purposes of 
  spell slot used, saving throw DCs, magic item 
  pricing, and so on. 
   Heightened Effects: This section describes changes 
  to the spell if it is cast using a slot one level higher 
  than normal. If you use a heightened effect, treat 
  the spell as one Level higher than listed, for 
  purposes of spell slot used, saving throw DCs, 
  magic item pricing, and so on, regardless of what 
  level slot you use. Spells that are 9th Level (or 6th-
  level alchemist-only spells or 4th-level paladin- or 
  ranger-only spells) have no Heightened Effects. 
  Also, some spells are combinations of multiple 
  existing spells into one new spell. These are 
  indicated with a “merge” (
  ) icon and include the 
  necessary details. 
   
   
  
  Compendium Arcanum Volume 8: 7th Level Spells 
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  A 
  ANIMAL SHAPES 
  School transmutation (polymorph); Level druid 8; 
  Domain animal 7 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets up to one willing creature per level, all 
  within 30 ft. of each other. 
  Duration 1 hour/level (D) 
  Saving Throw none, see text; Spell Resistance yes 
  (harmless) 
  As greater beast shape, except you change the 
  form of up to one willing creature per caster level 
  into an animal of your choice; the spell has no 
  effect on unwilling creatures. All creatures must 
  take the same kind of animal form. Recipients 
  remain in the animal form until the spell expires 
  or until you dismiss it for all recipients. In addition, 
  an individual subject may choose to resume its 
  normal form as a full-round action; doing so ends 
  the spell for that subject alone. 
   
  Diminished Effects: The spell’s target becomes one 
  willing creature. 
   Heightened Effects: The spell’s targets retain the 
  ability to speak while in animal form, and can 
  therefore cast spells, communicate, and use items 
  that require spoken commands. Additionally, the 
  damage from the targets’ natural attacks increase 
  by one size category. 
  ANIMATE PLANTS 
  School transmutation; Level druid 7 
  Casting Time 1 standard action 
  Components V 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one Large plant per three caster levels or 
  all plants within range; see text 
  Duration 1 round/level or 1 hour/level; see text 
  Saving Throw none; Spell Resistance no 
  You imbue inanimate plants with mobility and a 
  semblance of life. Each animated plant then 
  immediately attacks whomever or whatever you 
  initially designate as though it were an animated 
  object of the appropriate size category. You may 
  animate one Large or smaller plant, or a number 
  of larger plants as follows: a Huge plant counts as 
  two Large or smaller plants, a Gargantuan plant as 
  four, and a Colossal plant as eight. You can change 
  the designated target or targets as a move action, 
  as if directing an active spell. 
  Use the statistics for animated objects, except 
  that plants smaller than Large don't have 
  hardness. 
  Animate plants cannot affect plant creatures, nor 
  does it affect nonliving vegetable material. 
  Entangle: Alternatively, you may imbue all plants 
  within range with a degree of mobility, which 
  allows them to entwine around creatures in the 
  area. This usage of the spell duplicates the effect 
  of an entangle spell. Spell resistance does not 
  keep creatures from being entangled. This effect 
  lasts 1 hour per caster level. 
   
  Diminished Effects: The spell’s basic effect can 
  animate up to one Medium or smaller plant per 
  three caster levels, and any plants you animate are 
  treated as if they had the staggered condition. The 
  spell’s entangle effect only affects plants in a 40-
  foot-radius spread. 
   Heightened Effects: Any plants you animate may 
  receive one of the following benefits for every six 
  of your caster levels: +2 natural armor, +2 
  Strength, +2 Dexterity, +2 bonus on attack rolls, +1 
  hit point per Hit Die, +1 bonus on damage rolls. 
  ARCANE CANNON 
  School transmutation; Level sorcerer/wizard 7 
  Casting Time 1 round 
  Components V, S, F (an ornate miniature cannon 
  forged with a drop of your blood that costs 5,000 
  gp) 
  
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  Range close (25 ft. + 5 ft./2 levels) 
  Effect one magically animated cannon 
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no 
  Your focus becomes a Medium arcane cannon 
  that appears in an unoccupied square within the 
  spell's range. If no unoccupied square is within 
  range, the spell fails. The cannon comes into 
  existence loaded. Each round thereafter, the 
  cannon can either fire or load. A cannon must be 
  loaded to fire. You do not need to supply 
  ammunition for the cannon. 
  On your turn, you can spend a move action to 
  direct the cannon to wheel itself to a new 
  location, moving the cannon up to 20 feet. If the 
  arcane cannon ever leaves your line of sight, it 
  winks out of existence, and the spell's duration 
  ends. 
  The cannon has a range increment of 50 feet. It 
  targets touch attack in the first range increment, 
  and it has no misfire chance. The cannon acts as a 
  weapon with the conductive special weapon 
  ability, which you can use to channel your spell-
  like or supernatural abilities as long as you are 
  within the range of arcane cannon. The cannon's 
  attack bonus is equal to your caster level + your 
  Intelligence bonus or your Charisma bonus (for 
  wizards or sorcerers, respectively) with an 
  additional +1 per four caster levels (maximum +5 
  at 20th level). On a hit, the cannon deals 4d10 
  damage. The arcane cannon attacks have a critical 
  modifier of ×4. 
  The cannon has AC 10, hardness 10, and 80 hit 
  points. If the cannon is subject to a spell or effect 
  that requires a save, it uses your saving throw 
  modifiers. The cannon never provokes attacks of 
  opportunity. If the cannon is destroyed, so is your 
  focus. 
   
  Diminished Effects: The cannon requires two 
  rounds to load, and loses the conductive special 
  weapon ability. 
   Heightened Effects: The cannon requires a move 
  action to load and a standard action to fire 
  (enabling you to fire it once per round). 
  ARCANE SIGHT, GREATER 
  School divination; Level sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration 1 min./level (D) 
  This spell allows you to see magical auras within 
  120 feet of you. The effect is similar to that of an 
  arcane sight spell. 
  You know the location and power of all magical 
  auras within your sight. An aura's power depends 
  on a spell's functioning level or an item's caster 
  level, as noted in the description of the detect 
  magic spell. If the items or creatures bearing the 
  auras are in line of sight, you automatically know 
  which spells or magical effects are active upon any 
  individual or object you see. 
  If you concentrate on a specific creature within 
  120 feet of you as a standard action, you can 
  determine whether it has any spellcasting or spell-
  like abilities, whether these are arcane or divine 
  (spell-like abilities register as arcane), and the 
  strength of the most powerful spell or spell-like 
  ability the creature currently has available for use. 
  As with detect magic, you can use this spell to 
  identify the properties of magic items, but not 
  artifacts. 
  Unlike arcane sight, this spell cannot be made 
  permanent with a permanency spell. 
   
  Diminished Effects: The spell’s duration becomes 1 
  round per caster level. 
  
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   Heightened Effects: The spell’s range becomes 
  touch and its target becomes one creature. 
  B 
  BANISHMENT 
  School abjuration; Level cleric/oracle 6, inquisitor 
  5, sorcerer/wizard 7, summoner 5 
  Casting Time 1 standard action 
  Components V, S, F (see text) 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one or more extraplanar creatures, no 
  two of which can be more than 30 ft. apart 
  Duration instantaneous 
  Saving Throw Will negates; Spell Resistance yes 
  A banishment spell is a more powerful version of 
  the dismissal spell. It enables you to force 
  extraplanar creatures out of your home plane. As 
  many as 2 Hit Dice of creatures per caster level 
  can be banished. 
  You can improve the spell's chance of success by 
  presenting at least one object or substance that 
  the target hates, fears, or otherwise opposes. For 
  each such object or substance, you gain a +1 
  bonus on your caster level check to overcome the 
  target's spell resistance (if any), and the saving 
  throw DC increases by 2. 
  Certain rare items might work twice as well as a 
  normal item for the purpose of the bonuses (each 
  providing a +2 bonus on the caster level check 
  against spell resistance and increasing the save DC 
  by 4). 
   
  Diminished Effects: The spell can only banish 
  extraplanar creatures with HD less than or equal to 
  your caster level.  
   Heightened Effects: Extraplanar creatures 
  banished by the spell cannot return to your home 
  plane for a period of time equal to 5 years’ times 
  you caster level plus 1 day. An extraplanar creature 
  that makes as successful saving throw take a –4 
  penalty to its AC, attack rolls, saving throws, and 
  skill checks for a duration of 1 minute per caster 
  level. 
  BLASPHEMY 
  School evocation [evil, sonic]; Level cleric/oracle 
  7, inquisitor 6; Domain evil 7 
  Casting Time 1 standard action 
  Components V 
  Range 40 ft. 
  Area nonevil creatures in a 40-ft.-radius spread 
  centered on you 
  Duration instantaneous 
  Saving Throw Will partial; Spell Resistance yes 
  Any nonevil creature within the area of a 
  blasphemy spell suffers the following ill effects. 
  HD 
  Effect 
  Equal to caster 
  level 
  Dazed 
  Up to caster level –
  1 
  Weakened, dazed 
  Up to caster level –
  5 
  Paralyzed, weakened, dazed 
  Up to caster level –
  10 
  Killed, paralyzed, weakened, 
  dazed 
  The effects are cumulative and concurrent. A 
  successful Will save reduces or eliminates these 
  effects. Creatures affected by multiple effects 
  make only one save and apply the result to all the 
  effects. 
  Dazed: The creature can take no actions for 1 
  round, though it defends itself normally. Save 
  negates. 
  Weakened: The creature's Strength score 
  decreases by 2d6 points for 2d4 rounds. Save for 
  half. 
  Paralyzed: The creature is paralyzed and helpless 
  for 1d10 minutes. Save reduces the paralyzed 
  effect to 1 round. 
  
  Compendium Arcanum Volume 8: 7th Level Spells 
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  Killed: Living creatures die. Undead creatures are 
  destroyed. Save negates. If the save is successful, 
  the creature instead takes 3d6 points of damage + 
  1 point per caster level (maximum +25). 
  Furthermore, if you are on your home plane when 
  you cast this spell, nonevil extraplanar creatures 
  within the area are instantly banished back to 
  their home planes. Creatures so banished cannot 
  return for at least 24 hours. This effect takes place 
  regardless of whether the creatures hear the 
  blasphemy or not. The banishment effect allows a 
  Will save (at a –4 penalty) to negate. 
  Creatures whose Hit Dice exceed your caster level 
  are unaffected by blasphemy. 
   
  Diminished Effects: The spell’s area becomes a 20-
  foot-radius spread and it only affects good 
  creatures with HD less than your caster level. 
   Heightened Effects: Any nonevil creature within 
  the area of the spell suffers the following ill effects. 
  HD 
  Effect 
  Equal to caster 
  level 
  Stunned 
  Up to caster level –
  1 
  Crippled, stunned 
  Up to caster level –
  5 
  Paralyzed, crippled, stunned 
  Up to caster level –
  10 
  Killed, paralyzed, crippled, 
  stunned 
  Stunned: The creature drops everything held, can't 
  take actions, takes a –2 penalty to AC, and loses 
  its Dexterity bonus to AC (if any) for 1 round. Save 
  negates. 
  Crippled: The creature's Constitution score 
  decreases by 2d4 points for 2d4 rounds. Save for 
  half. 
  C 
  CAUSTIC ERUPTION 
  School conjuration (creation) [acid]; Level 
  sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S 
  Range 30 ft. 
  Area 30-ft.-radius burst 
  Duration instantaneous and 2 rounds; see text 
  Saving Throw Reflex half (see text) Spell 
  Resistance no 
  Acid erupts from your space in all directions, 
  causing 1d6 points of damage per caster level 
  (maximum 20d6) to creatures and unattended 
  objects in the area. On your turn in each of the 
  next 2 rounds, creatures and objects that failed 
  their saves against the initial burst take an 
  additional 1d6 points of acid damage per 2 caster 
  levels (maximum 10d6) unless the acid is 
  neutralized, dispelled, or washed away. 
   
  Diminished Effects: The spell does not do any 
  extra acid damage on subsequent rounds.  
   Heightened Effects: Affected creatures must also 
  make a Fortitude save each round they take acid 
  damage to avoid becoming nauseated. 
  CHAIN LIGHTNING 
  School evocation [electricity]; Level magus 6, 
  sorcerer/wizard 6, witch 7; Domain air 6 
  Casting Time 1 standard action 
  Components V, S, F (a bit of fur; a piece of amber, 
  glass, or a crystal rod; and one silver pin per caster 
  level) 
  Range long (400 ft. + 40 ft./level) 
  Targets one primary target, plus one secondary 
  target/level (each of which must be within 30 ft. 
  of the primary target) 
  Duration instantaneous 
  Saving Throw Reflex half; Spell Resistance yes 
  
  Compendium Arcanum Volume 8: 7th Level Spells 
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  This spell creates an electrical discharge that 
  begins as a single stroke commencing from your 
  fingertips. Unlike lightning bolt, chain lightning 
  strikes one object or creature initially, then arcs to 
  other targets. 
  The bolt deals 1d6 points of electricity damage per 
  caster level (maximum 20d6) to the primary 
  target. After it strikes, lightning can arc to a 
  number of secondary targets equal to your caster 
  level (maximum 20). The secondary bolts each 
  strike one target and deal as much damage as the 
  primary bolt. 
  Each target can attempt a Reflex saving throw for 
  half damage. The Reflex DC to halve the damage 
  of the secondary bolts is 2 lower than the DC to 
  halve the damage of the primary bolt. You choose 
  secondary targets as you like, but they must all be 
  within 30 feet of the primary target, and no target 
  can be struck more than once. You can choose to 
  affect fewer secondary targets than the 
  maximum. 
   
  Diminished Effects: The spell’s target becomes one 
  primary target, plus one secondary target per 
  three caster levels. The secondary bolts deal 1d6 of 
  electricity damage per caster level (maximum 
  10d6) to the secondary targets. 
   Heightened Effects: Targeted creatures must also 
  make a Fortitude save to avoid becoming blinded 
  for 1d4 rounds. 
  CHANGESTAFF 
  School transmutation; Level druid 7 
  Casting Time 1 round 
  Components V, S, F (a quarterstaff that has been 
  carved and polished for 28 days) 
  Range touch 
  Target your touched staff 
  Duration 1 hour/level (D) 
  Saving Throw none; Spell Resistance no 
  You change a specially prepared quarterstaff into 
  a Huge treant-like creature, about 24 feet tall. 
  When you plant the end of the staff in the ground 
  and speak a special command to conclude the 
  casting of the spell, your staff turns into a creature 
  that looks and fights just like a treant. The staff-
  treant defends you and obeys any spoken 
  commands. However, it is by no means a true 
  treant; it cannot converse with actual treants or 
  control trees. If the staff-treant is reduced to 0 or 
  fewer hit points, it crumbles to powder and the 
  staff is destroyed. Otherwise, the staff returns to 
  its normal form when the spell duration expires 
  (or when the spell is dismissed), and it can be used 
  as the focus for another casting of the spell. The 
  staff-treant is always at full strength when 
  created, despite any wounds it may have incurred 
  the last time it appeared. 
   
  Diminished Effects: The staff-treant is treated as if 
  it had the staggered condition. 
   Heightened Effects: The staff-treant is treated as if 
  it had the advanced creature template (+2 on all 
  rolls (including damage rolls) and trample DC; +4 to 
  AC and CMD; +24 hp). 
  CIRCLE OF CLARITY 
  School abjuration; Level cleric/oracle 7, 
  sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, F (a crystal lens worth 100 gp) 
  Range medium (100 ft. + 10 ft./level) 
  Effect 20-ft.-radius emanation centered on a 
  creature, object or point in space 
  Duration 1 round/level (D) 
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless) 
  You create a magical emanation that interferes 
  with all figments and glamers within it, giving 
  creatures a +4 bonus on saving throws to 
  recognize them as illusions. The emanation 
  negates concealment less than total concealment 
  within the area. Perception checks to notice 
  creatures or objects within the area gain a bonus 
  equal to half your caster level (maximum +10). 
  
  Compendium Arcanum Volume 8: 7th Level Spells 
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  The spell is stationary if cast on a point in space. It 
  is mobile if centered on a creature or object, 
  though creatures or attended objects can negate 
  the spell with a saving throw or spell resistance. 
   
  Diminished Effects: The spell’s range becomes 
  close (25 ft. + 5 ft./2 levels), and its effect becomes 
  a 10-foot-radius emanation. 
   Heightened Effects: The spell negates all forms 
  of invisibility within the affected area as well. 
  CONTROL CONSTRUCT 
  School transmutation; Level sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one construct 
  Duration concentration 
  Saving Throw none (see text); Spell Resistance no 
  You wrest the control of a construct from its 
  master. For as long as you concentrate, you can 
  control the construct as if you were its master. 
  You must make a Spellcraft check each round to 
  maintain control. The DC of the Spellcraft check is 
  (10 + the construct's HD). If the construct's creator 
  or master is present and trying to control the 
  construct, you both must make opposed Spellcraft 
  checks each round to control the construct. 
   
  Diminished Effects: The spell’s range becomes 
  touch, and you must make a melee touch attack to 
  affect the target construct. You can only control a 
  construct with HD less than or equal to your caster 
  level. 
   Heightened Effects: You only have to make a single 
  Spellcraft check to control the construct unless its 
  creator is present and trying to control the 
  construct, in which case you both must make 
  opposed Spellcraft checks each round to control 
  the construct. 
  CONTROL UNDEAD 
  School necromancy; Level sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, M (a piece of bone and a piece 
  of raw meat) 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets up to 2 HD/level of undead creatures, no 
  two of which can be more than 30 ft. apart 
  Duration 1 min./level 
  Saving Throw Will negates; Spell Resistance yes 
  This spell enables you to control undead creatures 
  for a short period of time. You command them by 
  voice and they understand you, no matter what 
  language you speak. Even if vocal communication 
  is impossible, the controlled undead do not attack 
  you. At the end of the spell, the subjects revert to 
  their normal behavior. 
  Intelligent undead creatures remember that you 
  controlled them, and they may seek revenge after 
  the spell's effects end. 
   
  Diminished Effects: The spell’s range becomes 10 
  feet and its area becomes a 10-foot-radius burst, 
  centered on you. You can only control up to 1 HD 
  of undead creatures per caster level. 
   Heightened Effects: Intelligent undead creatures 
  have no memory that you controlled them. 
  CONTROL WEATHER 
  School transmutation; Level cleric/oracle 7, druid 
  7, sorcerer/wizard 7, witch7; Domain catastrophe 
  7, weather 7 
  Casting Time 10 minutes; see text 
  Components V, S 
  Range 2 miles 
  Area 2-mile-radius circle, centered on you; see 
  text 
  Duration 4d12 hours; see text 
  Saving Throw none; Spell Resistance no 
  You change the weather in the local area. It takes 
  10 minutes to cast the spell and an additional 10 
  minutes for the effects to manifest. You can call 
  forth weather appropriate to the climate and 
  season of the area you are in. You can also use 
  
  Compendium Arcanum Volume 8: 7th Level Spells 
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  this spell to cause the weather in the area to 
  become calm and normal for the season. 
  Season 
  Possible Weather 
  Spring 
  Tornado, thunderstorm, sleet storm, 
  or hot weather 
  Summer 
  Torrential rain, heat wave, or 
  hailstorm 
  Autumn 
  Hot or cold weather, fog, or sleet 
  Winter 
  Frigid cold, blizzard, or thaw 
  Late winter
   
   
  Hurricane-force winds or early spring 
  You control the general tendencies of the 
  weather, such as the direction and intensity of the 
  wind. You cannot control specific applications of 
  the weather—where lightning strikes, for 
  example, or the exact path of a tornado. The 
  weather continues as you left it for the duration, 
  or until you use a standard action to designate a 
  new kind of weather (which fully manifests itself 
  10 minutes later). Contradictory conditions are 
  not possible simultaneously. 
  Control weather can do away with atmospheric 
  phenomena (naturally occurring or otherwise) as 
  well as create them. 
  A druid casting this spell doubles the duration and 
  affects a circle with a 3-mile radius. 
   
