TEXT: ultimate magic 
  Spell cardS
  Ultimate 
  Spell DeckS
  LPJ9503
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  
  Acidic SprAy
  School conjuration (creation) [acid]; Level magus 5, sorcerer/
  wizard 5; Casting Time 1 standard action; Components V, S, 
  M (a vial of acid worth 10 gp); Range 60 ft.; Effect 60-ft. line; 
  Duration instantaneous; Saving Throw Reflex partial (see text); 
  SR yes; 
  A spray of acid erupts from your outstretched hand, dealing 1d6 
  points of acid damage per caster level (maximum 15d6) to each 
  creature within its area (Reflex half ). This acid continues to burn 
  for 1 round, dealing 1d6 points of acid damage per two caster 
  levels (maximum 7d6) to any creature that failed its saving throw 
  against the spell (a second Reflex save on the creature’s turn 
  negates this additional damage). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Acute SenSeS
  School transmutation; Level alchemist 2, bard 2, inquisitor 2, 
  ranger 2; Casting Time 1 standard action; Components V, S, M 
  (a glass lens); Range touch; Targets creature touched; Duration 1 
  minute/level; Saving Throw Will negates (harmless); SR yes; 
  The target gains a +10 enhancement bonus on Perception checks. 
  The bonus increases to +20 at caster level 8th, and +30 (the 
  maximum) at caster level 16th. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Age reSiStAnce, LeSSer
  School transmutation; Level alchemist 3, druid 4, sorcerer/wizard 
  4, witch 4; Casting Time 1 standard action; Components V, S; 
  Range personal; Targets you; Duration 24 hours; 
  You ignore the physical detriments of being middle-aged. This 
  spell does not cause you to look younger, nor does it prevent you 
  from dying of old age, but as long as the spell is in effect, you 
  ignore the -1 penalties to Strength, Dexterity, and Constitution that 
  accrue once you become middle-aged. You retain the agerelated 
  bonuses to Intelligence, Wisdom, and Charisma while under the 
  effects of this spell. Additional penalties that you accrue upon 
  becoming old or venerable apply in full. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Age reSiStAnce, greAter
  School transmutation; Level alchemist 5, druid 7, sorcerer/wizard 
  7, witch 7; Casting Time 1 standard action; Components V, S; 
  Range personal; Targets you; Duration 24 hours
  This spell functions as lesser age resistance, except you ignore all 
  Strength, Dexterity, and Constitution penalties gained from middle 
  age, old age, and venerable age. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Age reSiStAnce
  School transmutation; Level alchemist 4, druid 6, sorcerer/wizard 
  6, witch 6; Casting Time 1 standard action; Components V, S; 
  Range personal; Targets you; Duration 24 hours; 
  This spell functions as lesser age resistance, except you ignore the 
  Strength, Dexterity, and Constitution penalties gained at middle 
  age and old age. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ALLegro
  School transmutation; Level bard 2; Casting Time 1 standard 
  action; Components V; Range personal; Targets you; Duration 1 
  round/level (D) or until discharged(D); 
  This spell allows you to act more swiftly while maintaining a 
  bardic performance. You must already be maintaining a bardic 
  performance before you can cast allegro. You gain the benefits of 
  the spell haste for as long as you maintain that bardic performance. 
  If you cease maintaining the bardic performance or it is inter-
  rupted, this spell’s duration ends. As an immediate action while 
  you are maintaining a bardic performance, you can dismiss allegro 
  to reroll a Reflex save or Dexterity-based skill check-you must 
  choose to reroll before the result of the original roll is known. You 
  must take the result of the reroll, even if it’s worse than the original 
  roll. Allegro dispels and is dispelled by slow. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  AnimAte deAd, LeSSer
  School necromancy [evil]; Level cleric 2, sorcerer/wizard 3; 
  Casting Time 1 standard action; Components V, S, M (an onyx 
  gem worth at least 25 gp per Hit Die of the undead); Range touch; 
  Targets one corpse; Duration instantaneous; Saving Throw none; 
  SR no; 
  This spell functions as animate dead, except you can only create 
  a single Small or Medium skeleton or zombie. You cannot create 
  variant skeletons or zombies with this spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Anthropomorphic AnimAL
  School transmutation (polymorph); Level druid 3, sorcerer/wizard 
  3, witch 3; Casting Time 1 standard action; Components V, S, M 
  (a humanoid thumb bone); Range touch; Targets animal touched; 
  Duration 1 hour/level; Saving Throw Fortitude negates; SR yes; 
  You transform the touched animal into a bipedal hybrid of its 
  original form with a humanoid form, similar to how a lycan-
  thrope’s hybrid form is a mix of a humanoid and animal form. The 
  animal’s size, type, and ability scores do not change. It loses its 
  natural attacks except for bite (if it had one as an animal), all types 
  of movement other than its land speed, and special attacks that rely 
  on its natural attacks. One pair of its limbs is able to manipulate 
  objects and weapons as well as human hands do; limbless animals 
  like snakes temporarily grow a pair of arms. The creature’s Intelli-
  gence increases to 3, and it gains the ability to speak one language 
  you know. It is not considered proficient in any manufactured 
  weapons. It can attack with unarmed strikes, dealing unarmed 
  strike damage for a creature of its size (unless it has a bite attack, 
  which is a natural attack). 
  Anthropomorphic animal can be made permanent with a perma-
  nency spell cast by a caster of 11th level or higher at a cost of 
  7,500 gp. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  AnticipAte periL
  School divination; Level alchemist 1, bard 1, ranger 1, sorcerer/
  wizard 1; Casting Time 1 standard action; Components V, S; 
  Range touch; Targets creature touched; Duration 1 minute/level 
  or until activated; Saving Throw Will negates; SR yes; 
  A creature affected by anticipate peril gains a preternatural sense of 
  danger. The first time during this spell’s duration that the target has 
  to make an initiative check, the creature adds an insight bonus on 
  that initiative check equal to the spell’s caster level (maximum +5). 
  Once this bonus applies, the effects of the spell end. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ArboreAL hAmmer
  School transmutation; Level druid 4; Casting Time 1 standard 
  action; Components V, S, DF; Range medium (100 ft. + 10 ft./
  level); Targets one Huge or larger tree; Duration 1 round/level 
  (D)(D); Saving Throw none; SR no; 
  This spell animates a tree’s branch and directs it against your foes. 
  At caster level 10th or lower, you can target a Huge tree. 
  At caster level 11th-15th, you can target a Gargantuan tree, and 
  at caster level 16th or higher you can target a Colossal tree. The 
  animated branch makes slam attacks with a Strength score equal 
  to 10 + your caster level. The branch strikes once per round with 
  an attack bonus equal to your caster level + the branch’s Strength 
  modifier, adjusted by the appropriate size modifier (-2 for Huge, 
  -4 for Gargantuan, -8 for Colossal). A Huge tree’s slam deals 2d6 
  points of damage, a Gargantuan tree’s slam deals 3d6 points of 
  damage, and a Colossal tree’s slam deals 4d6 points of damage; 
  the tree adds 1-1/2 times its Strength modifier to this damage. A 
  Huge tree has reach 15 feet, a Gargantuan has reach 20 feet, and 
  a Colossal has reach 30 feet. The tree attacks the creature you 
  designate when you cast the spell, and is unable to move. You can 
  direct the tree against a new target as a move action. The tree does 
  not gain a bonus for flanking, nor can it help another combatant 
  flank. It cannot attack a foe you cannot see. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ArcAnA theft
  School abjuration; Level magus 4; Casting Time 1 standard 
  action; Components V, S; Range touch; Targets creature touched; 
  Duration instantaneous; Saving Throw none; SR yes; 
  This spell functions as a targeted dispel magic spell, except it 
  only affects creatures and it requires a melee touch attack. If the 
  melee touch attack is successful and the spell successfully dispels 
  one spell affecting the target, that spell is instead transferred to 
  you, treating you as the original target. You do not receive a new 
  saving throw or spell resistance check against this spell and must 
  accept its affects even if they are not beneficial. This does not alter 
  the spell’s duration; for example, if the spell only has 4 rounds 
  of duration remaining when it is stolen, it only affects you for 4 
  rounds. If the spell or effect has a duration of permanent, its dura-
  tion continues for 1 hour per caster level of the original caster, after 
  which it ends. The stolen spell does not revert to the original target. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Archon’S AurA
  School evocation [good, lawful]; Level cleric 3, paladin 3; Casting 
  Time 1 standard action; Components V, S; Range 20 ft.; Effect 
  20-ft. radius centered on you; Duration 1 minute/level; Saving 
  Throw Will negates; SR yes; 
  You gain a powerful aura, similar to an archon’s aura of menace. 
  Any hostile creature within a 20-foot radius of you must make a 
  Will save to resist the effects of this aura. If the creature fails, it 
  takes a -2 penalty on attack rolls and saving throws and to Armor 
  Class for the duration of this spell, or until it successfully hits you 
  with an attack. A creature that has resisted or broken the cannot be 
  affected again by this particular casting of archon’s aura. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Arrow of LAw
  School evocation [lawful]; Level cleric 2, paladin 2; Casting Time 
  1 standard action; Components V, S, DF (a holy symbol); Range 
  close (25 ft. + 5 ft./2 levels); Effect arrow-shaped projectile of 
  lawful energy; Duration instantaneous (1 round); see text; Saving 
  Throw Will partial (see text); SR yes; 
  You fire a shimmering arrow of pure order from your holy symbol 
  at any one target in range as a ranged touch attack. 
  A chaotic creature struck by an arrow of law takes 1d8 points of 
  damage per two caster levels (maximum 5d8). A chaotic outsider 
  instead takes 1d6 points of damage per caster level (maximum 
  10d6) and is dazed for 1 round. A successful Will save reduces the 
  damage to half and negates the daze effect. 
  This spell deals only half damage to creatures that are neither 
  chaotic nor lawful, and they are not dazed. The arrow has no effect 
  on lawful creatures. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ASh Storm
  School conjuration (creation) [fire]; Level druid 3, sorcerer/
  wizard 3, witch 3; Casting Time 1 standard action; Components 
  V, S, M/DF (a pinch of ash); Range long (400 ft. + 40 ft./level); 
  Effect cylinder (40-ft. radius, 20 ft. high); Duration 1 round/level; 
  Saving Throw none; SR no; 
  Driving ash blocks all sight (even darkvision) within the spell’s 
  area of effect, and falling cinders cause the ground in the area to 
  become difficult terrain. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  AStrAL projection, LeSSer
  School necromancy; Level cleric 5, sorcerer/wizard 5; Casting 
  Time 30 minutes; Components V, S, M (1,000 gp jacinth); Range 
  touch; Targets you plus one additional willing creature touched 
  per two caster levels; Duration see text; Saving Throw none; 
  SR yes; 
  This spell functions as astral projection, except you cannot leave 
  the Astral Plane and explore other planes (though you can still 
  return to the plane you were on when you cast this spell). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  AtAviSm
  School transmutation; Level druid 4; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one animal; Duration 1 minute/level; Saving Throw 
  Fortitude negates; SR yes; 
  By bringing forth the primeval ancestry of the target animal, you 
  awaken a savage engine of destruction. The animal immediately 
  gains the advanced creature simple template. 
  It gains a +2 bonus on all rolls, including damage rolls and special 
  ability DCs, a +4 bonus to AC and CMD, and +2 hit points per 
  HD. The animal’s primal instincts take hold for the duration of 
  this spell-if the animal knows tricks granted by the Handle Animal 
  skill, it loses access to all of those tricks save for “attack.” This 
  spell has no effect on animals that already have the advanced 
  creature template. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  AtAviSm, mASS
  School transmutation; Level druid 8; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one animal/level, no two of which can be more than 30 ft. 
  apart; Duration 1 minute/level; Saving Throw Fortitude negates; 
  SR yes; 
  This spell functions as atavism, except it affects multiple creatures. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  AurA of doom
  School necromancy [emotion, fear, mind-affecting]; Level cleric 
  4; Casting Time 1 standard action; Components V, S, M/DF 
  (powdered bone); Range personal; Effect 20-ft.-radius emanation 
  centered on you; Duration 10 minute/level; Saving Throw Will 
  negates; SR yes; 
  You emanate an almost palpable aura of horror. All non-allies 
  within this spell’s area, or that later enter the area, must make a 
  Will save to avoid becoming shaken. A successful save suppresses 
  the effect. Creatures that leave the area and come back must save 
  again to avoid being affected by the effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bAdger’S ferocity
  School transmutation; Level cleric 3, druid 3, ranger 2, sorcerer/
  wizard 2; Casting Time 1 standard action; Components V, S; 
  Range close (25 ft. + 5 ft./2 levels); Targets one weapon/3 levels; 
  Duration concentration; Saving Throw Will negates (harmless); 
  SR yes (harmless); 
  This functions like keen edge, except it affects multiple weapons 
  and requires your concentration. You select the weapons to 
  be affected, and can only affect one weapon per creature. If a 
  creature’s weapon exceeds the spell’s range, the spell ends for that 
  weapon. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bAttLemind Link
  School divination [mind-affecting]; Level inquisitor 4, sorcerer/
  wizard 6; Casting Time 1 standard action; Components V, S; 
  Range personal and close (25 ft. + 5 ft./2 levels); Targets you 
  and 1 ally; Duration 1 minute/level; Saving Throw Will negates 
  (harmless); SR yes (harmless); 
  You fuse your thoughts with an ally’s, allowing the two of you to 
  fight in tandem, perfectly coordinated. You and the ally each roll 
  initiative in combat and use the higher die result before adding 
  modifiers. This has three effects. 
  Melee or Ranged: If you both make melee attacks against the same 
  creature, you both make attack rolls and both use the higher of the 
  two dice for your attack rolls (plus bonuses). 
  Ranged: If you both make ranged attacks against the same creature, 
  you both make attack rolls and both use the higher of the two dice 
  for your attack roll (plus bonuses). 
  Spell: If you both cast spells and target the same area or same 
  creature, affected creatures take a -2 penalty on their saving throw 
  against the spells. 
  You and the target lose these benefits if you cannot see each other 
  or if you or the target is unconscious or helpless. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  beStow grAce of  
  the chAmpion
  School transmutation [good, law]; Level cleric 7, paladin 4; 
  Casting Time 1 standard action; Components V, S, DF; Range 
  touch; Targets lawful good creature touched; Duration 1 round/
  level (see text); Saving Throw yes (harmless); SR yes (harmless); 
  You channel the power of good and law into the target, temporarily 
  giving it powers similar to those of a paladin. 
  The target gains the ability to use detect evil at will as a spell-like 
  ability, immunity to disease (suppressing any diseases currently 
  affecting it), and immunity to fear (ending any fear effects 
  currently affecting it); can lay on hands (on itself only) once as 
  a paladin of 1/2 your caster level; and can smite evil once as a 
  paladin of 1/2 your caster level. It adds its Charisma bonus to all 
  its saving throws. It can use spell completion, spell trigger, or other 
  magic items that require the ability to cast spells as a paladin. Any 
  abilities not used by the time the spell expires are lost. This spell 
  has no if cast on a paladin. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLAde of bright victory
  School transmutation [good]; Level paladin 3; Casting Time 1 
  standard action; Components V, S; Range touch; Targets your 
  paladin bonded weapon; Duration 1 minute/level; Saving Throw 
  Will negates (harmless); SR no; 
  You strengthen the bond between your divine bond weapon and 
  its celestial spirit. The weapon gains the ghost touch property. You 
  may change your weapon’s damage type (bludgeoning, piercing, 
  slashing) as a swift action. You gain a sacred bonus to your CMD 
  against disarm and sunder attacks directed at your bonded weapon; 
  this bonus is equal to half your caster level. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLAde of dArk triumph
  School transmutation [evil]; Level antipaladin 3; Casting Time 
  1 standard action; Components V, S; Range touch; Targets your 
  fiendish boon weapon; Duration 1 minute/level; Saving Throw 
  Will negates (harmless); SR no; 
  You strengthen the bond between your fiendish boon weapon and 
  its unholy spirit. The weapon gains the ghost touch property. 
  You may change your weapon’s damage type (bludgeoning, 
  piercing, slashing) as a swift action. You gain a profane bonus to 
  your CMD against disarm and sunder attacks directed at your boon 
  weapon; this bonus is equal to half your caster level. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLeSSing of the moLe
  School transmutation; Level cleric 3, inquisitor 3, paladin 3, ranger 
  3; Casting Time 1 round; Components V, S; Range close (25 ft. 
  + 5 ft./2 levels); Effect 1 creature/level; Duration 1 minute/level; 
  Saving Throw none (harmless); SR yes (harmless); 
  The targets gain darkvision 30 feet and a +2 competence bonus on 
  Stealth checks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLood crow Strike
  School evocation [evil, fire]; Level cleric 4; Casting Time 1 
  round; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Targets one creature; Duration instantaneous; Saving Throw 
  none; SR yes; 
  Your unarmed strikes release blasts of energy in the form of bolts 
  of fire or glowing red crows, which fly instantaneously to strike 
  your target. You can make unarmed strike or flurry of blows 
  attacks against the target as if it were in your threatened area; 
  each successful attack deals damage as if you had hit it with your 
  unarmed strike, except half the damage is fire and half is negative 
  energy (this negative energy does not heal undead). For example, 
  if you are a 14th-level monk, you can use a flurry of blows to 
  attack five times, creating one energy crow for each successful 
  attack against the target, and dealing 2d6 points of damage (plus 
  appropriate unarmed strike modifiers) with each crow. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLood miSt
  School conjuration (creation) [poison]; Level druid 8; Casting 
  Time 1 standard action; Components V, S, M (a pinch of dried red 
  algae); Range medium (100ft. +10ft./level); Effect 60-ft. radius; 
  Duration 1 minute/level; Saving Throw Fortitude negates (see 
  text); SR yes; 
  This spell summons forth a misty cloud of rust-red toxic algae. 
  Any creature within the mist is coated by it, turning the creature 
  the same reddish color. All targets within the mist gain conceal-
  ment. Any creature within the mist must save or take 1d4 points 
  of Wisdom damage and become enraged, attacking any creatures 
  it detects nearby (as the “attack nearest creature” result of the 
  confused condition). An enraged creature remains so as long as the 
  spell is in effect. A creature only needs to save once each time it 
  is within the mist (though leaving and returning requires another 
  save). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLood trAnScription
  School divination [evil]; Level alchemist 2, magus 2, wizard 2, 
  witch 2; Casting Time 1 standard action; Components V; Range 
  touch; Targets one dead spellcaster; Duration 24 hours; Saving 
  Throw none; SR no; 
  By consuming 1 pint of blood from a spellcaster killed within the 
  last 24 hours, you can attempt to learn a spell that spellcaster knew. 
  Select one spell available to the dead spellcaster (this must be a 
  spell on your spell list); you gain the knowledge of this spell for 24 
  hours. During this time, you may write it down (or teach it to your 
  familiar, if you are a witch) using the normal rules for copying a 
  spell from another source. 
  Once you have learned it, you may prepare the spell normally. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  boiLing bLood
  School transmutation; Level bard 2, cleric 2, sorcerer/wizard 
  2, witch 2; Casting Time 1 standard action; Components V, 
  S; Range medium (100 ft. + 10 ft./level); Targets one creature 
  per three levels, no two of which may be more than 30 ft. apart; 
  Duration concentration + 1 round/level (D)(D); Saving Throw 
  Fortitude negates (see text); SR yes; 
  The blood of the targeted creatures begins to boil. If a target fails 
  its save, it takes 1 point of fire damage per round. This spell has no 
  effect on creatures that don’t have blood. 
  If a target has the orc subtype, it doesn’t take fire damage and 
  instead gains a +2 morale bonus to Strength. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bungLe
  School enchantment (compulsion); Level sorcerer/wizard 1, witch 
  1; Casting Time 1 standard action; Components V, S; Range 
  close (25 ft. + 5 ft./2 levels); Targets one humanoid; Duration 
  concentration + 2 rounds or until triggered; Saving Throw Will 
  negates; SR yes; 
  The target takes a -20 penalty on its next attack roll or check that 
  requires a d20 roll. The action must be one deliberately taken by 
  the target on its turn. Creatures with more than 10 HD are unaf-
  fected by this spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  burrow
  School transmutation; Level alchemist 3, druid 3, ranger 3, 
  sorcerer/wizard 3; Casting Time 1 standard action; Components 
  V, S; Range touch; Targets creature touched; Duration 1 minute/
  level; Saving Throw Will negates (harmless); SR yes; 
  (harmless) The subject can burrow at a speed of 15 feet (or 10 feet 
  if it wears medium or heavy armor, or if it carries a medium or 
  heavy load) through sand, loose soil, or gravel, or at a speed of 5 
  feet through stone. Using burrow requires only as much concentra-
  tion as walking, so the subject can attack or cast spells normally. 
  The burrowing creature cannot charge or run. 
  Loose material collapses behind the target 1 round after it leaves 
  the area. This spell does not give the target the ability to breathe 
  underground, so when passing through loose material, the creature 
  must hold its breath and take only short trips, or else it may 
  suffocate. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  burSt of nettLeS
  School conjuration [acid]; Level druid 3; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Effect 10-ft.-radius burst; Duration instantaneous; Saving Throw 
  Reflex half; SR yes; 
  You release a burst of barbed, acid-filled nettles. Creatures caught 
  in the burst take 3d6 points of damage plus 1d6 points of acid 
  damage on the next round. Those that save take half damage from 
  the initial burst and no damage on the next round. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cAckLing SkuLL
  School illusion(glamer); Level witch 3; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one skull; Duration permanent until discharged; Saving 
  Throw Will negates; SR yes; 
  This spell functions as magic mouth, except rather than creating an 
  illusory mouth on any surface, it affects a skull. 
  In addition, when the skull’s magic is triggered, it releases wild 
  and unnerving cackles before speaking its message. 
  All creatures that can hear the cackles must save or become shaken 
  for 1d4 rounds. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cALL conStruct
  School conjuration(teleportation); Level cleric 8, sorcerer/wizard 
  8; Casting Time 10 minutes; Components V, S, M (a sapphire 
  worth 1,000 or 5,000 gp; see text); Range touch; Targets construct 
  touched; Duration permanent until discharged; Saving Throw 
  none; SR no; 
  This spell functions as instant summons, except it 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. 
