TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  Giant Slaying 
  Spells
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Magic and Giant Slaying
   
  The following is an essay from Tyram Tin-Whistle, a 
  wandering halfling mage and accomplished giant-slayer.
   
  For many, the physical might and sheer size that 
  giants can command is an insurmountable obstacle. Those 
  who rely upon their own strength are all but doomed to be 
  hopelessly outmatched even by lesser giants, while those who 
  rely on guile and trickery play a very dangerous game, for if 
  they should fail for but a moment, it will be all the time that 
  a giant would need to crush them into so much paste. But 
  for those of us who rely on magic as both our sword and our 
  shield, defeating a giant is a much easier proposition—albeit 
  not without its hazards. We are already used to dealing with 
  opponents who are much larger and physically stronger 
  than we are, and though the scale may be greater in this 
  case, many of the basic principles remain the same. But the 
  number one thing for a prospective young giant-slaying mage 
  to remember is: magic is the great equalizer.
   
  With the right spells (many of which are 
  conveniently included in this tome), a giant’s great size 
  and strength can become a liability, and be turned against 
  it. While a giant’s strength and size make it a terrifying 
  opponent, those who are able to account for such things will 
  quickly find that most giants have little else going for them: 
  shrink a giant down to human size (or even smaller), or find 
  a way to rob them of their strength, and they quickly cease to 
  be much of a threat. Of course, while the specialized spells 
  in this book are useful for slaying giants (and numerous 
  other large creatures, as well), they are perhaps slightly less 
  valuable than a good strategy for dealing with giants.
  Giant Weaknesses
   
  Many assume that giants are particularly weak-
  minded, most likely because of the association between 
  excess brawn and a lack of brains, but this is somewhat 
  misleading. Of the six most common species of giant (hill, 
  fire, frost, stone, cloud, and storm, in order from least 
  dangerous to most), two of them are nearly as adept at 
  resisting mental magic as they are at resisting physical magic. 
  Further, for all six types of giants, their bodies are much 
  slower than their minds, meaning that they are actually more 
  vulnerable to spells like fireball and lightning bolt, which prey 
  upon the slow, than they are to spells like dominate person—
  of course, should you succeed with the latter, the fight will be 
  over, and the giant’s muscle will be at your disposal, instead 
  of arrayed against you.
   
  When selecting spells to use against giants, you are 
  hardly limited to those in this book. Many existing spells 
  work quite well against giants, provided you choose your 
  spells carefully. Avoid spells that can be resisted with a strong 
  fortitude: a giant’s bulk makes it particularly resistant to 
  such spells, and your efforts are likely to be wasted. Spells 
  that need to be delivered by rays or other ranged attacks are 
  usually safe, as giants tend to be quite easy to touch, though 
  avoid any that require getting up close, for obvious reasons.
   
  Of course, different kinds of giants have different 
  weaknesses: fire giants are more susceptible to cold attacks, 
  and, by contrast, frost giants are more heavily damaged by 
  heat. Storm giants are immune to electricity, but otherwise, 
  there is little to differentiate the defenses of one giant from 
  another. The more common giants don’t have spell resistance, 
  and are not particularly immune or resistant to anything 
  other than the elements outlined above.
  Defending From Giants
   
  While most spellcasters have bodyguards who can 
  stand between them and angry giants, we don’t all have this 
  luxury, and, frankly, may not want to deal with the hassle of 
  replacing these bodyguards should they meet a grisly end. 
  In most cases, the best way to fight a giant is from beyond its 
  reach, and so I typically recommend finding a way to fly. Of 
  course, be aware that cloud and storm giants have a limited 
  ability to fly, which may prove to be a problem. While all 
  giants can throw rocks, they tend to be dismally inaccurate 
  and far less damaging than what they can do up close.
   
  Another option is to find a place to fight from where 
  the giant can’t get to you. This can be a tricky proposition, 
  especially because most giants aren’t that much bigger than 
  you are. Of the six most common giants, four are only about 
  twice the height of a normal human, meaning that while they 
  may not be comfortable, they can get just about anywhere 
  that the average adventurer can. Still, clever readers can use 
  this to their advantage by forcing their foes to squeeze into 
  small spaces, hampering their combat ability. Gnomes and 
  halflings among you may be able to get more from this tactic, 
  by squeezing into places that the giant can’t hope to reach.
   