  Diminished Effects: The spell’s area becomes a 
  100-foot-radius circle, centered on you. 
   Heightened Effects: The spell’s area becomes a 10-
  mile-radius circle, centered on you. 
  CREATE UNDEAD 
  School necromancy [evil]; Level cleric/oracle 7, 
  sorcerer/wizard 7; Domain death 6 (diminished), 
  death 8 (heightened), evil 6 
  Casting Time 1 hour 
  Components V, S, M (a clay pot filled with grave 
  dirt and an onyx gem worth at least 50 gp per HD 
  of the undead to be created) 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one corpse 
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
  A much more potent spell than animate dead, this 
  evil spell allows you to infuse a dead body with 
  negative energy to create more powerful sorts of 
  undead. The type or types of undead you can 
  create are based on your caster level, as shown on 
  the table below. 
  Caster Level 
  Undead Created 
  13th or lower 
  Juju Zombie 
  14th–16th 
  Zuvembie 
  17th–18th 
  Revenant 
  19th or higher 
  Vampire 
  You may create less powerful undead than your 
  level would allow if you choose. Created undead 
  are not automatically under the control of their 
  animator. If you are capable of commanding 
  undead, you may attempt to command the 
  undead creature as it forms. 
  This spell must be cast at night. 
   
  Diminished Effects: The type or types of undead 
  you can create are based on your caster level, as 
  shown on the table below. 
  Caster Level 
  Undead Created 
  11th or lower 
  Ghoul 
  12th–14th 
  Ghast 
  15th–17th 
  Mummy 
  18th or higher 
  Mohrg 
  
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    Heightened Effects: The type or types of undead 
  you can create are based on your caster level, as 
  shown on the table below. 
  Caster Level 
  Undead Created 
  15th or lower 
  Shadow 
  16th–17th 
  Wraith 
  18th–19th 
  Spectre 
  20th or higher 
  Devourer 
   Merged! This spell combines the effects of the 
  following spells: create undead and create 
  greater undead. 
  CREEPING DOOM 
  School conjuration (summoning); Level druid 7, 
  summoner 5 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels)/100 ft.; see text 
  Effect four swarms of insects 
  Duration 1 round/level 
  Saving Throw Fortitude partial, see text; Spell 
  Resistance no 
  This spell summons four massive swarms of biting 
  and stinging insects. These swarms appear 
  adjacent to one another, but can be directed to 
  move independently. Treat these swarms as 
  centipede swarms with the following adjustments. 
  The swarms have 60 hit points each and deal 4d6 
  points of damage with their swarm attack. The 
  save to resist their poison and distraction effects is 
  equal to the save DC of this spell. Creatures 
  caught in multiple swarms only take damage and 
  make saves once. 
  You may summon the swarms so that they share 
  the area of other creatures. As a standard action, 
  you can command any number of the swarms to 
  move toward any target within 100 feet of you. 
  You cannot command any swarm to move more 
  than 100 feet away from you, and if you move 
  more than 100 feet from any swarm, that swarm 
  remains stationary, attacking any creatures in its 
  area (but can be commanded again if you move 
  within 100 feet). 
   
  Diminished Effects: The spell only summons three 
  swarms. 
   Heightened Effects: The spell summons five 
  swarms. 
  CRUSHING HAND 
  School evocation [force]; Level sorcerer/wizard 8; 
  Domain strength 7 (diminished), strength 9 
  (heightened) 
  Casting Time 1 standard action 
  Components V, S, F/DF (a leather glove) 
  Components V, S, F (a soft glove) 
  Range medium (100 ft. + 10 ft./level) 
  Effect 10-ft. hand 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance yes 
  Clenched fist creates a Large magic hand that 
  appears between you and one opponent. This 
  floating, disembodied can push or strike one 
  opponent that you select. The floating hand can 
  move as far as 60 feet and can attack in the same 
  round. Since this hand is directed by you, its ability 
  to notice or attack invisible or concealed creatures 
  is no better than yours. 
  A clenched fist is 10 feet long and about that wide 
  with its fingers outstretched. It has as many hit 
  points as you do when you're undamaged, and is 
  AC 20 (–1 size, +11 natural). It takes damage as a 
  normal creature, but most magical effects that 
  don't cause damage do not affect it. 
  The hand never provokes attacks of opportunity 
  from opponents. It cannot push through a wall of 
  force or enter an antimagic field, but it suffers the 
  full effect of a prismatic wall or prismatic sphere. 
  The hand makes saving throws as its caster. 
  
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  Disintegrate or a successful dispel magic destroys 
  it. 
  The hand gets one grapple attack per round. This 
  attack does not provoke an attack of opportunity. 
  Its CMB and CMD for grapple checks use your 
  caster level in place of its base attack bonus, with 
  a +11 bonus for its Strength score (33) and a +1 
  bonus for being Large (its Dexterity is 10, granting 
  no bonus to the CMD). A crushing hand deals 
  2d6+11 points of damage on each successful 
  grapple check against an opponent. Directing the 
  spell to a new target is a move action. 
  The clenched fist can also interpose itself 
  (providing +4 cover AC for you against that 
  opponent) or bull rush an opponent, using the 
  same bonuses outlined above, as interposing hand 
  does. 
   
  Diminished Effects: The hand’s CMB and CMD for 
  grapple and bull rush checks use your caster level 
  in place of its base attack bonus, with a +10 bonus 
  for its Strength score (31) and a +1 bonus for being 
  Large. The hand does not deal damage to a 
  grappled opponent. 
   Heightened Effects: The hand’s CMB and CMD for 
  grapple and bull rush checks use your caster level 
  in place of its base attack bonus, with a +12 bonus 
  for its Strength score (35) and a +1 bonus for being 
  Large. The hand deals 2d6+12 points of damage on 
  each successful grapple check against an 
  opponent. 
   Merged! This spell combines the effects of the 
  following spells: crushing hand and grasping 
  hand. 
  D 
  DEFLECTION 
  School abjuration [force]; Level sorcerer/wizard 7; 
  Domain defense 7 
  Casting Time 1 standard action 
  Components V, S, M (a piece of rubber dipped in 
  glue) 
  Range personal 
  Target you 
  Duration 1 round/level 
  You surround yourself in a whirling barrier of force 
  that sends any attack that misses you hurling back 
  toward its source. This applies to any melee or 
  ranged attack directed against you so long as it 
  uses an attack roll to determine whether or not it 
  strikes you. If an attack misses you, the attacker 
  must make a second attack roll against its own 
  Armor Class, using all of the applicable modifiers 
  of the original attack and if it hits, the attacker 
  takes the attack's damage and suffers all the other 
  consequences of getting struck with that attack. 
  You cannot deflect attacks that miss you for any 
  reason besides a failed attack roll (such as 
  concealment). Similarly, you cannot deflect 
  attacks that actually do strike you but simply fail 
  to do any harm. 
   
  Diminished Effects: The spell’s duration becomes 
  concentration, up to 1 round per caster level. 
   Heightened Effects: The spell’s range becomes 
  touch, and its target becomes one creature. 
  DELAYED BLAST FIREBALL 
  School evocation [fire]; Level sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, M (a ball of bat guano and 
  sulfur) 
  Range long (400 ft. + 40 ft./level) 
  Area 20-ft.-radius spread 
  Duration 5 rounds or less; see text 
  Saving Throw Reflex half; Spell Resistance yes 
  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. The burst of flame deals 1d6 points of fire 
  damage per caster level (maximum 20d6). You 
  select the amount of delay upon completing the 
  spell, and that time cannot change once it has 
  
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  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 that the bead detonates 
  while being handled. 
   
  Diminished Effects: The burst of flame deals 1d6 
  points of fire damage per caster level (maximum 
  15d6). If a creature handles and moves the bead 
  within 1 round of its detonation, there is a 50% 
  chance that the bead detonates while being 
  handled. If the bead detonates while being 
  handled, the creature handling the bead catches 
  on fire (no save). 
   Heightened Effects: Every creature within the area 
  must make a second Reflex save or catch on fire. If 
  a creature handles and moves the bead within 1 
  round of its detonation, there is a 0% chance that 
  the bead detonates while being handled. If thrown, 
  the bead detonates upon impact. 
  DESTRUCTION 
  School necromancy [death]; Level cleric/oracle 7, 
  witch 8; Domain death 7, repose 7 
  Casting Time 1 standard action 
  Components V, S, F (holy or unholy symbol costing 
  500 gp) 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature 
  Duration instantaneous 
  Saving Throw Fortitude partial; Spell Resistance 
  yes 
  This spell instantly delivers 10 points of damage 
  per caster level. If the spell slays the target, it 
  consumes the remains utterly in holy (or unholy) 
  fire (but not its equipment or possessions). If the 
  target's Fortitude saving throw succeeds, it 
  instead takes 10d6 points of damage. The only 
  way to restore life to a character who has failed to 
  save against this spell (and was slain) is to use true 
  resurrection, a carefully worded wish spell 
  followed by resurrection, or miracle. 
   
  Diminished Effects: The spell delivers 10 points of 
  damage per caster level (to a maximum of 150 
  points at 15th level). If the target's Fortitude saving 
  throw succeeds, it instead takes 10d4 points of 
  damage. 
   Heightened Effects: There is no way to restore life 
  to a character who has failed to save against this 
  spell (and was slain). 
  DICTUM 
  School evocation [lawful, sonic]; Level 
  cleric/oracle 7, inquisitor 6; Domain law 7 
  Casting Time 1 standard action 
  Components V 
  Range 40 ft. 
  Area nonlawful creatures in a 40-ft.-radius spread 
  centered on you 
  Duration instantaneous 
  Saving Throw none or Will negates; see text; Spell 
  Resistance yes 
  Any nonlawful creature within the area of a 
  dictum spell suffers the following ill effects.  
  HD 
  Effect 
  Equal to caster 
  level 
  Deafened 
  Up to caster level 
  –1 
  Staggered, deafened 
  Up to caster level 
  –5 
  Paralyzed, staggered, deafened 
  Up to caster level 
  –10 
  Killed, paralyzed, staggered, 
  deafened 
  The effects are cumulative and concurrent. A 
  successful Will save reduces or eliminates these 
  effects. Creatures affected by multiple effects 
  make only one save and apply the result to all the 
  effects. 
  
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  Deafened: The creature is deafened for 1d4 
  rounds. Save negates. 
  Staggered: The creature is staggered for 2d4 
  rounds. Save reduces the staggered effect to 1d4 
  rounds. 
  Paralyzed: The creature is paralyzed and helpless 
  for 1d10 minutes. Save reduces the paralyzed 
  effect to 1 round. 
  Killed: Living creatures die. Undead creatures are 
  destroyed. Save negates. If the save is successful, 
  the creature instead takes 3d6 points of damage + 
  1 point per caster level (maximum +25). 
  Furthermore, if you are on your home plane when 
  you cast this spell, nonlawful extraplanar 
  creatures within the area are instantly banished 
  back to their home planes. Creatures so banished 
  cannot return for at least 24 hours. This effect 
  takes place regardless of whether the creatures 
  hear the dictum or not. The banishment effect 
  allows a Will save (at a –4 penalty) to negate. 
  Creatures whose Hit Dice exceed your caster level 
  are unaffected by dictum. 
   
  Diminished Effects: The spell’s area becomes a 20-
  foot-radius spread and it only affects chaotic 
  creatures with HD less than your caster level. 
   Heightened Effects: The spell’s area becomes a 20-
  foot-radius spread and it only affects good 
  creatures with HD less than your caster level. 
  HD 
  Effect 
  Equal to caster level 
  Blinded 
  Up to caster level –
  1 
  Dazed, blinded 
  Up to caster level –
  5 
  Paralyzed, dazed, blinded 
  Up to caster level –
  10 
  Killed, paralyzed, dazed, 
  blinded 
  Blinded: The creature is blinded for 1d4 rounds. 
  Save negates. 
  Dazed: The creature can take no actions for 2d4 
  rounds. Save reduces the dazed effect to 1d4 
  rounds. 
  DISINTEGRATE 
  School transmutation; Level magus 6, 
  sorcerer/wizard 6; Domain ash 7, destruction 7 
  Casting Time 1 standard action 
  Components V, S, M/DF (a lodestone and a pinch 
  of dust) 
  Range medium (100 ft. + 10 ft./level) 
  Effect ray 
  Duration instantaneous 
  Saving Throw Fortitude partial (object); Spell 
  Resistance yes 
  A thin, green ray springs from your pointing finger. 
  You must make a successful ranged touch attack 
  to hit. Any creature struck by the ray takes 2d6 
  points of damage per caster level (to a maximum 
  of 40d6). Any creature reduced to 0 or fewer hit 
  points by this spell is entirely disintegrated, 
  leaving behind only a trace of fine dust. A 
  disintegrated creature's equipment is unaffected. 
  When used against an object, the ray simply 
  disintegrates as much as a 10-foot cube of 
  nonliving matter. Thus, the spell disintegrates only 
  part of any very large object or structure targeted. 
  The ray affects even objects constructed entirely 
  of force, such as interposing hand or a wall of 
  force, but not magical effects such as a globe of 
  invulnerability or an antimagic field. 
  A creature or object that makes a successful 
  Fortitude save is partially affected, taking only 5d6 
  points of damage. If this damage reduces the 
  creature or object to 0 or fewer hit points, it is 
  entirely disintegrated. 
  
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  Only the first creature or object struck can be 
  affected; that is, the ray affects only one target 
  per casting. 
   
  Diminished Effects: Any creature struck by the ray 
  takes 2d6 points of damage per caster level (to a 
  maximum of 40d4). A creature or object that 
  makes a successful Fortitude save is partially 
  affected, taking only 5d4 points of damage. 
   Heightened Effects: You may fire up to one ray per 
  four caster levels. Each ray requires a ranged touch 
  attack to hit and deals damage in increments of 
  2d8 points of damage. The maximum damage from 
  all the rays is 2d8 points of damage per caster level 
  (to a maximum of 40d8). The rays must be aimed 
  at targets within 30 feet of each other and fired 
  simultaneously. A creature or object that makes a 
  successful Fortitude save is partially affected, 
  taking only 1d8 points of damage per 8d8 points of 
  intended damage (minimum 1d8).  
  For example, a 14th-level wizard decides to fire 
  two rays at an ettin and a hill giant. She might 
  decide to empower each of the rays with 14d8 
  points of damage (for a total of 28d8 points of 
  damage). The ettin fails its Fortitude save and take 
  full damage while the hill giant succeeds on its 
  Fortitude save and only takes 2d8 points of 
  damage. 
  E 
  ELEMENTAL BODY, GREATER 
  School transmutation (polymorph); Level 
  alchemist 6, magus 6, sorcerer/wizard 7; Domain 
  air 7, earth 7, fire 7, water 7 
  Casting Time 1 standard action 
  Components V, S, M (the element you plan to 
  assume) 
  Range personal 
  Target you 
  Duration 1 min/level (D) 
  This spell functions as elemental body, except that 
  it also allows you to assume the form of a Huge 
  air, earth, fire, or water elemental. The abilities 
  you gain depend upon the type of elemental into 
  which you change. You are also immune to bleed 
  damage, critical hits, and precision damage while 
  in elemental form and gain DR 5/—. 
  Air elemental: If the form you take is that of a 
  Huge air elemental, you gain a +4 size bonus to 
  your Strength, +6 size bonus to your Dexterity, 
  and a +4 natural armor bonus. You also gain fly 
  120 feet (perfect), darkvision 60 feet, and the 
  ability to create a whirlwind. 
  Earth elemental: If the form you take is that of a 
  Huge earth elemental, you gain a +8 size bonus to 
  your Strength, a –2 penalty on your Dexterity, a +4 
  size bonus to your Constitution, and a +6 natural 
  armor bonus. You also gain darkvision 60 feet, and 
  the ability to earth glide. 
  Fire elemental: If the form you take is that of a 
  Huge fire elemental, you gain a +6 size bonus to 
  your Dexterity, a +4 size bonus to your 
  Constitution, and a +4 natural armor bonus. You 
  gain darkvision 60 feet, resist fire 20, vulnerability 
  to cold, and the burn ability. 
  Water elemental: If the form you take is that of a 
  Huge water elemental, you gain a +4 size bonus to 
  your Strength, a –2 penalty on your Dexterity, a +8 
  size bonus to your Constitution, and a +6 natural 
  armor bonus. You also gain swim 120 feet, 
  darkvision 60 feet, the ability to create a vortex, 
  and the ability to breathe water. 
   
  Diminished Effects: This spell functions 
  as elemental body, except that it also allows you to 
  assume the form of a Large air, earth, fire, or water 
  elemental. The abilities you gain depend upon the 
  type of elemental into which you change. You are 
  also immune to bleed damage, critical hits, and 
  sneak attacks while in elemental form. 
  
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  Air elemental: As above, except that you gain a +2 
  size bonus to your Strength, +4 size bonus to 
  your Dexterity, and a +4 natural armor bonus. 
  Earth elemental: As above, except that you gain a 
  +6 size bonus to your Strength, a –2 penalty on 
  your Dexterity, a +2 size bonus to 
  your Constitution, and a +6 natural armor bonus. 
  Fire elemental: As above, except that you gain a 
  +4 size bonus to your Dexterity, a +2 size bonus to 
  your Constitution, and a +4 natural armor bonus. 
  Water elemental: As above, except that you gain a 
  +2 size bonus to your Strength, a –2 penalty on 
  your Dexterity, a +6 size bonus to 
  your Constitution, and a +6 natural armor bonus.  
   Heightened Effects: The spell’s range becomes 
  touch and its target becomes one creature. 
   Merged! This spell combines the effects of the 
  following spells: elemental body III and 
  elemental body IV. 
  EPIDEMIC 
  School necromancy [disease, evil]; Level 
  cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target living creature 
  Duration instantaneous 
  Saving Throw Fortitude negates; Spell Resistance 
  yes 
  The target contracts one of the following diseases: 
  blinding sickness, bubonic plague, cackle 
  fever, filth fever, leprosy, mindfire, red 
  ache, shakes, or slimy doom, as the spell 
  contagion. However, the disease is highly 
  contagious, and any creature that touches the 
  infected target, is touched by the target, or 
  spends more than an hour in a confined space 
  with the target must make a save against the 
  disease's normal DC (not the spell DC) or contract 
  the disease. If the initial target overcomes the 
  disease by making the required number of saving 
  throws, it remains a carrier of the disease for a 
  length of time equal to the disease's frequency, 
  and can continue to infect others during this time. 
   
