TEXT: The PaThfinder rolePlaying game™
  Beta Playtest edition WeB enhancement™
  TABLE OF CONTENTS
  	
  Chapter	1:	Spells	 	  	  	  	  	  	  	  	  	  	  	  	  	  	  	3
  	
  Chapter	2:	Magic	Items	 	  	  	  	  	  	  	  	  	  	  44
   
  CREDITS
  Design: Jason Bulmahn
  Design Consultant: Monte Cook
  Developers: Jason Bulmahn, James Jacobs, Mike McArtor, 
  Erik Mona, Sean K Reynolds, F. Wesley Schneider, James L. Sutter
  Editors: Christopher Carey, Claudia Golden, Vic Wertz
  Art Director: Sarah E. Robinson
  Managing Art Director: James Davis
  Publisher: Erik Mona
  Cover Artist: Wayne Reynolds
  Interior Artists: Julie Dillon, Vincent Dutrait, Andrew  Hou, Kevin Yan, Ilker Serdar Yildiz
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeff Alvarez
  Director of Marketing: Joshua J. Frost
  Corporate Accountant: Dave Erickson
  Sales Manager: Chris Self
  Technical Director: Vic Wertz
  Special Thanks to the Paizo Customer Service and Warehouse teams
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the 
  game, designed by Monte Cook, Jonathan Tweet, and Skip Williams.
  Join the online open playtest at paizo.com/PathfinderRPG
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are 
  not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, 
  concepts, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content might be reproduced in any form without written permission. To learn more about the Open Game License and the d20 System License, please 
  visit wizards.com/d20.
  The Pathfinder RPG, Beta Edition Web Enhancement is published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 
  Wizards of the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing.
  
  2
  IntroductIon
  Pathfinder Roleplaying Game
  IntroduCtIon
  As it turns out, 408 pages is not quite enough to contain all of the rules for the Pathfinder Roleplaying Game. As the book 
  was coming together, it became quite apparent that we were going to be over by about 60 pages. Although I tried to get 
  the accounting-goblins to ease up and give me a few more pages, they were not about to give me 60. So, to avoid goblin 
  bites and ease the page count, we removed some of the longer or less-used spells and magic items and put them in this 
  web enhancement. Inside, you will find about 100 spells and 80 magic items. While most of these were cut because they 
  were very long (allowing us to cut fewer items), others got pulled from the Beta because they were infrequently used.
  The spells and magic items found in this book will be included in the finished version of the Pathfinder Roleplaying 
  Game due out in August 2009. While you are playtesting the game, make sure to take a look at the spells and magic items 
  in this document as they deserve the same attention as those in the Beta Playtest Edition.
  Once again, that you for playing the Pathfinder Roleplaying Game. The development team looks forward to seeing your 
  ideas and feedback.
  Jason Bulmahn
  Lead Designer
  Paizo Publishing
  
  3
  SpellS
  Pathfinder rPg: Spells
  1
  The following spells supplement those found in the 
  Pathfinder Roleplaying Game, Beta Playtest Addition. See 
  Chapter 11 of that book for rules on using these spells in 
  your game.
  AnimAte Objects
  school transmutation; Level bard 6, cleric 6
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range medium (100 ft. + 10 ft./level)
  targets one Small object per caster level; see text
  Duration 1 round/level
  saving throw none; spell Resistance no
  DescRiptiOn
  You imbue inanimate objects with mobility and a semblance 
  of life. Each such animated object then immediately attacks 
  whomever or whatever you initially designate.
  An animated object can be of any nonmagical material. 
  You may animate one Small or smaller object or an equivalent 
  number of larger objects per caster level. A Medium object 
  counts as two Small or smaller objects, a Large object as 
  four, a Huge object as eight, a Gargantuan object as 16, and a 
  Colossal object as 32. You can change the designated target or 
  targets as a move action, as if directing an active spell.