  Finally, remember that while many think of giant-
  slaying as involving one giant, the fact is that most giants are 
  just as social as you or I, and it is at least as common, if not 
  more so, to encounter giants in groups. Be prepared to deal 
  with more than one at a time.
  New Spells
   
  The following spells are presented in alphabetical 
  order. Each of the spells is thematically related to combating 
  giants in one way, shape, or form.
  BOULDER TOSS
  School transmutation; Level bloodrager 3, druid 3, magus 3, 
  shaman 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a single leather glove)
  Range touch
  Target creature touched
  Duration 10 min./level (D)
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes (harmless)
   
  The target’s arms gain incredible strength, allowing 
  him to lift and toss boulders with ease. This allows him to 
  throw rocks up to one size category larger than he is (for 
  example, a Medium creature can throw Large rocks). For 
  the purposes of this spell, a “rock” is any large, bulky, and 
  relatively regularly shaped object made of any material with 
  a hardness of at least 5. These rocks have a range increment 
  of 120 feet, and can be thrown up to 5 range increments. 
  
  3
  Damage for a thrown rock depends on its size, as outlined on 
  the table below, but in all cases the target adds 1.5 times his 
  Strength modifier to the damage.
  Rock Size
  Damage
  Fine
  1
  Diminutive
  2d2
  Tiny
  2d3
  Small
  2d4
  Medium
  2d6
  Large
  2d8
  Huge
  4d6
  Gargantuan
  4d8
  Colossal
  4d10
  Table 1-1: Thrown Rock Damage
   
  Additionally, the target gains the ability to catch 
  rocks that are thrown in a similar manner. He can catch rocks 
  up to two size categories larger than himself in this way (so a 
  Medium creature can catch Huge rocks, even though he can 
  only throw Large rocks). Once per round, when the target 
  would be hit by a thrown rock, if it is of a small enough size, 
  he can attempt a Reflex save (DC 15 + 5 for every size category 
  larger than Small that the rock is) as a free action in order to 
  catch the rock. The target must have two free hands and be 
  aware of the attack in order to use this ability.
  CRUSHING WEIGHT
  School transmutation; Level magus 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, F (a 2-inch-diameter sphere of lead)
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius spread
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
   
  You warp the very fabric of reality in the affected 
  area, greatly increasing the relative forces of gravity, crushing 
  creatures within the area. The heavier a creature is, the more 
  damage this inflicts, as outlined on the table below.
  Weight Category
  Weight Range
  Damage
  Negligible
  Less than 1 lb.
  None
  Incredibly light
  1 lb. - 5 lbs.
  1 per 4 levels
  Very light
  6 lbs. - 20 lbs.
  1 per 2 levels
  Light
  21 lbs. - 50 lbs.
  1 per level
  Below average
  51 lbs. - 120 lbs.
  1d2 per level
  Average
  121 lbs. - 200 lbs.
  1d3 per level
  Above average
  201 lbs. - 320 lbs.
  1d4 perlevel
  Substantial
  321 lbs. - 500 lbs.
  1d6 per level
  Heavy
  501 lbs. - 4,000 lbs.
  1d6+1 per level
  Very heavy
  4,001 lbs. - 12,000 lbs.
  1d6+2 per level
  Incredibly heavy
  12,001 lbs. - 32,000 lbs.
  1d6+3 per level
  Massive
  32,001 lbs. - 100,000 lbs.
  2d6 per level
  Very massive
  100,001 lbs. - 250,000 lbs. 2d6+1 per level
  Incredibly massive
  250,001+ lbs.
  2d6+2 per level
  Table 1-2: Crushing Weight Damage
   