  If the construct is no longer under your control or destroyed, the 
  spell fails, but you know roughly where the construct or its remains 
  are located. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cApe of wASpS
  School conjuration(summoning); Level druid 4, witch 4; Casting 
  Time 1 standard action; Components V, S; Range personal; 
  Targets you; Duration 1 round/level (D)(D); 
  You summon a wasp swarm (Bestiary 275), which fills your space 
  (up to 5 feet by 5 feet) but does not attack you. The dense cloud of 
  vermin gives you partial concealment against ranged attacks. Any 
  creature that makes a successful melee attack against you takes 
  2d6 points of swarm damage and poison from the wasp swarm, but 
  is not affected by the swarm’s distraction ability. As a free action 
  on your turn, you may have the swarm cling to you tightly, giving 
  you a fly speed of 20 feet (poor maneuverability); when using the 
  swarm to fly, it does not provide concealment or harm creatures 
  that strike you. 
  You can return the swarm to its protective shape as a free action 
  on your turn. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cAuStic eruption
  School conjuration (creation) [acid]; Level sorcerer/wizard 7; 
  Casting Time 1 standard action; Components V, S; Range 
  medium (100 ft. + 10 ft./level); Effect 30-ft.-radius burst; Dura-
  tion instantaneous and 2 rounds; see text; Saving Throw Reflex 
  half (see text); SR 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  chord of ShArdS
  School evocation; Level bard 1; Casting Time 1 standard action; 
  Components V, S; Range 15 ft.; Effect cone-shaped burst; Dura-
  tion instantaneous; Saving Throw Reflex negates; SR no; 
  During your bardic performance, you can strike a chord whose 
  notes transform into a shower of razor sharp, crystalline shards. 
  The shards deal 2d6 points of piercing damage to all creatures 
  caught in the area of effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  circLe of cLArity
  School abjuration; Level cleric 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 willing creature; Duration 1 round/
  level (D)(D); Saving Throw Will negates (harmless); SR 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. Percep-
  tion checks to notice creatures or objects within the area gain a 
  bonus equal to half your caster level (maximum +10). 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  coLd ice Strike
  School evocation[cold]; Level cleric 6, sorcerer/wizard 6; Casting 
  Time swift action; Components V, S; Range 60 ft.; Effect cone-
  shaped burst; Duration instantaneous; Saving Throw Reflex half; 
  SR yes; 
  You create a shredding flurry of ice slivers, which blast from your 
  hand in a cone. The cone deals 1d6 points of cold damage per 
  caster level (maximum 15d6). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  compASSionAte ALLy
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 2, cleric 2, sorcerer/wizard 2; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature; Duration 1 round/level; Saving Throw Will 
  negates; SR yes; 
  At the sight of an injured ally, the target immediately disengages 
  from its current course of action and rushes to provide aid. If the 
  target possesses curative spells or magic items, it utilizes them to 
  help the injured ally. If not, the target provides aid by performing 
  a Heal check. The target remains with the injured ally to assure 
  her safety and refuses to leave the ally’s side until her wounds are 
  fully treated or the spell ends, but can otherwise defend itself and 
  make attacks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  conjure bLAck pudding
  School conjuration(summoning)[acid]; Level sorcerer/wizard 6, 
  summoner 5; Casting Time 1 round; Components V, S, M (a flask 
  of acid worth 10 gp); Range close (25 ft. + 5 ft./2 level); Effect 
  one summoned black pudding; Duration 1 round/level (D)(D); 
  Saving Throw none; SR no
  You summon a black pudding (Bestiary 35) that immediately 
  attacks creatures near it. You have no control over the creature, and 
  it may attack you if there are no more obvious opponents. 
  The black pudding is treated as a summoned creature and has 
  the extraplanar subtype. The black pudding’s split ability works 
  normally, but all puddings derived from the summoned one disap-
  pear when the spell ends. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  contAgion, greAter
  School necromancy[disease, evil]; Level cleric 5, druid 5, sorcerer/
  wizard 6, witch 5; Casting Time 1 standard action; Components 
  V, S; Range close (25 ft. + 5 ft./2 levels); Targets one living 
  creature; Duration instantaneous; Saving Throw Fortitude 
  negates; SR yes; 
  This spell functions as contagion, except the victim cannot over-
  come the disease without magic-making the required number of 
  saves does not cure it. The DC to remove the disease with magic is 
  equal to the save DC + 5. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  controL conStruct
  School transmutation; Level sorcerer/wizard 7; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Targets one construct; Duration concentration; Saving 
  Throw none (see text); SR yes; 
  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 concentration 
  checks each round to control the construct. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  controL  
  Summoned creAture
  School enchantment (compulsion) [mind-affecting]; Level bard 3, 
  cleric 4, sorcerer/wizard 4, summoner 3; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one summoned creature; Duration 1 round/level; Saving 
  Throw Will negates; SR yes; 
  You seize control of a summoned creature by disrupting the bond 
  between it and the caster who summoned it. If the creature fails its 
  save, you may command it as if you had summoned it. The original 
  caster can attempt to regain control of the creature as a standard 
  action by making an opposed Spellcraft check against you. When 
  your spell ends, control reverts to the original summoner. If the 
  summoning spell ends before this spell ends, the remaining dura-
  tion of this spell is lost. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  corroSive conSumption
  School conjuration (creation) [acid]; Level magus 5, sorcerer/
  wizard 5; Casting Time 1 standard action; Components V, S; 
  Range touch; Targets creature touched; Duration 3 rounds; 
  Saving Throw none; SR yes; 
  With a touch, this spell causes a small, rapidly growing patch of 
  corrosive acid to appear on the target. On the first round, the acid 
  deals 1 point of acid damage per caster level (maximum 15). On 
  the second round, the acid patch grows and deals 1d4 points of 
  acid damage per caster level (maximum 15d4). On the third and 
  final round, the acid patch covers the entire creature and deals 1d6 
  points of acid damage per caster level (maximum 15d6). The target 
  can spend a full-round action to scrape off the acid, or can wash 
  it off with at least 1 gallon of liquid to halve the damage for that 
  round and negate the remaining rounds of the spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  corroSive touch
  School conjuration (creation) [acid]; Level magus 1, sorcerer/
  wizard 1, summoner 1; Casting Time 1 standard action; Compo-
  nents V, S; Range touch; Targets creature or object touched; 
  Duration instantaneous; Saving Throw none; SR yes; 
  Your successful melee touch attack deals 1d4 points of acid 
  damage per caster level (maximum 5d4). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  countLeSS eyeS
  School transmutation; Level alchemist 3, inquisitor 3, sorcerer/
  wizard 3, witch 3; Casting Time 1 standard action; Components 
  V, S; Range touch; Targets creature touched; Duration 1 hour/
  level; Saving Throw Will negates (harmless); SR yes (harmless); 
  The target sprouts extra eyes all over its body, including on the 
  back of its head. It gains all-around vision (Bestiary 2 294) and 
  cannot be flanked. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  creAte demipLAne
  School conjuration(creation); Level cleric 8, sorcerer/wizard 8, 
  summoner 6, witch 8; Casting Time 4 hours; Components V, S, 
  F (a forked metal rod worth at least 500 gp); Range 0 ft.; Effect 
  extradimensional demiplane, up to 10 10-ft. cubes/level (S); 
  Duration 1 day/level or instantaneous (see text); Saving Throw 
  none; SR no; 
  This spell functions as create lesser demiplane, except the area is 
  larger and you can add more features to the plane. You can use this 
  spell to expand a demiplane you created with create lesser demi-
  plane (you do not need to create an entirely new plane using this 
  spell), in which case it has a duration of 1 day/level. Alternatively, 
  when cast within your demiplane, you may add (or remove) one of 
  the following features to your demiplane with each casting of the 
  spell, in which case it has an instantaneous duration. 
  Alignment: Your plane gains the (mildly) chaos-, good-, evil-, 
  law-, or neutral-aligned alignment trait (see Alignment Traits, 
  GameMastery Guide 187). You cannot give your demiplane an 
  alignment trait for an alignment you do not have. 
  Bountiful: Your demiplane gains a thriving natural ecology, with 
  streams, ponds, waterfalls, and plants. The demiplane provides 
  enough plant-based food (nuts, grains, fruit, fungi, and so on) 
  to support one Medium creature for every 10-foot cube of the 
  demiplane. The demiplane does not have any animals unless you 
  transport them there, but the ecology can sustain itself for as long 
  as the demiplane exists without requiring watering, gardening, 
  pollination, and so on, and dead organic material decays and 
  returns to the soil in the normal manner. If your demiplane has 
  ambient light, these plants are normal, familiar surface plants; 
  
  creAte demipLAne (cont’d)
  School conjuration(creation); Level cleric 8, sorcerer/wizard 8, 
  summoner 6, witch 8; Casting Time 4 hours; Components V, S, 
  F (a forked metal rod worth at least 500 gp); Range 0 ft.; Effect 
  extradimensional demiplane, up to 10 10-ft. cubes/level (S); 
  Duration 1 day/level or instantaneous (see text); Saving Throw 
  none; SR no; 
  if it is a realm of twilight or darkness, these plants are fungi and 
  other plants adapted to near-darkness or underground locations. 
  Elemental: Your plane gains the air-, earth-, fire-, or water-
  elemental dominant trait (see Elemental and Energy Traits, 
  GameMastery Guide 186). 
  Gravity: By default a demiplane’s gravity is normal and oriented 
  in one direction, like what most creatures are used to on the Mate-
  rial Plane. By selecting this feature, the plane’s gravity is heavy, 
  light, none, objectively directional, or subjectively directional (see 
  Gravity, GameMastery Guide 184). 
  Seasonal: The demiplane has a seasonal cycle and a light cycle, 
  usually similar to those of a land on the Material Plane, but 
  customizable as you see fit (for example, your demiplane could 
  always be winter, day and night could alternate every 4 hours, 
  and so on). 
  Shape: By default, the demiplane has a fixed shape and borders. 
  By selecting this feature, you may make your plane self-contained 
  so it loops upon itself when a creature reaches one edge (see Shape 
  and Size, GameMastery Guide 185). You may designate areas or 
  locations on the edges of your plane where this occurs (such as a 
  pair of secret doors or a path in the woods) or apply it to the entire 
  plane. 
  
  creAte demipLAne (cont’d)
  School conjuration(creation); Level cleric 8, sorcerer/wizard 8, 
  summoner 6, witch 8; Casting Time 4 hours; Components V, S, 
  F (a forked metal rod worth at least 500 gp); Range 0 ft.; Effect 
  extradimensional demiplane, up to 10 10-ft. cubes/level (S); 
  Duration 1 day/level or instantaneous (see text); Saving Throw 
  none; SR no; 
  Structure: Your demiplane has a specific, linked physical struc-
  ture, such as a giant tree, floating castle, labyrinth, mountain, and 
  so on. (This option exists so you can pick a theme for your plane 
  without having to worry about the small details of determining 
  what spells you need for every hill, hole, wall, floor, and corner). 
  You can make this spell permanent with the permanency spell, at 
  a cost of 20,000 gp. If you have cast create demiplane multiple 
  times to enlarge the demiplane, each casting’s area requires its own 
  permanency spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  creAte demipLAne, LeSSer
  School conjuration(creation); Level cleric 7, sorcerer/wizard 7, 
  summoner 5, witch 7; Casting Time 2 hours; Components V, S, 
  F (a forked metal rod worth at least 500 gp); Range 0 ft.; Effect 
  extradimensional demiplane, up to three 10-ft. cubes/level (S); 
  Duration 1 day/level; Saving Throw none; SR no; 
  You create a small, finite demiplane. You must be on the Astral or 
  Ethereal Plane or on a plane that has access to one of those planes 
  (such as the Material Plane) to cast this spell. 
  When you cast the spell, you decide whether the demiplane is 
  within the Astral or the Ethereal Plane. It is filled with air or water 
  (decided by you). The plane is generally flat and featureless, such 
  as an earth, stone, water, or wood floor. The “walls” and “ceiling” 
  of the plane may appear like solid earth, stone, wood, or water, 
  or they may end in mist, a featureless void, or a similar unreal-
  looking border. The plane’s environmental conditions are those of 
  a temperate spring day on the Material Plane. You determine the 
  plane’s light level (bright, normal, dim, or darkness), which affects 
  the entire plane. 
  There are no native creatures or plants on this plane, though you 
  may bring some there (if the plane’s light is bright or normal, it 
  counts as sunlight for growing plants). The environment of the 
  plane counts as normal terrain for the purpose of effects that target 
  earth, stone, wood, and so on. 
  For example, you could use move earth to create a hill or wall of 
  stone to create a barricade. 
  When you finish casting this spell, you may bring yourself and up 
  to seven other creatures to the plane automatically by joining hands 
  in a circle. The demiplane is another plane of existence, 
  
  creAte demipLAne, LeSSer 
  (cont’d)
  School conjuration(creation); Level cleric 7, sorcerer/wizard 7, 
  summoner 5, witch 7; Casting Time 2 hours; Components V, S, 
  F (a forked metal rod worth at least 500 gp); Range 0 ft.; Effect 
  extradimensional demiplane, up to three 10-ft. cubes/level (S); 
  Duration 1 day/level; Saving Throw none; SR no; 
  and therefore is outside the range of any spell or ability that cannot 
  affect or reach other planes. Creatures can only enter the plane by 
  the use of planar travel magic such as astral projection, ethereal-
  ness, or plane shift. You are considered “very familiar” with your 
  entire demiplane. 
  As a standard action, you may eject a creature from your demi-
  plane. The creature may resist with a Will saving throw. An ejected 
  creature goes to the closest plane to your demiplane (usually the 
  Astral Plane or the Ethereal Plane, but if you cast this spell on the 
  Material Plane, the creature is sent to the Material Plane). When 
  the spell ends, the plane dissolves, and all creatures in the plane 
  are ejected in this manner with no saving throw. The plane cannot 
  be dispelled, but a creature on the plane can destroy it by using 
  limited wish, mage’s disjunction, miracle, or wish and making a 
  successful dispel check. 
  If you are within the demiplane, you can add to its area by casting 
  the spell again. Alternatively, you may cast this spell again to reset 
  the duration of an existing area to that of your latest casting. If the 
  duration on one area of the demiplane ends and other parts remain, 
  creatures in the expiring area are shunted to remaining areas. If a 
  collapsing portion of the demiplane would leave one section cut off 
  from other sections of the demiplane (for example, if there were 
  three areas connected in a straight line and the center part expired), 
  
  creAte demipLAne, LeSSer 
  (cont’d)
  School conjuration(creation); Level cleric 7, sorcerer/wizard 7, 
  summoner 5, witch 7; Casting Time 2 hours; Components V, S, 
  F (a forked metal rod worth at least 500 gp); Range 0 ft.; Effect 
  extradimensional demiplane, up to three 10-ft. cubes/level (S); 
  Duration 1 day/level; Saving Throw none; SR no; 
  the stranded sections count as separate demiplanes under your 
  control. You may reconnect these stranded sections by the spell 
  again to create a linked area between the two. 
  You can make this spell permanent with the permanency spell, at a 
  cost of 17,500 gp. If you have cast create lesser demiplane multiple 
  times to enlarge the demiplane, each casting’s area requires its own 
  permanency spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  creAte demipLAne, greAter
  School conjuration(creation); Level cleric 9, sorcerer/wizard 9, 
  witch 9; Casting Time 6 hours; Components V, S, F (a forked 
  metal rod worth at least 500 gp); Range 0 ft.; Effect extradimen-
  sional demiplane, up to 20 10-ft. cubes/level (S); Duration 1 day/
  level or instantaneous (see text); Saving Throw none; SR no; 
  This spell functions as create demiplane, except the area is larger 
  and you can add more features to the plane. You can use this spell 
  to expand a demiplane you created with lesser create demiplane or 
  create demiplane (you do not need to create an entirely new plane 
  using this spell), in which case it has aduration of 1 day/level. 
  Alternatively, when cast within your demiplane, you may add to 
  your demiplane (or remove from it) one of the following features 
  (or any of the features described in create demiplane) with each 
  casting of the spell, in which case it has an instantaneous duration. 
  Energy: Your plane gains the (minor) negative- or positivedomi-
  nant energy trait (see Elemental and Energy Traits, GameMastery 
  Guide 186). A plane cannot have both the negative-dominant and 
  positive-dominant energy traits. 
  Magic: Your plane gains the dead magic, enhanced magic, 
  impeded magic, or wild magic planar trait (see Magic Traits, 
  GameMastery Guide 187). If you selected dead magic, you are 
  trapped within your plane unless it has a permanent planar portal 
  (such as the portal feature, below). If you selected enhanced or 
  impeded magic, choose one type of magic to be enhanced or 
  impeded, such as “effects with the fire descriptor or that manipu-
  late fire” or “death spells and spells from the Death or Repose 
  domains.” A plane cannot be enhanced and impeded for the same 
  kinds of spells. 
  
  creAte demipLAne, greAter 
  (cont’d)
  School conjuration(creation); Level cleric 9, sorcerer/wizard 9, 
  witch 9; Casting Time 6 hours; Components V, S, F (a forked 
  metal rod worth at least 500 gp); Range 0 ft.; Effect extradimen-
  sional demiplane, up to 20 10-ft. cubes/level (S); Duration 1 day/
  level or instantaneous (see text); Saving Throw none; SR no; 
  Morphic: You may use move earth at will in your demiplane 
  at one-tenth of the spell’s normal casting time, and can reshape 
  normal plants in the same manner (such as by twisting trees into 
  a fence or humanlike shapes). You are even able to affect rock 
  formations with this ability, though the casting time for this is only 
  half normal. 
  Portal: Your demiplane gains a permanent gate to one location 
  on another plane, which can only be used for planar travel. This 
  location must be very familiar to you. 
  This gate is always open and usable from both sides, but you can 
  secure it using normal means (such as by building a door around 
  it). 
  Time: By default, time passes at the normal rate in your demi-
  plane. By selecting this feature, you may make your plane have the 
  erratic time, flowing time (half or double normal time), or timeless 
  trait (see Time, GameMastery Guide 185). 
  You can make this spell permanent with the permanency spell, 
  at a cost of 22,500 gp. If you have cast create greater demiplane 
  multiple times to enlarge the demiplane, each casting’s area 
  requires its own permanency spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  curSe, mAjor
  School necromancy[curse]; Level cleric 5, sorcerer/wizard 6, witch 
  5; Casting Time 1 standard action; Components V, S; Range 
  close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 
  permanent; Saving Throw Will negates; SR yes
  This spell functions as bestow curse, except the DC to remove the 
  curse is equal to the save DC + 5. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  curSe of diSguSt
  School enchantment[compulsion, curse, emotion, mind-affecting]; 
  Level bard 3, sorcerer/wizard 5, witch 5; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature; Duration permanent; Saving Throw Will 
  negates; SR yes; 
  You place a curse upon a creature, causing it to avoid the sight of 
  a specific trigger, which is a kind of creature, object, or condition 
  designated by you. When the target is within 30 feet of a trigger 
  and is aware of the trigger, it gains the sickened condition and feels 
  an urge to leave. A successful Will save negates the urge to leave, 
  but the sickened condition persists as long as the target is within 30 
  feet of a trigger and aware of it. Example triggers include beggars, 
  filthy clothing, diseased creatures, the king, blood, spiders, rats, 
  corpses, and sewage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  curSe of mAgic negAtion
  School abjuration[curse]; Level cleric 5, inquisitor 4, sorcerer/
  wizard 4, witch 4; Casting Time 1 round; Components V, S, M 
  (powdered lead and platinum worth 250 gp); Range medium (100 
  ft. + 10 ft./level); Targets one creature; Duration 10 minute/level; 
  Saving Throw Will negates; SR no; 
  You disrupt the target creature’s ability to draw upon magical ener-
  gies. For the duration of the spell, it gains the negated spellblight 
  (see page UM 97). Dispel checks to remove the spellblight take a 
  -5 penalty due to this spell’s interference with magical energies. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  curSed eArth
  School necromancy[curse, evil; see text]; Level cleric 9, sorcerer/
  wizard 9, witch 9; Casting Time 10 minutes; Components V, S, 
  M (powdered onyx 10,000 gp), DF; Range touch; Effect 1-mile 
  radius emanating from the touched point; Duration permanent; 
  Saving Throw none (see text); SR no; 
  You lay a terrible curse upon the land, blighting those who live and 
  die there. Choose one of the following effects. 
  Famine: All normal plants in the area reduce their growth and 
  food production by half, as if affected by the stunt growth effect of 
  diminish plants. 
  Living Death: Any creatures of Small size or larger killed in the 
  area rise as uncontrolled zombies 24 hours after their death, as do 
  corpses buried in the area. Burning or dismembering the corpses 
  prevents them from rising as zombies. 
  Plague: Every day at sundown, all creatures in the area must 
  make a Fortitude save or catch one of the following diseases (your 
  choice, decided at the time of casting): blinding sickness, bubonic 
  plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, 
  or slimy doom. The disease is contracted immediately (the onset 
  period does not apply). Use the disease’s listed frequency and save 
  DC to determine further effects. This is a disease effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cuShioning bAndS
  School conjuration(creation)[force]; Level sorcerer/wizard 2, 
  summoner 2; Casting Time 1 standard action; Components V, S,; 
  Range touch; Targets creature touched; Duration 1 hour/level or 
  until discharged (D)(D); Saving Throw Will negates (harmless); 
  SR yes; 
  Invisible bands of force encircle vital areas of the target. The 
  bands resist crushing forces and impacts without interfering with 
  movement. The target gains DR 2/piercing or slashing and takes 
  half damage from constriction, falling, and being buried, as well 
  as from similar crushing effects such as crushing hand. Grapple 
  checks for attacks other than constricting (such as pinning or 
  swallowing whole) are not affected. Once the spell has blocked 12 
  points of damage per caster level (to a maximum of 120 points at 
  10th level), it is discharged. The bands have no effect on incorpo-
  real attacks unless they deal damage from constriction or crushing, 
  or unless the attacks would be subject to damage reduction. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  dAnce of A hundred cutS
  School transmutation; Level bard 4; Casting Time 1 standard 
  action; Components V; Range personal; Targets you; Duration 
  1 round/level; 
  You become a lethal combat dancer, swirling and spinning with 
  grace and precision. You gain a morale bonus on melee attack rolls, 
  melee damage rolls, and Acrobatics checks, and to Armor Class. 