  Diminished Effects: The spell’s range becomes 
  touch. 
   Heightened Effects: The initial target cannot 
  overcome the disease without magic—making the 
  required number of saves does not cure it and it 
  can continue to infect others. The DC to remove 
  the disease with magic is equal to the save DC + 5. 
  ETHEREAL JAUNT 
  School transmutation; Level cleric/oracle 8, 
  sorcerer/wizard 8, summoner 6; Domain thievery 
  7 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration 1 min./level (D) 
  You become ethereal, along with your equipment. 
  For the duration of the spell, you are in the 
  Ethereal Plane, which overlaps the Material Plane. 
  When the spell expires, you return to material 
  existence. 
  An ethereal creature is invisible, insubstantial, and 
  capable of moving in any direction, even up or 
  down, albeit at half normal speed. As an 
  insubstantial creature, you can move through 
  solid objects, including living creatures. An 
  ethereal creature can see and hear on the 
  Material Plane, but everything looks gray and 
  ephemeral. Sight and hearing onto the Material 
  Plane are limited to 60 feet. 
  Force effects and abjurations affect an ethereal 
  creature normally. Their effects extend onto the 
  Ethereal Plane from the Material Plane, but not 
  vice versa. An ethereal creature can't attack 
  material creatures, and spells you cast while 
  
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  ethereal affect only other ethereal things. Certain 
  material creatures or objects have attacks or 
  effects that work on the Ethereal Plane. 
  Treat other ethereal creatures and ethereal 
  objects as if they were material. 
  If you end the spell and become material while 
  inside a material object (such as a solid wall), you 
  are shunted off to the nearest open space and 
  take 1d6 points of damage per 5 feet that you so 
  travel. 
   
  Diminished Effects: The spell’s duration becomes 1 
  round per caster level. 
   Heightened Effects: The spell’s range becomes 
  touch and its target becomes you and one other 
  touched creature per three caster levels. Once 
  ethereal, the subjects need not stay together. 
  When the spell expires, all affected creatures on 
  the Ethereal Plane return to material existence. 
   Merged! This spell combines the effects of the 
  following spells: ethereal jaunt and 
  etherealness. 
  EXPEND 
  School abjuration; Level sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, M (miniature broken hourglass) 
  Range medium (100 ft. + 10 ft./level) 
  Area 20-ft.-radius burst 
  Duration instantaneous 
  Saving Throw Will negates; Spell Resistance yes 
  You cause all creatures in the affected area to use 
  up one or more of their limited-use magical 
  abilities without any actual effect. A limited-use 
  magical ability is any supernatural or spell-like 
  ability which a creature can only activate a certain 
  number of times during a set interval (3/day, 
  1/hour, etc.). The spell does not affect abilities 
  which the creature can use at will or which are 
  constant. It also does not apply to magical items 
  or anything else external to a creature. A creature 
  in the spell's area must make a Will saving throw 
  or expend a single use of one of its abilities. 
  Abilities with the greatest number of uses per day 
  are affected first; if more than one ability has the 
  same number of uses, randomly determine which 
  one is affected first. Creatures must continue 
  making Will saves, expending an additional use of 
  an ability for each failed save, until they succeed, 
  at which point the spell has no further effect. 
   
  Diminished Effects: The spell’s range becomes 
  close (25 ft. + 5 ft./2 levels) and its area becomes a 
  10-foot-radius burst. 
   Heightened Effects: The spell’s area becomes a 30-
  foot-radius burst. 
  F 
  FINGER OF DEATH 
  School necromancy [death]; Level druid 8, 
  sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature 
  Duration instantaneous 
  Saving Throw Fortitude partial; Spell Resistance 
  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. 
   
  Diminished Effects: The spell delivers 5 points of 
  damage per caster level. If the target's Fortitude 
  saving throw succeeds, it instead takes 3d4 points 
  of damage + 1 point per caster level. 
   Heightened Effects: The spell delivers 15 points of 
  damage per caster level. If the target's Fortitude 
  saving throw succeeds, it instead takes 3d8 points 
  of damage + 1 point per caster level.  
  
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  FIRE STORM 
  School evocation [fire]; Level cleric/oracle 8, druid 
  7 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Area two 10-ft. cubes per level (S) 
  Duration instantaneous 
  Saving Throw Reflex half; Spell Resistance yes 
  When a fire storm spell is cast, the whole area is 
  shot through with sheets of roaring flame. The 
  raging flames do not harm natural vegetation, 
  ground cover, or any 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). 
  Creatures that fail their Reflex save catch on fire, 
  taking 4d6 points of fire damage each round until 
  the flames are extinguished. Extinguishing the 
  flames is a full-round action that requires a DC 20 
  Reflex save. 
   
  Diminished Effects: The spell’s area becomes one 
  10-foot cube per caster level. Any other creature 
  within the area takes 1d6 points of fire damage per 
  caster level (maximum 15d6). Creatures that fail 
  their Reflex save do not catch on fire. 
   Heightened Effects: The spell’s area becomes 
  three 10-foot-cubes per caster level. Any other 
  creature within the area takes 1d8 points of fire 
  damage per caster level (maximum 20d8). 
  FIREBRAND 
  School transmutation [fire]; Level sorcerer/wizard 
  7 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature/4 levels, no two of which can 
  be more than 30 ft. apart 
  Duration 1 round/level 
  Saving Throw Will negates (harmless), but see 
  below; Spell Resistance yes (harmless) 
  You mark several allies with a flaming rune. This 
  rune does not cause damage and sheds light as if 
  it were a torch. While the firebrand burns, any 
  creature it marks is immune to damage from any 
  fire spell you cast. All of the target's weapons 
  (both natural and manufactured) inflict +1d6 
  points of fire damage on a hit (this bonus fire 
  damage stacks with any amount of fire damage a 
  creature's weapons might already inflict). At any 
  point during the spell's duration, a creature 
  bearing a firebrand can launch a beam of fire at 
  any target within 30 feet as a swift action. This ray 
  requires a ranged touch attack to hit and deals 
  6d6 points of fire damage. Once a creature uses 
  its firebrand to fire a ray in this manner, the 
  effects of the spell end for that creature. 
   
  Diminished Effects: The spell’s target becomes one 
  creature per five caster levels. If a creature bearing 
  a firebrand launches a ray of fire, the ray only deals 
  4d6 points of fire damage. 
   Heightened Effects: Opponents who take fire 
  damage from a creature bearing a firebrand must 
  make a Reflex save or catch fire.  
  FLY, MASS 
  School transmutation; Level sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, F (a wing feather) 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature/level, no two of which can be 
  more than 30 ft. apart 
  Duration 10 minutes/level 
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless) 
  The subjects can fly at a speed of 60 feet (or 40 
  feet if they wear medium or heavy armor, or if 
  they carry a medium or heavy load). The subjects 
  can ascend at half speed and descend at double 
  speed, and their maneuverability is good 
  (including a +4 maneuverability bonus on Fly 
  checks). Using a fly spell requires only as much 
  concentration as walking, so the subjects can 
  
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  attack or cast spells normally. The subjects of a fly 
  spell can charge but not run, and cannot carry 
  aloft more weight than their maximum loads, plus 
  any armor they wear. The subjects gains a bonus 
  on Fly skill checks equal to 1/2 your caster level. 
  Should the spell’s duration expire while the 
  subjects are still aloft, the magic fails slowly. The 
  subjects float downward 60 feet per round for 1d6 
  rounds. If they reach the ground in that amount of 
  time, they land safely. If not, they fall the rest of 
  the distance, taking 1d6 points of damage per 10 
  feet of fall. Since dispelling a spell effectively ends 
  it, the subjects also descend safely in this way if 
  the fly spell is dispelled, but not if it is negated by 
  an antimagic field. 
   
  Diminished Effects: The spell only allows you to 
  move the subjects up and down vertically. You can 
  mentally direct the subjects to move up or down as 
  much as 20 feet each round; doing so is a move 
  action. You cannot move the subjects horizontally, 
  but the subjects could clamber along the face of a 
  cliff, for example, or push against a ceiling to move 
  laterally (generally at half their base land speed). A 
  levitating creature that attacks with a melee or 
  ranged weapon finds itself increasingly unstable; 
  the first attack has a –1 penalty on attack rolls, the 
  second –2, and so on, to a maximum penalty of –5. 
  A full round spent stabilizing allows the creature to 
  begin again at –1. 
   Heightened Effects: The subjects can fly at a speed 
  of 90 feet (or 60 feet if they wear medium or heavy 
  armor, or if they carry a medium or heavy load).  
  FORCECAGE 
  School evocation [force]; Level sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, M (ruby dust worth 500 gp) 
  Range close (25 ft. + 5 ft./2 levels) 
  Area barred cage (20-ft. cube) or windowless cell 
  (10-ft. cube) 
  Duration 1 round/level (D) 
  Saving Throw Reflex negates; Spell Resistance no 
  This spell creates an immobile, invisible cubical 
  prison composed of either bars of force or solid 
  walls of force (your choice). 
  Creatures within the area are caught and 
  contained unless they are too big to fit inside, in 
  which case the spell automatically fails. 
  Teleportation and other forms of astral travel 
  provide a means of escape, but the force walls or 
  bars extend into the Ethereal Plane, blocking 
  ethereal travel. 
  Like a wall of force, a forcecage resists dispel 
  magic, although a mage's disjunction still 
  functions. The walls of a forcecage can be 
  damaged by spells as normal, except for 
  disintegrate, which automatically destroys it. The 
  walls of a forcecage can be damaged by weapons 
  and supernatural abilities, but they have a 
  Hardness of 30 and a number of hit points equal 
  to 20 per caster level. Contact with a sphere of 
  annihilation or rod of cancellation instantly 
  destroys a forcecage. 
  Barred Cage: This version of the spell produces a 
  20-foot cube made of bands of force (similar to a 
  wall of force spell) for bars. The bands are a half-
  inch wide, with half-inch gaps between them. Any 
  creature capable of passing through such a small 
  space can escape; others are confined within the 
  barred cage. You can't attack a creature in a 
  barred cage with a weapon unless the weapon can 
  fit between the gaps. Even against such weapons 
  (including arrows and similar ranged attacks), a 
  creature in the barred cage has cover. All spells 
  and breath weapons can pass through the gaps in 
  the bars. 
  Windowless Cell: This version of the spell produces 
  a 10-foot cube with no way in and no way out. 
  Solid walls of force form its six sides. 
   
  Diminished Effects: The spell’s area becomes a 10-
  foot cube barred cage or a 5-foot cube windowless 
  cell. 
  
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   Heightened Effects: Creatures within the affected 
  area do not receive a Reflex save to avoid 
  becoming caught.  
  FORM OF THE DRAGON 
  School transmutation (polymorph); Level 
  alchemist 6, magus 6, sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, M (a scale of the dragon type 
  you plan to assume) 
  Range personal 
  Target you 
  Duration 1 min./level (D) 
  Save see text; Spell Resistance no 
  You become a Large chromatic or metallic dragon. 
  You gain the following abilities: a +6 size bonus to 
  Strength, a +4 size bonus to Constitution, a +6 
  natural armor bonus, fly 90 feet (poor), darkvision 
  60 feet, a breath weapon, DR 5/magic, and 
  resistance to one element. You also gain one bite 
  (2d6), two claws (1d8), two wing attacks (1d6), 
  and one tail slap attack (1d8). You can only use the 
  breath weapon twice per casting of this spell, and 
  you must wait 1d4 rounds between uses. All 
  breath weapons deal 8d8 points of damage and 
  allow a Reflex save for half damage. 
   In addition, some of the dragon types grant 
  additional abilities, as noted below. 
  Black dragon: 80-foot line of acid, resist acid 20, 
  swim 60 feet 
  Blue dragon: 80-foot line of electricity, resist 
  electricity 20, burrow 20 feet 
  Green dragon: 40-foot cone of acid, resist acid 20, 
  swim 40 feet 
  Red dragon: 40-foot cone of fire, resist fire 30, 
  vulnerability to cold 
  White dragon: 40-foot cone of cold, resist cold 20, 
  swim 60 feet, vulnerability to fire 
  Brass dragon: 80-foot line of fire, resist fire 20, 
  burrow 30 feet, vulnerability to cold 
  Bronze dragon: 80-foot line of electricity, resist 
  electricity 20, swim 60 feet 
  Copper dragon: 80-foot line of acid, resist acid 
  20, spider climb (always active) 
  Gold dragon: 40-foot cone of fire, resist fire 20, 
  swim 60 feet 
  Silver dragon: 40-foot cone of cold, resist cold 30, 
  vulnerability to fire 
   
  Diminished Effects: You become a Medium 
  chromatic or metallic dragon. You gain a +4 size 
  bonus to Strength, a +2 size bonus to Constitution, 
  a +4 natural armor bonus, fly 60 feet 
  (poor), darkvision 60 feet, a breath weapon, and 
  resistance to one element. You also gain one bite 
  (1d8), two claws (1d6), and two wing attacks (1d4). 
  Your breath weapon and resistance depend on the 
  type of dragon. You can only use the breath 
  weapon once per casting of this spell. All breath 
  weapons deal 6d8 points of damage and allow 
  a Reflex save for half damage. Line breath 
  weapons decrease to 60-foot lines and cones 
  decrease to 43-foot cones. 
   Heightened Effects: You become a Huge chromatic 
  or metallic dragon. You gain the following abilities: 
  a +10 size bonus to Strength, a +8 size bonus 
  to Constitution, a +8 natural armor bonus, fly 120 
  feet (poor), blindsense 60 feet, darkvision 120 feet, 
  a breath weapon, DR 10/magic, frightful presence 
  (DC equal to the DC for this spell), and immunity to 
  one element (of the same type your chosen dragon 
  type grants resistance to). You also gain one bite 
  (2d8), two claws (2d6), two wing attacks (1d8), and 
  one tail slap attack (2d6). You can use the breath 
  weapon as often as you like, but you must wait 1d4 
  rounds between uses. All breath weapons deal 
  12d8 points of damage and allow a Reflex save for 
  half damage. Line breath weapons increase to 100-
  foot lines and cones increase to 50-foot cones. 
  
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   Merged! This spell combines the effects of the 
  following spells: form of the dragon I, form of 
  the dragon II, and form of the dragon III. 
  FREEZING SPHERE 
  School evocation [cold]; Level magus 6, 
  sorcerer/wizard 6; Domain ice 7 
  Casting Time 1 standard action 
  Components V, S, F (a small crystal sphere) 
  Range long (400 ft. + 40 ft./level) 
  Target, Effect, or Area see text 
  Duration instantaneous or 1 round/level; see text 
  Saving Throw Reflex half; see text; Spell 
  Resistance yes 
  Freezing sphere creates a frigid globe of cold 
  energy that streaks from your fingertips to the 
  location you select, where it explodes in a 40-foot-
  radius burst, dealing 1d6 points of cold damage 
  per caster level (maximum 15d6) to each creature 
  in the area. A creature of the water subtype 
  instead takes 1d8 points of cold damage per 
  caster level (maximum 15d8) and is staggered for 
  1d4 rounds. 
  If the freezing sphere strikes a body of water or a 
  liquid that is principally water (not including 
  water-based creatures), it freezes the liquid to a 
  depth of 6 inches in a 40-foot radius. This ice lasts 
  for 1 round per caster level. Creatures that were 
  swimming on the surface of a targeted body of 
  water become trapped in the ice. Attempting to 
  break free is a full-round action. A trapped 
  creature must make a DC 25 Strength check or a 
  DC 25 Escape Artist check to do so. 
  You can refrain from firing the globe after 
  completing the spell, if you wish. Treat this as a 
  touch spell for which you are holding the charge. 
  You can hold the charge for as long as 1 round per 
  level, at the end of which time the freezing sphere 
  bursts centered on you (and you receive no saving 
  throw to resist its effect). Firing the globe in a 
  later round is a standard action. 
   
  Diminished Effects: The globe explodes in a 20-
  foot-radius burst, and a creature of the water 
  subtype who takes damage from the spell does not 
  become staggered. 
   Heightened Effects: Each creature who takes 
  damage from the spell is staggered for 1d4 rounds. 
  A creature of the water subtype who takes damage 
  from the spell is paralyzed for 1d4 rounds. 
  G 
  GIANT FORM 
  School transmutation (polymorph); Level 
  alchemist 6, sorcerer/wizard 7; Bloodline boreal 7 
  Casting Time 1 standard action 
  Components V, S, M (a piece of the creature 
  whose form you plan to assume) 
  Range personal 
  Target you 
  Duration 1 min./level (D) 
  When you cast this spell you can assume the form 
  of any Large humanoid creature of the giant 
  subtype. Once you assume your new form, you 
  gain the following abilities: a +6 size bonus to 
  Strength, a –2 penalty to Dexterity, a +4 size 
  bonus to Constitution, a +4 natural armor bonus, 
  and low-light vision. If the form you assume has 
  any of the following abilities, you gain the listed 
  ability: darkvision 60 feet, rend (2d6 damage), 
  regeneration 5, rock catching, and rock throwing 
  (range 60 feet, 2d6 damage). If the creature has 
  immunity or resistance to any elements, you gain 
  resistance 20 to those elements. If the creature 
  has vulnerability to an element, you gain that 
  vulnerability. 
   