  This spell cannot affect objects carried or worn by a creature.
  Animate objects can be made permanent with a permanency 
  spell.
  AnimAte ROpe
  school transmutation; Level bard 1, sorcerer/wizard 1
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range medium (100 ft. + 10 ft./level)
  target one ropelike object, length up to 50 ft. + 5 ft./level; see text
  Duration 1 round/level
  saving throw none; spell Resistance no
  DescRiptiOn
  You can animate a nonliving ropelike object. The maximum 
  length assumes a rope with a 1-inch diameter.
  Reduce the maximum length by 50% for every additional inch 
  of thickness, and increase it by 50% for each reduction of the 
  rope’s diameter by half.
  The possible commands are “coil” (form a neat, coiled 
  stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” 
  and the opposites of all of the above (“uncoil,” and so forth). 
  You can give one command each round as a move action, as if 
  directing an active spell.
  The rope can enwrap only a creature or an object within 1 
  foot of it—it does not snake outward—so it must be thrown 
  near the intended target. Doing so requires a successful ranged 
  touch attack roll (range increment 10 feet). A typical 1-inch-
  diameter hemp rope has 2 hit points, AC 10, and requires a DC 
  23 Strength check to burst it. The rope does not deal damage, 
  but it can be used as a trip line or to cause a single opponent 
  that fails a Reflex saving throw to become entangled. A creature 
  capable of spellcasting that is bound by this spell must make 
  a DC 15 Concentration check to cast a spell. An entangled 
  creature can slip free with a DC 20 Escape Artist check.
  The rope itself and any knots tied in it are not magical.
  This spell grants a +2 bonus on any Use Rope checks you 
  make when using the transmuted rope.
  The spell cannot affect objects carried or worn by a creature.
  AntimAgic fieLD
  school abjuration; Level cleric 8, sorcerer/wizard 6
  cAsting
  casting time 1 standard action
  components V, S, M/DF (pinch of powdered iron or iron filings)
  effect
  Range 10 ft.
  Area 10-ft.-radius emanation, centered on you
  Duration 10 min./level (D)
  saving throw none; spell Resistance see text
  DescRiptiOn
  An invisible barrier surrounds you and moves with you. The 
  space within this barrier is impervious to most magical effects, 
  including spells, spell-like abilities, and supernatural abilities. 
  Likewise, it prevents the functioning of any magic items or 
  spells within its confines.
  An antimagic field suppresses any spell or magical effect 
  used within, brought into, or cast into the area, but does not 
  dispel it. Time spent within an antimagic field counts against 
  the suppressed spell’s duration.
  Summoned creatures of any type and incorporeal undead 
  wink out if they enter an antimagic field. They reappear in the 
  same spot once the field goes away. Time spent winked out 
  counts normally against the duration of the conjuration that is 
  maintaining the creature. If you cast antimagic field in an area 
  occupied by a summoned creature that has spell resistance, 
  you must make a caster level check (1d20 + caster level) 
  against the creature’s spell resistance to make it wink out. (The 
  effects of instantaneous conjurations are not affected by an 
  antimagic field because the conjuration itself is no longer in 
  effect, only its result.)
  
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  A normal creature can enter the area, as can normal 
  missiles. Furthermore, while a magic sword does not function 
  magically within the area, it is still a sword (and a masterwork 
  sword at that). The spell has no effect on golems and other 
  constructs that are imbued with magic during their creation 
  process and are thereafter self-supporting (unless they have 
  been summoned, in which case they are treated like any other 
  summoned creatures). Elementals, corporeal undead, and 
  outsiders are likewise unaffected unless summoned. These 
  creatures’ spell-like or supernatural abilities may be temporarily 
  nullified by the field. Dispel magic does not remove the field.
  Two or more antimagic fields sharing any of the same space 
  have no effect on each other. Certain spells, such as wall of 
  force, prismatic sphere, and prismatic wall, remain unaffected by 
  antimagic field (see the individual spell descriptions). Artifacts 
  and deities are unaffected by mortal magic such as this. 