  This bonus is equal to +1 per 3 caster levels (maximum +5 at 15th 
  level). The bonus to AC is lost under any circumstances that would 
  cause you to lose your Dexterity bonus to AC. You must remain 
  moving for the spell to stay in effect. If in any round you do not 
  either move at least 10 feet or make a melee attack, the spell’s 
  duration ends. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  dAnce of A thouSAnd cutS
  School transmutation; Level bard 6; Casting Time 1 standard 
  action; Components V; Range personal; Targets you; Duration 
  1 round/level; 
  This spell functions as dance of a hundred cuts, except you also 
  gain the benefits of haste. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  dArkviSion, greAter
  School transmutation; Level alchemist 4, antipaladin 4, ranger 4, 
  sorcerer/wizard 4; Casting Time 1 standard action; Components 
  V, S, M (either a pinch of dried carrot or an agate); Range touch; 
  Targets creature touched; Duration 1 hour/level; Saving Throw 
  Will negates (harmless); SR yes (harmless); 
  This spell functions as darkvision, except the target’s darkvision 
  has a range of 120 feet. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  dAze, mASS
  School enchantment (compulsion) [mind-affecting]; Level bard 
  4, inquisitor 4, sorcerer/wizard 4, summoner 4, witch 4; Casting 
  Time 1 standard action; Components V, S; Range medium (100 
  ft. + 10 ft./level); Targets one or more humanoid creatures, no two 
  of which may be more than 30 ft. apart; Duration 1 round; Saving 
  Throw Will negates; SR yes; 
  This spell functions as daze, except as noted above. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  decompoSe corpSe
  School necromancy; Level cleric 1, druid 1, sorcerer/wizard 1, 
  witch 1; Casting Time 1 standard action; Components V, S, M 
  (a pinch of dried toadstool); Range touch; Targets one corpse or 
  corporeal undead; Duration instantaneous or 1 minute; see text; 
  Saving Throw Fortitude negates (object); SR yes (object); 
  Using this spell, the caster rapidly decomposes the flesh from a 
  single corpse of size Huge or smaller, leaving behind a perfectly 
  cleaned skeleton. If it is cast on a non-skeletal corporeal undead, 
  the creature takes a -2 penalty on all rolls and to its Armor Class 
  and CMD for 1 minute. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  defenSive Shock
  School evocation[electricity]; Level alchemist 2, magus 2, 
  sorcerer/wizard 2; Casting Time 1 standard action; Components 
  V, S, M (a hollow metal sphere); Range personal; Targets you; 
  Duration 1 minute/level or until discharged; 
  Electrical energy floods your body, shocking the next creature that 
  touches you. Any creature striking you with its body or a handheld 
  weapon takes 1d6 points of electricity damage per two caster levels 
  (maximum 6d6). If the attacker has spell resistance, it applies 
  against this damage. Each time the spell discharges, the number of 
  damage dice it deals is halved (rounded down); when the spell’s 
  damage dice reach 0, the spell ends. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deLAy pAin
  School enchantment[emotion]; Level bard 2, cleric 2, inquisitor 
  2, sorcerer/wizard 2, witch 2; Casting Time 1 standard action; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Targets 
  one creature; Duration 1 hour/level; Saving Throw Will negates; 
  SR yes; 
  You override the target’s ability to feel pain. Pain effects (such as 
  pain strike** and symbol of pain) do not affect the target until this 
  spell’s duration has expired. This does not negate any physical 
  damage, ability damage, or ability drain that a pain effect has 
  already done, but it does negate ongoing penalties from pain while 
  the spell lasts. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deLuSionAL pride
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 1, sorcerer/wizard 1, witch 1; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature; Duration 1 minute; Saving Throw Will 
  negates; SR yes; 
  The target becomes so distracted by an overblown sense of its 
  worth that it takes a -2 penalty on attacks and skill checks. 
  However, this feeling also gives the target a +2 morale bonus on 
  saves against charm and compulsion effects. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diAgnoSe diSeASe
  School divination; Level cleric 1, druid 1, paladin 1, ranger 1, 
  witch 1; Casting Time 1 standard action; Components V, S; 
  Range close (25 ft. + 5 ft./2 levels); Effect Target or one creature, 
  one object, or a 5-ft. cube; Duration instantaneous; Saving Throw 
  none; SR no; 
  You determine whether a creature, object, or area carries any sort 
  of disease or infestation (including molds, slimes, and similar 
  hazards), or any exceptional or supernatural effects causing the 
  sickened or nauseated effects. If there is disease present, you know 
  what disease it is and its effects. If the target is a creature, you gain 
  a +4 bonus on Heal checks to treat the creature’s disease. The spell 
  can penetrate many barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diSfiguring touch
  School transmutation[curse]; Level cleric 2, sorcerer/wizard 2, 
  witch 2; Casting Time 1 standard action; Components V, S; 
  Range touch; Targets creature touched; Duration 1 day/level; 
  Saving Throw Will negates; SR yes; 
  With a touch, you cause the victim of this spell to suffer a painful 
  curse that causes it to grow hideously disfigured. The physical 
  appearance of the deformity is subject to the caster’s whim (most 
  demon worshipers choose deformities that reflect their Abyssal 
  patron’s shape or form). The target takes one of the following 
  penalties. 
  -2 decrease to an ability score (minimum 1). 
  -2 penalty on attack rolls or saving throws. 
  Land speed reduced by 5 feet. 
  You may also invent other effects, but they should be no more 
  powerful than those described above. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diSguiSe other
  School illusion(glamer); Level bard 2, inquisitor 2, sorcerer/wizard 
  2; Casting Time 1 standard action; Components V, S; Range 
  touch; Targets creature touched; Duration 10 minute/level (D)(D);
  This spell functions as disguise self, except you can disguise either 
  yourself or another creature. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diStrActing cAcophony
  School evocation[sonic]; Level bard 2, sorcerer/wizard 3; Casting 
  Time 1 standard action; Components V, S; Range medium (100 
  ft. + 10 ft./level); Effect 20-ft. spread; Duration 1 round/level (D)
  (D); Saving Throw none; SR yes
  The air fills with loud and discordant noise, making concentra-
  tion difficult. Casting a spell in this area of cacophony requires 
  a concentration check (DC 15 + the level of the spell being 
  cast). Any other concentration checks in the area have their DCs 
  increased by 5. The DC of Perception checks involving hearing is 
  likewise increased by 5. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  diStreSSing tone
  School evocation[sonic]; Level bard 2, inquisitor 2; Casting Time 
  2 standard actions; Components V, S; Range close (25 ft. + 5 
  ft./2 levels); Targets 1d4 living creatures; Duration 1 round/level; 
  Saving Throw Fortitude negates; SR yes; 
  You create a powerful tone that vibrates living flesh. Targets must 
  save or gain the sickened condition. Creatures that are immune to 
  critical hits are immune to this spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  divine purSuit
  School transmutation; Level inquisitor 5; Casting Time 1 standard 
  action; Components V, S; Range personal; Targets you; Dura-
  tion 1 minute/level; see text; 
  Select one creature within 60 feet that you have damaged. 
  If that creature has a burrow, climb, fly, or swim speed, you gain 
  that form of movement for the duration of the spell at the same 
  speed and maneuverability as the selected creature. 
  If this gives you the burrow or swim speed, you can breathe while 
  burrowing or swimming. If the creature moves 1,000 feet or more 
  from you, the spell ends. If the creature has more than one of these 
  types of movement, you select one from the types available to the 
  creature.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  dreAd boLt
  School evocation[evil]; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); 
  Effect arrow-shaped projectile of evil energy; Duration instanta-
  neous (1d4 rounds); Saving Throw Will partial (see text); SR yes; 
  You unleash a crackling missile of darkness from your unholy 
  symbol at any one target in range as a ranged touch attack. 
  A good creature struck by dread bolt takes 1d8 points of damage 
  per two caster levels (maximum 5d8). A good outsider instead 
  takes 1d6 points of damage per caster level (maximum 10d6) and 
  is sickened for 1 round. A successful Will save reduces the damage 
  to half and negates the sickened effect. This spell deals only half 
  damage to creatures that are neither good nor evil, and they are not 
  sickened. The bolt has no effect on evil creatures. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eAgLe Aerie
  School conjuration(summoning)[good]; Level druid 6, summoner 
  6; Casting Time 1 round; Components V, S, DF; Range long 
  (400 ft. + 40 ft./level); Effect summoned eagles; Duration 1 hour/
  level; Saving Throw none; SR no; 
  You summon a flight of giant eagles (one per three caster levels, 
  maximum of six; Bestiary 118) to ferry you and your allies 
  across the skies. The eagles avoid combat if possible but defend 
  themselves if attacked; if the eagles attack, the remaining duration 
  of the spell changes from 1 hour per level to 1 round per level (so 
  if the spell had 5 full hours left, the eagles remain in combat for 5 
  rounds before the spell ends). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eAr-piercing ScreAm
  School evocation[sonic]; Level bard 1, inquisitor 1, sorcerer/
  wizard 1, witch 1; Casting Time 1 standard action; Components 
  V, S; Range close (25 ft. + 5 ft./2 levels); Targets one creature; 
  Duration 1 round/level; see text; Saving Throw Fortitude partial 
  (see text); SR yes; 
  You unleash a powerful scream, inaudible to all but a single target. 
  The target is dazed for 1 round and takes 1d6 points of sonic 
  damage per two caster levels (maximum 5d6). A successful save 
  negates the daze effect and halves the damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  echoLocAtion
  School transmutation[sonic]; Level alchemist 4, bard 4, druid 4, 
  sorcerer/wizard 5; Casting Time 1 standard action; Components 
  V; Range personal; Targets you; Duration 10 minutes/level; 
  You can perceive the world by creating high-pitched noises and 
  listening to their echoes. This gives you blindsight to a range 
  of 40 feet. The echo-producing noises are too highpitched to be 
  heard by most creatures, and can only be detected by dragons, 
  other creatures with this ability (such as bats), and creatures with 
  hearing-based blindsense or blindsight. You cannot use this ability 
  if you are deaf, and cannot detect anything in an area of silence. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eLdritch fever
  School necromancy[curse, disease, evil]; Level inquisitor 3, 
  sorcerer/wizard 3, witch 3; Casting Time 1 standard; Components 
  V, S; Range close (25 ft. + 5 ft./2 levels); Targets one creature; 
  Duration instantaneousl; Saving Throw Fortitude negates; SR yes
  The target gains the eldritch ague spellblight (see page UM  96). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  enviouS urge
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 4, sorcerer/wizard 6; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Targets 
  one creature/level, no two of which can be more than 30 ft. apart; 
  Duration 1 round/level; Saving Throw Will negates; SR yes; 
  You fill creatures with feelings of seething envy. Affected targets 
  turn upon the nearest creature (whether an ally or enemy) and 
  attempt to disarm it of a valuable weapon, steal something it is 
  holding, or grapple it and strip it of something it prizes (your 
  choice). Affected targets can attempt a new Will save each round as 
  a free action to end this effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  epidemic
  School necromancy[disease, evil]; Level cleric 6, druid 6, sorcerer/
  wizard 7, witch 6; Casting Time 1 standard action; Components 
  V, S; Range close (25 ft. + 5 ft./2 levels); Targets living creature; 
  Duration instantaneous; Saving Throw Fortitude negates; SR yes; 
  The target contracts one of the following diseases: blinding sick-
  ness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, 
  red ache, shakes, or slimy doom (Core Rulebook 557), 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eruptive puStuLeS
  School transmutation[acid]; Level alchemist 3, sorcerer/wizard 
  3, witch 3; Casting Time 1 standard action; Components V, S; 
  Range personal; Targets you; Duration 1 minute/level (D)(D); 
  Saving Throw Fortitude partial (see text); SR yes; 
  Your skin erupts in swollen, pus-filled bumps that burst open if 
  you are struck. Any creature that strikes you with its body or a 
  hand-held weapon deals normal damage, but at the same time 
  the attacker takes 1d6 points of acid damage and must save or 
  be sickened for 1 round. If the attack against you is a critical hit, 
  the attacker must save or be nauseated instead of sickened. This 
  damage can harm a swarm. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  excruciAting deformAtion
  School transmutation(polymorph)[evil, pain]; Level sorcerer/
  wizard 3, witch 3; Casting Time 1 standard action; Components 
  V, S; Range touch; Targets creature touched; Duration 1 round/
  level; Saving Throw Fortitude partial (see text); SR yes; 
  Your touch attack causes your target to become painfully 
  malformed. Its limbs twist and buckle, while its body contorts 
  uncontrollably, shifting and warping. Each round the target suffers 
  excruciating pain and takes 2d6 points of nonlethal damage, 1 
  point of Dexterity damage, and 1 point of Constitution damage, 
  and its speed is reduced by 10 feet. Once per round as a free action 
  on its turn, the target can attempt a new Fortitude saving throw to 
  resist the spell for 1 round. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  exquiSite AccompAniment
  School illusion(shadow)[shadow]; Level bard 3; Casting Time 
  1 standard action; Components V, S; Range personal; Effect 
  phantom instrument; Duration 1 round/level (D)(D); Saving 
  Throw none; SR no; 
  You create a phantom instrument, a glowing construct of magic 
  in the form of a portable musical instrument of your choice. The 
  instrument floats beside you, moving as you move (even if you 
  teleport). It cannot be damaged, but can be dispelled. The instru-
  ment plays as you direct, and as long as it plays, you do not have to 
  expend rounds of bardic performance from your daily allotment to 
  maintain an effect. 
  Activating a bardic performance or switching to a new still costs a 
  round of your overall bardic performances per day. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fALSe Life, greAter
  School necromancy; Level alchemist 4, sorcerer/wizard 4, witch 
  4; Casting Time 1 standard action; Components V, S, M (a drop 
  of blood); Range personal; Targets you; Duration 1 hour/level or 
  until discharged; see text; 
  This spell functions as false life, except you gain temporary hit 
  points equal to 2d10 + 1 point per caster level (maximum +20). 
  The effects of this spell do not stack with those of false life. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fAmiLiAr meLding
  School necromancy; Level sorcerer/wizard 4, witch 4; Casting 
  Time 1 standard action; Components V, S; Range medium (100 
  ft. + 10 ft./level); Targets your familiar; Duration 1 hour/level or 
  until you return to your body; Saving Throw Will negates (harm-
  less); SR yes; 
  You project your soul into your familiar, taking over its body while 
  leaving its consciousness intact. When you transfer your soul upon 
  casting, your body is, as near as anyone can tell, dead. 
  While possessing your familiar, you can communicate with it tele-
  pathically. You keep your Intelligence, Wisdom, Charisma, level, 
  class, base attack bonus, base save bonuses, alignment, and mental 
  abilities. The familiar’s body retains its own Strength, Dexterity, 
  Constitution, hit points, natural abilities, and automatic abilities. 
  A body with extra limbs does not allow you to make more attacks 
  (or more advantageous twoweapon attacks) than normal. You may 
  use any abilities the familiar has, including spells and spell-like 
  abilities. You cannot speak unless your familiar has the ability to 
  speak a language. You cannot cast spells with somatic components 
  if your familiar does not have anthropomorphic limbs that can 
  perform the appropriate motions. 
  As a standard action, you can return to your body as long as it is 
  within range. If your familiar is slain while your soul is in it and 
  your body is within range, your soul returns to your own body, 
  unharmed. If your familiar is out of range when slain, you die. 
  The spell ends when you shift from the familiar to your own body. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fickLe windS
  School transmutation[air]; Level cleric 5, druid 5, ranger 3, 
  sorcerer/wizard 5; Casting Time 1 standard action; Components 
  V, S; Range ; Targets one or more Medium creatures/level, no two 
  of which can be more than 30 ft. apart; Duration 1 minute/level 
  (D)(D); Saving Throw none (see text); SR yes; 
  You create a mobile cylinder of wind encompassing every target of 
  the spell and protecting them as wind wall, but not interfering with 
  them in any way. For example, arrows and bolts fired at the targets 
  are deflected upward and miss, but the targets’ own arrows or bolts 
  pass through the wall as if it were not there. 
  A Large creature counts as 4 Medium creatures for the purpose of 
  how many targets you can effect with the spell; a Huge creature 
  counts as 8, a Gargantuan creature as 16, and a Colossal creature as 
  32. This spell has no effect within the area of a higher-level wind 
  or weather spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fLeShworm infeStAtion
  School conjuration(summoning)[evil]; Level cleric 4, inquisitor 
  4, sorcerer/wizard 4, witch 4; Casting Time 1 standard action; 
  Components V, S; Range touch; Targets creature touched; Dura-
  tion 1 round/level (D)(D); Saving Throw Fortitude partial (see 
  text); SR yes; 
  With a touch, you cause an infestation of ravenous worms to 
  manifest in the target’s flesh. The target must make a Fortitude 
  save every round. Failure means it takes 1d6 hit points of damage 
  and 2 points of Dexterity damage, and is staggered for 1 round. 
  If it makes the save, it takes no hit point or Dexterity damage and 
  is only sickened for 1 round rather than staggered. Fleshworm 
  infestation cannot be ended early by remove disease or heal, as the 
  infestation starts anew if the current worms are slain. Protection 
  from evil negates this spell’s effects for as long as the two dura-
  tions overlap. 
  Dispel evil automatically ends a fleshworm infestation. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  forbid Action
  School enchantment(compulsion)[language-dependent, mind-
  affecting]; Level cleric 1, inquisitor 1; Casting Time 1 standard 
  action; Components V; Range close (25 ft. +5 ft./2 levels); 
  Targets one creature; Duration 1 round; Saving Throw Will 
  negates; SR yes; 
  You forbid the target a single course of action, which it avoids to 
  the best of its ability. You may demand the target not take actions 
  that fall into one of the following options. 
  Attack: The target cannot take any action that involves an attack 
  roll, or uses a spell or ability that targets a foe or an area that 
  includes a foe. 
  Cast: Target cannot cast spells or use spell-like abilities. 
  Communicate: The target cannot take any actions that allow it to 
  communicate with anyone. This includes such acts as speaking, 
  Bluff checks to pass secret messages, writing, and using telepathy. 
  It does not prevent verbalizations made for purposes other than 
  communication, such as command words or the verbal component 
  of spellcasting. 
  Draw: Target cannot ready or prepare any item, weapon, compo-
  nent, or equipment. 
  Move: The target can take no act that would cause it to end up in a 
  different location. The target does not resist being moved by others 
  (and thus can be picked up or dragged, or can float along on a raft), 
  but does not consciously attempt to move (including not directing 
  a mount to move). 
  
  forbid Action (cont’d)
  School enchantment(compulsion)[language-dependent, mind-
  affecting]; Level cleric 1, inquisitor 1; Casting Time 1 standard 
  action; Components V; Range close (25 ft. +5 ft./2 levels); 
  Targets one creature; Duration 1 round; Saving Throw Will 
  negates; SR yes; 
  The target is free to take any actions not forbidden by the caster. 
  For example, a target affected by this spell’s demand to not move 
  is still free to cast spells, make attacks, or shout for help. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  forbid Action, greAter
  School enchantment(compulsion)[language-dependent, mind-
  affecting]; Level cleric 5, inquisitor 5; Casting Time 1 standard 
  action; Components V; Range close (25 ft. +5 ft./2 levels); 
  Targets one creature/level, no two of which can be more than 30 
  ft. apart; Duration 1 round/level; Saving Throw Will negates; 
  SR yes; 
  This spell functions as forbid action, except up to one creature 
  per level may be affected. Each creature must receive the same 
  forbidden action. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  force hook chArge
  School evocation[force]; Level magus 3; Casting Time 1 standard 
  action; Components V, S; Range close (25 feet + 5 feet/2 levels); 
  Targets one creature or object within range and you; Duration 
  instantaneous; Saving Throw none; SR yes; 
  You create a hook of force that strikes the target and drags you 
  to a space adjacent to it. Make a ranged touch attack against the 
  target; if the touch attack succeeds, the target takes 1 point of force 
  damage per caster level. Whether or not the touch attack hits, the 
  force hook drags you in a straight line to a square adjacent to the 
  target. This movement provokes attacks of opportunity as normal. 
  The pulling hook keeps you from falling as part of this movement; 
  therefore you can use it to cross a pit or chasm, or reach a higher 
  or lower elevation. If the line of effect from you to the target 
  passes through an area that is too small to fit your body (such as a 
  portcullis or arrow slit), the hook pulls you to that location and you 
  take damage as if you had fallen the distance from your starting 
  point to that location. If you are restrained, such as being chained 
  to a wall, the hook pulls you to the maximum extent of your 
  restraints but does not break the restraints. 
  If your travel to the destination is not blocked, you land on your 
  feet, unharmed by the sudden motion. However, the spell does not 
  guarantee you a safe landing space when you arrive. For example, 
  if your target is flying or on a ledge with no room for you to stand, 
  once the hook pulls you adjacent to the target, you begin to fall. 
  If you use this spell with your spell combat class ability, you can 
  make your melee attack from your starting position or your ending 
  position. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  force punch
  School evocation[force]; Level magus 3, sorcerer/wizard 3; 
  Casting Time 1 standard action; Components V, S; Range touch; 
  Targets creature touched; Duration instantaneous; Saving Throw 
  Fortitude partial; SR yes; 
  This spell charges your hand with telekinetic force. Your successful 
  melee touch attack deals 1d4 points of force damage per level 
  (maximum 10d4) and causes the target to be pushed away from 
  you in a straight line up to 5 feet per two caster levels. For every 
  size category of the target above Medium, reduce the distance 
  pushed by 5 feet (-5 feet for Large, -10 feet for Huge, -15 for 
  Gargantuan, and -20 feet for Colossal) to a minimum of 0 feet. 