  Diminished Effects: The spell’s duration becomes 1 
  round per caster level. 
   Heightened Effects: The spell allows you to assume 
  the form of any Huge creature of the giant type. 
  You gain the following abilities: a +8 size bonus 
  to Strength, a –2 penalty to Dexterity, a +6 size 
  
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  bonus to Constitution, a +6 natural armor 
  bonus, low-light vision, and a +10-foot 
  enhancement bonus to your speed. If the form you 
  assume has any of the following abilities, you gain 
  the listed ability: swim 60 feet, darkvision 60 feet, 
  rend (2d8 damage), regeneration 5, rock catching, 
  and rock throwing (range 120 feet, 2d10 damage). 
  If the creature has immunity or resistance to one 
  element, you gain that immunity or resistance. If 
  the creature has vulnerability to an element, you 
  gain that vulnerability.  
   Merged! This spell combines the effects of the 
  following spells: giant form I and giant form II. 
  GUARDS AND WARDS 
  School abjuration; Level sorcerer/wizard 6, witch 
  6; Domain home 7, wards 6 
  Casting Time 30 minutes 
  Components V, S, M (burning incense, a small 
  measure of brimstone and oil, a knotted string, 
  and a small amount of blood), F (a small silver rod) 
  Range anywhere within the area to be warded 
  Area up to 200 sq. ft./level (S) 
  Duration 2 hours/level (D) 
  Saving Throw see text; Spell Resistance see text 
  This powerful spell is primarily used to defend a 
  stronghold or fortress by creating a number of 
  magical wards and effects. The ward protects 200 
  square feet per caster level. The warded area can 
  be as much as 20 feet high, and shaped as you 
  desire. You can ward several stories of a 
  stronghold by dividing the area among them; you 
  must be somewhere within the area to be warded 
  to cast the spell. The spell creates the following 
  magical effects within the warded area. 
  Fog: Fog fills all corridors, obscuring all sight, 
  including darkvision, beyond 5 feet. A creature 
  within 5 feet has concealment (attacks have a 20% 
  miss chance). Creatures farther away have total 
  concealment (50% miss chance, and the attacker 
  cannot use sight to locate the target). Saving 
  Throw: none. Spell Resistance: no. 
  Arcane Locks: All doors in the warded area are 
  arcane locked. Saving Throw: none. Spell 
  Resistance: no. 
  Webs: Webs fill all stairs from top to bottom. 
  These strands are identical with those created by 
  the web spell, except that they regrow in 10 
  minutes if they are burned or torn away while the 
  guards and wards spell lasts. Saving Throw: Reflex 
  negates; see text for web. Spell Resistance: no. 
  Confusion: Where there are choices in direction—
  such as a corridor intersection or side passage—a 
  minor confusion-type effect functions so as to 
  make it 50% probable that intruders believe they 
  are going in the opposite direction from the one 
  they actually chose. This is a mind-affecting effect. 
  Saving Throw: none. Spell Resistance: yes. 
  Lost Doors: One door per caster level is covered by 
  a diminished moving image to appear as if it were 
  a plain wall. Saving Throw: Will disbelief (if 
  interacted with). Spell Resistance: no. 
  In addition, you can place your choice of one of 
  the following five magical effects. 
  1. Dancing lights in four corridors. You can 
  designate a simple program that causes the lights 
  to repeat as long as the guards and wards spell 
  lasts. Saving Throw: none. Spell Resistance: no. 
  2. A magic mouth in two places. Saving Throw: 
  none. Spell Resistance: no. 
  3. A heightened stinking cloud in two places. The 
  vapors appear in the places you designate; they 
  return within 10 minutes if dispersed by wind 
  while the guards and wards spell lasts. Saving 
  Throw: Fortitude negates; see heightened text for 
  fog cloud. Spell Resistance: no. 
  4. A gust of wind in one corridor or room. Saving 
  Throw: Fortitude negates. Spell Resistance: yes. 
  5. A suggestion in one place. You select an area of 
  up to 5 feet square, and any creature who enters 
  
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  or passes through the area receives the 
  suggestion mentally. Saving Throw: Will negates. 
  Spell Resistance: yes. 
  The whole warded area radiates strong magic of 
  the abjuration school. A dispel magic cast on a 
  specific effect, if successful, removes only that 
  effect. A successful mage's disjunction destroys 
  the entire guards and wards effect. 
   
  Diminished Effects: The spell’s duration is reduced 
  to 20 minutes per caster level. 
   Heightened Effects: You may place one of the five 
  selectable magical effects per two caster levels 
  beyond 11th. 
  H 
  HARM 
  School necromancy; Level cleric/oracle 6, 
  inquisitor 6, witch 7; Domain decay 6, destruction 
  6 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration instantaneous 
  Saving Throw Will half; see text; Spell Resistance 
  yes 
  Harm charges a subject with negative energy that 
  deals 10 points of damage per caster level (to a 
  maximum of 150 points at 15th level). If the 
  creature successfully saves, harm deals half this 
  amount. Harm cannot reduce the target's hit 
  points to less than 1. 
  If used on an undead creature, harm acts like heal. 
   
  Diminished Effects: The spell only deals 5 points of 
  damage per caster level (to a maximum of 100 
  points at 20th level). 
   Heightened Effects: The spell range becomes 30 
  feet and its effect becomes a ray. The ray requires 
  you to make a ranged touch attack to affect the 
  target. 
  HEAL 
  School conjuration (healing); Level alchemist 6, 
  cleric/oracle 6, druid 7, inquisitor 6, witch 7; 
  Domain healing 6 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration instantaneous 
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless) 
  Heal enables you to channel positive energy into a 
  creature to wipe away injury and afflictions. It 
  immediately ends any and all of the following 
  adverse conditions affecting the target: ability 
  damage, blinded, confused, dazed, dazzled, 
  deafened, diseased, exhausted, fatigued, 
  feebleminded, insanity, nauseated, poisoned, 
  sickened, and stunned. It also cures 10 hit points 
  of damage per level of the caster, to a maximum 
  of 150 points at 15th level. 
  Heal does not remove negative levels or restore 
  permanently drained ability score points. 
  If used against an undead creature, heal instead 
  acts like harm. 
   
  Diminished Effects: The spell’s range becomes 
  personal and its target becomes you. Furthermore, 
  the spell only heals 5 points of damage per caster 
  level (to a maximum of 100 points at 20th level), 
  and only removes the following adverse conditions 
  affecting you: ability damage, blinded, confused, 
  dazzled, deafened, diseased, exhausted, fatigued, 
  nauseated, poisoned, and sickened. 
   Heightened Effects: The spell range becomes 30 
  feet and its effect becomes a ray. The ray requires 
  you to make a ranged touch attack to affect the 
  target.  
  
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  HOLY WORD 
  School evocation [good, sonic]; Level cleric/oracle 
  7, inquisitor 6; Domain good 7 
  Casting Time 1 standard action 
  Components V 
  Range 40 ft. 
  Area nongood creatures in a 40-ft.-radius spread 
  centered on you 
  Duration instantaneous 
  Saving Throw Will partial; Spell Resistance yes 
  Any nongood creature within the area of a holy 
  word spell suffers the following ill effects. 
  HD 
  Effect 
  Equal to caster 
  level 
  Deafened 
  Up to caster level 
  –1 
  Blinded, deafened 
  Up to caster level 
  –5 
  Paralyzed, blinded, deafened 
  Up to caster level 
  –10 
  Killed, paralyzed, blinded, 
  deafened 
  The effects are cumulative and concurrent. A 
  successful Will save reduces or eliminates these 
  effects. Creatures affected by multiple effects 
  make only one save and apply the result to all the 
  effects. 
  Deafened: The creature is deafened for 1d4 
  rounds. Save negates. 
  Blinded: The creature is blinded for 2d4 rounds. 
  Save reduces the blinded effect to 1d4 rounds. 
  Paralyzed: The creature is paralyzed and helpless 
  for 1d10 minutes. Save reduces the paralyzed 
  effect to 1 round. 
  Killed: Living creatures die. Undead creatures are 
  destroyed. Save negates. If the save is successful, 
  the creature instead takes 3d6 points of damage + 
  1 point per caster level (maximum +25). 
  Furthermore, if you are on your home plane when 
  you cast this spell, nongood extraplanar creatures 
  within the area are instantly banished back to 
  their home planes. Creatures so banished cannot 
  return for at least 24 hours. This effect takes place 
  regardless of whether the creatures hear the holy 
  word or not. The banishment effect allows a Will 
  save (at a –4 penalty) to negate. 
  Creatures whose HD exceed your caster level are 
  unaffected by holy word. 
   
  Diminished Effects: The spell’s area becomes a 20-
  foot-radius spread and it only affects evil creatures 
  with HD less than your caster level. 
   Heightened Effects: Any nongood creature within 
  the area of the spell suffers the following ill effects. 
  HD 
  Effect 
  Equal to caster 
  level 
  Blinded 
  Up to caster level 
  –1 
  Nauseated, blinded 
  Up to caster level 
  –5 
  Paralyzed, nauseated, blinded 
  Up to caster level 
  –10 
  Killed, paralyzed, nauseated, 
  blinded 
  Blinded: The creature is blinded for 1d4 rounds. 
  Save negates. 
  Sickened: The creature is nauseated for 2d4 
  rounds. Save reduces the nauseated effect to 1d4 
  rounds. 
  I 
  ICE BODY 
  School transmutation [cold]; Level 
  sorcerer/wizard 7, witch 7 
  Casting Time 1 standard action 
  Components V, S 
  
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  Range personal 
  Target you 
  Duration 1 minute/level (D) 
  Your form transmutes into living ice, granting you 
  several abilities. You gain the cold subtype and 
  damage reduction 5/magic. You are immune to 
  ability score damage, blindness, critical hits, 
  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 cannot drink (and thus can't use 
  potions) or play wind instruments. 
  Your unarmed attack deals damage equal to a club 
  sized for you (1d4 for Small characters or 1d6 for 
  Medium characters) plus 1 point of cold damage, 
  and you are considered armed when making 
  unarmed attacks. You may burrow through 
  nonmagical ice or snow at your base speed as 
  easily as a fish swims through water. You can 
  move through magical ice and snow if you succeed 
  on a caster level check (1d20 + caster level) 
  against a DC of 11 + the caster level of the effect; 
  you automatically succeed on caster level checks 
  against effects that you created. Your passage 
  through snow and ice in this fashion leaves behind 
  no tunnel or hole. 
   
  Diminished Effects: The spell’s duration becomes 1 
  round per caster level. 
   Heightened Effects: The spell’s range becomes 
  touch and its target becomes one creature. 
  INSANITY 
  School enchantment (compulsion) [mind-
  affecting]; Level sorcerer/wizard 7, witch 7; 
  Domain charm 7, madness 7; Bloodline accursed 
  7 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Target one living creature 
  Duration instantaneous 
  Saving Throw Will negates; Spell Resistance yes 
  The affected creature suffers from a continuous 
  confusion effect, as the spell. 
  Remove curse does not remove insanity. Greater 
  restoration, heal, limited wish, miracle, or wish 
  can restore the creature. 
   
  Diminished Effects: The spell’s casting time 
  becomes 1 full-round action, and its duration 
  becomes one year and one day. 
   Heightened Effects: If you know the target's name 
  and some facts about its life, the target takes a –4 
  penalty on its save. 
  INSTANT SUMMONS 
  School conjuration (summoning); Level 
  cleric/oracle 7, sorcerer/wizard 7, witch 7; 
  Domain artifice 8, rune 7 
  Casting Time 1 standard action 
  Components V, S, M (sapphire worth 1,000 gp) 
  Range see text 
  Target one object weighing 10 lbs. or less whose 
  longest dimension is 6 ft. or less 
  Duration permanent until discharged 
  Saving Throw none; Spell Resistance no 
  You call some nonliving item directly to your hand 
  from virtually any location. 
  First, you must place your arcane mark on the 
  item. Then you cast this spell, which magically and 
  invisibly inscribes the name of the item on a 
  sapphire worth at least 1,000 gp. Thereafter, you 
  can summon the item by speaking a special word 
  (set by you when the spell is cast) and crushing 
  the gem. The item appears instantly in your hand. 
  Only you can use the gem in this way. 
  If the item is in the possession of another 
  creature, the spell does not work, but you know 
  who the possessor is and roughly where that 
  creature is located when the summons occurs. 
  
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  The inscription on the gem is invisible. It is also 
  unreadable, except by means of a read magic 
  spell, to anyone but you. 
  The item can be summoned from another plane, 
  but only if no other creature has claimed 
  ownership of it. 
   
  Diminished Effects: The spell’s target becomes one 
  object weighing 5 pounds or less whose longest 
  dimension is 4 feet or less. 
   Heightened Effects: The spell’s casting time 
  becomes 10 minutes, and its target becomes one 
  construct. You can only summon a construct you 
  control. For constructs such as golems that are 
  immune to magic, the value of the specially 
  inscribed sapphire must be at least 5,000 gp. For 
  other constructs, a 1,000 gp sapphire suffices. 
   Merged! This spell combines the effects of the 
  following spells: instant summons and call 
  construct. 
  INVISIBILITY, MASS 
  School illusion (glamer); Level sorcerer/wizard 7, 
  summoner 5; Domain trickery 8 
  Components V, S, M/DF (an eyelash encased in 
  gum arabic) 
  Range long (400 ft. + 40 ft./level) 
  Targets any number of creatures, no two of which 
  can be more than 180 ft. apart 
  Duration 1 min./level (D) 
  Saving Throw Will negates (harmless) 
  or Will negates (harmless, object); Spell 
  Resistance yes (harmless) or yes (harmless, 
  object) 
  The target creatures become invisible. This effect 
  moves with the group and is broken when anyone 
  in the group attacks. Individuals in the group 
  cannot see each other. The spell is broken for any 
  individual who moves more than 180 feet from 
  the nearest member of the group. If only two 
  individuals are affected, the one moving away 
  from the other one loses its invisibility. If both are 
  moving away from each other, they both become 
  visible when the distance between them exceeds 
  180 feet. 
   
  Diminished Effects: The spell’s range becomes 
  medium (100 ft. + 10 ft./level), its target becomes 
  any number of creatures, no two of which can be 
  more than 120 feet apart, and its duration 
  becomes 1 round per caster level. The spell is 
  broken for any individual who moves more than 
  120 feet from the nearest member of the group. 
   Heightened Effects: Those affected by the spell 
  can see each other and themselves as if unaffected 
  by the spell. Affected creatures who attack negate 
  the invisibility only for themselves. 
  J 
  JOLTING PORTENT 
  School evocation (electricity) Level cleric/oracle 7 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range medium (100 ft. + 10 ft./level) 
  Target one creature 
  Duration 1 round/level (D) see text 
  Saving Throw none; Spell Resistance yes 
  The creature you designate is surrounded by a 
  glowing red aura of vengeful fate. Once per round 
  when the target makes an attack or casts a spell, it 
  must succeed at a Fortitude saving throw with a 
  DC = 10 + 1/2 caster level + Charisma (in the case 
  of oracles) or Wisdom (in the case of clerics). If the 
  target fails the saving throw, it takes 4d6 + your 
  Charisma modifier (in the case of oracles) or 
  Wisdom modifier (in the case of clerics) electricity 
  damage. It takes no damage on a successful saving 
  throw. You can dismiss this spell as an immediate 
  action when its subject confirms a critical hit to 
  negate the critical hit and daze the creature for 1 
  round. The attack still hits its target and deals 
  normal damage. The effects of the daze occur 
  after the attack. 
  
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  Diminished Effects: The spell’s range becomes 
  close (25 ft. + 5 ft./2 levels), and each round the 
  target fails its saving throw it only takes electrical 
  damage equal to 4d4 points + your relevant 
  spellcasting modifier. 
   Heightened Effects: Each round the target fails its 
  saving throw it only takes electrical damage equal 
  to 4d8 points + your relevant spellcasting modifier. 
  You can dismiss this spell as an immediate action 
  when its subject confirms a critical hit to negate 
  the critical hit and stun the creature for 1 round.  
  JOYFUL RAPTURE 
  School conjuration (healing) [emotion]; Level bard 
  5, cleric/oracle 6, sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S 
  Range 60 ft. 
  Area all allies and opponents within a 60-ft.-radius 
  burst centered on you 
  Duration instantaneous 
  Saving Throw no; Spell Resistance yes 
  Your inspired words overwhelm others with 
  transcendental bliss. All allies within the area of 
  effect are freed from any harmful emotion effects. 
  The spell also cures 1d4 points of Intelligence, 
  Wisdom, or Charisma damage (your choice) to all 
  allies in the area 
   
  Diminished Effects: The spell does not cure any 
  ability damage. 
   Heightened Effects: The spell also cures 1d4 points 
  of Intelligence, Wisdom, and Charisma damage 
  K 
  KI SHOUT 
  School evocation [sonic]; Level bard 5, 
  sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration instantaneous 
  Saving Throw Fortitude partial Spell 
  Resistance yes 
  With a guttural bark, you unleash a sudden blast 
  of sonic energy that strikes your opponent. The 
  target takes 1d6 points of sonic damage per level 
  (maximum 20d6) and is stunned for 1 round; a 
  successful Fortitude save reduces the damage by 
  half and negates the stun. 
   
  Diminished Effects: The target takes 1d6 points of 
  sonic damage per level (maximum 15d6) and is 
  staggered for 1 round; a successful Fortitude save 
  reduces the damage by half and negates the 
  staggered condition. 
   Heightened Effects: The spell can target any type 
  of creature, but only living creatures must make a 
  Fortitude saving throw or become stunned. 
  L 
  LUNAR VEIL 
  School illusion (shadow) [darkness, shadow]; Level 
  cleric/oracle 7, sorcerer/wizard 7, witch 7 
  Casting Time 1 standard action 
  Components V, S 
  Range long (400 ft. + 40 ft./level) 
  Area 120-ft.-radius emanation 
  Duration 10 minute/level 
  Saving Throw Will negates, see text; Spell 
  Resistance no 
  You conjure a tremendous area of shadow to 
  obscure moonlight within the area, creating 
  something akin to a lunar eclipse. The light level is 
  lowered by two steps (though unlike deeper 
  darkness, areas of normal light or dimmer become 
  normal darkness rather than supernaturally dark). 
  Lycanthropes in the area must make a Will save 
  every round or revert to their humanoid forms. In 
  addition, lycanthropes attempting to assume 
  
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  animal or hybrid form within the affected area 
  take a –5 penalty on Constitution checks to do so. 
   
  Diminished Effects: The spell’s duration becomes 1 
  minute per caster level and the light level is only 
  lowered by one step. 
   Heightened Effects: The spell areas of normal light 
  or dimmer become supernaturally dark. 
  M 
  MAGE'S MAGNIFICENT MANSION 
  School conjuration (creation); Level 
  sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, F (a miniature ivory door, a 
  piece of polished marble, and a silver spoon, each 
  worth 5 gp) 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect extradimensional mansion, up to three 10-
  ft. cubes/level (S) 
  Duration 2 hours/level (D) 
  Saving Throw none; Spell Resistance no 
  You conjure up an extradimensional dwelling that 
  has a single entrance on the plane from which the 
  spell was cast. The entry point looks like a faint 
  shimmering in the air that is 4 feet wide and 8 feet 
  high. Only those you designate may enter the 
  mansion, and the portal is shut and made invisible 
  behind you when you enter. You may open it 
  again from your own side at will. Once observers 
  have passed beyond the entrance, they are in a 
  magnificent foyer with numerous chambers 
  beyond. The atmosphere is clean, fresh, and 
  warm. 
  You can create any floor plan you desire to the 
  limit of the spell's effect. The place is furnished 
  and contains sufficient foodstuffs to serve a nine-
  course banquet to a dozen people per caster level. 
  A staff of near-transparent servants (as many as 
  two per caster level), liveried and obedient, wait 
  upon all who enter. The servants function as 
  unseen servant spells except that they are visible 
  and can go anywhere in the mansion. 
  Since the place can be entered only through its 
  special portal, outside conditions do not affect the 
  mansion, nor do conditions inside it pass to the 
  plane beyond. 
   