  Use the table above to determine each affected 
  creature’s weight category, and appropriate damage, using the 
  creature’s weight. If a specific creature’s weight is unknown, 
  use the following table to determine which weight category 
  it defaults to, based on its size. All damage inflicted by this 
  spell is limited to caster level 10 (10d3 for creatures of average 
  weight, 10d6+10 for creatures of heavy weight, 20d6+20 for 
  creatures of incredibly massive weight, etc.).
  Size Category
  Weight Category
  Fine
  Negligible
  Diminutive
  Negligible
  Tiny
  Incredibly light
  Small
  Light
  Medium
  Average
  Large
  Heavy
  Huge
  Very Heavy
  Gargantuan
  Massive
  Colossal
  Incredibly Massive
  Table 1-3: Crushing Weight Default Weights
   
  Any creature whose space is not entirely within the 
  area of effect gains a +4 bonus on its saving throw.
  GIANT SLAYER
  School enchantment [mind-affecting]; Level bard 3, cleric/
  oracle 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 min./level, or until discharged
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  You fill the target’s head with the courage and 
  cunning of a heroic giantslayer. The target gains a +4 
  competence bonus to AC against attacks made by creatures 
  with the giant subtype, and a +2 competence bonus to attack 
  and damage rolls made against creatures with the giant 
  subtype.
   
  At any time during the spell’s duration, when the 
  target rolls a critical threat against a creature with the giant 
  subtype, he may choose to expend the spell in a sudden burst 
  of deadly prowess, automatically confirming that critical 
  threat and increasing the critical multiplier of his weapon by 
  1 for the purposes of that critical hit. Doing this ends the spell 
  immediately.
  INVERT SIZE
  School transmutation; Level sorcerer/wizard 9, witch 9
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration permanent
  Saving Throw Fortitude negates; Spell Resistance yes
   
  You alter the target’s size, causing large creatures 
  to become small, and small creatures to become large. The 
  
  4
  further the creature is from Medium size, the more dramatic 
  the changes: Fine creatures become Colossal, and vice versa, 
  while Small creatures only become Large (and vice versa). 
  Medium creatures are completely unaffected.
   
  The table above summarizes the adjustments of this 
  size change, based on the target’s original size. The target’s 
  gear and equipment shrinks as well, allowing him to use them 
  normally (although any weapon deals appropriate damage 
  for its new size). The target’s natural attacks deal damage as 
  appropriate for his new size, and any special abilities whose 
  use are dependent on the target’s size are also affected (such 
  as the size of rocks that can be thrown with the rock throwing 
  special ability, or the size of creatures that can be grabbed 
  with the grab special ability). This spell cannot reduce any of 
  the target’s ability scores below 5.
  OVERSIZED AWKWARDNESS
  School transmutation; Level bard 3, magus 3, sorcerer/
  wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, F (a bell from a jester’s hat)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature of Large size or larger
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
   
  You turn the target’s size against him, exacerbating 
  the awkward clumsiness that comes from great mass. The 
  target’s size penalty to AC, as well as his size penalties on 
  attack rolls, Fly checks, and Stealth checks, are doubled. 
  Further, the target also suffers a size penalty on Acrobatics 
  checks equal to the penalty he normally suffers on Fly checks, 
  and he suffers a size penalty on Reflex saves equal to the 
  penalty he normally suffers to AC.
   