  A successful Fortitude save negates the movement but not the 
  damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  forced quiet
  School transmutation[sonic]; Level bard 1, inquisitor 1, sorcerer/
  wizard 1, witch 1; Casting Time 1 standard action; Components 
  S; Range medium (100 ft. + 10 ft./level); Targets one creature; 
  Duration 1 round/level; Saving Throw Will negates; SR yes; 
  With a gesture, you muffle sound around the target, making it 
  unable to yell or otherwise make loud noises. This does not affect 
  spellcasting by the target. The target can still use sonic effects, 
  but the DC of these effects decreases by 2. The target gains a +2 
  bonus on saving throws against sonic effects. The target gains a +4 
  circumstance bonus on Stealth checks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  frigid touch
  School evocation[cold]; Level druid 2, magus 2, sorcerer/wizard 2; 
  Casting Time 1 standard action; Components V, S; Range touch; 
  Targets creature touched; Duration instantaneous; Saving Throw 
  none; SR yes; 
  This spell causes your hand to glow with a pale blue radiance. Your 
  melee touch attack deals 4d6 points of cold damage and causes the 
  target to be staggered for 1 round. 
  If the attack is a critical hit, the target is staggered for 1 minute 
  instead. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  froStbite
  School transmutation[cold]; Level druid 1, magus 1, witch 1; 
  Casting Time 1 standard action; Components V, S; Range touch; 
  Targets creature touched; Duration instantaneous; Saving Throw 
  none; SR yes; 
  Your melee touch attack deals 1d6 points of nonlethal cold damage 
  + 1 point per level, and the target is fatigued. The fatigued condi-
  tion ends when the target recovers from the nonlethal damage. 
  This spell cannot make a creature exhausted even if it is already 
  fatigued. You can use this melee touch attack up to one time per 
  level. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fumbLetongue
  School enchantment (compulsion) [mind-affecting]; Level bard 
  1, witch 1; Casting Time 1 standard action; Components V, S; 
  Range close (25 ft. +5 ft./2 levels); Targets one creature; Dura-
  tion 1d4 rounds; Saving Throw Will negates; SR yes; 
  This enchantment causes a creature to be unable to speak intel-
  ligibly. Any effort the target makes to talk, in any language, comes 
  out as a useless mix of unconnected words and noises. Even 
  magic words are affected to some extent; the target has a 20% 
  spell failure chance for any spell it attempts to cast with verbal 
  components, and a 20% chance to incorrectly use a command word 
  to activate a magic item. 
  This spell has no effect on telepathic communication, or the vocal-
  izations of creatures that lack a spoken language. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fungAL infeStAtion
  School necromancy[disease]; Level druid 3; Casting Time 1 
  standard action; Components V, S; Range touch; Targets creature 
  touched; Duration 1d3 days; Saving Throw Fortitude negates; 
  SR yes; 
  You coat the target in necrotic fungus that makes its flesh soft and 
  fragile. Toadstools, ringworm, and other disgusting fungal growths 
  sprout from its skin. The target takes 1d3 points of Charisma 
  damage. Any physical attack against the target automatically adds 
  1d6 points of bleed damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ghoStLy diSguiSe
  School illusion(glamer); Level alchemist 2, bard 2, inquisitor 
  2, sorcerer/wizard 2, witch 2; Casting Time 1 standard action; 
  Components V, S; Range personal; Targets you; Duration 10 
  minute/level (D)(D); 
  You make yourself-including clothing, armor, weapons, and equip-
  ment-appear translucent like a ghost. Any mundane or magical 
  disguise on you is affected by this illusion as well; for example, if 
  you are disguised as the king or a sahuagin, you look like a ghostly 
  version of the king or a sahuagin. Your ghostly form may have a 
  pale green, blue, or violet coloration, or a muted version of your 
  normal appearance. 
  The spell does not actually make you ghostly or provide any incor-
  poreal abilities. If you choose, the illusion can make you appear to 
  float slightly above the ground, though you are actually still on the 
  ground. A creature that interacts with the glamer gets a Will save to 
  recognize it as an illusion. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hAunting choir
  School necromancy[mind-affecting, pain]; Level bard 3; Casting 
  Time 1 standard action; Components V, S; Range close (25 ft. + 
  5 ft./2 levels); Effect 30-ft.-radius emanation; Duration concentra-
  tion + 2 rounds; Saving Throw Will negates; SR yes; 
  You create a spectral choir and conduct its tortured, ghostly moans, 
  deluding listeners into believing they are suffering the torments 
  of the dead. 
  The transparent singers occupy a 10-foot cube, but they are 
  intangible and do not interfere with creatures in any physical way, 
  nor can they be attacked. 
  Creatures within 30 feet of the choir experience wracking pain that 
  causes them to take a -2 penalty on attack rolls, skill checks, and 
  ability checks. 
  Individuals who exit the area of effect take these penalties for an 
  additional 2 rounds before the delusion wears off. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hAunting miStS
  School illusion(figment)[fear, shadow]; Level bard 2, sorcerer/
  wizard 2, witch 2; Casting Time 1 standard action; Components 
  V, S; Range 20 ft.; Effect cloud spreads in 20-ft. radius, 20 ft. 
  high; Duration 1 minute/level (D)(D); Saving Throw Will partial 
  (see text); SR no; 
  An illusion of misty vapor inhabited by shadowy shapes arises 
  around you. It is stationary. The illusory mist obscures all sight, 
  including darkvision, beyond 5 feet. A creature 5 feet away has 
  concealment (attacks have a 20% miss chance). 
  Creatures farther away have total concealment (50% miss chance, 
  and the attacker cannot use sight to locate the target). 
  All creatures within the mist must save or take 1d2 points of 
  Wisdom damage and gain the shaken condition. The shaken condi-
  tion lasts as long as the creature remains in the mist. 
  
  hex wArd
  School abjuration; Level inquisitor 1, witch 1; Casting Time 1 
  standard action; Components V, S; Range touch; Targets creature 
  touched; Duration 1 hour/level; Saving Throw Will negates 
  (harmless); SR yes (harmless); 
  You give the target a +4 resistance bonus on saving throws against 
  witch hexes. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hoLy ice
  School transmutation[cold, good, water]; Level cleric 5; Casting 
  Time 1 standard action; Components V, S, M (a flask of holy 
  water or 5 pounds of powdered silver worth 25 gp); Range 
  medium (100 ft. + 10 ft./level); Effect wall of ice or flying ice 
  javelins (see text); Duration 1 minute/level, instantaneous, or until 
  expended (see text); Saving Throw Reflex negates or none (see 
  text); SR yes; 
  This spell creates a large mass of frozen holy water that can be 
  used for one of two effects. 
  Holy Ice Wall: This functions like wall of ice (hemisphere or 
  plane). Any creature that takes damage from holy water takes 1 
  point of damage every time it touches or attacks the ice wall with 
  melee attacks; extended contact with the wall (such as standing 
  or walking on it) deals 1d6 points of damage. Even when the ice 
  has been broken through, a sheet of frigid holy air remains. Any 
  creature that steps through it (including the one who broke through 
  the wall) takes 1d6 points of damage + 1 point per caster level (no 
  save); half of this damage is cold damage, half is damage from 
  holy water (creatures unharmed by holy water do not take the 
  damage). 
  Holy Ice Javelins: The spell creates a number of javelins of frozen 
  holy water in your square equal to your caster level (maximum 15), 
  which hurl themselves toward one or more targets that are no more 
  than 10 feet away from each other. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hoLy ShieLd
  School abjuration; Level paladin 2; Casting Time 1 standard 
  action; Components V, S; Range personal; Targets you; Dura-
  tion 10 minutes/level; Saving Throw none; SR no; 
  You gain the ability to magically project the defense of your shield 
  to protect another creature at a distance. As a swift action, you 
  designate one target within 30 feet. The target gains your shield’s 
  shield bonus and enhancement bonus to Armor Class until your 
  next turn; you gain no benefit from the shield’s shield bonus or 
  enhancement bonus while using this spell and cannot use any of 
  the shield’s other properties or abilities (such as magical abilities, 
  making a shield bash, or providing cover with a tower shield). 
  As a swift action, you may move the protection to another target 
  (including yourself); if you move the protection to yourself, you 
  may use any of the shield’s properties or abilities as normal. If the 
  shielded creature exceeds the 30-foot range, your shield’s protec-
  tion automatically reverts to you. Any circumstance that would 
  make you lose your shield bonus (such as an enemy breaking 
  the shield, you dropping the shield, or you becoming helpless 
  or unconscious) means the protected creature loses the shield’s 
  benefit. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  horn of purSuit
  School evocation[sonic]; Level bard 1, inquisitor 1, paladin 1, 
  ranger 1; Casting Time 1 standard action; Components S; Range 
  personal; Effect 3 peals of a horn; Duration 1 round; Saving 
  Throw none; SR no; 
  You create the sound of a large hunting horn, blowing up to three 
  notes as loud as a roaring dragon. These notes can be heard up to 2 
  miles away in typical outdoor conditions. 
  You can make these sounds at any point during the spell’s duration 
  as a free action, and each sounding can be short or long, allowing 
  you to send very simple coded messages. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  howLing Agony
  School necromancy[death, pain]; Level inquisitor 2, sorcerer/
  wizard 3, witch 3; Casting Time 1 standard action; Components 
  V, S, M (a needle and a dried eyeball); Range close (25 ft. + 5 ft./2 
  levels); Targets one living creature/level, no two of which can be 
  more than 30 ft. apart; Duration 1 round/level; Saving Throw 
  Fortitude negates; SR yes; 
  You send wracking pains through the targets’ bodies. Because 
  of the pain, affected creatures take a -2 penalty to AC, attacks, 
  melee damage rolls, and Reflex saving throws, and must succeed 
  at a concentration check (DC equal to the DC of this spell) to 
  cast spells. However, if an affected creature spends a move action 
  screaming as loudly as possible, it can act without any other penal-
  ties for the remainder of its turn. “Screaming,” for the purposes 
  of this spell, includes any vocalization of pain or its telepathic 
  equivalent; creatures that cannot scream (such as creatures without 
  the natural ability to communicate or vocalize) suffer the full effect 
  of the spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ice body
  School transmutation[cold]; Level sorcerer/wizard 7, witch 7; 
  Casting Time 1 standard action; Components V, S; Range 
  personal; Targets you; Duration 1 minute/level (D)(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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ice cryStAL teLeport
  School conjuration(teleportation)[cold]; Level sorcerer/wizard 6, 
  summoner 5, witch 6; Casting Time 1 standard action; Compo-
  nents V; Range long (400 ft. + 40 ft./level); Targets one creature; 
  Duration 1d4 rounds and instantaneous; Saving Throw Will 
  negates; SR yes; 
  This spell functions as teleport, except you use it to teleport your-
  self or one other creature to a safe location you specify (the target 
  can bring along objects as long as their weight doesn’t exceed the 
  target’s heavy load). You can only send the target to a location with 
  which you are very familiar. The target is first trapped in ice (hard-
  ness 0, 3 hit points per inch of thickness, 1 inch thick per caster 
  level) for 1d4 rounds, during which time it is paralyzed, aware but 
  unable to take any physical actions, and begins to fade away as the 
  teleportation aspect takes effect. At the end of the 1d4 rounds, the 
  target teleports to the specified location, and the ice’s hit points 
  drop to 0 and it quickly melts away. If the ice is destroyed before 
  the target teleports, the spell ends and the teleport doesn’t occur. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  icicLe dAgger
  School conjuration(creation)[cold]; Level sorcerer/wizard 1, 
  summoner 1, witch 1; Casting Time 1 standard action; Compo-
  nents V, S; Range 0 ft.; Effect one icicle; Duration 1 minute/
  level; Saving Throw none; SR no; 
  You create a masterwork dagger out of ice. The dagger deals 1 
  point of cold damage in addition to normal dagger damage. 
  If the dagger leaves your hand for more than 1 round, it melts 
  and the spell ends. At 6th level, the dagger functions as a +1 frost 
  dagger. At 11th level, it gains the returning property when thrown, 
  melting away and reforming in your hand just before your next 
  turn. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  icy priSon
  School evocation[cold]; Level sorcerer/wizard 5; Casting Time 
  1 standard action; Components V, S; Range medium (10 ft. + 10 
  ft./level); Targets one creature; Duration 1 minute/level; see text; 
  Saving Throw Reflex partial, Fortitude negates (see text); SR yes; 
  You trap the target in solid ice 1 inch thick per caster level. If the 
  creature fails its save, it is helpless, but can still breathe (the ice 
  blocks line of effect to the target). If the target makes its save, 
  it gains the entangled condition but can otherwise act normally. 
  Whether or not the target saves, it takes 1 point of cold damage per 
  caster level each round it is helpless or entangled in the ice. The 
  ice has hardness 0 and 3 hit points per inch of thickness; if broken, 
  the creature is freed. A creature can break the ice with a successful 
  Strength check (DC 15 + your caster level). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  icy priSon, mASS
  School evocation[cold]; Level sorcerer/wizard 9; Casting Time 
  1 standard action; Components V, S; Range medium (10 ft. + 
  10 ft./level); Targets one creature/level, no two of which can be 
  more than 30 ft. apart.; Duration 1 minute/level; see text; Saving 
  Throw Reflex partial, Fortitude negates (see text); SR yes; 
  This spell functions as icy prison, except as noted above. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  imbue with AurA
  School transmutation; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature; Duration 1 minute/level; Saving Throw 
  Will negates (see text); SR yes; 
  You infuse another creature with your divine aura, causing the 
  target to radiate an aura identical to your own clerical aura. The 
  target’s actual alignment is not changed, but spells like detect 
  evil or detect good detect only the aura, not the creature’s actual 
  alignment. For the duration of this spell, effects influenced by the 
  target’s alignment function according to the imposed aura, not the 
  creature’s actual aura. When the spell ends, the target’s aura returns 
  to normal, and alignmentaffecting magic affects it according to its 
  actual alignment. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  interpLAnetAry teLeport
  School conjuration(teleportation); Level cleric 9, sorcerer/wizard 
  9; Casting Time 1 standard action; Components V; Range 
  personal and touch; Targets you and touched objects or other 
  touched willing creatures; Duration instantaneous; Saving Throw 
  none and Will negates (object); SR no and yes (object); 
  This spell functions as teleport, except there is truly no range 
  limit and you do not need to have seen your destination, though 
  you must have a solid grasp of which world you wish to travel to 
  (“the third planet from the sun” is an acceptable destination, but “a 
  habitable world near that bright star” is not). If you have a specific 
  location on a planet in mind, you arrive there without a chance of 
  failure; otherwise you arrive at a location that would not immedi-
  ately be life-threatening. 
  If no such safe landing zone exists on the world, such as someone 
  attempting to travel into the sun without the proper precautions in 
  place, the spell simply fails. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  interrogAtion
  School necromancy[evil, pain]; Level inquisitor 1, sorcerer/wizard 
  1, witch 1; Casting Time 1 round; Components V, S; Range 
  touch; Targets living creature touched; Duration 1 minute/level; 
  Saving Throw Fortitude negates; SR yes; 
  You question the target, backed up by the threat of magical pain. 
  You may ask one question per two caster levels. The target can 
  either answer the question or take 1d4 points of damage plus your 
  Wisdom bonus. The target is not compelled to answer truthfully, 
  but the threat of pain gives it a -4 penalty on Bluff checks to 
  convince you when it is lying. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  interrogAtion, greAter
  School necromancy[evil, pain]; Level inquisitor 4; Casting Time 
  1 round; Components V, S; Range touch; Targets living creature 
  touched; Duration 1 minute/level; Saving Throw Fortitude 
  negates; SR yes; 
  This spell functions as interrogation, except you may ask one ques-
  tion per caster level and the spell deals damage equal to 1d8 points 
  plus your Wisdom bonus if the target doesn’t answer a question. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  joyfuL rApture
  School conjuration(healing)[emotion]; Level bard 5, cleric 6, 
  sorcerer/wizard 7; Casting Time 1 standard action; Components 
  V, S; Range 60 ft.; Effect all allies and opponents within a 60-ft.-
  radius burst centered on you; Duration instantaneous; Saving 
  Throw no; SR 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ki Arrow
  School conjuration; Level bard 1, sorcerer/wizard 1, witch 1; 
  Casting Time 1 standard action; Components S; Range touch; 
  Targets 1 arrow touched; Duration instantaneous; Saving Throw 
  Fortitude (object); SR yes (object); 
  You imbue an arrow with your power and throw it at a target up to 
  100 feet away. Make a ranged attack roll. If it hits, the target takes 
  damage from the arrow as if you had hit it with a single unarmed 
  strike (including your Strength bonus). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ki Leech
  School necromancy [evil]; Level cleric 3, sorcerer/wizard 3, witch 
  3; Casting Time 1 standard action; Components V, S; Range 
  personal; Targets you; Duration 1 minute/level (D)(D); 
  You place your spirit in a receptive state so when you confirm a 
  critical hit against a living enemy or reduce a living enemy to 0 
  or fewer hit points, you can steal some of that creature’s ki. This 
  replenishes 1 point of ki as long as you have at least 1 ki point 
  in your ki pool. This does not allow you to exceed your ki pool’s 
  maximum. This ability does not stack with similar abilities (such 
  as the steal ki ability of the hungry ghost monk in the Advanced 
  Player’s Guide). 
  This spell has no effect if you do not have a ki pool. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  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); Targets one living creature; Duration instantaneous; 
  Saving Throw Fortitude partial (see text); SR 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  know the enemy
  School divination; Level cleric 1, inquisitor 1, paladin 1, ranger 1; 
  Casting Time 1 minute; Components S, V, DF; Range personal; 
  Targets you; Duration instantaneous; Saving Throw none; SR 
  no; 
  You commune with the divine, reflecting on one type of creature 
  you encountered in the last day. You may make a Knowledge check 
  regarding that creature type with a +10 insight bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LeAShed ShAckLeS
  School evocation[force]; Level inquisitor 4, sorcerer/wizard 
  6; Casting Time 1 standard action; Components V, S; Range 
  medium (100 ft. +10 ft./level); Targets one creature; Duration 1 
  minute/level; Saving Throw Reflex negates; SR yes; 
  You create shackles of force that attach to the target’s limbs. You 
  designate an object or location within 30 feet of the target for the 
  shackles to anchor themselves to; this must be the ground, a wall, 
  or a sturdy structure for the anchoring to occur. The target is entan-
  gled, and cannot move more than 30 feet from the anchor point of 
  the spell. The shackle itself cannot be attacked (though it can be 
  dispelled), but if the object or area it is attached to is broken, the 
  target is free to move away (though it is still entangled). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Lend judgment
  School divination; Level inquisitor 1; Casting Time 1 standard 
  action; Components V, DF; Range touch; Targets one ally; 
  Duration 1 round/level; Saving Throw Will negates (harmless); 
  SR yes (harmless); 
  You create a conduit of divine knowledge and outrage between you 
  and an ally. That ally gains the benefit of one of your active judg-
  ments (as do you). If you cannot use a judgment (for example, if 
  you are not in combat, are frightened or unconscious, and so on) or 
  change judgments, the ally loses the benefit of the judgment. If you 
  have multiple judgments active, the ally gains only one, chosen 
  when you cast this spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Lend judgment, greAter
  School divination; Level inquisitor 5; Casting Time 1 standard 
  action; Components V, DF; Range touch; Targets one ally; 
  Duration 1 round/level; Saving Throw Will negates (harmless); 
  SR yes (harmless); 
  This functions as lend judgment, except the ally gains the benefit 
  of all your active judgments. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Lightning Arc
  School evocation[electricity]; Level sorcerer/wizard 5; Casting 
  Time 1 standard action; Components V, S, M (fur and two glass 
  figurines); Range long (400 ft. + 40 ft./level); Targets two crea-
  tures or objects which must be no more than 60 ft. apart; Duration 
  instantaneous; Saving Throw Reflex half; SR yes (see text); 
  You generate an arc of lightning between two targets. The lightning 
  deals 1d6 points of electricity damage per caster level (maximum 
  15d6) to both targets and any creatures in a line connecting them. 
  The spell fails if there is no line of effect between the targets. 
  Lightning arc sets fire to combustibles and damages objects in its 
  path. It can melt metals that have a low melting point, such as lead, 
  gold, copper, silver, or bronze. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LoAthSome veiL
  School illusion(pattern)[mind-affecting]; Level sorcerer/wizard 
  3, witch 3; Casting Time 1 standard action; Components V, S, 
  M (a tangle of multicolored threads); Range close (25 ft. + 5 ft./2 
  levels); Effect transparent pattern 40 ft. long, 20 ft. high; Duration 
  concentration + 1 round/level (D)(D); Saving Throw Will negates; 
  SR yes; 
  This spell creates a transparent veil of shifting, multicolored 
  strands of light that form into endlessly varied and alien patterns. 
  One side of the veil, chosen by you at the time of casting, is 
  harmless. The other side twists and turns into impossible shapes, 
  affecting any creature with 60 feet who views the veil. The veil 
  affects a maximum of 24 Hit Dice of creatures. Creatures with the 
  fewest HD are affected first. 
  Among creatures with equal HD, those who are closest to the spell 
  are affected first. The effect is according to the creature’s HD. 
  4 HD or fewer: The creature is nauseated while it can see the veil, 
  nauseated for 1d4 rounds after it last saw the veil, then sickened 
  for 2d4 rounds after it last saw the veil. 
  8 HD or fewer: The creature is nauseated for 1d4 rounds, sickened 
  while it can see the veil, then sickened for 1d4 rounds after it last 
  saw the veil. 
  9 or more HD: The creature is sickened while it can see the veil. 
  A successful saving throw ignores all effects of the veil. 
  Sightless creatures are not affected by loathsome veil. 
  Affected creatures can avert or close their eyes to avoid seeing the 
  veil, similar to avoiding a gaze attack. 