  Diminished Effects: The spell’s duration becomes 
  20 minutes per caster level, and the mansion only 
  contains sufficient foodstuffs to serve a nine-
  course banquet to a dozen people. 
   Heightened Effects: Anyone who sleeps within the 
  mansion benefits from the effect of a nap stack 
  spell. This effect does not stack with the nap stack 
  spell. Creatures can still only enjoy the benefits of 
  this effect or the nap stack once in any 1-week 
  period. 
  MAGE'S SWORD 
  School evocation [force]; Level sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, F (a miniature platinum sword 
  worth 250 gp) 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one sword 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance yes 
  This spell brings into being a shimmering, sword-
  like plane of force. The sword strikes at any 
  opponent within its range, as you desire, starting 
  in the round that you cast the spell. The sword 
  attacks its designated target once each round on 
  your turn. Its attack bonus is equal to your caster 
  level + your Intelligence bonus or your Charisma 
  bonus (for wizards or sorcerers, respectively) with 
  an additional +3 enhancement bonus. As a force 
  effect, it can strike ethereal and incorporeal 
  creatures. It deals 4d6+3 points of force damage, 
  with a threat range of 19–20 and a critical 
  multiplier of ×2. 
  The sword always strikes from your direction. It 
  does not get a bonus for flanking or help a 
  
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  combatant get one. If the sword goes beyond the 
  spell range from you, goes out of your sight, or 
  you are not directing it, it returns to you and 
  hovers. 
  Each round after the first, you can use a standard 
  action to switch the sword to a new target. If you 
  do not, the sword continues to attack the previous 
  round's target. 
  The sword cannot be attacked or harmed by 
  physical attacks, but dispel magic, disintegrate, a 
  sphere of annihilation, or a rod of cancellation 
  affects it. The sword's AC is 13 (10, +0 size bonus 
  for Medium object, +3 deflection bonus). 
  If an attacked creature has spell resistance, the 
  resistance is checked the first time mage's sword 
  strikes it. If the sword is successfully resisted, the 
  spell is dispelled. If not, the sword has its normal 
  full effect on that creature for the duration of the 
  spell. 
   
  Diminished Effects: The sword only gains a +1 
  enhancement bonus to its attack bonus, and it only 
  deals 2d8+1 points of force damage. 
   Heightened Effects: At 16th level, the sword gains 
  the corrosive, flaming, frost, or shock weapon 
  property (your choice at the time of casting). At 
  19th level, the sword gains the corrosive burst, 
  flaming burst, icy burst, or shocking burst weapon 
  property (your choice at the time of casting). The 
  spell gains the elemental descriptor associated 
  with whichever weapon property used. 
  N 
   
  O 
   
  P 
  PHANTASMAL REVENGE 
  School illusion (phantasm) [fear, mind-affecting]; 
  Level sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S 
  Range touch and unlimited; see text 
  Target dead body touched 
  Duration instantaneous 
  Saving Throw Will disbelief then Fortitude partial; 
  see text; Spell Resistance yes 
  When you cast this eerie spell upon a recently 
  slain creature, you cause a ghastly, spectral image 
  of it to rise up from its corpse, shrieking for 
  vengeance before it vanishes in a burst of 
  unnatural light. This phantom then unerringly 
  seeks out the creature that killed it, as long as that 
  creature is on the same plane, and tries to slay its 
  killer in turn. 
  Only the corpse's killer can see the phantasmal 
  image created by this spell. You and any others 
  who witness the spell's casting or its ultimate 
  effects see only a vague shape. The target first 
  gets a Will save to disbelieve the illusion. If that 
  save fails, the target must succeed on Fortitude 
  saving throw or take 10 points of damage per 
  caster level from the phantasmal image. Even if 
  the Fortitude save is successful, the target takes 
  5d6 points of damage + 1 point of damage per 
  caster level. You know immediately if the spell 
  succeeded or failed to kill its target but gain no 
  other information, including the identity of the 
  target of the spell. 
  The creature providing the corpse must have died 
  no more than 1 day per caster level prior to the 
  casting of this spell. If the creature that provided 
  the corpse was not, in fact, killed by another, or if 
  the killer is dead or no longer on the same plane, 
  the spell fails. Phantasmal revenge makes no 
  
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  moral judgments; it targets winners of fair fights 
  just as easily as murderers. Any given body can 
  only be targeted by a phantasmal revenge spell 
  once. 
   
  Diminished Effects: If the Wills save fails, the 
  target must succeed on Fortitude saving throw or 
  take 5 points of damage per caster level from the 
  phantasmal image. Even if the Fortitude save is 
  successful, the target takes 5d4 points of damage + 
  1 point of damage per caster level. 
   Heightened Effects: If the Wills save fails, the 
  target must succeed on Fortitude saving throw or 
  take 15 points of damage per caster level from the 
  phantasmal image. Even if the Fortitude save is 
  successful, the target takes 5d8 points of damage + 
  1 point of damage per caster level. 
  PHASE DOOR 
  School conjuration (creation); Level 
  sorcerer/wizard 7, witch 7; Domain travel 8 
  Casting Time 1 standard action 
  Components V 
  Range touch 
  Effect ethereal 5-ft.-by-8-ft. opening, 10 ft. deep + 
  5 ft. deep per three levels 
  Duration one usage per two levels 
  Saving Throw none; Spell Resistance no 
  This spell creates an ethereal passage through 
  wooden, plaster, or stone walls, but not other 
  materials. The phase door is invisible and 
  inaccessible to all creatures except you, and only 
  you can use the passage. You disappear when you 
  enter the phase door and appear when you exit. If 
  you desire, you can take one other creature 
  (Medium or smaller) through the door. This 
  counts as two uses of the door. The door does not 
  allow light, sound, or spell effects through it, nor 
  can you see through it without using it. Thus, the 
  spell can provide an escape route, though certain 
  creatures, such as phase spiders, can follow with 
  ease. A gem of true seeing or similar magic reveals 
  the presence of a phase door but does not allow 
  its use. 
  A phase door is subject to dispel magic. If anyone 
  is within the passage when it is dispelled, he is 
  harmlessly ejected just as if he were inside a 
  passwall effect. 
  You can allow other creatures to use the phase 
  door by setting some triggering condition for the 
  door. Such conditions can be as simple or 
  elaborate as you desire. They can be based on a 
  creature's name, identity, or alignment, but 
  otherwise must be based on observable actions or 
  qualities. Intangibles such as level, class, HD, and 
  hit points don't qualify. 
  Phase door can be made permanent with a 
  permanency spell. 
   
  Diminished Effects: The phase door only functions 
  for you, and only one time. 
   Heightened Effects: If you take one other Medium 
  or smaller creature with you through the door it 
  only counts as one use. In addition, the door has a 
  total number of uses equal to your caster level. 
  PLAGUE STORM 
  School necromancy [disease, evil]; Level 
  cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Effect cloud spreads in 20-ft. radius, 20 ft. high 
  Duration 1 minute/level and instantaneous (see 
  text) 
  Saving Throw Fortitude negates; Spell Resistance 
  no 
  You create a hideous gray cloud that occasionally 
  crackles with foul-smelling bolts of sickly green 
  lightning. The fog obscures all sight, including 
  darkvision, beyond 5 feet. A creature within 5 feet 
  has concealment (attacks have a 20% miss 
  chance). Creatures farther away have total 
  concealment (50% miss chance, and the attacker 
  
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  can't use sight to locate the target). Creatures in 
  the area must save or contract one of the 
  following diseases: blinding sickness, bubonic 
  plague, cackle fever, demon fever, devil chills, filth 
  fever, leprosy, mindfire, red ache, shakes, or slimy 
  doom (the disease is chosen by you when you cast 
  the spell and applies to all creatures that fail the 
  save). The disease is contracted immediately (the 
  onset period does not apply) and is an 
  instantaneous effect. Use the disease's listed 
  frequency to determine further effects, but the 
  disease's save DC increases by +2. For more 
  information see Diseases. 
  The plague storm moves away from you at 10 feet 
  per round, rolling along the surface of the ground. 
  Figure out the cloud's new spread each round 
  based on its new point of origin, which is 10 feet 
  farther away from the point of origin where you 
  cast the spell. 
  Because the vapors are heavier than air, they sink 
  to the lowest level of the terrain, even pouring 
  down den or sinkhole openings. The cloud cannot 
  penetrate liquids, nor can it be cast underwater. 
   
  Diminished Effects: The spell’s range is reduced to 
  close (25 ft. + 5 ft./level), and it only spreads in a 
  10-foot radius. 
   Heightened Effects: Use either the disease’s save 
  DC +4 or the save DC of the spell to determine the 
  save DC of the disease in the plague storm. 
  PLANE SHIFT 
  School conjuration (teleportation); Level 
  cleric/oracle 5, sorcerer/wizard 7, summoner 5, 
  witch 7; Domain freedom 5; Bloodline aberrant 7 
  Casting Time 1 standard action 
  Components V, S, F (a forked metal rod attuned to 
  the plane of travel) 
  Range touch 
  Target creature touched, or up to eight willing 
  creatures joining hands 
  Duration instantaneous 
  Saving Throw Will negates; Spell Resistance 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. Precise accuracy as 
  to a particular arrival location on the intended 
  plane is nigh impossible. From the Material Plane, 
  you can reach any other plane, though you appear 
  5 to 500 miles (5d%) from your intended 
  destination. Plane shift transports creatures 
  instantaneously and then ends. The creatures 
  need to find other means if they are to travel back 
  (including casting plane shift again). 
   
  Diminished Effects: The spell’s range becomes 
  personal and its target becomes you. 
   Heightened Effects: You appear 1 to 100 miles 
  (1d%) from your intended destination on another 
  plane. 
  POWERFUL WORD 
  School enchantment (compulsion) [death 
  (heightened version only), mind-affecting]; Level 
  sorcerer/wizard 8, witch 8; Domain darkness 7 
  (diminished version only), war 7 (diminished 
  version only), war 8, war 9 (heightened version 
  only); Bloodline arcane 8 
  Casting Time 1 standard action 
  Components V 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature with 150 hp or less 
  Duration See text 
  Saving Throw none; Spell Resistance yes 
  You utter a single word of power that instantly 
  causes one creature of your choice to become 
  stunned, whether the creature can hear the word 
  or not. The duration of the spell 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 
  Duration 
  
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  50 or less 
  4d4 rounds 
  51–100 
  2d4 rounds 
  101–150 
  1d4 rounds 
   
  Diminished Effects: The spell’s target becomes one 
  creature with 200 hp or less. You utter a single 
  word of power that causes a creature to become 
  blinded, whether the creature can hear the word 
  or not. The duration of the spell depends on the 
  target's current hit point total. Any creature that 
  currently has 201 or more hit points is unaffected. 
  Hit Points 
  Duration 
  50 or less 
  Permanent 
  51–100 
  1d4+1 minutes 
  101–200 
  1d4+1 rounds 
   Heightened Effects: The spell’s target becomes 
  one creature with 100 hp or less. You utter a single 
  word of power that instantly kills one creature of 
  your choice, whether the creature can hear the 
  word or not. Any creature that currently has 101 or 
  more hit points is unaffected by power word kill. 
   Merged! This spell combines the effects of the 
  following spells: power word blind, power 
  word stun, and power word kill. 
  PRISMATIC SPRAY 
  School evocation; Level sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S 
  Range 60 ft. 
  Area cone-shaped burst 
  Duration instantaneous 
  Saving Throw see text; Spell Resistance yes 
  This spell causes seven shimmering, multicolored 
  beams of light to spray from your hand. Each 
  beam has a different power. Creatures in the area 
  of the spell with 8 HD or less are automatically 
  blinded for 2d4 rounds. Every creature in the area 
  is randomly struck by one or more beams, which 
  have additional effects. 
  1d8 
  Color of Beam 
  1 
  Red 
  20 points fire damage (Reflex half) 
  2 
  Orange 
  40 points acid damage (Reflex half) 
  3 
  Yellow 
  80 points electricity damage (Reflex
  4 
  Green 
  Poison (Frequency 1/rd. for 6 rd.; In
  consecutive Fort saves)* 
  5 
  Blue 
  Flesh to stone (Fortitude negates) 
  6 
  Indigo 
  Insane, as insanity spell (Will negat
  7 
  Violet 
  Sent to another plane (Will negates
  8 
  Struck by two rays 
  Roll twice more, ignoring any “8” re
  * See poisons. 
   
  Diminished Effects: The spell’s area becomes a 60-
  foot line. 
   Heightened Effects: The ray’s blindness effect on 
  creatures with less than 8 HD lasts 2d4 × 10 
  minutes. 
  PROJECT IMAGE 
  School illusion (shadow) [shadow]; Level bard 6, 
  sorcerer/wizard 7; Domain deception 7 
  Casting Time 1 standard action 
  Components V, S, M (a small replica of you worth 
  5 gp) 
  Range medium (100 ft. + 10 ft./level) 
  Effect one shadow duplicate 
  Duration 1 round/level (D) 
  Saving Throw Will disbelief (if interacted with); 
  Spell Resistance no 
  You tap energy from the Plane of Shadow to 
  create a quasi-real, illusory version of yourself. 
  The projected image looks, sounds, and smells like 
  you but is intangible. The projected image mimics 
  
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  your actions (including speech) unless you direct it 
  to act differently (which is a move action). 
  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. 
  While you are using its senses, your body is 
  considered blinded and deafened. 
  If you desire, any spell you cast whose range is 
  touch or greater can originate from the projected 
  image instead of from you. The projected image 
  can't cast any spells on itself except for illusion 
  spells. The spells affect other targets normally, 
  despite originating from the projected image. 
  Objects are affected by the projected image as if 
  they had succeeded on their Will save. You must 
  maintain line of effect to the projected image at 
  all times. If your line of effect is obstructed, the 
  spell ends. If you use dimension door, teleport, 
  plane shift, or a similar spell that breaks your line 
  of effect, even momentarily, the spell ends. 
   
  Diminished Effects: The spell’s range becomes 
  close (25 ft. + 5 ft./2 levels). 
   Heightened Effects: Your body becomes invisible 
  for the duration of the spell, as if you had cast 
  greater invisibility upon yourself. 
  Q 
   
  R 
  RAMPART 
  School conjuration (creation) [earth]; Level druid 
  7, sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, M (a handful of earth) 
  Range medium (100 ft. + 10 ft./level) 
  Effect 10-ft.-high earthen wall, in a line up to 10 ft. 
  long/2 levels, or a circle with radius of up to 3 ft. + 
  1 ft./level 
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
  You create a massive rampart of hard-packed 
  earth and stone 5 feet thick. The rampart cannot 
  be conjured so that it occupies the same space as 
  another creature or object. Each 5-foot-wide 
  section of the rampart has hardness 0 and 180 hit 
  points. A section of the rampart whose hit points 
  drop to 0 is breached. If a creature tries to break 
  through the rampart with a single attack, the DC 
  for the Strength check is 60. A creature can climb 
  over the rampart with a DC 20 Climb check. 
   
  Diminished Effects: The spell’s effect becomes an 
  earthen wall up to 5 feet long per two caster 
  levels, or a circle with a radius of up to 3 feet plus 1 
  foot per two caster levels. 
   Heightened Effects: The rampart can be conjured 
  so that it occupies the same space as another 
  creature or object. Creatures that occupy the same 
  space as the rampart must make a DC 15 Reflex 
  save or become buried. Creatures take 1d6 points 
  of nonlethal damage per minute while buried. If 
  such a creature falls unconscious, he must make a 
  DC 15 Constitution check each minute. If it fails, he 
  takes 1d6 points of lethal damage each minute 
  until freed or dead. A buried creature can be dug 
  out by any action that would breach the rampart. 
  REFUGE 
  School conjuration (teleportation); Level 
  cleric/oracle 7, sorcerer/wizard 9, witch 9; 
  Domain community 7, liberation 7 
  Casting Time 1 standard action 
  Components V, S, M (a prepared object worth 
  1,500 gp) 
  Range touch 
  Target object touched 
  Duration permanent until discharged 
  Saving Throw none; Spell Resistance no 
  
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  When you cast this spell, you create powerful 
  magic in a specially prepared object. This object 
  contains the power to instantly transport its 
  possessor across any distance within the same 
  plane to your abode. Once the item is so 
  enhanced, you must give it willingly to a creature 
  and at the same time inform it of a command 
  word to be spoken when the item is used. To 
  make use of the item, the subject speaks the 
  command word at the same time that it rends or 
  breaks the item (a standard action). When this is 
  done, the individual and all objects it is wearing 
  and carrying (to a maximum of the character's 
  heavy load) are instantly transported to your 
  abode. No other creatures are affected (aside 
  from a familiar or animal companion that is 
  touching the subject). 
  You can alter the spell when casting it so that it 
  transports you to within 10 feet of the possessor 
  of the item when it is broken and the command 
  word spoken. You will have a general idea of the 
  location and situation of the item possessor at the 
  time the refuge spell is discharged, but once you 
  decide to alter the spell in this fashion, you have 
  no choice whether or not to be transported. 
   
  Diminished Effects: The spell’s duration becomes 1 
  week per caster level or until discharged. The 
  prepared object must be broken in conjunction 
  with the command word within 10 miles per caster 
  level of your abode for the spell to function. 
   Heightened Effects: To make use of the item, the 
  subject need only speak the command word. The 
  prepared item does not need to be broken. The 
  prepared object may be used in this way once per 
  five caster levels. On the final use, the prepared 
  object is consumed by the spell. 
  REGENERATE 
  School conjuration (healing); Level cleric/oracle 7, 
  druid 9, witch 7; Domain healing 7 
  Casting Time 3 full rounds 
  Components V, S, DF 
  Range touch 
  Target living creature touched 
  Duration instantaneous 
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes (harmless) 
  The subject's severed body members (fingers, 
  toes, hands, feet, arms, legs, tails, or even heads 
  of multiheaded creatures), broken bones, and 
  ruined organs grow back. After the spell is cast, 
  the physical regeneration is complete in 1 round if 
  the severed members are present and touching 
  the creature. It takes 2d10 rounds otherwise. 
  Regenerate also cures 4d8 points of damage + 1 
  point per caster level (maximum +35), rids the 
  subject of exhaustion and fatigue, and eliminates 
  all nonlethal damage the subject has taken. It has 
  no effect on nonliving creatures (including 
  undead). 
   
  Diminished Effects: The regeneration is complete 
  in 1d4+1 round if the severed members are 
  present and touching the creature, 3d10 rounds if 
  not. In addition, the spell only cures 3d8 points of 
  damage + 1 point per caster level (maximum +30) 
   Heightened Effects: The spell cures 5d8 points of 
  damage + 1 point per caster level (maximum +40). 
  REPEL MATTER 
  School abjuration [earth]; Level druid 7; Domain 
  plant 6 (diminished only) 
  Casting Time 1 standard action 
  Components V, S 
  Range 60 ft. 
  Area 60-ft. line from you 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance no 
  This spell creates waves of invisible energy that 
  roll forth from you. All wooden or stone objects in 
  the path of the spell are pushed away from you to 
  the limit of the range. Fixed wooden or stone 
  objects larger than 3 inches in diameter and loose 
  objects weighing more than 500 pounds are not 
  
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  affected. Anything else, including animated 
  objects and small boulders, moves back. Fixed 
  objects 3 inches in diameter or smaller bend or 
  break, and the pieces move with the wave of 
  energy. Objects affected by the spell are repelled 
  at the rate of 40 feet per round. 
  Objects such as wooden shields, spears, wooden 
  weapon shafts and hafts, and arrows and bolts are 
  pushed back, dragging those carrying them along. 
  A creature being dragged by an item it is carrying 
  can let go. A creature being dragged by a shield 
  can loose it as a move action and drop it as a free 
  action. If a spear is planted (set) in a way that 
  prevents this forced movement, it splinters. Even 
  magic items with wooden sections are repelled, 
  although an antimagic field blocks the effects. 
  The waves of energy continue to sweep down the 
  set path for the spell's duration. After you cast the 
  spell, the path is set, and you can then do other 
  things or go elsewhere without affecting the 
  spell's power. 
   