  Should a creature be larger than the area enclosed by the 
  barrier, any part of it that lies outside the barrier is unaffected 
  by the field.
  AntipAthy
  school enchantment (compulsion) [mind-affecting]; Level 
  druid 9, sorcerer/wizard 8
  cAsting
  casting time 1 hour
  components V, S, M/DF (a lump of alum soaked in vinegar)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  target one location (up to a 10-ft. cube/level) or one object
  Duration 2 hours/level (D)
  saving throw Will partial; spell Resistance yes
  DescRiptiOn
  You cause an object or location to emanate magical vibrations 
  that repel either a specific kind of intelligent creature or 
  creatures of a particular alignment, as defined by you. The 
  kind of creature to be affected must be named specifically. A 
  creature subtype is not specific enough. Likewise, the specific 
  alignment to be repelled must be named.
  Creatures of the designated kind or alignment feel an urge to 
  leave the area or to avoid the affected item.
  A compulsion forces them to abandon the area or item, 
  shunning it and never willingly returning to it while the spell 
  is in effect. A creature that makes a successful saving throw 
  can stay in the area or touch the item but feels uncomfortable 
  doing so. This distracting discomfort reduces the creature’s 
  Dexterity score by 4 points.
  Antipathy counters and dispels sympathy.
  AstRAL pROjectiOn
  school necromancy; Level cleric 9, sorcerer/wizard 9
  cAsting
  casting time 30 minutes
  components V, S, M (1,000 gp jacinth)
  effect
  Range touch
  targets you plus one additional willing creature touched per 
  two caster levels
  Duration see text
  saving throw none; spell Resistance yes
  DescRiptiOn
  By freeing your spirit from your physical body, this spell allows 
  you to project an astral body onto another plane altogether. 
  You can bring the astral forms of other willing creatures 
  with you, provided that these subjects are linked in a circle 
  with you at the time of the casting. These fellow travelers 
  are dependent upon you and must accompany you at all 
  times. If something happens to you during the journey, your 
  companions are stranded wherever you left them.
  You project your astral self onto the Astral Plane, leaving 
  your physical body behind on the Material Plane in a state of 
  suspended animation. The spell projects an astral copy of you 
  and all you wear or carry onto the Astral Plane. Since the Astral 
  Plane touches upon other planes, you can travel astrally to any 
  of these other planes as you will. To enter one, you leave the 
  Astral Plane, forming a new physical body (and equipment) on 
  the plane of existence you have chosen to enter.
  While you are on the Astral Plane, your astral body is 
  connected at all times to your physical body by a silvery cord. 
  If the cord is broken, you are killed, astrally and physically. 
  Luckily, very few things can destroy a silver cord. When a 
  second body is formed on a different plane, the incorporeal 
  silvery cord remains invisibly attached to the new body. If 
  the second body or the astral form is slain, the cord simply 
  returns to your body where it rests on the Material Plane, 
  thereby reviving it from its state of suspended animation. 
  This is a traumatic affair, however, and you gain two 
  permanent negative levels if your second body or astral form 
  is slain. Although astral projections are able to function on 
  the Astral Plane, their actions affect only creatures existing 
  on the Astral Plane; a physical body must be materialized on 
  other planes.
  You and your companions may travel through the Astral 
  Plane indefinitely. Your bodies simply wait behind in a state of 
  suspended animation until you choose to return your spirits 
  to them. The spell lasts until you desire to end it, or until it is 
  terminated by some outside means, such as dispel magic cast 
  upon either the physical body or the astral form, the breaking 
  of the silver cord, or the destruction of your body back on the 
  Material Plane (which kills you).