  
  LoAthSome veiL (cont’d)
  School illusion(pattern)[mind-affecting]; Level sorcerer/wizard 
  3, witch 3; Casting Time 1 standard action; Components V, S, 
  M (a tangle of multicolored threads); Range close (25 ft. + 5 ft./2 
  levels); Effect transparent pattern 40 ft. long, 20 ft. high; Duration 
  concentration + 1 round/level (D)(D); Saving Throw Will negates; 
  SR yes; 
  Loathsome veil can be made permanent with the permanency spell 
  by a caster of 10th level or higher for the cost of 7,500 gp. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LunAr veiL
  School illusion(shadow)[darkness, shadow]; Level cleric 7, 
  sorcerer/wizard 7, witch 7; Casting Time 1 standard action; 
  Components V, S; Range long (400 ft. + 40 ft./level); Effect 
  120-ft.-radius emanation; Duration 10 minute/level; Saving 
  Throw Will negates, see text; SR 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 animal or hybrid form within the affected 
  area take a -5 penalty on Constitution checks to do so. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  mAd hALLucinAtion
  School illusion(phantasm); Level bard 2, sorcerer/wizard 2, witch 
  2; Casting Time 1 standard action; Components V, S; Range 
  close (20 ft.); Targets one humanoid creature; Duration 5 minute/
  level (maximum 1 hour); Saving Throw Will negates; SR yes; 
  This spell induces a hallucinogenic reality in the mind of your 
  target. Surfaces seem to swim, and movement constantly distracts 
  the eye. The target takes a -2 penalty on Will saving throws, caster 
  level checks, Intelligence-based skill checks, and Wisdom-based 
  skill checks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  mAd monkeyS
  School conjuration(summoning); Level bard 3, druid 3, sorcerer/
  wizard 3, summoner 3; Casting Time 1 round; Components 
  V, S, DF; Range close (25 ft. + 5 ft./2 levels); Effect swarm of 
  monkeys; Duration 1 round/level; Saving Throw none; SR no; 
  You summon a swarm of screeching, mischievous monkeys. 
  The swarm understands and obeys your commands and has the 
  statistics of a monkey swarm (Bestiary 2 212). Creatures failing 
  a saving throw against the mad monkeys’ distraction attack are 
  deafened for 1 minute as well as nauseated. The monkeys attempt 
  one disarm or steal combat maneuver each turn as a free action 
  against any creature that begins its turn in the swarm, using your 
  caster level plus your casting ability score bonus (Intelligence 
  for wizards; Wisdom for druids and oracles; Charisma for bards, 
  sorcerers, and summoners) for its CMB. Recovering an item from 
  the monkeys requires a successful disarm or steal attempt against 
  that CMD. An object stolen by the monkeys takes swarm damage 
  each round the swarm is in possession of the object. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  mALfunction
  School transformation; Level sorcerer/wizard 4; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Effect one construct; Duration 1 round/level (D)(D); 
  Saving Throw Fortitude negates; SR yes; 
  This functions as confusion, except it only affects constructs, and 
  instead of babbling incoherently, the construct takes no actions on 
  its turn (but may still make attacks of opportunity). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  mALiciouS Spite
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 3, sorcerer/wizard 4; Casting Time 1 standard action; 
  Components V, S, M (powdered turquoise worth 150 gp); Range 
  close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 1 
  day/level; Saving Throw Will negates; SR yes; 
  You invoke feelings of a driving malicious intent. The target’s 
  malice is directed at a second individual as designated by you 
  at the time of casting. Thereafter, the target attempts to slander, 
  abuse, and even plot murder against the target of its spite. This 
  loathing is not overt, and the target’s actions against the object of 
  its spite remain subtle and indirect. 
  The enchanted target remains within its financial and ethical means 
  when acting against the second individual, though the malice 
  toward this other person pushes the target to the limit of what it 
  would do to a hated individual. 
  Each day, the target takes 2 points of Wisdom damage as the 
  all-encompassing spite dominates its thoughts. The target can 
  only alleviate the ability damage by acting upon the emotion and 
  performing a spiteful act. Examples of spiteful acts are spiking the 
  target’s drink to make it an easier target for thugs, damaging the 
  target’s property, starting foul rumors about the target, framing the 
  target for a crime, paying lepers or beggars to accost the target, 
  extorting or blackmailing the target, or arranging for others to 
  physically harm the target. 
  When the spell ends, the target remembers the spiteful behavior, 
  but not the motivation for it. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  mArionette poSSeSSion
  School necromancy; Level alchemist 3, sorcerer/wizard 3, 
  summoner 3, witch 3; Casting Time 1 standard action; Compo-
  nents V, S, F (a piece of paper with the target’s name); Range 
  medium (100 ft. + 10 ft./level); Targets one willing creature; 
  Duration 10 minutes/level or until you return to your body; 
  Saving Throw Will negates (see text); SR yes; 
  You project your soul out of your body and into the body of a 
  willing creature. This possession is blocked by protection from evil 
  or a similar ward. The target’s soul shares its body with you; it is 
  helpless but can still use its senses. You and the target’s soul can 
  communicate telepathically as if using a common language. 
  You keep your Intelligence, Wisdom, Charisma, level, class, base 
  attack bonus, base save bonuses, alignment, and mental abilities. 
  The body retains its Strength, Dexterity, Constitution, hit points, 
  natural abilities, and natural attacks (such as a bite or sting). A 
  body with extra limbs does not allow you to make more attacks 
  (or more advantageous two-weapon attacks) than normal. You 
  can’t choose to activate the body’s extraordinary, spell-like, or 
  supernatural abilities. 
  As a standard action, you can return to your own body, ending 
  the spell. While your soul is possessing the target, your body is 
  helpless. If the host body is slain, you return to your own body if it 
  is within range, and the life force of the host departs (it is slain). If 
  the host body is slain beyond the range of the spell, both you and 
  the host die. Any life force with nowhere to go is treated as slain. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  mASterwork  
  trAnSformAtion
  School transmutation; Level bard 2, cleric 2, druid 2, sorcerer/
  wizard 2, witch 2; 
  Casting Time 1 hour; Components V, S, M (see below); Range 
  touch; Targets one weapon, suit of armor, shield, tool, or skill kit 
  touched; Duration instantaneous; Saving Throw none; SR no; 
  You convert a non-masterwork item into its masterwork equiva-
  lent. A normal sword becomes a masterwork sword, a suit of 
  leather armor becomes a masterwork suit of leather armor, a set 
  of thieves’ tools becomes masterwork thieves’ tools, and so on. If 
  the target object has no masterwork equivalent, the spell has no 
  effect. You can affect 50 pieces of ammunition as if they were one 
  weapon. You decide if the object’s appearance changes to reflect 
  this improved quality. 
  The material component for the spell is magical reagents worth 
  the cost difference between a normal item and the equivalent 
  masterwork item (typically 300 gp for a weapon, 150 gp for armor, 
  or 50 gp for a tool). If an object has multiple masterwork options 
  (such as a double weapon, or a spiked shield that could be made 
  masterwork as a weapon or armor), you choose one option of 
  the object to affect (though you can cast the spell again to affect 
  another option). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  miSerAbLe pity
  School abjuration[emotion, mind-affecting]; Level bard 2, 
  sorcerer/wizard 2, witch 2; Casting Time 1 standard action; 
  Components V, S; Range touch; Targets creature touched; 
  Duration 1 round/level and 1 minute; see text; Saving Throw Will 
  negates (see text); SR yes; 
  This spell functions as sanctuary, except creatures attempting to 
  attack the target who fail their saves also feel a strong sense of pity 
  toward the target, as if it were weak, pathetic, and not a threat. If 
  the target breaks the spell by attacking, any creature that failed 
  its save against the spell gains a +2 morale bonus on attack rolls 
  against the target for 1 minute. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  monStrouS phySique i
  School transmutation (polymorph); Level alchemist 3, magus 3, 
  sorcerer/wizard 3; Casting Time 1 standard action; Components 
  V, S, M (a piece of the creature whose form you plan to assume); 
  Range personal; Targets you; Duration 1 minute/level (D)(D); 
  When you cast this spell, you can assume the form of any Small or 
  Medium creature of the monstrous humanoid type. 
  If the form you assume has any of the following abilities, you gain 
  the listed ability: climb 30 feet, fly 30 feet (average maneuver-
  ability), swim 30 feet, darkvision 60 feet, low-light vision, and 
  scent. If the form you assume has the aquatic subtype, you gain the 
  aquatic and amphibious subtypes. 
  Small monstrous humanoid: If the form you take is that of a Small 
  monstrous humanoid, you gain a +2 size bonus to your Dexterity 
  and a +1 natural armor bonus. 
  Medium monstrous humanoid: If the form you take is that of a 
  Medium monstrous humanoid, you gain a +2 size bonus to your 
  Strength and a +2 natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  monStrouS phySique ii
  School transmutation (polymorph); Level alchemist 4, magus 4, 
  sorcerer/wizard 4; Casting Time 1 standard action; Components 
  V, S, M (a piece of the creature whose form you plan to assume); 
  Range personal; Targets you; Duration 1 minute/level (D)(D); 
  This spell functions as monstrous physique I, except it also 
  allows you to assume the form of a Tiny or Large creature of the 
  monstrous humanoid type. If the form you assume has any of the 
  following abilities, you gain the listed ability: climb 60 feet, fly 
  60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, 
  low-light vision, scent, freeze, grab, leap attack, mimicry, pounce, 
  sound mimicry, speak with sharks, and trip. If the creature has the 
  undersized weapons special quality, you gain that quality. 
  Tiny monstrous humanoid: If the form you take is that of a Tiny 
  monstrous humanoid, you gain a +4 size bonus to your Dexterity, a 
  -2 penalty to your Strength, and a +1 natural armor bonus. 
  Large monstrous humanoid: If the form you take is that of a Large 
  monstrous humanoid, you gain a +4 size bonus to your Strength, a 
  -2 penalty to your Dexterity, and a +4 natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  monStrouS phySique iii
  School transmutation (polymorph); Level alchemist 5, magus 5, 
  sorcerer/wizard 5; Casting Time 1 standard action; Components 
  V, S, M (a piece of the creature whose form you plan to assume); 
  Range personal; Targets you; Duration 1 minute/level (D)(D); 
  This spell functions as monstrous physique II, except it also 
  allows you to assume the form of a Diminutive or Huge creature 
  of the monstrous humanoid 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, blood frenzy, cold vigor, constrict, ferocity, 
  freeze, grab, horrific appearance, jet, leap attack, mimicry, natural 
  cunning, overwhelming, poison, pounce, rake, sound mimicry, 
  speak with sharks, trample, trip, and web. If the creature has the 
  undersized weapons special quality, you gain that quality. 
  Diminutive monstrous humanoid: If the form you take is that of 
  a Diminutive monstrous humanoid, you gain a +6 size bonus to 
  your Dexterity, a -4 penalty to your Strength, and a +1 natural 
  armor bonus.
  Huge monstrous humanoid: If the form you take is that of a Huge 
  monstrous humanoid, you gain a +6 size bonus to your Strength, a 
  -4 penalty to your Dexterity, and a +6 natural armor bonus.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  monStrouS phySique iv
  School transmutation (polymorph); Level alchemist 6, magus 6, 
  sorcerer/wizard 6; Casting Time 1 standard action; Components 
  V, S, M (a piece of the creature whose form you plan to assume); 
  Range personal; Targets you; Duration 1 minute/level (D)(D); 
  This spell functions as monstrous physique III 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, low-light vision, scent, 
  tremorsense 60 feet, blood frenzy, breath weapon, cold vigor, 
  constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack, 
  mimicry, natural cunning, overwhelming, poison, pounce, rake, 
  rend, roar, sound mimicry, speak with sharks, spikes, trample, trip, 
  and web. If the creature has immunity or resistance to any energy 
  types, you gain resistance 20 to thoseenergy types. If the creature 
  has vulnerability to an energy type, you gain that vulnerability. If 
  the creature has immunity to poison, you gain a +8 bonus on saves 
  against poison. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  murderouS commAnd
  School enchantment (compulsion) [mind-affecting]; Level anti-
  paladin 1, cleric 1; Casting Time 1 standard action; Components 
  V; Range close (25 ft. + 5 ft./2 levels); Targets one living creature; 
  Duration 1 round; Saving Throw Will negates; SR yes; 
  You give the target a mental urge to kill its nearest ally, which it 
  obeys to the best of its ability. The target attacks its nearest ally on 
  its next turn with a melee weapon or natural weapon. If necessary, 
  it moves to or charges to the nearest ally in order to make this 
  attack. If it is unable to reach its closest ally on its next turn, the 
  target uses its turn to get as close as possible to the ally. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  oppreSSive boredom
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 2, sorcerer/wizard 2; Casting Time 1 standard action; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Targets 
  one creature; Duration 1 round/level or until broken (see text); 
  Saving Throw Will negates (see text); SR yes; 
  You fill your target with boredom. The target loses all interest in its 
  current task and must make a Will save against the spell’s effect in 
  order to perform its next action. If the target fails, it takes no action 
  that round. The boredom lasts until the duration expires or the 
  target breaks the spell’s effect with a successful Will save. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  orAcLe’S veSSeL
  School transmutation; Level oracle 4; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature; Duration 1 minute/level; Saving Throw 
  Will negates (harmless); SR yes (harmless); 
  The target gains all the benefits of your oracle’s curse, with none 
  of the penalties. In some cases, this has no effect (for example, a 
  fighter with your haunted curse can’t cast spells and doesn’t gain 
  any benefit from having additional spells known). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  orb of the void
  School necromancy; Level cleric 8, sorcerer/wizard 8; Casting 
  Time 1 standard action; Components V, S, M (a black gemstone 
  of any kind worth 50 gp); Range close (25 ft. + 5 ft./2 levels); 
  Effect 1-ft.-diameter sphere; Duration 1 round/level (D)(D); 
  Saving Throw Fortitude negates; SR yes; You create a small 
  weightless sphere of pure negative energy. 
  As a move action, you can move it up to 30 feet per round in any 
  direction. If it enters a space with a living creature, it stops moving 
  for the round and that creature gains one negative level (Fortitude 
  negates). Any creature passing through or ending its turn in the 
  space occupied by the sphere gains one negative level (Fortitude 
  negates). Twenty-four hours after gaining a negative level from the 
  sphere, the subject must make a Fortitude saving throw (the DC of 
  this save is equal to the DC of this spell) for each negative level. 
  If the save succeeds, that negative level is removed. If it fails, that 
  negative level becomes permanent. 
  If more than one orb (from different castings of the spell) enters 
  the same space, the orbs automatically fuse together. 
  The resulting orb uses the higher of the two orbs’ DCs as its DC 
  and whichever duration has more time left. If the orbs are from 
  different casters, each must make an opposed Intelligence check to 
  move the sphere. 
  An undead creature that passes through or ends its turn in the space 
  occupied by the orb gains 2d4 x 5 temporary hit points for 1 hour. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  overwheLming grief
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 3, sorcerer/wizard 4; Casting Time 1 standard action; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Targets 
  one creature; Duration 1 round/level; Saving Throw Will negates 
  (see text); SR yes; 
  You cause a single opponent to become profoundly stricken with 
  intense grief. He can take no actions, takes a -2 penalty to Armor 
  Class, and loses his Dexterity bonus (if any). He can attempt a new 
  save each round to break the spell’s effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  overwheLming preSence
  School enchantment(compulsion)[emotion, mind-affecting]; Level 
  bard 6, cleric 9, inquisitor 6, sorcerer/wizard 9; Casting Time 1 
  standard action; Components V, S, M (a swan feather); Range 
  medium (100 ft. + 10 ft./level); Targets one creature/level, no two 
  of which can be more than 30 ft. apart; Duration 1 round/level; 
  Saving Throw Will negates, see text; SR yes; 
  Your presence inspires incredible awe in those nearby. A creature 
  that fails a save against this spell falls to the ground and prostrates 
  itself before you, believing it bows before a divine presence. A 
  flying creature incapable of hovering must land immediately in 
  order to prostrate itself. These creatures are considered to be help-
  less for the duration of the spell. 
  Each round on its turn, a target of this spell may attempt a new 
  saving throw to end the effect; this is a full-round action that does 
  not provoke attacks of opportunity. A creature that recovers from 
  this spell early after being affected by it for at least 1 round takes 
  1d6 points of Wisdom drain and is staggered for 1d4 rounds. A 
  creature that makes the initial save to resist this spell is merely 
  staggered for 1 round. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  perniciouS poiSon
  School necromancy[poison]; Level antipaladin 2, druid 2, sorcerer/
  wizard 2, witch 2; Casting Time 1 standard action; Components 
  V, S, DF; Range touch; Targets creature touched; Duration 10 
  minute/level; Saving Throw none; SR yes; 
  You weaken the target’s defenses against poison. The target gains 
  a -4 penalty on saves against poison, and poisons affecting the 
  target continue for another 2 frequency increments (for example, 
  black adder venom lasts 8 rounds instead of 6, and arsenic lasts for 
  6 minutes instead of 4). Attempts to cure the poisoned target with 
  skill or magic take a -4 penalty. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  perSuASive goAd
  School necromancy[pain]; Level inquisitor 1; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. +5 ft./2 
  levels); Targets one creature; Duration instantaneous and 1 
  minute; Saving Throw Fortitude negates; SR yes; 
  Your eyes flash and the target takes 1d6 points of nonlethal 
  damage. For the next minute, you gain a +4 circumstance bonus on 
  Intimidate checks against the target. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  piercing Shriek
  School evocation[pain, sonic]; Level bard 2; Casting Time 1 
  standard action; Components V; Range medium (100 ft. + 10ft./
  level); Targets one creature; Duration 1 round/level; Saving 
  Throw Fortitude negates; SR yes; 
  You emit an ear-splitting shriek which can be heard only by the 
  target of this spell; all other observers merely see you screaming 
  silently. The target suffers wracking pain from the scream, gaining 
  the staggered condition. This spell has no effect on deaf creatures 
  and cannot penetrate an area of silence. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  pLAgue cArrier
  School necromancy[disease, evil]; Level cleric 4, druid 4, sorcerer/
  wizard 5, witch 5; Casting Time 1 standard action; Components 
  V, S; Range touch; Targets creature touched; Duration 1 hour/
  level; Saving Throw Fortitude negates (harmless); SR yes; 
  The target’s natural attacks carry filth fever (DC 10 + 1/2 of the 
  creature’s Hit Dice + creature’s Con modifier) 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  pLAgue Storm
  School necromancy[disease, evil]; Level cleric 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 instanta-
  neous (see text); Saving Throw Fortitude negates; SR no; 
  You create a hideous gray cloud, similar to fog cloud, that occa-
  sionally crackles with foul-smelling bolts of sickly green lightning. 
  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 deter-
  mine further effects, but the disease’s save DC increases by +2. For 
  more information see page 557 of the Core Rulebook. 
  Unlike a fog cloud, 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  pLAy inStrument
  School divination; Level bard 1; Casting Time 1 standard action; 
  Components V, S; Range personal; Targets you; Duration 10 
  minute/level; 
  You may play one instrument of your choice as if you had 1 rank in 
  the appropriate Perform skill. Instead of a conventional instrument, 
  you may use an object as an improvised instrument, such as using 
  a barrel as a drum or a bow as a harp, playing it as if it were crafted 
  to make music. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  poLAr midnight
  School transmutation[cold, darkness]; Level cleric 9, druid 9, 
  witch 9; Casting Time 1 standard action; Components V, S; 
  Range close (25 ft. + 5 ft./2 levels); Effect 30-ft. spread; Duration 
  1 round/level; Saving Throw Fortitude partial; SR yes; 
  You plunge an area into the brutal chill of the arctic night. 
  Illumination conditions are dropped by two steps (though only 
  to darkness, not supernatural darkness), and all creatures in the 
  area take 5d6 points of cold damage and 1d6 points of Dexterity 
  damage per round. A successful Fortitude save each round negates 
  the Dexterity damage but not the cold damage. 
  Any creature that doesn’t move on its turn becomes encased in 
  a sheath of ice equivalent to wall of ice, is helpless, and cannot 
  breathe. Corpses in the area for longer than 1 round are transmuted 
  into solid ice; reviving the icy corpse requires true resurrection, 
  miracle, or wish. As a move action, you may move the area of 
  effect up to 10 feet in any direction. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  poLypurpoSe pAnAceA
  School transmutation; Level alchemist 1, sorcerer/wizard 1; 
  Casting Time 1 standard action; Components S; Range personal; 
  Targets you; Duration see below; 
  This creates one of several cantrip-level effects relating to your 
  health, well-being, and entertainment. The panacea has no side 
  effects (for example, the intoxication panacea does not cause a 
  hangover). When you use polypurpose panacea, choose one of the 
  following effects. 
  Analgesic: You do not feel minor aches and pains, such as from 
  arthritis, a cold, or a hangover, for 1 hour. For the duration, you 
  gain a +2 resistance bonus against pain-related spells. 
  Clarity: You get a +1 competence bonus on a single attack roll, 
  saving throw, or skill check within 1 minute. You must choose to 
  use the bonus before making the roll to which it applies. 
  Hallucination: You have pleasant hallucinations for 1 hour, such as 
  wandering lights, music, playful surreal animals, and so on. You 
  can tell these are not real, but they are distracting, and you take a 
  -2 penalty on Perception checks for the duration. 
  Intoxication: You feel comfortably intoxicated for 1 hour, as if you 
  had a few alcoholic beverages. 
  Lucid Dream: If you take this panacea within 1 hour of going to 
  sleep, you have a lucid dream that is under your control and lasts 
  for an hour. 
  Resistance: You gain a +1 resistance bonus on saves for 1 minute. 
  Sleep: You enter a pleasant and restful sleep for at least 1 hour 
  unless wakened. If you would normally begin sleeping at this time, 
  when the panacea ends you continue sleeping normally. 
  
  poLypurpoSe pAnAceA 
  (cont’d)
  School transmutation; Level alchemist 1, sorcerer/wizard 1; 
  Casting Time 1 standard action; Components S; Range personal; 
  Targets you; Duration see below; 
  Sobriety: You become completely sober for 1 hour, negating any 
  penalties to your actions for being drunk (GameMastery Guide 
  237). Magical and alchemical methods (such as detect poison) 
  still detect you as inebriated. Time spent under the effect of this 
  panacea do not count toward the time necessary to sober up (it 
  merely delays your intoxication). 
  Tenacity: You gain 1 temporary hit point for 1 minute. 