  Diminished Effects: The spell’s duration becomes 1 
  minute per caster level, but it only affects objects 
  made of wood. 
   Heightened Effects: Objects made of metal, such 
  as armor, swords, and the like are also pushed 
  back, dragging their bearers with them. Even magic 
  items with metal components are repelled, 
  although an antimagic field blocks the effects.  
   Merged! This spell combines the effects of the 
  following spells: repel wood and repel metal or 
  stone. 
  REPULSION 
  School abjuration; Level cleric/oracle 7, inquisitor 
  6, sorcerer/wizard 6, summoner 5; Domain 
  nobility 7, protection 7 
  Casting Time 1 standard action 
  Components V, S, F/DF (a pair of canine statuettes 
  worth 50 gp) 
  Range up to 10 ft./level 
  Area up to 10-ft.-radius/level emanation centered 
  on you 
  Duration 1 round/level (D) 
  Saving Throw Will negates; Spell Resistance yes 
  An invisible, mobile field surrounds you and 
  prevents creatures from approaching you. You 
  decide how big the field is at the time of casting 
  (to the limit your level allows). Any creature within 
  or entering the field must attempt a save. If it 
  fails, it becomes unable to move toward you for 
  the duration of the spell. Repelled creatures' 
  actions are not otherwise restricted. They can 
  fight other creatures and can cast spells and 
  attack you with ranged weapons. If you move 
  closer to an affected creature, nothing happens. 
  The creature is not forced back. The creature is 
  free to make melee attacks against you if you 
  come within reach. If a repelled creature moves 
  away from you and then tries to turn back toward 
  you, it cannot move any closer if it is still within 
  the spell's area. 
   
  Diminished Effects: The spell’s range becomes 5 
  feet per caster level, and its area becomes a 5-
  foot-radius per caster level emanation centered on 
  you. 
   Heightened Effects: Creatures that fail their Will 
  save must attempt to move a minimum of 10 feet 
  further away from you each turn. If they are only 
  able to move 5 feet away from you they become 
  grappled until their next turn. If they unable to 
  move at all away from you they become pinned 
  until their next turn. A grappled or pinned creature 
  can attempt to free them self as a standard action 
  by making a combat maneuver check or Escape 
  Artist check. The CMD for the purposes of escaping 
  this effect is equal to 10 + your caster level + your 
  Intelligence (for Wizards), Wisdom (for clerics and 
  oracles), or Charisma modifier (for sorcerers and 
  summoners). 
  
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  RESONATING WORD 
  School transmutation [sonic]; Level bard 5, 
  sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V 
  Range medium (100 ft. + 10 ft./level) 
  Target one creature 
  Duration 3 rounds 
  Saving Throw Fortitude partial; Spell Resistance 
  yes 
  You speak a terrible word of power, setting up 
  potentially lethal vibrations in the chosen target. 
  The target must save once each round on your 
  turn, and the effects grow stronger for each saving 
  throw the creature fails. 
  On the first round, the target takes 5d6 points of 
  sonic damage and is staggered for 1 round. A 
  successful save halves the damage and negates 
  the staggered effect. 
  On the second round, the target takes 5d6 points 
  of damage and is stunned for 1 round. A 
  successful save halves the damage and negates 
  the stunning effect. 
  On the third round, the target takes 10d6 points 
  of damage and is stunned for 1d4+1 rounds. A 
  successful save halves the damage and negates 
  the stunning effect. 
  The resonating word has no power after the third 
  round, even if the spell's duration is increased. 
   
  Diminished Effects: The spell’s range is recued to 
  close (25 ft. + 5 ft./2 levels), and its duration is 
  reduced to 2 rounds Therefore the resonating 
  word has no power after the second round. 
   Heightened Effects: The spell affects all creatures 
  in a 10-foot-radius burst from the target creature 
  (including the target creature). 
  RESTORATION, GREATER 
  School conjuration (healing); Level cleric/oracle 7 
  Casting Time 3 rounds 
  Components V, S, M (diamond dust worth 5,000 
  gp) 
  Range touch 
  Target creature touched 
  Duration instantaneous 
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless) 
  Greater restoration dispels all permanent and 
  temporary negative levels afflicting the healed 
  creature. Greater restoration also dispels all 
  magical effects penalizing the creature's abilities, 
  cures all temporary ability damage, and restores 
  all points permanently drained from all ability 
  scores. It also eliminates fatigue and exhaustion, 
  and removes all forms of insanity, confusion, and 
  similar mental effects. 
   
  Diminished Effects: The spell’s material 
  component becomes diamond dust worth 2,500 
  gp, and it can only dispel one permanent negative 
  level per three caster levels. 
   Heightened Effects: In addition, if cast upon a 
  creature that has died within 1 round, the spell 
  returns that creature back to life with hit points 
  equal to its current HD. 
  RESURRECTION 
  School conjuration (healing); Level cleric/oracle 8, 
  witch 9; Domain divine 7 (diminished only), 
  resurrection 7 (diminished only), resurrection 9 
  (heightened only) 
  Casting Time 1 minute 
  Components V, S, M (diamond worth 17,500 gp), 
  DF 
  Range touch 
  Target dead creature touched 
  Duration instantaneous 
  Saving Throw none, see text; Spell Resistance yes 
  (harmless) 
  You are able to restore life and complete strength 
  to any deceased creature. 
  The condition of the remains is not a factor. So 
  long as some small portion of the creature's body 
  
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  still exists, it can be resurrected, but the portion 
  receiving the spell must have been part of the 
  creature's body at the time of death. (The remains 
  of a creature hit by a disintegrate spell count as a 
  small portion of its body.) The creature can have 
  been dead no longer than 10 years per caster 
  level. 
  Upon completion of the spell, the creature is 
  immediately restored to full hit points, vigor, and 
  health, with no loss of prepared spells. The subject 
  of the spell gains one permanent negative level 
  when it is raised, just as if it had been hit by an 
  energy-draining creature. If the subject is 1st level, 
  it takes 2 points of Constitution drain instead (if 
  this would reduce its Con to 0 or less, it can't be 
  resurrected). 
  You can resurrect someone killed by a death effect 
  or someone who has been turned into an undead 
  creature and then destroyed. You cannot 
  resurrect someone who has died of old age. The 
  spell can also resurrect elementals or outsiders, 
  but it can't resurrect constructs or undead 
  creatures. 
   
  Diminished Effects: The spell’s material 
  component becomes a diamond worth 10,000 gp. 
  The spell cannot resurrect elementals or outsiders. 
   Heightened Effects: The spell’s material 
  component becomes a diamond worth 25,000 gp. 
  Upon completion of the spell, the creature is 
  immediately restored to full hit points, vigor, and 
  health, with no negative levels (or loss 
  of Constitution points) and all of the prepared 
  spells possessed by the creature when it died. 
   Merged! This spell combines the effects of the 
  following spells: resurrection and true 
  resurrection. 
  REVERSE GRAVITY 
  School transmutation; Level druid 8, 
  sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, M/DF (lodestone and iron 
  filings) 
  Range medium (100 ft. + 10 ft./level) 
  Area up to one 10-ft. cube/level (S) 
  Duration 1 round/level (D) 
  Saving Throw none; see text; Spell Resistance no 
  This spell reverses gravity in an area, causing 
  unattached objects and creatures in the area to 
  fall upward and reach the top of the area in 1 
  round. If a solid object (such as a ceiling) is 
  encountered in this fall, falling objects and 
  creatures strike it in the same manner as they 
  would during a normal downward fall. If an object 
  or creature reaches the top of the area without 
  striking anything, it remains there, oscillating 
  slightly, until the spell ends. At the end of the spell 
  duration, affected objects and creatures fall 
  downward. 
  Provided it has something to hold onto, a creature 
  caught in the area can attempt a Reflex save to 
  secure itself when the spell strikes. Creatures who 
  can fly or levitate can keep themselves from 
  falling. 
   
  Diminished Effects: The spell’s range becomes 
  close (25 ft. + 5 ft./2 levels), and its area becomes 
  up to one 5-foot cube per caster level. 
   Heightened Effects: Once per round as a free 
  action, you may choose to suppress the effects of 
  the spell (so that creatures and objects in its effect 
  will fall). If the effects are suppressed, you can 
  choose to turn them back on. 
  S 
  SCOURING WINDS 
  School evocation [air, earth]; Level druid 7, 
  sorcerer/wizard 7, witch 7 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  
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  Effect sandstorm in 20-ft. radius, 20 ft. high 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance yes (see 
  text) 
  This spell brings forth a windstorm of stinging 
  sand that blocks all vision. You can move the 
  storm up to 30 feet each round as a move action. 
  Any creature in the area takes 3d6 points of 
  piercing damage each round. The area is 
  considered a windstorm (see the wind effects 
  table). 
  If a creature with spell resistance successfully 
  resists this spell, it is unaffected by the winds and 
  sand, but still unable to see within the area of the 
  spell. 
   
  Diminished Effects: The spell’s range becomes 
  close (25 ft. + 5 ft./2 levels). Any creature in the 
  area takes 3d4 points of piercing damage each 
  round. The area is considered severe wind (see the 
  wind effects table). 
   Heightened Effects: The spell’s effect becomes a 
  sandstorm in a 30-foot radius, 30 feet high. 
  SCREEN 
  School illusion (glamer); Level sorcerer/wizard 8; 
  Domain trickery 7 
  Casting Time 10 minutes 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Area 30-ft. cube/level (S) 
  Duration 24 hours 
  Saving Throw none or Will disbelief (if interacted 
  with); see text; Spell Resistance no 
  This spell creates a powerful protection from 
  scrying and observation. When casting the spell, 
  you dictate what will and will not be observed in 
  the spell's area. The illusion created must be 
  stated in general terms. Once the conditions are 
  set, they cannot be changed. Attempts to scry the 
  area automatically detect the image stated by you 
  with no save allowed. Sight and sound are 
  appropriate to the illusion created. Direct 
  observation may allow a save (as per a normal 
  illusion), if there is cause to disbelieve what is 
  seen. Even entering the area does not cancel the 
  illusion or necessarily allow a save, assuming that 
  hidden beings take care to stay out of the way of 
  those affected by the illusion. 
   
  Diminished Effects: The spell’s duration becomes 2 
  hours. 
   Heightened Effects: The spell’s duration becomes 
  one year and one day. 
  SCRYING, GREATER 
  School divination (scrying); Level bard 6, 
  cleric/oracle 7, druid 7, sorcerer/wizard 7, witch 7 
  Casting Time 1 standard action 
  Components V, S 
  Range see text 
  Effect magical sensor 
  Duration 1 hour/level 
  Saving Throw Will negates; Spell Resistance yes 
  You can observe a creature at any distance. If the 
  subject succeeds on a Will save, the spell fails. The 
  difficulty of the save depends on how well your 
  knowledge of the subject and what sort of 
  physical connection (if any) you have to that 
  creature. Furthermore, if the subject is on another 
  plane, it gets a +5 bonus on its Will save. 
  Knowledge 
  Will Save 
  Modifier 
  None* 
  +10 
  Secondhand (you have heard of 
  the subject) 
  +5 
  Firsthand (you have met the 
  subject) 
  +0 
  Familiar (you know the subject 
  well) 
  –5 
  
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  Connection 
  Will Save 
  Modifier 
  Likeness or picture 
  –2 
  Possession or garment 
  –4 
  Body part, lock of hair, bit of nail, 
  etc. 
  –10 
  *You must have some sort of connection (see below) 
  to a creature of which you have no knowledge. 
  If the save fails, you can see and hear the subject 
  and its surroundings (approximately 10 feet in all 
  directions of the subject). If the subject moves, 
  the sensor follows at a speed of up to 150 feet. 
  As with all divination (scrying) spells, the sensor 
  has your full visual acuity, including any magical 
  effects. Additionally, all of the following spells 
  function reliably through the sensor: detect chaos, 
  detect evil, detect good, detect law, detect magic, 
  message, read magic, and tongues. 
  If the save succeeds, you can't attempt to scry on 
  that subject again for at least 24 hours. 
   
  Diminished Effects: The spell’s duration becomes 
  10 minutes per caster level. 
   Heightened Effects: The subject takes a –5 penalty 
  on its Will save. 
  SEQUESTER 
  School abjuration; Level sorcerer/wizard 7, 
  summoner 5 
  Casting Time 1 standard action 
  Components V, S, M (a basilisk eyelash and gum 
  arabic) 
  Range touch 
  Target one willing creature or object (up to a 2-ft. 
  cube/level) touched 
  Duration 1 day/level (D) 
  Saving Throw none or Will negates (object); Spell 
  Resistance no or yes (object) 
  When cast, this spell prevents divination spells 
  from detecting or locating the target and also 
  renders the affected target invisible (as the 
  invisibility spell). The spell does not prevent the 
  subject from being discovered through tactile 
  means or through the use of devices. Creatures 
  affected by sequester become comatose and are 
  effectively in a state of suspended animation until 
  the spell ends. 
  Note: The Will save prevents an attended or 
  magical object from being sequestered. There is 
  no save to see the sequestered creature or object 
  or to detect it with a divination spell. 
   
  Diminished Effects: The spell’s duration becomes 1 
  hour per caster level. If a divination is attempted 
  against the warded creature or item, the caster of 
  the divination must succeed on a caster level check 
  (1d20 + caster level) against a DC of 11 + the caster 
  level of the spellcaster who cast sequester. 
   Heightened Effects: The spell’s duration becomes 
  1 hour per caster level. The warded creature is 
  awake and mobile. The invisibility effect ends if the 
  target attacks any creature, but the target is still 
  protected from being detected or located by 
  divination spells. 
  SIMULACRUM 
  School illusion (shadow); Level sorcerer/wizard 7, 
  summoner 5 
  Casting Time 12 hours 
  Components V, S, M (ice sculpture of the target 
  plus powdered rubies worth 500 gp per HD of the 
  simulacrum) 
  Range 0 ft. 
  Effect one duplicate creature 
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
  Simulacrum creates an illusory duplicate of any 
  creature. The duplicate creature is partially real 
  and formed from ice or snow. It appears to be the 
  same as the original, but it has only half of the real 
  creature's levels or HD (and the appropriate hit 
  
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  points, feats, skill ranks, and special abilities for a 
  creature of that level or HD). You can't create a 
  simulacrum of a creature whose HD or levels 
  exceed twice your caster level. You must make a 
  Disguise check when you cast the spell to 
  determine how good the likeness is. A creature 
  familiar with the original might detect the ruse 
  with a successful Perception check (opposed by 
  the caster's Disguise check) or a DC 20 Sense 
  Motive check. 
  At all times, the simulacrum remains under your 
  absolute command. No special telepathic link 
  exists, so command must be exercised in some 
  other manner. A simulacrum has no ability to 
  become more powerful. It cannot increase its level 
  or abilities. If reduced to 0 hit points or otherwise 
  destroyed, it reverts to snow and melts instantly 
  into nothingness. A complex process requiring at 
  least 24 hours, 100 gp per HD, and a fully 
  equipped magical laboratory can repair damage to 
  a simulacrum. 
   
  Diminished Effects: The duplicate creature has the 
  young template in addition to having only half of 
  the real creature's levels or HD. You can't create a 
  simulacrum of a creature whose HD or levels 
  exceed your caster level. 
   Heightened Effects: The spell’s casting time 
  becomes 1 hour. 
  SPELL TURNING 
  School abjuration; Level sorcerer/wizard 7, 
  summoner 5; Domain luck 7, magic 7 
  Casting Time 1 standard action 
  Components V, S, M/DF (a small silver mirror) 
  Range personal 
  Target you 
  Duration until expended or 10 min./level 
  Spells and spell-like effects targeted on you are 
  turned back upon the original caster. The 
  abjuration turns only spells that have you as a 
  target. Effect and area spells are not affected. 
  Spell turning also fails to stop touch range spells. 
  From seven to ten (1d4+6) spell levels are affected 
  by the turning. The exact number is rolled 
  secretly. 
  When you are targeted by a spell of higher level 
  than the amount of spell turning you have left, 
  that spell is partially turned. Subtract the amount 
  of spell turning left from the spell level of the 
  incoming spell, then divide the result by the spell 
  level of the incoming spell to see what fraction of 
  the effect gets through. For damaging spells, you 
  and the caster each take a fraction of the damage. 
  For nondamaging spells, each of you has a 
  proportional chance to be the one who is affected. 
  If you and a spellcasting attacker are both warded 
  by spell turning effects in operation, a resonating 
  field is created. Roll randomly to determine the 
  result. 
  d% 
  Effect 
  01–
  70 
  Spell drains away without effect. 
  71–
  80 
  Spell affects both of you equally at full 
  effect. 
  81–
  97 
  Both turning effects are rendered 
  nonfunctional for 1d4 minutes. 
  98–
  100 
  Both of you go through a rift into another 
  plane. 
   
  Diminished Effects: Only two to five (1d4+1) spell 
  levels are affected by the turning. 
   Heightened Effects: Eleven to eighteen (1d8+10) 
  spell levels are affected by the turning. 
  STATUE 
  School transmutation; Level alchemist 6, 
  sorcerer/wizard 7 
  Casting Time 1 round 
  Components V, S, M (lime, sand, and a drop of 
  water stirred by an iron spike) 
  
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  Range touch 
  Target creature touched 
  Duration 1 hour/level (D) 
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless) 
  A statue spell turns the subject to solid stone, 
  along with any garments and equipment worn or 
  carried. In statue form, the subject gains hardness 
  8. The subject retains its own hit points. The 
  subject can see, hear, and smell normally, but it 
  does not need to eat or breathe. Feeling is limited 
  to those sensations that can affect the granite-
  hard substance of the individual's body. Chipping 
  is equal to a mere scratch, but breaking off one of 
  the statue's arms constitutes serious damage. The 
  subject of a statue spell can return to its normal 
  state, act, and then return instantly to the statue 
  state (a free action) if it so desires as long as the 
  spell duration is in effect. 
   