  If the target is Gargantuan, he gains a +1 bonus on its 
  saving throw. If the target is Colossal, he gains a +2 bonus.
  Original Size
  Space
  Str
  Dex
  Con
  Fly
  Stealth
  Fine
  Colossal
  30 ft.
  30 ft.
  20 ft.
  +21
  -12
  +9
  +16
  -16
  +16
  -16
  -32
  Diminutive
  Gargantuan
  20 ft.
  20 ft.
  15 ft.
  +17
  -10
  +7
  +9
  -8
  +8
  -8
  -24
  Tiny
  Huge
  15 ft.
  15 ft.
  10 ft.
  +12
  -8
  +5
  +5
  -4
  +4
  -4
  -16
  Small
  Large
  10 ft.
  10 ft.
  5 ft.
  +6
  -4
  +3
  +2
  -2
  +2
  -2
  -8
  Medium
  Medium
  5 ft.
  5 ft.
  5 ft.
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  Large
  Small
  5 ft.
  5 ft.
  5 ft.
  -6
  +4
  -3
  -2
  +2
  -2
  +2
  +8
  Huge
  Tiny
  2-1/2 ft.
  0 ft.
  0 ft.
  -12
  +8
  -5
  -5
  +4
  -4
  +4
  +16
  Gargantuan
  Diminutive
  1 ft.
  0 ft.
  0 ft.
  -17
  +10
  -7
  -9
  +8
  -8
  +8
  +24
  Colossal
  Fine
  1/2 ft.
  0 ft.
  0 ft.
  -21
  +12
  -9
  -16
  +16
  -16
  +16
  +32
  Table 1-4: Invert Size Adjustments
  Reach 
  (Tall)
  Reach 
  (Long)
  New Size
  Natural 
  Armor
  AC/ 
  Attack
  CMB/
  CMD
  REDUCE CREATURE
  School transmutation; Level bard 5, cleric/oracle 6, druid 6, 
  shaman 6, sorcerer/wizard 5, summoner 6, witch 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature of Large size or larger
  Duration 10 min./level
  Saving Throw Fortitude negates; Spell Resistance yes
   
  This functions as reduce giant, but can affect 
  creatures of any type. If the creature has any natural attacks 
  or special abilities that are directly dependent on its size 
  (such as a dragon’s wing and tail slap natural attacks), it 
  retains only those natural attacks that it would have at its 
  new size category of Medium.
  REDUCE GIANT
  School transmutation; Level bard 3, cleric 4, druid 4, 
  shaman 4, sorcerer/wizard 3, summoner 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature of Large size or larger
  Duration 1 hour/level
  Saving Throw Fortitude negates; Spell Resistance yes
   
  You cause the target to shrink down in size, making 
  him roughly the size of a human. Regardless of the target’s 
  original size, he is reduced to Medium size for the spell’s 
  duration. In addition to changing his space and reach to 5 
  feet each, this has a number of effects, which are outlined on 
  the table on the following page.
   
  The target’s gear and equipment shrinks as well, 
  allowing him to use them normally (although any weapon 
  deals appropriate damage for its new size). The target’s 
  natural attacks deal damage as appropriate for his new size, 
  and any special abilities whose use are dependent on the 
  target’s size are also affected (such as the size of rocks that 
  can be thrown with the rock throwing special ability, or the 
  size of creatures that can be grabbed with the grab special 
  ability). This spell cannot reduce any of the target’s ability 
  scores below 8.
  
  5
  Original Size
  Str
  Dex
  Con
  Natural Armor
  AC/Attack
  CMB/CMD
  Fly
  Stealth
  Large
  -4
  +2
  -2
  -2
  +1
  -1
  +2
  +4
  Huge
  -8
  +4
  -4
  -5
  +2
  -2
  +4
  +8
  Gargantuan
  -12
  +4
  -6
  -9
  +4
  -4
  +6
  +12
  Colossal
  -16
  +4
  -8
  -14
  +8
  -8
  +8
  +16
  Table 1-5: Reduce Giant Adjustments
  ROCK REFLECTOR
  School abjuration [force]; Level bard 3, bloodrager 3, cleric/
  oracle 3, druid 3, magus 3, sorcerer/wizard 3, summoner 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Area 20-ft.-radius sphere centered on the spot touched
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
   
  You create a stationary sphere of magical force, 
  which allows most things to pass through, but blocks 
  particularly large, hard, fast-moving objects. This barrier has 
  no effect on most creatures or objects, and does not interfere 
  with normal ranged attacks, but provides total cover against 
  ranged attacks involving boulders, large rocks, and similar 
  objects (including rocks thrown by giants, falling boulders, 
  rocks launched by catapults, and so on). The barrier has 
  hardness 15 and 10 hit points per caster level, but can only be 
  damaged by the same type of ranged attacks that it provides 
  cover against. A disintegrate spell specifically targeted against 
  the shield is able to completely destroy it, however.
  TITAN’S TUMBLE
  School transmutation; Level bard 4, magus 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, M (a piece of twine)
  Range medium (100 ft. + 10 ft./level)
  Target one humanoid creature of Medium size or larger
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance no
   
  You cause the target’s footing to waver, forcing him 
  to stumble and fall. The target falls prone in his square. 
  Additionally, if the target is at least Large size, the force of 
  the fall inflicts 3d6 points of damage, plus an additional 3d6 
  points of damage for each size category larger than Large that 
  the target is (6d6 for Huge creatures, 9d6 for Gargantuan 
  creatures, or 12d6 for Colossal creatures).
   