  Wakefulness: You remain awake for 2 hours without feeling 
  sleepy, and without side effects such as jitteriness. You gain a +5 
  resistance bonus against sleep-related spells such as lullaby and 
  sleep. This use of the panacea merely delays your need for sleep 
  and does not count as rest or sleep. You can use it multiple times 
  in succession, but as each effect wears off, you are as tired as you 
  would be had you not used the panacea. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  poSSeSS object
  School necromancy; Level sorcerer/wizard 5, witch 5; Casting 
  Time 1 standard action; Components V, S, F (a gem or crystal 
  worth at least 100 gp); Range medium (100 ft. + 10 ft./level); 
  Targets one object; see text; Duration 1 hour/level or until you 
  return to your body; 
  This spell functions as magic jar, except you transfer your mind 
  to a single object, animating it as if using animate objects, except 
  your mind controls the object as if it were your own body. You 
  cannot speak or cast spells while possessing the object. Because 
  your original body is effectively dead while under the effect of 
  this spell, this temporarily suspends disease, poisons, and other 
  afflictions affecting you. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  prediction of fAiLure
  School divination[curse, fear, mind-affecting]; Level sorcerer/
  wizard 8, witch 8; Casting Time 1 standard action; Components 
  V, S; Range close (25 ft. + 5 ft./2 levels); Targets one creature; 
  Duration permanent or 1 round/level (see text); Saving Throw 
  Will partial; SR yes; 
  You wrack the target’s body and mind with the anguish and 
  suffering of every bitter failure it will ever experience, rendering it 
  permanently shaken and sickened. A successful Will save reduces 
  the duration to 1 round per level. If the target is a spellcaster, 
  failing this saving throw means it also gains a random minor 
  spellblight (see page UM  95). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  primAL ScreAm
  School abjuration[mind-affecting, sonic]; Level bard 4; Casting 
  Time 1 standard action; Components V; Range personal; Targets 
  you; Duration 1 round/level; 
  You voice a mighty yell from the depths of your soul, invigorating 
  yourself and dispelling enchantment and paralysis effects. This 
  functions as break enchantment, except it only affects you and 
  only frees you from enchantment and paralysis effects. If the caster 
  level check to break the hostile effect succeeds, you give voice to 
  your scream and the spell takes effect normally; if not, this spell 
  fails without further effect. You can cast this spell even when para-
  lyzed or unable to speak because of an enchantment effect, but not 
  in an area of silence , if you are unable to speak for reasons other 
  than enchantments or paralysis (for example, if you are gagged), or 
  if cast in an environment where speaking is not possible. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  protective penumbrA
  School evocation[darkness]; Level cleric 2, sorcerer/wizard 2, 
  witch 2; Casting Time 1 standard action; Components V, S,; 
  Range touch; Targets creature touched; Duration 10 minutes/
  level; Saving Throw Will negates (harmless); SR yes; 
  This spell keeps the target slightly in shadow. A target with light 
  blindness, light sensitivity, or vulnerability to sunlight (such as 
  vampires and wraiths) may ignore penalties from those qualities. 
  The spell gives the target a +2 bonus on saving throws against 
  nonmagical hazards related to bright light, such as glare or 
  sunburn. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rAin of frogS
  School conjuration(summoning); Level bard 3, druid 3, sorcerer/
  wizard 3, summoner 3, witch 3; Casting Time 1 round; Compo-
  nents V, S, M/DF (a square of red cloth); Range close (25 ft. + 
  5 ft./2 levels); Effect one swarm of poisonous frogs; Duration 
  concentration + 2 rounds; Saving Throw none; SR no; 
  This spell functions as summon swarm, except you summon 
  a swarm of poisonous frogs. This swarm has the statistics of a 
  centipede swarm (Bestiary 43), except it has the animal type and 
  its poison deals Constitution damage instead of Dexterity damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rAiSe AnimAL compAnion
  School conjuration(healing); Level druid 5, paladin 4, ranger 4; 
  Casting Time 1 minute; Components V, S, M (a diamond worth 
  1,000 gp); Range touch; Targets dead animal companion or 
  bonded mount; Duration instantaneous; Saving Throw none, see 
  text; SR yes (harmless); 
  This spell functions as raise dead, but it only affects an animal 
  companion, familiar, or paladin’s bonded mount. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rApid repAir
  School transmutation; Level cleric 5, sorcerer/wizard 5; Casting 
  Time 1 standard action; Components V, S, DF; Range touch; 
  Targets construct touched; Duration 1 round/level; Saving Throw 
  Fortitude negates (harmless); SR yes (harmless); 
  The targeted construct gains fast healing 5. This does not stack 
  with any fast healing the construct already has. Fast healing has 
  no effect on a construct that has been brought to 0 hit points or 
  destroyed. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rAy of Sickening
  School necromancy; Level cleric 1, druid 1, sorcerer/wizard 
  1, summoner 1, witch 1; Casting Time 1 standard action; 
  Components V, S, M (a drop of sweat); Range close (25 ft. + 5 
  ft./2 levels); Effect ray; Duration 1 min./level; Saving Throw 
  Fortitude partial; see text; SR yes; 
  This spell functions as ray of exhaustion, except the target is sick-
  ened if it fails its save and unaffected if it makes its save. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reckLeSS infAtuAtion
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 2, sorcerer/wizard 3, witch 3; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature; Duration 1 day/level; Saving Throw Will 
  negates; SR yes; 
  You fill your target with feelings of intense infatuation for a 
  specific individual known to the target. At the time of the casting, 
  you designate a single creature as the focus of the target’s desire. 
  Thereafter, the target does all it can to remain within 30 feet of the 
  object of its desire. If the target moves outside this range, it gains 
  the staggered condition until it is again near the focus of its desire. 
  If remaining within 30 feet of the focus of its affection would 
  place the target in obvious physical danger, the target can attempt a 
  second save to break the spell’s effect. 
  Reckless infatuation counters unadulterated loathing. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  remove SickneSS
  School conjuration(healing); Level cleric 1, druid 1, witch 1; 
  Casting Time 1 standard action; Components V, S; Range 
  close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 10 
  minutes/level; see text; Saving Throw Fortitude negates (harm-
  less); SR yes (harmless); 
  You quell feelings of illness and nausea in the target, giving it a 
  +4 morale bonus on saving throws against disease, nausea, and 
  sickened effects. If the subject is already under the influence of one 
  of these effects when receiving the spell, that effect is suppressed 
  for the duration of the spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reprobAtion
  School transmutation[curse, see text]; Level cleric 5, druid 5, 
  inquisitor 4, paladin 4; Casting Time 1 minute; Components V, S, 
  DF; Range close (25 ft. + 5 ft./2 levels); Targets one creature of 
  your faith; Duration permanent; Saving Throw none; SR yes; 
  You cast the target out of your religion as a curse and punishment 
  for acts or misdeeds against the tenets of your faith. This has three 
  effects. 
  First, the target is marked with a magical symbol visible only to 
  members of your faith. This symbol indicates that the target has 
  transgressed and that the faithful should not help it. Likewise, the 
  target is not to be persecuted because of the mark (though this 
  would not keep members of a lawful faith from imprisoning a 
  known criminal if these crimes were known to have taken place 
  after he gained the mark). 
  Second, the target is no longer affected by helpful spells cast by the 
  faithful and is always treated as an enemy for the purpose of other 
  spells cast by those of your faith. For example, cure light wounds 
  cast by a member of your faith has no effect on the target. If the 
  target were traveling with a cleric of your faith who cast prayer, 
  that spell would penalize rather than aid the target, despite the 
  target’s friendship with the cleric. 
  Third, if the target is a divine spellcaster, a member of a prestige 
  class of your faith, or otherwise has some ability because the target 
  belongs to your faith, it cannot use those abilities while the mark 
  remains in place. For example, a paladin of your faith would be 
  unable to cast paladin spells or use lay on hands or other class 
  abilities. The target can join another faith to regain the use of these 
  abilities, but the mark remains visible to those of your faith, even if 
  those of the new faith accept the target. 
  
  reprobAtion (cont’d)
  School transmutation[curse, see text]; Level cleric 5, druid 5, 
  inquisitor 4, paladin 4; Casting Time 1 minute; Components V, S, 
  DF; Range close (25 ft. + 5 ft./2 levels); Targets one creature of 
  your faith; Duration permanent; Saving Throw none; SR yes; 
  This powerful spell with no saving throw is used to punish severe 
  transgressions that do not deserve death or when you prefer to 
  be merciful rather than meting out a more severe punishment. 
  However, the spell has one drawback that prevents it from being 
  overused. If the target did not commit any acts or misdeeds against 
  your faith, the spell does not affect it but affects you instead, even 
  if you are innocent of the charges. 
  This potential backlash prevents inquisitions run by corrupt 
  members of the faith, and it means that most accusations of 
  misconduct are carefully investigated (and usually verified with 
  magic) before this sentence is handed down. 
  This mark can be removed like any other curse effect. In addition, 
  a member of your faith can use atonement to break the curse if he 
  makes a caster level check against your caster level; remove curse 
  also requires a caster of your faith and a caster level check to end 
  the reprobation. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  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); Targets one creature; Duration 3 rounds; 
  Saving Throw Fortitude partial; SR 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reStore corpSe
  School necromancy; Level cleric 1, druid 1, sorcerer/wizard 1, 
  witch 1; Casting Time 1 standard action; Components V, S; 
  Range touch; Targets corpse touched; Duration instantaneous; 
  Saving Throw none; SR no; 
  You grow flesh on a decomposed or skeletonized corpse of a 
  Medium or smaller creature, providing it with sufficient flesh that 
  it can be animated as a zombie rather than a skeleton. The corpse 
  looks as it did when the creature died. The new flesh is somewhat 
  rotted and not fit for eating. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reStore eidoLon
  School conjuration(healing); Level summoner 3; Casting Time 
  1 minute; Components V, S, M (diamond dust worth 100 gp or 
  1,000 gp, see text); Range touch; Targets eidolon touched; Dura-
  tion instantaneous; Saving Throw Will negates (harmless); SR 
  yes (harmless); 
  This spell functions as restoration, except it only affects an eidolon. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reStore eidoLon, LeSSer
  School conjuration(healing); Level summoner 2; Casting Time 3 
  rounds; Components V, S; Range touch; Targets eidolon touched; 
  Duration instantaneous; Saving Throw Will negates (harmless); 
  SR yes (harmless); 
  This spell functions as lesser restoration, except it only affects an 
  eidolon. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ride the Lightning
  School evocation[electricity]; Level sorcerer/wizard 9; Casting 
  Time 1 swift action; Components V, S; Range personal; Targets 
  you; Duration 1 round/level (D)(D); 
  You may transform into lightning as a standard action and instantly 
  travel in a straight line to a distance of up to 120 feet, rematerial-
  izing in the new location as a free action. This movement does 
  not provoke attacks of opportunity. Creatures in this line take 
  10d6 points of electrical damage and are staggered for 1 round (a 
  successful Reflex save halves the damage and negates the stag-
  gered condition, spell resistance applies). 
  Objects in your path are damaged as well, with combustible objects 
  being set ablaze and metals with low melting points melted. If 
  your path is interrupted by a barrier or otherwise deflected, you 
  materialize short of your final destination in the nearest open 
  space; targets in the line to that point take damage as normal. You 
  are immune to electricity while this spell lasts. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ride the wAveS
  School transmutation[water]; Level cleric 4, druid 4, sorcerer/
  wizard 4, witch 4; Casting Time 1 standard action; Components 
  V, S; Range touch; Targets creature touched; Duration 1 hour/
  level (D)(D); Saving Throw Will negates (harmless); SR yes 
  (harmless); 
  The target gains the ability to breathe water and a swim speed of 
  30 feet. This swim speed means the target also gains the standard 
  +8 bonus on Swim checks and the ability to take 10 on Swim 
  checks even while distracted or endangered. The target can use the 
  run action while swimming, provided it swims in a straight line. 
  The spell does not make the target unable to breathe air. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SAnctify corpSe
  School evocation[good]; Level cleric 1, inquisitor 1, paladin 1, 
  witch 1; Casting Time 1 standard action; Components V, S, DF, 
  M (a pinch of silver dust); Range touch; Effect corpse touched; 
  Duration 24 hours; Saving Throw none; SR no; 
  This spell blesses a corpse with positive energy, preventing it from 
  being turned into an undead creature. Attempts to raise the corpse 
  as an undead automatically fail. If the corpse is of a person slain 
  by a creature that creates undead out of its slain foes (such as a 
  shadow, vampire, or wraith), that is delayed until the end of this 
  spell. It is possible to protect a corpse for an extended time by 
  casting this spell each day. 
  Sanctify corpse can be made permanent with a permanency spell 
  by a caster of 9th level or higher for the cost of 500 gp. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SAndS of time
  School necromancy; Level cleric 3, sorcerer/wizard 3, witch 3; 
  Casting Time 1 standard action; Components V, S; Range touch; 
  Targets touched creature or object; Duration 10 minutes/level or 
  instantaneous (see text); Saving Throw none; SR yes; 
  You temporarily age the target, immediately advancing it to the 
  next age category. The target immediately takes the age penalties 
  to Strength, Dexterity, and Constitution for its new age category, 
  but does not gain the bonuses for that category. 
  A creature whose age is unknown is treated as if the spell advances 
  it to middle age. Ageless or immortal creatures are immune to 
  this spell. 
  If you cast this on an object, construct, or undead creature, it takes 
  3d6 points of damage + 1 point per caster level (maximum +15) 
  as time weathers and corrodes it. This version of the spell has an 
  instantaneous duration. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  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); Effect sandstorm in 20-ft. 
  radius, 20 ft. high; Duration 1 round/level (D)(D); Saving Throw 
  none; SR 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 Table 13-10: Wind 
  Effects, Core Rulebook 439). 
  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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ScuLpt SimuLAcrum
  School transmutation; Level sorcerer/wizard 2; Casting Time 1 
  standard action; Components V, S; Range touch; Targets simula-
  crum touched; Duration instantaneous; Saving Throw Fortitude 
  negates; SR yes; 
  You create cosmetic changes to a simulacrum, similar to disguise 
  self, except the changes are physical rather than illusory. This does 
  not change any of the simulacrum’s abilities. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Serenity
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 4, cleric 5, sorcerer/wizard 6; Casting Time 1 standard 
  action; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Targets one creature/level, no two of which can be more than 30 
  ft. apart; Duration 1 round/level; Saving Throw Will negates; 
  SR yes; 
  You fill the targets’ minds with feelings of tranquility. Those 
  attempting to commit violence become stricken with wracking pain 
  and take 3d6 points of nonlethal damage each round they attempt 
  to harm another creature. If attacked, affected individuals can 
  defend themselves and may participate in combat by using Combat 
  Expertise, fighting defensively, or taking the total defense action 
  without triggering the spell’s nonlethal damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ShAdowbArd
  School illusion(shadow)[shadow]; Level bard 5; Casting Time 1 
  standard action; Components V, S, M; Range close (25 ft. +5 ft./2 
  levels); Effect phantom singer; Duration 1 round/level (D)(D); 
  Saving Throw none; SR no; 
  You conjure up a quasi-real phantom singer that is visible as a 
  shifting, shadowy duplicate of yourself. The singer follows you 
  automatically, moving as you move even if you teleport. 
  The singer cannot be damaged, but can be dispelled. When a 
  shadowbard comes into being, it immediately begins a bardic 
  performance of your choice-it has access to all of the bardic perfor-
  mances that you do. It continues that bardic performance until you 
  direct it as a move action to switch to a different performance. 
  Rounds spent by a shadowbard creating a bardic performance do 
  not decrease the number of rounds you can use your own bardic 
  performance, nor can a shadowbard’s bardic performance be 
  used to trigger spells that require you to begin or cease a bardic 
  performance. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ShAdow Step
  School illusion(shadow)[shadow]; Level bard 4, sorcerer/wizard 
  4, witch 4; Casting Time 1 standard action; Components V, S; 
  Range medium (100 ft. + 10 ft./level); Targets you; Duration 
  instantaneous; Saving Throw none; SR no; 
  To use this spell, you must be in an area of dim light or darkness. 
  You enter a shadow or area of darkness, which transports you 
  along a coiling path of shadowstuff to another dim or dark location 
  within range. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ShAdow weApon
  School illusion(shadow)[shadow]; Level sorcerer/wizard 1, witch 
  1; Casting Time 1 standard action; Components V, S; Range 0 
  ft.; Effect one shadow weapon; Duration 1 minute/level; Saving 
  Throw Will disbelief (if interacted with); SR yes; 
  Drawing upon the Plane of Shadow, you shape a quasi-real master-
  work melee weapon of a type you are proficient with. 
  You may use this weapon to make attacks as if it were a real 
  weapon, dealing normal damage for a weapon of its type. 
  The first time you hit a creature with the weapon, it may make a 
  Will save to disbelieve; failure means the weapon deals damage 
  normally, success means it only takes 1 point of damage from the 
  weapon’s attacks. The weapon only deals 1 point of damage to 
  objects. 
  If an attacked creature has spell resistance, you make a caster level 
  check (1d20 + caster level) against that spell resistance the first 
  time the shadow weapon strikes it. If the weapon is success-
  fully resisted, the spell is dispelled. If not, the target may save to 
  disbelieve as normal. 
  At 5th level, the weapon gains a +1 enhancement bonus. At 
  10th-level, you may increase the enhancement bonus to +2 or add 
  the frost or keen weapon property. The frost and keen properties 
  have no effect if the target makes its disbelief save. 
  The spell ends if the weapon leaves your possession. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ShArd of chAoS
  School evocation[chaos]; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); 
  Effect dart-shaped projectile of chaotic energy; Duration instanta-
  neous (1d6 rounds); Saving Throw Will partial (see text); SR yes; 
  You hurl a multicolored shard of congealed chaos from your holy 
  symbol, affecting any one target in range as a ranged touch attack. 
  A lawful creature struck by the shard takes 1d8 points of damage 
  per two caster levels (maximum 5d8). A lawful outsider instead 
  takes 1d6 points of damage per caster level (maximum 10d6) and 
  is slowed (as slow) for 1 round. A successful Will save reduces the 
  damage to half and negates the slow effect. The bolt has no effect 
  on chaotic creatures. This spell deals only half damage to creatures 
  that are neither lawful nor chaotic, and they are not slowed. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ShAre memory
  School divination; Level bard 2, sorcerer/wizard 2, witch 2; 
  Casting Time 1 standard action; Components V, S; Range touch; 
  Targets you and one creature touched; Duration instantaneous; 
  Saving Throw Will negates; SR yes; 
  You momentarily link your mind with the target and share a single 
  memory of no longer than 1 minute. You can show the target one 
  of your memories, show the target one of its own memories, or 
  view one of the target’s memories. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SimuLAcrum, LeSSer
  School illusion(shadow); Level sorcerer/wizard 4; Casting Time 
  1 hour; Components V, S, M (an ice sculpture of the target plus 
  powdered rubies worth 50 gp per HD of the simulacrum); Range 
  0 ft.; Effect one duplicate creature; Duration 1 hour/level; Saving 
  Throw none; SR no; 
  This spell functions as simulacrum, except you can’t create a 
  simulacrum of a creature whose HD or levels exceed your caster 
  level, and it has no magical abilities. The creature is not under your 
  control, though it recognizes you are its creator. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SkinSend
  School necromancy; Level alchemist 2, sorcerer/wizard 2, witch 
  2; Casting Time 1 minute; Components V, S; Range personal; 
  Targets you; Duration 1 hour/level (D)(D); 
  You cause your own skin to peel off your body and animate as a 
  magical creature you control. You may project your consciousness 
  to your animated skin or return it to your actual body as a standard 
  action. When your consciousness is in your body, you are helpless 
  (except for transferring your will to your skin, or dismissing the 
  spell). 
  Your possessed skin is identical to you in all ways, except the 
  following: It has only half the number of hit points you had at the 
  time you cast the spell, and cannot be healed above this maximum; 
  construct type, traits, and immunities; Str 3, Con -; DR 10/piercing 
  or slashing; and compression (as the universal monster ability, 
  Bestiary 2 295). Your skin can take any actions you could normally 
  take in your own body (such as to fight or cast spells). 
  When your skin leaves your body, your body’s hit points drop to 0. 
  Your body cannot heal damage naturally while you have no skin, 
  nor do spells that cure hit point damage work on your body; only 
  regeneration (from a regenerate spell, ring of regeneration, the 
  regeneration monster ability, or any other effect that can regrow 
  missing limbs) or heal can regrow your skin and allow you heal 
  above 0 hit points. 
  If your body is regenerated before your skin returns to it, the skin 
  dies and your consciousness returns automatically to your body. 
  Your skin can be preserved with gentle repose and is suitable for 
  any purpose that requires some of your flesh (such as a resurrection 
  spell) or any magic or ritual that requires a creature’s skin. 
  
  When your skin returns to your body, you regain hit points equal 
  to your skin’s remaining hit points. If the spell ends before you 
  reunite with your skin or if your skin is killed while you are in your 
  body, you remain helpless and at 0 hit points until your full body is 
  restored to you (requiring powerful magic, as described above). If 
  your body dies while you are possessing your skin, you die when 
  the spell ends, regardless of how many hit points the skin has left. 
  If your body or skin is slain with your consciousness in it, the spell 
  ends and you are instantly killed. 
  This spell leaves long scars on your skin where it split apart, 
  although these fade normally with the use of healing magic. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Smug nArciSSiSm
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 3, sorcerer/wizard 5, witch 5; Casting Time 1 standard 
  action; Components V, S, M (a tiny shard of a mirror); Range 
  close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 
  instantaneous; Saving Throw Duration 10 minute/level (D) Will 
  negates; SR yes; 
  You cause your target to become overwhelmed by its own impor-
  tance, talents, and attractiveness. The target cannot help but look 
  at itself in every reflective surface at every possible opportunity. 
  In social situations, the target always tries to comment about how 
  attractive it is or how ugly someone else is by comparison. The 
  target remains constantly distracted, always looking for a reflective 
  surface to gaze upon (such as a mirror, pool of water, a polished 
  shield, and so on). The distraction gives the target a -2 penalty on 
  all skill checks. 