  Diminished Effects: The spell’s range becomes 
  personal and its target becomes you. 
   Heightened Effects: The subject turns to solid iron 
  or steel, gaining hardness 10. 
  SUMMON MONSTER, GREATER 
  School conjuration (summoning); Level 
  cleric/oracle 8, sorcerer/wizard 8, summoner 6, 
  witch 8; Domain chaos 9 (heightened only), evil 9 
  (heightened only), good 9 (heightened only), law 9 
  (heightened only); Bloodline abyssal 9 
  (heightened only), aquatic 7 (diminished only) 
  Casting Time 1 round 
  Components V, S, F/DF (a tiny bag and a small 
  candle) 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one summoned creature 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance no 
  This spell summons an extraplanar creature 
  (typically an outsider, elemental, or magical beast 
  native to another plane). It appears where you 
  designate and acts immediately, on your turn. It 
  attacks your opponents to the best of its ability. If 
  you can communicate with the creature, you can 
  direct it not to attack, to attack particular 
  enemies, or to perform other actions. The spell 
  conjures one of the creatures from the table 
  below. You choose which kind of creature to 
  summon, and you can choose a different one each 
  time you cast the spell. 
  A summoned monster cannot summon or 
  otherwise conjure another creature, nor can it use 
  any teleportation or planar travel abilities. 
  Creatures cannot be summoned into an 
  environment that cannot support them. Creatures 
  summoned using this spell cannot use spells or 
  spell-like abilities that duplicate spells with 
  expensive material components (such as wish). 
  When you use a summoning spell to summon a 
  creature with an alignment or elemental subtype, 
  it is a spell of that type. Creatures on the table 
  below marked with an “*” are summoned with 
  the celestial template, if you are good, the 
  entropic template, if you are chaotic, the fiendish 
  template, if you are evil, or the resolute template, 
  if you are lawful. If your alignment contains two 
  elements, you may choose which template to 
  apply to the creature (for example, if you are 
  lawful good, you may choose whether the 
  creature is celestial or resolute). If you are true 
  neutral, you may choose which template to apply 
  to the creature. Creatures marked with an “*” 
  always have an alignment that matches yours, 
  regardless of their usual alignment. Summoning 
  these creatures makes the summoning spell's type 
  match your alignment. 
  8th Level 
  Subtype 
  Barbed devil 
  Evil, Lawful 
  Elemental (elder) 
  Elemental 
  Hezrou (demon) 
  Chaotic, Evil 
  
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  Diminished Effects: You instead summon one of 
  the monsters on the following table: 
  7th Level 
  Subtype 
  Bebelith 
  Chaotic, Evil 
  Bone devil 
  Evil, Lawful 
  Brachiosaurus (dinosaur)* 
  — 
  Dire crocodile* 
  — 
  Dire shark* 
  — 
  Elemental (greater) 
  Elemental 
  Giant squid* 
  — 
  Mastodon (elephant)* 
  — 
  Roc* 
  — 
  Tyrannosaurus (dinosaur)* 
  — 
  Vrock (demon) 
  Chaotic, Evil 
   Heightened Effects: You instead summon one of 
  the monsters on the following table: 
  9th Level 
  Subtype 
  Astral Deva (angel) 
  Good 
  Ghaele azata 
  Chaotic, Good 
  Glabrezu (demon) 
  Chaotic, Evil 
  Ice devil 
  Evil, Lawful 
  Nalfeshnee (demon) 
  Chaotic, Evil 
  Trumpet archon 
  Good, Lawful 
   Merged! This spell combines the effects of the 
  following spells: summon monster VII, 
  summon monster VIII, and summon monster 
  IX. 
  SUNBEAM 
  School evocation [fire (heightened only), light]; 
  Level druid 7; Domain sun 7 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range 60 ft. 
  Area line from your hand 
  Duration 1 round/level or until all beams are 
  exhausted 
  Saving Throw Reflex negates and Reflex half; see 
  text; Spell Resistance 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 six beams 
  at 18th level). The spell ends when its duration 
  runs out or your allotment of beams is exhausted. 
  Each creature in the beam is blinded and takes 
  4d6 points of damage. Any creatures to which 
  sunlight is harmful or unnatural take double 
  damage. A successful Reflex save negates the 
  blindness and reduces the damage by half. 
  An undead creature caught within the beam takes 
  1d6 points of damage per caster level (maximum 
  20d6), or half damage if a Reflex save is successful. 
  In addition, the beam results in the destruction of 
  any undead creature specifically harmed by bright 
  light if it fails its save. 
  The ultraviolet light generated by the spell deals 
  damage to fungi, mold, oozes, and slimes just as if 
  they were undead creatures. 
   
  Diminished Effects: Each creature caught within 
  the beam only takes 4d4 points of damage. An 
  undead creature caught within the beam only 
  takes 1d4 points of damage per caster level 
  (maximum 20d4). 
   Heightened Effects: Each creature caught within 
  the beam takes 4d8 points of damage. An undead 
  creature caught within the beam takes 1d8 points 
  of damage per caster level (maximum 20d8). In 
  addition to the normal damage and blindness 
  
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  effects, the spell also deals 1 point of fire damage 
  per caster level. The fire damage is not on a 
  successful Reflex save. The spell gains the fire 
  descriptor. 
   
  Sidebar: Symbol Spells 
  A creature that enters the area while the 
  symbol spell 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 while the 
  symbol is still active, it must save again. 
  Until it is triggered, the symbol spell is 
  inactive (though visible and legible at a 
  distance of 60 feet). To be effective, a 
  symbol spell must always be placed in 
  plain sight and in a prominent location. 
  Covering or hiding the rune renders the 
  symbol spell ineffective, unless a creature 
  removes the covering, in which case the 
  symbol spell works normally. 
  As a default, a symbol spell 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. Regardless of the 
  trigger method or methods chosen, a 
  creature more than 60 feet from a symbol 
  of death can't trigger it (even if it meets 
  one or more of the triggering conditions, 
  such as reading the rune). Once the spell is 
  cast, a symbol spell's triggering conditions 
  cannot be changed. 
  In this case, “reading” the rune means any 
  attempt to study it, identify it, or fathom 
  its meaning. Throwing a cover over a 
  symbol spell to render it inoperative 
  triggers it if the symbol reacts to touch. 
  You can't use a symbol spell offensively; 
  for instance, a touch-triggered symbol 
  spell remains untriggered if an item 
  bearing the symbol spell is used to touch a 
  creature. Likewise, a symbol spell cannot 
  be placed on a weapon and set to activate 
  when the weapon strikes a foe. 
  You can also set special triggering 
  limitations of your own. These can be as 
  simple or elaborate as you desire. Special 
  conditions for triggering a symbol spell can 
  be based on a creature's name, identity, or 
  alignment, but otherwise must be based 
  on observable actions or qualities. 
  Intangibles such as level, class, HD, and hit 
  points don't qualify.  
  When scribing a symbol spell, you can 
  specify a password or phrase that prevents 
  a creature using it from triggering the 
  symbol's effect. Anyone using the 
  password remains immune to that 
  particular rune's effects so long as the 
  creature remains within 60 feet of the 
  rune. If the creature leaves the radius and 
  returns later, it must use the password 
  again. 
  You also can attune any number of 
  creatures to the symbol spell, but doing 
  this can extend the casting time. Attuning 
  one or two creatures takes negligible time, 
  and attuning a small group (as many as 10 
  creatures) extends the casting time to 1 
  hour. Attuning a large group (as many as 
  25 creatures) takes 24 hours. Attuning 
  larger groups takes an additional 24 hours 
  per 25 creatures. Any creature attuned to 
  a symbol spell cannot trigger it and is 
  immune to its effects, even if within its 
  
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  radius when it is triggered. You are 
  automatically considered attuned to your 
  own symbols spell, and thus always ignore 
  the effects and cannot inadvertently 
  trigger them. 
  Read magic allows you to identify a 
  symbol with a Spellcraft check (DC 10 + the 
  symbol's spell level). Of course, if the 
  symbol is set to be triggered by reading it, 
  this will trigger the symbol. 
  A symbol spell can be removed by a 
  successful dispel magic targeted solely on 
  the rune. An erase spell has no effect on a 
  symbol spell. Destruction of the surface 
  where a symbol spell is inscribed destroys 
  the symbol but also triggers it. 
   
  SYMBOL OF STUNNING 
  School enchantment (compulsion) [mind-
  affecting]; Level cleric/oracle 7, sorcerer/wizard 7, 
  witch 7 
  Casting Time 10 minutes 
  Components V, S, M (mercury and phosphorus, 
  plus powdered diamond and opal worth a total of 
  5,000 gp) 
  Range 0 ft.; see text 
  Effect one symbol 
  Duration see text 
  Saving Throw Will negates 
  This spell allows you to scribe a potent rune of 
  power upon a surface. When triggered, all 
  creatures within 60 feet of a symbol of stunning 
  instead become stunned for 1d6 rounds. Once 
  triggered, the symbol remains active for 10 
  minutes per caster level. 
  Note: Magic traps such as symbol of stunning are 
  hard to detect and disable. While any character 
  can use Perception to find a symbol, only a 
  character with the trapfinding class feature can 
  use Disable Device to disarm it. The DC in each 
  case is 25 + spell level, or 32 for symbol of 
  stunning. 
   
  Diminished Effects: Once triggered, the symbol 
  only remains active for 1 minute per caster level. 
   Heightened Effects: Once triggered, the symbol 
  remains active for 1 hour per caster level. 
  SYMBOL OF WEAKNESS 
  School necromancy; Level cleric/oracle 7, 
  sorcerer/wizard 7, witch 7 
  Casting Time 10 minutes 
  Components V, S, M (mercury and phosphorus, 
  plus powdered diamond and opal worth a total of 
  5,000 gp) 
  Range 0 ft.; see text 
  Effect one symbol 
  Duration see text 
  Saving Throw Fortitude negates; Spell Resistance 
  yes 
  This spell allows you to scribe a potent rune of 
  power upon a surface. When triggered, every 
  creature within 60 feet of a symbol of weakness 
  instead suffers crippling weakness that deals 3d6 
  points of Strength damage. 
  Unlike symbol of death, symbol of weakness has 
  no hit point limit; once triggered, a symbol of 
  weakness simply remains active for 10 minutes 
  per caster level. A creature can only be affected by 
  this symbol once. 
  Note: Magic traps such as symbol of weakness are 
  hard to detect and disable. While any character 
  can use Perception to find a symbol, only a 
  character with the trapfinding class feature can 
  use Disable Device to disarm it. The DC in each 
  case is 25 + spell level, or 32 for symbol of 
  weakness. 
   
  Diminished Effects: Once triggered, the symbol 
  only remains active for 1 minute per caster level. 
   Heightened Effects: Once triggered, the symbol 
  remains active for 1 hour per caster level. 
  
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  T 
  TELEPORT 
  School conjuration (teleportation); Level 
  sorcerer/wizard 5, magus 5, witch 5; Domain 
  travel 5; Bloodline abyssal 7, arcane 7 
  Casting Time 1 standard action 
  Components V 
  Range personal and touch 
  Target you and touched objects or other touched 
  willing creatures 
  Duration instantaneous 
  Saving Throw none and Will negates (object); 
  Spell Resistance no and yes (object) 
  This spell instantly transports you to a designated 
  destination, which may be as distant as 100 miles 
  per caster level. Interplanar travel is not possible. 
  You can bring along objects as long as their weight 
  doesn't exceed your maximum load. You may also 
  bring one additional willing Medium or smaller 
  creature (carrying gear or objects up to its 
  maximum load) or its equivalent per three caster 
  levels. A Large creature counts as two Medium 
  creatures, a Huge creature counts as four Medium 
  creatures, and so forth. All creatures to be 
  transported must be in contact with one another, 
  and at least one of those creatures must be in 
  contact with you. As with all spells where the 
  range is personal and the target is you, you need 
  not make a saving throw, nor is spell resistance 
  applicable to you. Only objects held or in use 
  (attended) by another person receive saving 
  throws and spell resistance. 
  You must have some clear idea of the location and 
  layout of the destination. The clearer your mental 
  image, the more likely the teleportation works. 
  Areas of strong physical or magical energy may 
  make teleportation more hazardous or even 
  impossible. 
  To see how well the teleportation works, roll d% 
  and consult the table at the end of this spell. Refer 
  to the following information for definitions of the 
  terms on the table. 
  Familiarity: “Very familiar” is a place where you 
  have been very often and where you feel at home. 
  “Studied carefully” is a place you know well, either 
  because you can currently physically see it or 
  you've been there often. “Seen casually” is a place 
  that you have seen more than once but with 
  which you are not very familiar. “Viewed once” is 
  a place that you have seen once, possibly using 
  magic such as scrying. 
  “False destination” is a place that does not truly 
  exist or if you are teleporting to an otherwise 
  familiar location that no longer exists as such or 
  has been so completely altered as to no longer be 
  familiar to you. When traveling to a false 
  destination, roll 1d20+80 to obtain results on the 
  table, rather than rolling d%, since there is no real 
  destination for you to hope to arrive at or even be 
  off target from. 
  On Target: You appear where you want to be. 
  Off Target: You appear safely a random distance 
  away from the destination in a random direction. 
  Distance off target is d% of the distance that was 
  to be traveled. The direction off target is 
  determined randomly. 
  Similar Area: You wind up in an area that's visually 
  or thematically similar to the target area. 
  Generally, you appear in the closest similar place 
  within range. If no such area exists within the 
  spell's range, the spell simply fails instead. 
  Mishap: You and anyone else teleporting with you 
  have gotten “scrambled.” You each take 1d10 
  points of damage, and you reroll on the chart to 
  see where you wind up. For these rerolls, roll 
  1d20+80. Each time “Mishap” comes up, the 
  characters take more damage and must reroll. 
  
  Compendium Arcanum Volume 8: 7th Level Spells 
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  Familiarity 
  On 
  Target 
  Off 
  Target 
  Similar 
  Area 
  Mish
  ap 
  Very 
  familiar 
  01–97 
  98–99 
  100 
  — 
  Studied 
  carefully 
  01–94 
  95–97 
  98–99 
  100 
  Seen 
  casually 
  01–88 
  89–94 
  95–98 
  99–
  100 
  Viewed 
  once 
  01–76 
  77–88 
  89–96 
  97–
  100 
  False 
  destination 
  — 
  — 
  81–92 
  93–
  100 
   
  Diminished Effects: The spell’s range becomes you, 
  and its target becomes you. 
   Heightened Effects: The spell’s target becomes 
  you and one additional willing Medium or smaller 
  creature (carrying gear or objects up to its 
  maximum load) or its equivalent per caster level. 
  TELEPORT, GREATER 
  School conjuration (teleportation); Level 
  sorcerer/wizard 7, summoner 5, witch 7; Domain 
  travel 7; Bloodline abyssal 7, arcane 7 
  Casting Time 1 standard action 
  Components V 
  Range personal and touch 
  Target you and touched objects or other touched 
  willing creatures 
  Duration instantaneous 
  Saving Throw none and Will negates (object); 
  Spell Resistance no and yes (object) 
  This spell instantly transports you to a designated 
  destination. There is no range limit and there is no 
  chance you arrive off target. Interplanar travel is 
  not possible. You can bring along objects as long 
  as their weight doesn't exceed your maximum 
  load. You may also bring one additional willing 
  Medium or smaller creature (carrying gear or 
  objects up to its maximum load) or its equivalent 
  per three caster levels. A Large creature counts as 
  two Medium creatures, a Huge creature counts as 
  four Medium creatures, and so forth. All creatures 
  to be transported must be in contact with one 
  another, and at least one of those creatures must 
  be in contact with you. As with all spells where the 
  range is personal and the target is you, you need 
  not make a saving throw, nor is spell resistance 
  applicable to you. Only objects held or in use 
  (attended) by another person receive saving 
  throws and spell resistance. 
  You need not have seen the destination, but in 
  that case you must have at least a reliable 
  description of the place to which you are 
  teleporting. If you attempt to teleport with 
  insufficient information (or with misleading 
  information), you disappear and simply reappear 
  in your original location. 
   
  Diminished Effects: The destination must be within 
  100 miles per caster level of your point of origin. In 
  addition, you must have some clear idea of the 
  location and layout of the destination. The clearer 
  your mental image, the more likely the 
  teleportation works. 
   Heightened Effects: You may bring one additional 
  willing Medium or smaller creature per two caster 
  levels. 
  TEMPORARY RESURRECTION 
  School necromancy; Level sorcerer/wizard 7, 
  witch 7 
  Casting Time 10 minutes 
  Components V, S, M (diamond dust worth 500 gp) 
  Range touch 
  Target dead creature touched 
  Duration 24 hours 
  You restore temporary life to a body that has been 
  dead for less than 48 hours. The spell lasts for 24 
  hours, after which the target dies again. The 
  target gains 1 permanent negative level while 
  under the effect of this spell; this negative level 
  goes away when the target dies or is permanently 
  
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  raised from the dead (such as with raise dead). 
  The target still counts as a dead corpse (but not 
  undead) for the purpose of spells that revive dead 
  creatures, so a cleric can cast raise dead or a 
  similar spell on the target even while this spell is 
  active. Once a creature has been revived with 
  temporary resurrection, this spell cannot be used 
  on it again until it is permanently raised from the 
  dead. 
   
  Diminished Effects: The spell’s duration becomes 
  10 minutes per caster level. 
   Heightened Effects: The creature can have been 
  dead for up to two weeks. In addition, if 
  decomposed or skeletonized, the corpse grows 
  enough flesh to function. However, missing limbs 
  are treated as if amputated. 
  TRANSMUTE METAL TO WOOD 
  School transmutation; Level druid 7 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range long (400 ft. + 40 ft./level) 
  Area all metal objects within a 40-ft.-radius burst 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes (object; 
  see text) 
  This spell enables you to change all metal objects 
  within its area to wood. Weapons, armor, and 
  other metal objects carried by creatures are 
  affected as well. A magic object made of metal 
  effectively has spell resistance equal to 20 + its 
  caster level against this spell. Artifacts cannot be 
  transmuted. Weapons converted from metal to 
  wood take a –2 penalty on attack and damage 
  rolls. The armor bonus of any armor converted 
  from metal to wood is reduced by 2. Weapons 
  changed by this spell splinter and break on any 
  natural attack roll of 1 or 2, and armor changed by 
  this spell loses an additional point of armor bonus 
  every time it is struck with a natural attack roll of 
  19 or 20. 
  Only miracle, wish, or similar magic can restore a 
  transmuted object to its metallic state. 
   
  Diminished Effects: The spell’s duration becomes 1 
  hour per caster level, after which the transmuted 
  items revert to metal. In addition, attended items 
  may make a Will save (using its own bonus or that 
  of its possessor, whichever is higher) to negate the 
  effect. 
   Heightened Effects: You may choose which 
  affected items will become normal wood and 
  which will become ironwood (as the spell). 
  TRUE SEEING 
  School divination; Level alchemist 6, cleric/oracle 
  5, druid 7, inquisitor 5, magus 6, sorcerer/wizard 
  6, summoner 5, witch 6; Domain knowledge 5; 
  Bloodline arcane 6 
  Casting Time 1 standard action 
  Components V, S, M (an eye ointment that costs 
  250 gp) 
  Range touch 
  Target creature touched 
  Duration 1 min./level 
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless) 
  You confer on the subject the ability to see all 
  things as they actually are. The subject sees 
  through normal and magical darkness, notices 
  secret doors hidden by magic, sees the exact 
  locations of creatures or objects under blur or 
  displacement effects, sees invisible creatures or 
  objects normally, sees through illusions, and sees 
  the true form of polymorphed, changed, or 
  transmuted things. Further, the subject can focus 
  its vision to see into the Ethereal Plane (but not 
  into extradimensional spaces). The range of true 
  seeing conferred is 120 feet. 
  True seeing, however, does not penetrate solid 
  objects. It in no way confers X-ray vision or its 
  equivalent. It does not negate concealment, 
  including that caused by fog and the like. True 
  seeing does not help the viewer see through 
  
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  mundane disguises, spot creatures who are simply 
  hiding, or notice secret doors hidden by mundane 
  means. In addition, the spell effects cannot be 
  further enhanced with known magic, so one 
  cannot use true seeing through a crystal ball or in 
  conjunction with clairaudience/clairvoyance. 
   