  Creatures that are burrowing, flying, or swimming 
  cannot be affected by this spell, and any creature that is 
  immune to being tripped is also immune to this spell’s 
  effects. If the target gains a bonus to CMD versus trip 
  attempts, he applies half that bonus to his Reflex save to 
  resist this spell’s effects.
  TYRAM’S BAG EXCHANGE
  School conjuration (teleportation); Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target giant’s bag touched; see text
  Duration instantaneous
   
  This peculiar spell creates a mystical connection 
  between one giant’s bag and the bag of another, similar 
  giant. In order to have any effect, this spell must be cast on a 
  giant’s bag, and all of the items in the bag must be items that 
  belonged to the giant, which were found in the bag when it 
  came into the caster’s possession. The spell causes all of the 
  items in the bag to vanish, reappearing in a bag belonging to 
  another giant of the same type, and immediately replacing 
  them with the same number of items from the other giant’s 
  bag. Essentially, this allows you to reroll the contents of a 
  giant’s bag. Note that not every item that was found in the 
  bag needs to be in it in order for the spell to work: any items 
  not in the bag are not swapped for other items.
   
  Each giant’s bag can only be affected by this spell 
  once (even if the second spell is cast by another caster, 
  the spell still fails). Bags which are only briefly in a giant’s 
  possession are not affected by this spell, nor are any other 
  items that may be in the bag at the time replaced in this way.
  TYRAM’S TOWER TOPPLER
  School divination; Level antipaladin 2, bard 3, bloodrager 2, 
  inquisitor 3, magus 3, paladin 2, ranger 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level, or until discharged
   
  Your mind fills with complex geometry and physics 
  information that all contribute to one thing: how to use an 
  opponent’s size against him. You gain an insight bonus equal 
  to 1/2 your caster level on combat maneuver checks made to 
  use the dirty trick, disarm, reposition, steal, or trip combat 
  maneuvers against creatures of Huge size or larger.
   
  Additionally, at any time during the spell’s duration, 
  you can expend the spell’s remaining energy in order to 
  reroll a combat maneuver check that you just made, to which 
  this bonus applied. You can choose to use this ability after 
  learning the result of the roll, and the bonus applies to the 
  reroll as well, although the spell ends immediately thereafter.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original 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. 
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  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, 
  Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason 
  Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ 
  Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Magic of the Mire: Lizardfolk Spells Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Kings of the Mountain: Dwarven Archetypes Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Vengeful Curses Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: From the Bags of Giants Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Magical Instruments Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant Slaying Spells Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  The Ultimate Proof of 
  Brains over Brawn
   
  Giants are fearsome foes that are never to be underestimated. Their great 
  size makes even the dumbest and simplest among them, such as the lowly hill 
  giants, into a serious threat, but the more powerful and cunning giants are 
  much more dangerous still. Many adventurers make the mistake of attempting 
  to fight these giants head-on, matching their might against those of these 
  towering monstrosities. While admirable and heroic, this is also incredibly 
  dangerous.
   
  This book contains a selection of eleven spells from the spellbook of Tyram 
  Tin-Whistle, an accomplished halfling mage and famous slayer of giants. 
  These tried and true spells were specially formulated for dealing with giants, 
  and will give any enterprising giant slayers a powerful edge. Included are spells 
  designed to defend against these titans’ favored weapons, and those that use 
  their size against them. Further, readers will find a brief essay by Tyram 
  Tin-Whistle himself, providing some useful pointers on how to go about com-
  bating these terrible titans. Even if you are blessed enough to live in a land free 
  bating these terrible titans. Even if you are blessed enough to live in a land free 
  of giants, many of the spells in this tome are just as good when turned against 
  other oversized creatures.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Giant Slaying Spells.pdf