  AtOnement
  school abjuration; Level cleric 5, druid 5
  cAsting
  casting time 1 hour
  components V, S, M (burning incense), F (a set of prayer 
  beads (or other prayer device) worth at least 500 gp), DF
  
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  Pathfinder rPg: Spells
  1
  effect
  Range touch
  target living creature touched
  Duration instantaneous
  saving throw none; spell Resistance yes
  DescRiptiOn
  This spell removes the burden of misdeeds from the subject. 
  The creature seeking atonement must be truly repentant and 
  desirous of setting right its misdeeds. If the atoning creature 
  committed the evil act unwittingly or under some form of 
  compulsion, atonement operates normally at no cost to you. 
  However, in the case of a creature atoning for deliberate 
  misdeeds, you must intercede with your deity (requiring you 
  to expend 2,500 gp in rare incense and offerings).
  Atonement may be cast for one of several purposes, 
  depending on the version selected.
  Reverse Magical Alignment Change: If a creature has had its 
  alignment magically changed, atonement returns its alignment 
  to its original status at no additional cost.
  Restore Class: A paladin who has lost her class features due 
  to committing an evil act may have her paladinhood restored 
  to her by this spell.
  Restore Cleric or Druid Spell Powers: A cleric or druid who has 
  lost the ability to cast spells by incurring the anger of his or her 
  deity may regain that ability by seeking atonement from another 
  cleric of the same deity or another druid. If the transgression 
  was intentional, the casting cleric must expend 2,500 gp in rare 
  incense and offerings for his god’s intercession.
  Redemption or Temptation: You may cast this spell upon a 
  creature of an opposing alignment in order to offer it a chance 
  to change its alignment to match yours. The prospective 
  subject must be present for the entire casting process. Upon 
  completion of the spell, the subject freely chooses whether 
  it retains its original alignment or acquiesces to your offer 
  and changes to your alignment. No duress, compulsion, or 
  magical influence can force the subject to take advantage of 
  the opportunity offered if it is unwilling to abandon its old 
  alignment. This use of the spell does not work on outsiders or 
  any creature incapable of changing its alignment naturally.
  Though the spell description refers to evil acts, atonement 
  can also be used on any creature that has performed acts 
  against its alignment.
  Note: Normally, changing alignment is up to the player. This 
  use of atonement offers a method for a character to change his 
  or her alignment drastically, suddenly, and definitively.
  binDing
  school enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 8
  cAsting
  casting time 1 minute
  components V, S, M (opals worth 500 gp per HD of the target 
  creature, see below)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  target one living creature
  Duration see text (D)
  saving throw Will negates; see text; spell Resistance yes
  DescRiptiOn
  A binding spell creates a magical restraint to hold a creature. 
  The target gets an initial saving throw only if its Hit Dice equal 
  at least one-half your caster level.
  You may have as many as six assistants help you with the 
  spell. For each assistant who casts suggestion, your caster level 
  for this casting of binding increases by 1. For each assistant 
  who casts dominate animal, dominate person, or dominate 
  monster, your caster level for this casting of binding increases 
  by a number equal to one-third of that assistant’s level, 
  provided that the spell’s target is appropriate for a binding 
  spell. Since the assistants’ spells are cast simply to improve 
  your caster level for the purpose of the binding spell, saving 
  throws and spell resistance against the assistants’ spells are 
  irrelevant. Your caster level determines whether the target 
  gets an initial Will saving throw and how long the binding 
  lasts. All binding spells are dismissible.
  Regardless of the version of binding you cast, you can 
  specify triggering conditions that end the spell and release 
  the creature whenever they occur. These triggers can be as 
  simple or elaborate as you desire, but the condition must 
  be reasonable and have a likelihood of coming to pass. The 
  conditions can be based on a creature’s name, identity, or 
  alignment, but otherwise must be based on observable 
  actions or qualities. Intangibles such as level, class, Hit 
  Dice, or hit points don’t qualify. Once the spell is cast, its 
  triggering conditions cannot be changed. Setting a release 
  condition increases the save DC (assuming a saving throw is 
  allowed) by 2.