  Diminished Effects: The range of true seeing 
  conferred is 30 feet. 
   Heightened Effects: The spell’s target becomes 
  creatures touched, but you divide the duration in 
  1-minute intervals among the creatures touched. 
  U 
  UNDEAD ANATOMY, GREATER 
  School transmutation (polymorph); Level 
  alchemist 6 (diminished only), magus 6 
  (diminished only), sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, M (a piece of the creature 
  whose form you plan to assume) 
  Range personal 
  Target you 
  Duration 1 minute/level (D) 
  This spell functions as undead anatomy, except it 
  allows you to use more abilities. If the form you 
  assume has any of the following abilities, you gain 
  the listed ability: burrow 60 feet, climb 90 feet, fly 
  120 feet (good maneuverability), swim 120 feet, 
  blindsense 60 feet, darkvision 90 feet, lifesense 60 
  feet, low-light vision, scent, tremorsense 60 feet, 
  breath weapon, constrict, DR 10/magic and silver, 
  DR 15/bludgeoning and magic, fast healing 5, fiery 
  death, fire aura, grab, jet, poison, pounce, rake, 
  rend, roar, spikes, trample, trip, and web. 
  If the creature has immunity or resistance to any 
  energy types, you gain resistance 30 to those 
  energy types. If the creature has vulnerability to 
  an energy type, you gain that vulnerability. In this 
  form, you gain a +8 bonus on saves against mind-
  affecting effects, disease, poison, sleep, and 
  stunning. If the form has a vulnerability to an 
  attack (such as sunlight), you gain that 
  vulnerability. 
  Tiny undead: If the form you take is that of a Tiny 
  undead, you gain a –2 penalty to your Strength, a 
  +8 size bonus to your Dexterity, and a +3 natural 
  armor bonus. 
   
  Diminished Effects: The spell functions as undead 
  anatomy, except it also allows you to assume the 
  form of a Diminutive or Huge corporeal creature of 
  the undead type. If the form you assume has any 
  of the following abilities, you gain the listed ability: 
  burrow 30 feet, climb 90 feet, fly 90 feet (good 
  maneuverability), swim 90 feet, all-around vision, 
  blindsense 30 feet, darkvision 60 feet, low-light 
  vision, scent, constrict, disease, DR 5/—, fear aura, 
  grab, jet, natural cunning, overwhelming, poison, 
  pounce, rake, trample, trip, unnatural aura, and 
  web. 
  If the creature has immunity or resistance to any 
  energy types, you gain resistance 20 to those 
  energy types. If the creature has vulnerability to 
  an energy type, you gain that vulnerability. In this 
  form, you gain a +8 bonus on saves against mind-
  affecting effects, disease, poison, sleep, and 
  stunning. If the form has a vulnerability to an 
  attack (such as sunlight), you gain that 
  vulnerability. 
  Diminutive undead: If the form you take is that of 
  a Diminutive undead, you gain a +6 size bonus to 
  your Dexterity, a –4 penalty to your Strength, and 
  a +1 natural armor bonus. 
  Huge undead: If the form you take is that of a 
  Huge undead, you gain a +6 size bonus to your 
  Strength, a –4 penalty to your Dexterity, and a +6 
  natural armor bonus. 
   Heightened Effects: The spell’s duration becomes 
  1 round per caster level, and the spell allows you 
  to assume the form of an incorporeal undead. Your 
  
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  bite and claw (or slam) attacks are incorporeal 
  touch attacks. 
   Merged! This spell combines the effects of the 
  following spells: undead anatomy III and 
  undead anatomy IV. 
  V 
  VORTEX 
  School evocation [water]; Level druid 7, 
  sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V, S, M/DF (a stirring spoon) 
  Range long (400 ft. + 40 ft./level) 
  Effect whirlpool 50 ft. deep, 30 ft. wide at top, and 
  5 ft. wide at base 
  Duration 1 round/level (D) 
  Saving Throw Reflex negates, see text; Spell 
  Resistance yes 
  You create a powerful and immobile whirlpool in 
  any body of liquid large enough to contain the 
  spell's effect. Any Large or smaller creature that 
  comes in contact with the spell effect must 
  succeed on a Reflex save or take 3d6 points of 
  bludgeoning damage. A Medium or smaller 
  creature that fails its first save must succeed on a 
  second one or be pulled into the whirlpool and 
  held suspended in its powerful currents, taking 
  1d8 points of damage each round on your turn 
  with no save allowed. You may direct the 
  whirlpool to eject any carried creatures whenever 
  you wish. A boat that is equal in length or shorter 
  than the vortex's width that passes through a 
  vortex takes 6d6 points of damage and is caught 
  up by the current. If the boat's captain makes a DC 
  25 Profession (sailor) check (or if the boat is longer 
  than the vortex's width), the boat takes only half 
  damage and is not caught up by the vortex. 
   
  Diminished Effects: Once created, the whirlpool 
  moves in a random, uncontrolled fashion for 1d3 
  rounds—possibly endangering you or your allies—
  and then dissipates. 
   Heightened Effects: The whirlpool is up to 100 feet 
  deep, up to 60 feet wide at the top, and can affect 
  Huge or smaller creatures that come in contact 
  with it. 
  W 
  WALK THROUGH SPACE 
  School conjuration (teleportation); Level 
  alchemist 6, magus 6, sorcerer/wizard 7, 
  summoner 6, witch 7 
  Casting Time 1 standard action 
  Components V, S, M (a wren's egg) 
  Range personal 
  Target you 
  Duration 1 round/level 
  When under the effects of this spell, you can 
  teleport up to 30 feet as a move action. You must 
  end this movement in an unoccupied space that 
  you can stand on within line of sight. Alternatively, 
  you can spend a move action to teleport to a 
  standing position from lying prone. Teleporting 
  does not provoke attacks of opportunity. 
   
  Diminished Effects: You can only teleport up to 15 
  feet as a move action. 
   Heightened Effects: The spell’s range becomes 
  touch and its target becomes one creature. 
  WALL OF IRON 
  School conjuration (creation); Level magus 6, 
  sorcerer/wizard 6, summoner 5; Domain artifice 
  7, metal 6 
  Casting Time 1 standard action 
  Components V, S, M (a small iron sheet plus gold 
  dust worth 50 gp) 
  Range medium (100 ft. + 10 ft./level) 
  Effect iron wall whose area is up to one 5-ft. 
  square/level; see text 
  Duration instantaneous 
  Saving Throw see text; Spell Resistance no 
  
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  48 
   
  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 from the wall. The 
  wall cannot crush Huge and larger creatures. 
  Like any iron wall, this wall is subject to rust, 
  perforation, and other natural phenomena. Iron 
  created by this spell is not suitable for use in the 
  creation of other objects and cannot be sold. 
   
  Diminished Effects: The wall can measure no more 
  than 2 inches thick. It must be attached to a 
  surface (thus it cannot be tipped over). 
   Heightened Effects: The wall measures 1-inch-
  thick per two caster levels. 
  WAVES OF ECSTASY 
  School enchantment (compulsion) [emotion, 
  mind-affecting]; Level bard 6, cleric/oracle 7, 
  sorcerer/wizard 7, witch 7 
  Casting Time 1 standard action 
  Components V, S 
  Range 30 ft. 
  Area cone-shaped burst 
  Duration 1 round/level; see text 
  Saving Throw Will partial (see text); Spell 
  Resistance yes 
  You emanate waves of intense pleasure that cause 
  all targets within range to falter. Affected 
  creatures are stunned for 1 round and are 
  staggered for the remainder of the spell. A 
  creature that makes its save is staggered for the 
  first round and can act normally thereafter. 
   
  Diminished Effects: Affected creatures are 
  staggered for the duration of the spell. A creature 
  that makes its save negates the effect. 
   Heightened Effects: Affected creatures are 
  stunned for 1d4 rounds and are staggered for the 
  remainder of the spell. A creature that makes its 
  save is staggered for the first round and can act 
  normally thereafter. 
  WAVES OF EXHAUSTION 
  School necromancy; Level sorcerer/wizard 7, 
  witch 7; Domain repose 8, toil 7 
  Casting Time 1 standard action 
  Components V, S 
  Range 60 ft. 
  Area cone-shaped burst 
  Duration instantaneous 
  Saving Throw no; Spell Resistance 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. 
   
  Diminished Effects: Affected creatures are only 
  fatigued. The spell has no effect on a creature that 
  is already fatigued. 
  
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   Heightened Effects: The spell’s range becomes 90 
  feet. 
  WIND WALK 
  School transmutation [air]; Level alchemist 6, 
  cleric/oracle 6, druid 7; Domain wind 6 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Targets you and one touched creature per three 
  levels 
  Duration 1 hour/level (D); see text 
  Saving Throw no and Will negates (harmless); 
  Spell Resistance no and yes (harmless) 
  You alter the substance of your body to a cloudlike 
  vapor (as the gaseous form spell) and move 
  through the air, possibly at great speed. You can 
  take other creatures with you, each of which acts 
  independently. 
  Normally, a wind walker flies at a speed of 10 feet 
  with perfect maneuverability. If desired by the 
  subject, a magical wind wafts a wind walker along 
  at up to 600 feet per round (60 mph) with poor 
  maneuverability. Wind walkers are not invisible 
  but rather appear misty and translucent. If fully 
  clothed in white, they are 80% likely to be 
  mistaken for clouds, fog, vapors, or the like. 
  A wind walker can regain its physical form as 
  desired and later resume the cloud form. Each 
  change to and from vaporous form takes 5 rounds, 
  which counts toward the duration of the spell (as 
  does any time spent in physical form). As noted 
  above, you can dismiss the spell, and you can even 
  dismiss it for individual wind walkers and not 
  others. 
  For the last minute of the spell's duration, a wind 
  walker in cloud form automatically descends 60 
  feet per round (for a total of 600 feet), though it 
  may descend faster if it wishes. This descent 
  serves as a warning that the spell is about to end. 
   
  Diminished Effects: The spell’s target becomes you 
  and only one other touched creature. 
   Heightened Effects: The spell’s target becomes 
  you and one touched creature per two caster 
  levels. 
  WISH 
  School universal; Level sorcerer/wizard 8; Domain 
  construct 7 (diminished only) 
  Casting Time 1 standard action 
  Components V, S, M (diamond worth 12,500 gp) 
  Range see text 
  Target, Effect, Area see text 
  Duration see text 
  Saving Throw none, see text; Spell Resistance yes 
  A limited wish lets you create nearly any type of 
  effect. For example, a limited wish can do any of 
  the following things. 
   
  Duplicate any sorcerer/wizard spell of 7th 
  level or lower, provided the spell does not 
  belong to one of your opposition schools. 
   
  Duplicate any non-sorcerer/wizard spell of 
  6th level or lower, provided the spell does 
  not belong to one of your opposition 
  schools. 
   
  Duplicate any sorcerer/wizard spell of 6th 
  level or lower, even if it belongs to one of 
  your opposition schools. 
   
  Duplicate any non-sorcerer/wizard spell of 
  4th level or lower, even if it belongs to one 
  of your opposition schools. 
   
  Undo the harmful effects of many spells, 
  such as geas/quest or insanity. 
   
  Produce any other effect whose power 
  level is in line with the above effects, such 
  as a single creature automatically hitting 
  on its next attack or taking a –7 penalty on 
  its next saving throw. 
  
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  A duplicated spell allows saving throws and spell 
  resistance as normal, but the save DC is for a 7th-
  level spell. When a wish spell duplicates a spell 
  with a material component that costs more than 
  6,000 gp, you must provide that component (in 
  addition to the 12,500 gp diamond component for 
  this spell). 
   
  Diminished Effects: The spell’s material 
  component becomes a diamond worth 1,500 gp. 
  The spell can do any of the following things. 
   
  Duplicate any sorcerer/wizard spell of 6th 
  level or lower, provided the spell does not 
  belong to one of your opposition schools. 
   
  Duplicate any non-sorcerer/wizard spell of 
  5th level or lower, provided the spell does 
  not belong to one of your opposition 
  schools. 
   
  Duplicate any sorcerer/wizard spell of 5th 
  level or lower, even if it belongs to one of 
  your opposition schools. 
   
  Duplicate any non-sorcerer/wizard spell of 
  4th level or lower, even if it belongs to one 
  of your opposition schools. 
   
  Undo the harmful effects of many spells, 
  such as geas/quest or insanity. 
   
  Produce any other effect whose power 
  level is in line with the above effects, such 
  as a single creature automatically hitting 
  on its next attack or taking a –7 penalty on 
  its next saving throw. 
  When a diminished wish spell duplicates a spell 
  with a material component that costs more than 
  1,000 gp, you must provide that component (in 
  addition to the 1,500 gp diamond component for 
  this spell). 
   Heightened Effects: The spell’s material 
  component becomes a diamond worth 25,000 gp. 
  The spell can do any of the following things. 
   
  Duplicate any sorcerer/wizard spell of 8th 
  level or lower, provided the spell does not 
  belong to one of your opposition schools. 
   
  Duplicate any non-sorcerer/wizard spell of 
  7th level or lower, provided the spell does 
  not belong to one of your opposition 
  schools. 
   
  Duplicate any sorcerer/wizard spell of 7th 
  level or lower, even if it belongs to one of 
  your opposition schools. 
   
  Duplicate any non-sorcerer/wizard spell of 
  6th level or lower, even if it belongs to one 
  of your opposition schools. 
   
  Undo the harmful effects of many other 
  spells, such as geas/quest or insanity. 
   
  Grant a creature a +1 inherent bonus to 
  an ability score. Two to five wish spells 
  cast in immediate succession can grant a 
  creature a +2 to +5 inherent bonus to an 
  ability score (two wishes for a +2 inherent 
  bonus, three wishes for a +3 inherent 
  bonus, and so on). Inherent bonuses are 
  instantaneous, so they cannot be 
  dispelled. Note: An inherent bonus may 
  not exceed +5 for a single ability score, 
  and inherent bonuses to a particular 
  ability score do not stack, so only the best 
  one applies. 
   
  Remove injuries and afflictions. A single 
  wish can aid one creature per caster level, 
  and all subjects are cured of the same kind 
  of affliction. For example, you could heal 
  all the damage you and your companions 
  have taken, or remove all poison effects 
  from everyone in the party, but not do 
  both with the same wish. 
   
  Revive the dead. A wish can bring a dead 
  creature back to life by duplicating a 
  resurrection spell. A wish can revive a 
  
  Compendium Arcanum Volume 8: 7th Level Spells 
  51 
   
  dead creature whose body has been 
  destroyed, but the task takes two wishes: 
  one to recreate the body and another to 
  infuse the body with life again. A wish 
  cannot prevent a character who was 
  brought back to life from gaining a 
  permanent negative level. 
   
  Transport travelers. A wish can lift one 
  creature per caster level from anywhere 
  on any plane and place those creatures 
  anywhere else on any plane regardless of 
  local conditions. An unwilling target gets a 
  Will save to negate the effect, and spell 
  resistance (if any) applies. 
   
  Undo misfortune. A wish can undo a single 
  recent event. The wish forces a reroll of 
  any roll made within the last round 
  (including your last turn). Reality reshapes 
  itself to accommodate the new result. For 
  example, a wish could undo an opponent's 
  successful save, a foe's successful critical 
  hit (either the attack roll or the critical 
  roll), a friend's failed save, and so on. The 
  reroll, however, may be as bad as or 
  worse than the original roll. An unwilling 
  target gets a Will save to negate the 
  effect, and spell resistance (if any) applies. 
  When a heightened wish spell duplicates a spell 
  with a material component that costs more than 
  10,000 gp, you must provide that component (in 
  addition to the 1,500 gp diamond component for 
  this spell). 
   Merged! This spell combines the effects of the 
  following spells: wish and limited wish. 
  WORD OF CHAOS 
  School evocation [chaotic, sonic]; Level 
  cleric/oracle 7, inquisitor 6; Domain chaos 7 
  Casting Time 1 standard action 
  Components V 
  Range 40 ft. 
  Area nonchaotic creatures in a 40-ft.-radius 
  spread centered on you 
  Duration instantaneous 
  Saving Throw none or Will negates; see text; Spell 
  Resistance yes 
  Any nonchaotic creature within the area of a word 
  of chaos spell suffers the following ill effects, 
  depending on their HD. 
  HD 
  Effect 
  Equal to caster 
  level 
  Deafened 
  Up to caster level 
  –1 
  Stunned, deafened 
  Up to caster level 
  –5 
  Confused, stunned, deafened 
  Up to caster level 
  –10 
  Killed, confused, stunned, 
  deafened 
  The effects are cumulative and concurrent. A 
  successful Will save reduces or eliminates these 
  effects. Creatures affected by multiple effects 
  make only one save and apply the result to all the 
  effects. 
  Deafened: The creature is deafened for 1d4 
  rounds. Save negates. 
  Stunned: The creature is stunned for 1 round. Save 
  negates. 
  Confused: The creature is confused for 1d10 
  minutes. This is a mind-affecting enchantment 
  effect. Save reduces the confused effect to 1 
  round. 
  Killed: Living creatures die. Undead creatures are 
  destroyed. Save negates. If the save is successful, 
  the creature instead takes 3d6 points of damage + 
  1 point per caster level (maximum +25). 
  Furthermore, if you are on your home plane when 
  you cast this spell, nonchaotic extraplanar 
  
  Compendium Arcanum Volume 8: 7th Level Spells 
  52 
   
  creatures within the area are instantly banished 
  back to their home planes. Creatures so banished 
  cannot return for at least 24 hours. This effect 
  takes place regardless of whether the creatures 
  hear the word of chaos or not. The banishment 
  effect allows a Will save (at a –4 penalty) to 
  negate. 
  Creatures whose HD exceed your caster level are 
  unaffected by word of chaos. 
   
  Diminished Effects: The spell’s area becomes a 20-
  foot-radius spread and it only affects lawful 
  creatures with HD less than your caster level. 
   Heightened Effects: Any nonchaotic creature 
  within the area of the spell suffers the following ill 
  effects. 
  HD 
  Effect 
  Equal to caster 
  level 
  Blinded 
  Up to caster level 
  –1 
  Paralyzed, blinded 
  Up to caster level 
  –5 
  Confused, paralyzed, blinded 
  Up to caster level 
  –10 
  Killed, confused, paralyzed, 
  blinded 
  Blinded: The creature is blinded for 1d4 rounds. 
  Save negates. 
  Paralyzed: The creature is paralyzed and helpless 
  for 1 round. Save negates. 
  X 
   
  Y 
   
  Z 
   
   
  
  Compendium Arcanum Volume 8: 7th Level Spells 
  53 
   
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