  In combat, the target worries about enemies damaging its appear-
  ance, and focuses on defense rather than offense (casting defensive 
  spells rather than offensive spells, using the fight defensively or 
  total defense action, and so on). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SnApdrAgon fireworkS
  School transmutation[fire, light]; Level bard 2, sorcerer/wizard 1; 
  Casting Time 1 standard action; Components S, V, M (a bundle 
  of sulfur wrapped in cloth); Range long (400 ft. + 40 ft./level); 
  Effect dragon-shaped fireworks; Duration 1 round/level; Saving 
  Throw Reflex negates; SR yes; 
  A favorite display at halfling midsummer festivals, this spell lets 
  you create fireworks in the shape of tiny dragons. 
  Once per round, as a move action, you may designate a target 
  5-foot-square within range and launch a pyrotechnic in that direc-
  tion. The pyrotechnic takes a zigzag path from you to that square, 
  always missing creatures and objects in its path, and detonates 
  in that square with a bang and a colorful burst of fire and light. 
  Creatures in the target square take 1d4 points of fire damage and 
  are dazzled for 1 round (Reflex half, a successful save negates the 
  dazzled condition).
  Normally when this spell is used as part of a festival, the chosen 
  target is high in the sky to increase visibility and protect observers. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Sonic thruSt
  School evocation[sonic]; Level bard 4, sorcerer/wizard 5; Casting 
  Time 1 standard action; Components V, S; Range long (400 ft. 
  + 40 ft./level); Targets see text; Duration instantaneous; Saving 
  Throw Will negates (object) or none (see text); SR yes (object) 
  (see text); 
  You produce a sweeping rush of sound that can hurl creatures 
  or objects away from you, like the violent thrust version of 
  telekinesis. You can hurl one object or creature per caster level 
  (maximum 15) that is within range; it flies in a straight line away 
  from you. Any objects of creatures thrown must be within 10 feet 
  of each other. You can hurl a total weight of up to 25 pounds per 
  caster level (maximum 375 pounds at 15th level). 
  You can use this spell to hurl an object or creature toward a 
  particular target. You must succeed on attack rolls (one per creature 
  or object thrown) to hit the target with the items, using your base 
  attack bonus + your Intelligence modifier (if a wizard) or Charisma 
  modifier (if a bard or sorcerer). Hurled weapons cause standard 
  damage (with no Strength bonus; note that arrows or bolts deal 
  damage as daggers of their size when used in this manner). Other 
  objects cause damage ranging from 1 point per 25 pounds (for less 
  dangerous objects) to 1d6 points of damage per 25 pounds (for 
  hard, dense objects). Objects and creatures that miss their target 
  land in a square adjacent to the target. 
  Creatures that fall within the weight capacity of the spell can be 
  hurled, but they are allowed Will saves (and spell resistance) to 
  negate the effect, as are those whose held possessions are targeted 
  by the spell. 
  
  Sonic thruSt (cont’d)
  School evocation[sonic]; Level bard 4, sorcerer/wizard 5; Casting 
  Time 1 standard action; Components V, S; Range long (400 ft. 
  + 40 ft./level); Targets see text; Duration instantaneous; Saving 
  Throw Will negates (object) or none (see text); SR yes (object) 
  (see text); 
  If a hurled creature is thrown against a solid surface, it takes 
  damage as if it had fallen 10 feet (1d6 points). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Soothe conStruct
  School abjuration; Level cleric 4, sorcerer/wizard 5; Casting Time 
  1 round; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one construct; Duration instantaneous; Saving Throw 
  none; SR no; 
  You soothe the elemental spirit of a targeted construct, reducing its 
  chance of going berserk by 1d4% per four caster levels (maximum 
  5d4%). If cast on a construct that has already gone berserk and you 
  are its master, you may immediately roll d% to end the construct’s 
  berserk state, it returns to normal functioning, and its berserk 
  chance returns to 0%. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SpeAr of purity
  School evocation[good]; Level cleric 2; Casting Time 1 standard 
  action; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); 
  Effect spear-shaped projectile of chaotic energy; Duration instan-
  taneous (1 round); Saving Throw Will partial (see text); SR yes; 
  You hurl a pure white or golden spear of light from your holy 
  symbol, affecting any one target within range as a ranged touch 
  attack. 
  An evil creature struck by the spear takes 1d8 points of damage 
  per two caster levels (maximum 5d8). An evil outsider instead 
  takes 1d6 points of damage per caster level (maximum 10d6) and 
  is blinded for 1 round. A successful Will save reduces the damage 
  to half and negates the blinded effect. This spell deals only half 
  damage to creatures that are neither evil nor good, and they are not 
  blinded. The spear has no effect on good creatures. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Spit venom
  School transmutation[poison]; Level cleric 4, druid 3, witch 3; 
  Casting Time 1 standard action; Components V, S; Range close 
  (25 ft. + 5 ft./2 levels); Effect one stream of venom; Duration 
  instantaneous; see text; Saving Throw Fortitude partial; SR no; 
  You spit a stream of venom at a target using a ranged touch attack. 
  If the venom hits, it causes blindness for 1 round. The target must 
  also save or be poisoned by black adder venom; the DC in succes-
  sive rounds of the poison is equal to the spell’s DC. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SteAL voice
  School necromancy; Level bard 2, sorcerer/wizard 2, witch 2; 
  Casting Time 1 standard action; Components V; Range medium 
  (100 ft. + 10 ft./level); Targets one creature; Duration permanent 
  (D)(D); Saving Throw Fortitude negates; SR yes; 
  The target’s throat constricts, giving it the caster croak spellblight 
  (see page UM 95). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  StrAngLing hAir
  School transmutation; Level sorcerer/wizard 3, witch 3; Casting 
  Time 1 standard action; Components V, S; Range close (25 ft. + 5 
  ft./2 levels); Targets one creature; Duration concentration, up to 1 
  round/level; Saving Throw none; SR yes; 
  Your hair animates and extends to grapple and constrict an 
  opponent. Make a grapple check against the target using your 
  caster level as the base attack bonus plus a bonus equal to your 
  Intelligence bonus (if a witch or wizard) or Charisma bonus (if a 
  sorcerer). This grapple check does not provoke attacks of oppor-
  tunity. If your hair succeeds in grappling a foe, that creature takes 
  1d6 points of damage or your unarmed strike damage, whichever 
  is greater, and gains the grappled condition. Your hair receives a 
  +5 bonus on grapple checks made against opponents it is already 
  grappling, but cannot move foes or pin foes. Each round that your 
  hair succeeds on a grapple check, it deals an additional 1d6 points 
  of damage. The CMD of your hair, for the purposes of escaping the 
  grapple, is equal to 10 + its CMB. 
  Once you choose a target, your hair continues to attack that target 
  independently of your own actions. You may designate a new 
  target as a move action, which causes your hair to release its 
  current target (if any) and attack the new target that round. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Summon eLder worm
  School conjuration(summoning); Level druid 9; Casting Time 
  1 round; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Effect one summoned creature; Duration 1 round/level (D)(D); 
  Saving Throw none; SR no; 
  This spell functions as summon nature’s ally VIII, except you 
  summon a purple worm with the giant creature simple template 
  (Bestiary 295). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Summon froghemoth
  School conjuration(summoning); Level druid 9; Casting Time 
  1 round; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Effect one summoned creature; Duration 1 round/level (D)(D); 
  Saving Throw none; SR no; 
  This spell functions as summon nature’s ally IX, except you 
  summon a froghemoth (Bestiary 136). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Summon minor ALLy
  School conjuration(summoning); Level druid 1, ranger 1; Casting 
  Time 1 round; Components V, S, DF; Range close (25 ft. + 5 ft./2 
  levels); Effect 1d3 summoned creatures; Duration 1 round/level 
  (D)(D); Saving Throw none; SR no; 
  This spell functions as summon nature’s ally I, except you can 
  summon 1d3 Tiny or smaller animals, such as bats, lizards, 
  monkeys, rats, ravens, toads, or weasels. The summoned animals 
  must all be the same type of creature. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Summon minor monSter
  School conjuration(summoning); Level antipaladin 1, bard 1, 
  cleric 1, sorcerer/wizard 1, summoner 1, witch 1; 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 1d3 summoned crea-
  tures; Duration 1 round/level (D)(D); Saving Throw none; SR no; 
  This spell functions as summon monster I, except you can summon 
  1d3 Tiny or smaller animals, such as bats, lizards, monkeys, rats, 
  ravens, toads, or weasels. The summoned animals must all be the 
  same type of creature. As with animals summoned with summon 
  monster I, you may apply one alignment-appropriate template to 
  these animals. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Surmount AffLiction
  School abjuration; Level cleric 2, inquisitor 2; Casting Time 1 
  standard action; Components V, S; Range you; Targets personal; 
  Duration 1 round/level; 
  You temporarily overcome one harmful condition. This does not 
  end the effect causing the condition; it just suspends that condi-
  tion’s effect for the duration of the spell. You can surmount any 
  one of the following conditions: blinded, confused, dazed, dazzled, 
  deafened, fatigued, frightened, paralyzed, shaken, or sickened. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SymboL of heALing
  School conjuration(healing); Level cleric 3, paladin 4, witch 4; 
  Casting Time 10 minutes; Components V, S, M (mercury and 
  phosphorous, plus powdered diamond and opal worth a total of 
  500 gp); Range 0 ft.; see text; Effect one symbol; Duration see 
  text; Saving Throw Will half (harmless) (see text); SR yes (harm-
  less) (see text); 
  This spell functions as symbol of death, except all creatures within 
  60 feet of the symbol of healing instead are bathed in positive 
  energy and heal 2d8 points + 1 point of damage per caster level 
  (maximum +15). Undead and other creatures harmed by positive 
  energy instead take 2d8 points of damage + 1 point per caster 
  level (maximum +15); a Will save reduces this damage by half. A 
  creature can only be healed or harmed by the symbol once in any 
  24-hour period. Once triggered, the symbol remains active for 10 
  minutes per caster level. 
  Symbol of healing can be made permanent with a permanency 
  spell by a caster of 10th level or higher for the cost of 10,000 gp. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SymboL of mirroring
  School illusion(figment); Level sorcerer/wizard 2, witch 2; 
  Casting Time 10 minutes; Components V, S, M (mercury and 
  phosphorous, plus powdered diamond and opal worth a total of 
  100 gp); Range 0 ft.; see text; Effect one symbol; Duration see 
  text; Saving Throw Will partial (harmless); SR yes; 
  This spell functions as symbol of death, except it instead creates 
  one illusory duplicate of each creature within 60 feet of the 
  symbol. These duplicates function as mirror image, moving with 
  the original creatures and mimicking their movements, sounds, 
  and actions exactly. If an illusory double is destroyed, a new one 
  appears on the creature’s turn. The images last for as long as a 
  creature remains within 60 feet of the symbol, and for 1 round/
  level thereafter. Once triggered, the symbol remains active for 10 
  minutes per caster level. 
  Symbol of mirroring can be made permanent with a permanency 
  spell by a caster of 10th level or higher for the cost of 5,000 gp. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SymboL of reveLAtion
  School divination; Level cleric 4, sorcerer/wizard 4, witch 4; 
  Casting Time 10 minutes; Components V, S, M (mercury and 
  phosphorous, plus powdered diamond and opal worth a total of 
  1,000 gp); Range 0 ft.; see text; Effect one symbol; Duration see 
  text; Saving Throw none; SR yes; 
  This spell functions as symbol of death, except it is only activated 
  by invisible creatures, creatures affected by an illusion (glamer) 
  effect, creatures with the shapechanger subtype, or creatures that 
  have magically changed their shape. These creatures are outlined 
  by a pale light that functions like faerie fire, except it lasts for 10 
  minutes per caster level; the symbol does not otherwise reveal their 
  true form. Once triggered, a symbol of revelation remains active 
  for 10 minutes per caster level. 
  Symbol of revelation can be made permanent with a permanency 
  spell by a caster of 12th level or higher for the cost of 10,000 gp. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SymboL of Scrying
  School divination (scrying); Level cleric 5, sorcerer/wizard 5, 
  witch 5; Casting Time 10 minutes; Components V, S, M (mercury 
  and phosphorous, plus powdered diamond and opal worth a total of 
  1,000 gp); Range 0 ft.; see text; Effect one symbol; Duration see 
  text; Saving Throw none; SR no; 
  This spell functions as symbol of death, except that, when trig-
  gered, it creates a scrying sensor linked to you and centered on the 
  symbol, even if you are on a different plane than the symbol. You 
  are immediately aware that the symbol has been triggered if you 
  are conscious, and are awakened from normal sleep if sleeping. 
  The symbol does not otherwise disturb your concentration. You 
  may observe the area through the symbol as if using a scrying spell 
  with the sensor as the target creature. Once triggered, the symbol 
  remains active for 10 minutes per caster level. 
  Unlike symbol of death, a symbol of scrying is not considered a 
  magical trap. Symbol of scrying can be made permanent with a 
  permanency spell by a caster of 13th level or higher for the cost 
  of 10,000 gp. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SymboL of SeALing
  School abjuration[force]; Level cleric 6, sorcerer/wizard 6, witch 
  6; Casting Time s 10 minutes; Components V, S, M (mercury 
  and phosphorous, plus powdered diamond and opal worth a total 
  of 5,000 gp); Range 0 ft.; see text; Effect one symbol; Duration 
  permanent; Saving Throw none; SR no; 
  This spell allows you to scribe a potent rune of power upon or 
  above a door or other opening measuring no more than 20 square 
  feet/level in size. When the casting is completed, the symbol 
  immediately triggers, glowing visibly and sealing the door or 
  opening with an invisible barrier of force equivalent to a wall of 
  force. Destroying the symbol ends the effect, though destroying it 
  once the symbol has been activated requires destroying the wall 
  of force first. Once triggered, the wall remains for 10 minutes per 
  caster level. 
  When scribing a symbol of sealing, you can specify a password or 
  phrase that allows a creature speaking it to bypass the seal and pass 
  through the opening. You can also attune any number of creatures 
  to the symbol of sealing, but doing this extends the casting time as 
  described under symbol of death (Core Rulebook 355). However, 
  the force wall created by the symbol blocks attacks and line of 
  effect even for creatures that know the password or are attuned-the 
  password only prevents them from triggering the symbol, not from 
  ignoring its effects if triggered. 
  A disintegrate spell or similar effect can destroy the wall of force 
  created by the symbol if the caster makes a caster level check 
  against a DC of 11 + your caster level. A knock spell has no effect 
  on a symbol of sealing or its force wall. A symbol of sealing cannot 
  be dispelled, but mage’s disjunction automatically destroys it. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SymboL of SLowing
  School transmutation; Level cleric 4, sorcerer/wizard 4, witch 4; 
  Casting Time 10 minutes; Components V, S, M (mercury and 
  phosphorous, plus powdered diamond and opal worth a total of 
  1,000 gp); Range 0 ft.; see text; Effect one symbol; Duration see 
  text; Saving Throw Will negates; SR yes; 
  This spell functions as symbol of death, except all creatures within 
  60 feet of a symbol of slowing are slowed (as the slow spell) for 1 
  round per caster level. 
  Symbol of slowing can be made permanent with a permanency 
  spell by a caster of 11th level or higher for the cost of 10,000 gp. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SymboL of Strife
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric 9, sorcerer/wizard 9, witch 9; Casting Time 10 minutes; 
  Components V, S, M (mercury and phosphorous, plus powdered 
  diamond and opal worth a total of 15,000 gp); Range 0 ft.; see 
  text; Effect one symbol; Duration see text; Saving Throw Will 
  negates; SR yes; 
  This spell functions as symbol of death, except all creatures within 
  the radius of a symbol of strife are compelled to attack the nearest 
  conscious creaturefor 1 round per caster level (similar to the 
  “attack nearest creature” result of the confusion spell), even after 
  leaving the symbol’s area of effect. If no other creatures are visible, 
  an affected creature can act normally. Once triggered, the symbol 
  remains active for 10 minutes per caster level. 
  Symbol of strife can be made permanent with a permanency spell 
  by a caster of 18th level or higher for the cost of 25,000 gp. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SymboL of vuLnerAbiLity
  School abjuration; Level cleric 9, sorcerer/wizard 9, witch 9; 
  Casting Time 10 minutes; Components V, S, M (mercury and 
  phosphorous, plus powdered diamond and opal worth a total of 
  15,000 gp); Range 0 ft.; see text; Effect one symbol; Duration see 
  text; Saving Throw none; SR no; 
  This spell functions as symbol of death, except it saps the defenses 
  of all creatures within 60 feet. Affected creatures receive a -4 
  penalty to spell resistance and a -4 penalty on saving throws, and 
  energy resistances and damage reduction (if any) are reduced by 
  10 each (to a minimum of 0). Once triggered, the symbol remains 
  active for 10 minutes per level. 
  The effects last as long as the creature is within 60 feet of the 
  symbol, and for 1 round per caster level afterward. 
  Symbol of vulnerability can be made permanent with a perma-
  nency spell by a caster of 18h level or higher for the cost of 25,000 
  gp. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  tAr bALL
  School transmutation; Level druid 2; Casting Time 1 standard 
  action; Components V, S, M (a tiny ball of bitumen); Range close 
  (25 ft. + 5 ft./2 levels); Effect ranged attack; Duration instanta-
  neous; Saving Throw none; SR no; 
  You create a sticky ball of burning tar that you can hurl at your 
  enemies as a ranged attack. If the tar ball strikes, it deals 1d4 
  points of fire damage + your Strength modifier, and splashes the 
  target with hot, sticky tar. The tar deals 1d4 points of fire damage 
  each round on the creature’s turn for the next 1d4 rounds and gives 
  the target a -2 penalty to Dexterity for that duration. If desired, the 
  target can use a full-round action to attempt to extinguish or cool 
  the tar before taking this additional damage. 
  Extinguishing or cooling the tar requires a DC 15 Reflex save or 
  at least 1 gallon of nonflammable liquid. Rolling on the ground 
  provides the target a +2 bonus on the save. Leaping into a lake or 
  magically cooling the target automatically ends the effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  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; Targets 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 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  terribLe remorSe
  School enchantment(compulsion)[emotion, mind-affecting]; Level 
  bard 3, cleric 4, inquisitor 3, sorcerer/wizard 4; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Targets 1 living creature; Duration 1 round/level; Saving 
  Throw Will partial (see text); SR yes; 
  You fill a target with such profound remorse that it begins to 
  harm itself. Each round, the target must save or deal 1d8 points of 
  damage + its Strength modifier to itself using an item held in its 
  hand or with unarmed attacks. If the creature saves, it is instead 
  frozen with sorrow, can take no actions, and takes a -2 penalty to 
  Armor Class. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  touch of SLime
  School conjuration(creation)[disease]; Level alchemist 4, druid 
  4, sorcerer/wizard 4, witch 4; Casting Time 1 standard action; 
  Components V, S, M (a drop of acid and a black glass sphere); 
  Range touch; Targets living creature touched; Duration instanta-
  neous; Saving Throw Fortitude negates; SR yes; 
  You create a coating of slime on your hand. When you make a 
  successful melee touch attack with the slime, it pulls free of you 
  and sticks to the target, at which point it acts like green slime 
  (Core Rulebook 416), dealing 1d3 points of Constitution damage 
  per round. Anything that destroys green slime (scraping, freezing, 
  burning, cutting, sunlight, or remove disease) destroys this slime. 
  If the slime kills a creature, it consumes the body and then dies. It 
  cannot transfer to a creature other than the original target, and dies 
  if separated from the original target. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  toxic gift
  School necromancy[poison]; Level antipaladin 2, sorcerer/wizard 
  3; Casting Time 1 standard action; Components V, S; Range 
  touch; Targets living creature touched; Duration instantaneous; 
  see text; Saving Throw Fortitude negates (see text); SR yes; 
  You can cast this spell only if you are currently poisoned. You 
  draw upon the poison in your body and duplicate its effects in 
  the target, which is affected by the same poison you are, except it 
  uses this spell’s DC instead of the poison’s normal DC. If you are 
  affected by more than one poison, you must choose one to afflict 
  upon the target. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  trAnSmute bLood to Acid
  School transmutation[acid, pain]; Level sorcerer/wizard 9; Casting 
  Time 1 standard action; Components V, S, M (a wax doll and 
  a vial of acid worth 10 gp); Range close (25 ft. + 5 ft./2 levels); 
  Targets one living creature; Duration concentration (maximum 1 
  round/5 levels); Saving Throw Fortitude half; SR yes; 
  You transmute blood in the target’s body to acid, dealing 1d6 
  points of acid damage/2 levels (maximum 12d6) each round. 
  The creature is staggered and sickened by the debilitating pain. 
  A successful Fortitude save each round halves the damage and 
  negates the staggered condition for 1 round. If this damage reduces 
  the creature to 0 or fewer hit points, it dissolves, leaving only 
  the barest trace of remains. A dissolved creature’s equipment is 
  unaffected. 
  Anyone who strikes the target with a non-reach melee weapon, 
  natural weapon, or unarmed attack takes 3d6 points of acid damage 
  as the acidic blood sprays on the attacker. If the attack is from a 
  piercing or slashing manufactured weapon, the weapon also takes 
  this damage. 
  This spell has no effect on creatures immune to critical hits or 
  bleed effects. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unAduLterAted LoAthing
  School enchantment(compulsion)[emotion, mind-affecting]; Level 
  antipaladin 2, bard 2, sorcerer/wizard 3, witch 3; Casting Time 
  1 standard action; Components V, S, M; Range close (25 ft. + 5 
  ft./2 levels); Targets one creature; Duration 1 day/level; Saving 
  Throw Will negates; SR yes; 
  You fill the target with a terrible loathing aimed at a specific 
  creature. At the time of the casting, you designate a single creature 
  as the object of the target’s revulsion. Thereafter, the target does 
  all it can to remain at least 60 feet away from the object of its 
  loathing. As soon as the target moves within this range, it becomes 
  nauseated until it can again get away from the object of its revul-
  sion. If traveling beyond 60 feet of the object of its loathing would 
  place the target in obvious physical danger, the target can attempt a 
  second save to break the spell’s effect. 
  Unadulterated loathing counters reckless infatuation. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unbreAkAbLe conStruct
  School abjuration; Level sorcerer/wizard 5; Casting Time 1 
  standard action; Components V, S, M (powdered adamantine 
  worth 100 gp); Range close (25 ft. + 5 ft./2 levels); Targets one 
  construct; Duration 1 round/level; Saving Throw Will negates 
  (harmless); SR no; 
  This spell increases the target’s DR/adamantine by 5 or its hard-
  ness by 5. If the target does not have DR/adamantine or hardness, 
  this spell has no effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  undeAd AnAtomy i
  School transmutation (polymorph); Level alchemist 3, magus 3, 
  sorcerer/wizard 3; Casting Time 1 standard action; Components 
  V, S, M (a piece of the creature whose form you plan to assume); 
  Range personal; Targets you; Duration 1 minute/level (D)(D); 
  When you cast this spell, you can assume the form of any Small 
  or Medium corporeal creature of the undead type, which must be 
  vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You 
  gain a bite attack (1d6 for Medium forms, 1d4 for Small forms), 
  two claw or slam attacks (1d6 for Medium forms, 1d4 for Small 
  forms), and darkvision 60 feet. If the form you assume has any of 
  the following abilities, you gain the listed ability: climb 30 feet, fly 
  30 feet (average maneuverability), swim 30 feet, low-light vision, 
  and scent. 
  In this form, you detect as an undead creature (such as with 
  detect undead, but not with magic that reveals your true form, 
  such as true seeing) and are treated as undead for the purposes of 
  channeled energy, cure spells, and inflict spells, but not for other 
  effects that specifically target or react differently to undead (such 
  as searing light). 
  Small undead: If the form you take is that of a Small undead, you 
  gain a +2 size bonus to your Dexterity and a +1 natural armor 
  bonus. 
  Medium undead: If the form you take is that of a Medium undead, 
  you gain a +2 size bonus to your Strength and a +2 natural armor 
  bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  undeAd AnAtomy ii
  School transmutation (polymorph); Level alchemist 5, magus 5, 
  sorcerer/wizard 5; Casting Time 1 standard action; Components 
  V, S, M (a piece of the creature whose form you plan to assume); 
  Range personal; Targets you; Duration 1 minute/level (D)(D); 
  This spell functions as undead anatomy I, except it also allows 
  you to assume the form of a Tiny or Large corporeal creature of 
  the undead type. If the form you assume has any of the following 
  abilities, you gain the listed ability: climb 60 feet, fly 60 feet 
  (good maneuverability), swim 60 feet, darkvision 60 feet, low-
  light vision, blood drain, DR 5/bludgeoning, scent, freeze, grab, 
  mimicry, pounce, shadowless, sound mimicry, and trip. 
  In this form, you gain a +4 bonus on saves against mindaffecting 
  effects, disease, poison, sleep, and stunning. If the form has a 
  vulnerability to an attack (such as sunlight), you gain that vulner-
  ability. 
  Tiny undead: If the form you take is that of a Tiny undead, you 
  gain a +4 size bonus to your Dexterity, a -2 penalty to your 
  Strength, and a +1 natural armor bonus. 
  Large undead: If the form you take is that of a Large undead, 
  you gain a +4 size bonus to your Strength, a -2 penalty to your 
  Dexterity, and a +4 natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  undeAd AnAtomy iii
  School transmutation (polymorph); Level alchemist 6, magus 6, 
  sorcerer/wizard 6; Casting Time 1 standard action; Components 
  V, S, M (a piece of the creature whose form you plan to assume); 
  Range personal; Targets you; Duration 1 minute/level (D)(D); 
  This spell functions as undead anatomy II, 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  undeAd AnAtomy iv
  School transmutation (polymorph); Level sorcerer/wizard 8; 
  Casting Time 1 standard action; Components V, S, M (a piece 
  of the creature whose form you plan to assume); Range personal; 
  Targets you; Duration 1 minute/level (D) (see text)(D); 
  This spell functions as undead anatomy III, 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, incorporeal, jet, poison, pounce, rake, rend, roar, 
  spikes, trample, trip, and web. 
  If the creature’s form is incorporeal, the spell’s duration is in 
  rounds per level instead of minutes per level, and your bite and 
  claw (or slam) attacks are incorporeal touch attacks. 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 mindaffecting 
  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. 
  
  undeAd AnAtomy iv (cont’d)
  School transmutation (polymorph); Level sorcerer/wizard 8; 
  Casting Time 1 standard action; Components V, S, M (a piece 
  of the creature whose form you plan to assume); Range personal; 
  Targets you; Duration 1 minute/level (D) (see text)(D); 
  Large undead: If the form you take is that of a Large undead, 
  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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unhoLy ice
  School transmutation[cold, evil, water]; Level cleric 5; Casting 
  Time 1 standard action; Components V, S, M (a flask of unholy 
  water or 5 pounds of powdered silver worth 25 gp); Range 
  medium (100 ft. + 10 ft./level); Effect wall of ice or flying ice 
  javelins (see text); Duration 1 minute/level, instantaneous, or until 
  expended (see text); Saving Throw Reflex negates or none (see 
  text); SR yes; 
  This spell functions as holy ice, except it is made of frozen unholy 
  water rather than holy water. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unhoLy Sword
  School evocation[evil]; Level antipaladin 4; Casting Time 1 
  standard action; Components V, S; Range touch; Targets melee 
  weapon touched; Duration 1 round/level; Saving Throw none; 
  SR no; 
  This spell allows you to channel the powers of evil into your 
  sword, or any other melee weapon you choose. The weapon acts as 
  a +5 unholy weapon (+5 enhancement bonus on attack and damage 
  rolls, extra 2d6 damage against good opponents). 
  It also emits a magic circle against good effect (as the spell). If the 
  magic circle ends, the sword creates a new one on your turn as a 
  free action. The spell is automatically canceled 1 round after the 
  weapon leaves your hand. You cannot have more than one unholy 
  sword at a time. 
  If this spell is cast on a magic weapon, the powers of the spell 
  supersede any that the weapon normally has, rendering the normal 
  enhancement bonus and powers of the weapon inoperative for the 
  duration of the spell. This spell is not cumulative with any spells 
  that modify the weapon in any way. 
  This spell does not work on artifacts. A masterwork weapon’s 
  bonus to attack does not stack with this spell’s enhancement bonus 
  to attack. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unnAturAL LuSt
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 1, sorcerer/wizard 2, witch 2; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature; Duration 1 round; Saving Throw Will 
  negates; SR yes; 
  Your target is filled with lust and desire for a single creature or 
  object as designated by you at the time of casting. That creature 
  or object must be within the spell’s range and perceivable by the 
  target of the spell. The target is filled with the compulsion to rush 
  to the subject of its lust and passionately kiss or caress that subject 
  on its next turn, taking no other actions. If the target would not 
  normally have lustful feelings toward the designated creature or 
  object, it receives a +4 bonus on its saving throw. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unprepAred combAtAnt
  School enchantment(compulsion)[emotion, mind-affecting]; 
  Level bard 1, sorcerer/wizard 1, witch 1; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature; Duration 1 minute/level; Saving Throw 
  Will negates; SR yes; 
  The target takes a -4 penalty on initiative checks and Reflex saves. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unShAkAbLe chiLL
  School necromancy[cold]; Level druid 2, sorcerer/wizard 2, witch 
  2; Casting Time 1 standard action; Components V, S, M; Range 
  close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 10 
  minutes/level; see text; Saving Throw Fortitude negates (see text); 
  SR yes; 
  The target is filled with an unshakable chill for the duration of the 
  spell, and suffers from the effects of severe cold (Core Rulebook 
  442). Severe cold means if the initial saving throw fails, the target 
  takes 1d6 points of nonlethal cold damage and must save every 10 
  minutes (using the DC of severe cold instead of this spell’s DC) or 
  take additional damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  utter contempt
  School enchantment[emotion]; Level antipaladin 3, bard 4, 
  sorcerer/wizard 6; Casting Time 1 standard action; Components 
  V, S, M (spittle); Range close (25 ft. + 5 ft./2 levels); Targets one 
  creature; Duration 1 minute/level; Saving Throw Will negates; 
  SR yes; 
  You fill the target’s heart with malice for all other creatures. ; 
  The target’s attitude toward all creatures other than itself worsens 
  by two steps. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  vengefuL outrAge
  School enchantment(compulsion)[emotion, language-dependent, 
  mind-affecting]; Level bard 5, sorcerer/wizard 6, witch 6; Casting 
  Time 1 round; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Targets one creature; Duration 1 minute/level; Saving 
  Throw Will negates; SR yes; 
  You place a magical command upon a creature to seek out and 
  destroy a single enemy that has inflicted some perceived or actual 
  harm to the target. You designate the enemy at the time of casting, 
  which must be known by the target (such as “your brother’s 
  murderer”) or can easily identify by sight (such as “the hill giant 
  king”). The target is under the of a geas to find and capture or kill 
  this enemy, and the target takes the penalties of that spell as long as 
  it is not actively trying to reach the enemy. When the target enters 
  combat with the enemy, it gains a +6 morale bonus to Strength and 
  Constitution, a +3 morale bonus on Will saves, and is immune to 
  the shaken and frightened conditions. 
  If you designate one of the target’s friends or loved ones as the 
  enemy, the target gains another saving throw to overcome the spell 
  as soon as it enters combat with the enemy. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  vermin ShApe i
  School transmutation (polymorph); Level alchemist 4, druid 3, 
  magus 4, sorcerer/wizard 4, witch 3; Casting Time 1 standard 
  action; Components V, S, M (a piece of the creature whose form 
  you plan to assume); Range personal; Targets you; Duration 1 
  minute/level; 
  When you cast this spell, you assume the form of any Small or 
  Medium creature of the vermin type. If the form you assume has 
  any of the following abilities, you gain the listed ability: climb 30 
  feet, fly 30 feet (average maneuverability), swim 30 feet, darkvi-
  sion 60 feet, low-light vision, scent, and lunge. You don’t gain full 
  immunity to mind-affecting effects, but you do gain a +2 resistance 
  bonus on all saving throws against such effects. 
  Small vermin: If you take the form of a Small vermin, you gain a 
  +2 size bonus to your Dexterity and a +2 natural armor bonus. 
  Medium vermin: If you take the form of a Medium vermin, you 
  gain a +2 size bonus to your Strength and a +3 natural armor 
  bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  vermin ShApe ii
  School transmutation (polymorph); Level alchemist 5, druid 4, 
  magus 5, sorcerer/wizard 5, witch 4; Casting Time 1 standard 
  action; Components V, S, M (a piece of the creature whose form 
  you plan to assume); Range personal; Targets you; Duration 1 
  minute/level; 
  This spell functions as vermin shape I, except it also allows you to 
  assume the form of a Tiny or Large creature of the vermintype. If 
  the form you assume has any of the following abilities, you gain 
  the listed ability: burrow 30 feet, climb 60 feet, fly 60 feet (good 
  maneuverability), swim 60 feet, darkvision 60 feet, low-light 
  vision, tremorsense 30 feet, scent, blood drain, constrict, grab, 
  lunge, poison, pull, trample, and web. You don’t gain full immu-
  nity to mind-affecting effects, but you do gain a +4 bonus on all 
  saving throws against such effects. 
  Tiny vermin: If you take the form of a Tiny vermin, you gain a +4 
  size bonus to your Dexterity, a -2 penalty to your Strength, and a 
  +1 natural armor bonus. 
  Large vermin: If you take the form of a Large vermin, you gain a 
  +4 size bonus to your Strength, a -2 penalty to your Dexterity, and 
  a +5 natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  veStment of the chAmpion
  School abjuration; Level antipaladin 2, paladin 2; Casting Time 1 
  standard action; Components V, S; Range touch; Targets armor 
  or shield touched; Duration 1 minute/level; Saving Throw none; 
  SR no; 
  This functions as magic vestment, except it only affects armor or a 
  shield you are wearing or carrying. If the armor or shield is worn 
  or carried by anyone other than you, the spell has no effect, but 
  resumes its effect when you are wearing or carrying it again. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  virtuoSo performAnce
  School transmutation; Level bard 4; Casting Time 1 standard 
  action; Components V; Range personal; Targets you; Duration 
  1 round/level; 
  While this spell is active, you may start a second bardic perfor-
  mance while maintaining another. Starting the second performance 
  costs 2 rounds of bardic performance instead of 1. Maintaining 
  both performances costs a total of 3 rounds of bardic performance 
  for each round they are maintained. 
  When this spell ends, one of the performances ends immediately 
  (your choice). 
  Virtuoso performance does not stack with any other method of 
  maintaining simultaneous bardic performances. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  viSion of heLL
  School illusion(glamer)[evil, fear]; Level bard 3, cleric 3, sorcerer/
  wizard 3, witch 3; Casting Time 1 standard action; Components 
  V, M (a pinch of brimstone); Range medium (100 ft. + 10 ft./
  level); Effect 50-ft.-radius emanation; Duration 1 minute/level 
  (D)(D); Saving Throw Will negates; SR no; 
  You overlay a realistic illusion of a terrifying hellscape upon an 
  area. Structures, equipment, and creatures within the area are not 
  hidden, though environmental features take on an infernal appear-
  ance. While you are prepared for these images and are not affected 
  by them, any other creature within the area must make a Will save 
  or become shaken and also take a -2 penalty on saves versus fear 
  effects; the fear and penalty persists as long as the creature remains 
  in the area. Devils and any lawful evil creatures suffer no negative 
  effects from this spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  vitrioLic miSt
  School evocation[acid]; Level alchemist 4, sorcerer/wizard 4, 
  summoner 4; Casting Time 1 standard action; Components V, S, 
  M (a piece of lemon rind); Range personal; Targets you; Dura-
  tion 1 round/level (D)(D); 
  This functions as fire shield, except it wreathes you in yellow or 
  green acidic mist instead of hot or cold flames. The spell deals acid 
  damage to attackers and protects you against acid damage. This 
  spell does not shed light. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  vocAL ALterAtion
  School transmutation; Level alchemist 1, bard 1, inquisitor 1, 
  sorcerer/wizard 1, witch 1; Casting Time 1 standard action; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Targets 
  one humanoid creature; Duration 1 minute/level; Saving Throw 
  Fortitude negates; SR yes; 
  You alter the target’s voice to something else. For example, you 
  could make the target’s voice high-pitched, husky, or nasal, or 
  change its accent to an accent you are familiar with. 
  If this spell is used as part of a disguise, the target gets a +10 bonus 
  on the Disguise check when trying to fool a listener. 
  The target can vary the disguised voice just as it could its normal 
  voice. For example, a halfling female given a male dwarf noble’s 
  voice and accent could speak in falsetto, with a rural halfling 
  accent, and so on. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  voLcAnic Storm
  School evocation[fire]; Level druid 4, sorcerer/wizard 4, witch 
  4; Casting Time 1 standard action; Components V, S, M/DF 
  (obsidian and ash); Range long (400 ft. + 40 ft./level); Effect 
  cylinder (20-ft. radius, 40 ft. high); Duration 1 round/level (D)(D); 
  Saving Throw none; SR yes; 
  Chunks of hot volcanic rock and clumps of ash pound down 
  when this spell is cast, dealing 3d6 points of bludgeoning damage 
  and 2d6 points of fire damage to every creature in the area. This 
  damage only occurs once, when the spell is cast. 
  For the remaining duration of the spell, heavy ash rains down in 
  the area. Creatures inside this area take a -4 penalty on Perception 
  skill checks and the entire area is treated as difficult terrain. At the 
  end of the duration, the rock and ash disappear, leaving no afteref-
  fects (other than the damage dealt). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  .
  
  wALL of Sound
  School evocation[sonic]; Level bard 4, magus 4, sorcerer/wizard 
  5; Casting Time 1 standard action; Components V, S, M (a tuning 
  fork and a quartz crystal); Range medium (100 ft. + 10 ft./level); 
  Effect translucent wall of sound up to 20 ft. long/level or a ring 
  of sound with a radius of up to 5 ft./two levels; either form 20 ft. 
  high; Duration concentration + 1 round/level; Saving Throw 
  none; SR yes; 
  A translucent barrier of pure sound springs into existence. This 
  wall is silent except for a faint hum, but bursts with discordant 
  noise when touched by an object or creature. The wall deflects 
  arrows, bolts, loose debris, and Small or smaller flying creatures 
  like a wind wall spell, except these things rebound harmlessly 
  rather than being directed upward. The burst of discordant noise 
  deals 2d4 points of sonic damage to creatures within 10 feet of 
  the triggering object or creature; touching or passing through the 
  wall deals 2d6 points of sonic damage + 1 point of sonic damage 
  per caster level (maximum +20). If you evoke the wall so that 
  it appears where creatures are, each creature takes damage as if 
  passing through the wall. A silence spell suppresses the wall within 
  its area, but the wall reappears when the silence ends. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  wArtrAin mount
  School enchantment (compulsion) [mind-affecting]; Level 
  antipaladin 1, bard 2, druid 2, inquisitor 1, paladin 1, ranger 1; 
  Casting Time 1 minute; Components V, S, M (a swatch of black 
  cloth); Range close (25 ft. + 5 ft./2 levels); Targets one indifferent 
  or friendly animal; Duration 1 hour/level; Saving Throw none; 
  SR yes; 
  You instill the target animal with the combat training general 
  purpose (see the Handle Animal skill, Core Rulebook 98). This 
  supersedes the animal’s previous trained purpose and any tricks 
  it knows. When the spell ends, it reverts to its previous trained 
  purpose and known tricks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  wAveS of ecStASy
  School enchantment(compulsion)[emotion, mind-affecting]; Level 
  bard 6, cleric 7, sorcerer/wizard 7, witch 7; Casting Time 1 stan-
  dard action; Components V, S; Range 30 ft.; Effect cone-shaped 
  burst; Duration 1 round/level; see text; Saving Throw Will partial 
  (see text); SR 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  web SheLter
  School conjuration(creation); 
  Level cleric 2, druid 2, ranger 2, sorcerer/wizard 2, summoner 2, 
  witch 2; 
  Casting Time 1 minute; 
  Components V, S, DF; 
  Range close (25 ft. + 5 ft./two levels); 
  Effect 5 ft.-10 ft. diameter web sphere or 5 ft.-20 ft. hemisphere; 
  Duration 1 hour/level (D)(D); 
  Saving Throw none; SR no; 
  You create a shelter of slightly sticky webbing. The shelter has a 
  hinged door large enough to accommodate a Medium creature. The 
  opaque walls of the shelter measure 1 inch thick and provide total 
  cover to anyone within it. 
  Only Fine creatures with negligible Strength can be caught in 
  the webbing (including swarms); all other creatures can pull 
  themselves free without making a Strength check or taking an 
  action. The webbing is sticky enough to hold twigs, leaves, dirt, 
  and other light items, allowing you to conceal the shelter. The 
  shelter is watertight and insulated when the door is closed. Its 
  surface has a hardness of 0 and 2 hit points for every 5-foot square 
  of web surface area. It takes normal damage from fire and burns as 
  easily as wood. When the spell ends, the webbing decays rapidly 
  and disappears. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  witneSS
  School divination (scrying); 
  Level bard 3, inquisitor 3, witch 3; 
  Casting Time 1 standard action; 
  Components V, S; 
  Range long (400 ft. + 40 ft./level); 
  Targets one living creature; 
  Duration 1 minute/level (D)(D); 
  Saving Throw Will negates (harmless); SR yes (harmless); 
  You link your senses to the target, allowing you to see and hear 
  through its eyes and ears. As a move action you can shift your 
  senses from yourself to the target or back again. When using the 
  target’s senses, you are blind and deaf. When perceiving through 
  the target, you use its normal and special senses (such as darkvi-
  sion), not your own. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  wooden phALAnx
  School conjuration(creation); 
  Level cleric 9, sorcerer/wizard 9; 
  Casting Time 1 standard action; 
  Components V, S; 
  Range medium (100 ft. + 10 ft./level); 
  Effect three or more wood golems, no two of which can be more 
  than 30 ft. apart (see text); 
  Duration 1 hour/level (D)(D); 
  Saving Throw none; SR no; 
  You create 1d4+2 wood golems with the advanced template 
  (Bestiary 164, 294). The golems willingly aid you in combat or 
  battle, perform a specific mission, or serve as bodyguards. You can 
  only have one wooden phalanx spell in effect at one time. 
  If you cast this spell while another casting is still in effect, the 
  previous casting is dispelled. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  word of reSoLve
  School abjuration; 
  Level paladin 1; 
  Casting Time 1 immediate action; 
  Components V, DF; 
  Range close (25 ft. + 5 ft./2 levels); 
  Targets one ally; 
  Duration instantaneous; 
  Saving Throw Will negate (harmless); SR yes (harmless); 
  You focus your aura on one ally, allowing it to reroll a failed 
  saving throw against a charm or fear effect with a +4 sacred bonus. 
  If you do not have the aura of courage class ability, this spell has 
  no effect on the target’s fear. If you do not have the aura of resolve 
  class ability, this spell has no effect on any charm effects on the 
  target. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  youthfuL AppeArAnce
  School transmutation (polymorph); 
  Level alchemist 1, bard 1, sorcerer/wizard 1, witch 1; 
  Casting Time 1 standard action; 
  Components V, S; 
  Range touch; 
  Targets creature touched; 
  Duration 1 hour/level; 
  You make your target look like a younger version of itself. You 
  select how much younger it looks (for example, “10 years” or “as a 
  young adult”). You cannot otherwise change details of the target’s 
  appearance other than those directly associated with aging (for 
  example, gray hair returns to its original color). The target cannot 
  appear so much younger that it changes size. 
  This spell does not affect any age-based modifications to ability 
  scores or other age-related effects. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  creditS
  Spellcard data obtained from Perram’s Spellbook © 2011 Jefferson 
  Jay Thacker (http://www.thegm.org/) Spell data created by Mike 
  Chopswil, (http://d20pfsrd.com/magic/spells-db)
  Designation of Open Game Content: All Text
  open gAme LicenSe  
  verSion 1.0A
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  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Ultimate Spell Decks: Ultimate Magic Spell Cards, Copyright 
  2011, Louis Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9503 - Ultimate Spell Decks - Ultimate Magic.pdf