  If you are casting any of the first three versions of binding 
  (those with limited durations), you may cast additional binding 
  spells to prolong the effect, since the durations overlap. If you 
  do so, the target gets a saving throw at the end of the first 
  spell’s duration, even if your caster level was high enough to 
  disallow an initial saving throw. If the creature succeeds on 
  this save, all the binding spells it has received are broken.
  The binding spell has six versions. Choose one of the 
  following versions when you cast the spell.
  Chaining: The subject is confined by restraints that generate 
  an antipathy spell affecting all creatures who approach the 
  subject, except you. The duration is 1 year per caster level. 
  The subject of this form of binding is confined to the spot 
  it occupied when it received the spell. Casting this version 
  requires a chain that is long enough to wrap around the 
  creature three times.
  Slumber: This version causes the subject to become 
  comatose for as long as 1 year per caster level. The subject 
  does not need to eat or drink while slumbering, nor does it 
  
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  Pathfinder Roleplaying Game
  age. This form of binding is more difficult to cast than chaining, 
  making it slightly easier to resist. Reduce the spell’s save DC 
  by 1. Casting this version requires a jar of sand or rose petals.
  Bound Slumber: This combination of chaining and slumber 
  lasts for as long as 1 month per caster level. Reduce the save 
  DC by 2. Casting this version requires both a long chain and a 
  jar of sand or rose petals.
  Hedged Prison: The subject is transported to or otherwise 
  brought within a confined area from which it cannot wander 
  by any means. The effect is permanent. Reduce the save DC by 
  3. Casting this version requires a tiny golden cage worth 100 
  gp that is consumed when the spell is cast.
  Metamorphosis: The subject assumes gaseous form, 
  except for its head or face. It is held harmless in a jar or other 
  container, which may be transparent if you so choose. The 
  creature remains aware of its surroundings and can speak, but 
  it cannot leave the container, attack, or use any of its powers 
  or abilities. The binding is permanent. The subject does not 
  need to breathe, eat, or drink while metamorphosed, nor does 
  it age. Reduce the save DC by 4.
  Minimus Containment: The subject is shrunk to a height of 
  1 inch or even less and held within some gem, jar, or similar 
  object. The binding is permanent. The subject does not need 
  to breathe, eat, or drink while contained, nor does it age. 
  Reduce the save DC by 4.
  You can’t dispel a binding spell with dispel magic or a similar 
  effect, though an antimagic field or Mage’s disjunction affects it 
  normally. A bound extraplanar creature cannot be sent back to 
  its home plane due to dismissal, banishment, or a similar effect.
  bLAsphemy
  school evocation [evil, sonic]; Level cleric 7
  cAsting
  casting time 1 standard action
  components V
  effect
  Range 40 ft.
  Area nonevil creatures in a 40-ft.-radius spread centered on 
  you
  Duration instantaneous
  saving throw Will partial; spell Resistance yes
  DescRiptiOn
  Any nonevil creature within the area of a blasphemy spell 
  suffers the following ill effects.
  HD 
  Effect
  Equal to caster level 
  Dazed
  Up to caster level –1 
  Weakened, dazed
  Up to caster level –5 
  Paralyzed, weakened, dazed
  Up to caster level –10 
  Killed, paralyzed, weakened, dazed
  The effects are cumulative and concurrent. A successful 
  Will save reduces or eliminates these effects. Creatures 
  affected by multiple effects make only one save and apply 
  the result to all the effects.
  Dazed: The creature can take no actions for 1 round, 
  though it defends itself normally. Save negates.
  Weakened: The creature’s Strength score decreases by 
  2d6 points for 2d4 rounds. Save for half.
  Paralyzed: The creature is paralyzed and helpless for 
  1d10 minutes. Save reduces the paralyzed effect to 1 
  round.
  Killed: Living creatures die. Undead creatures are de-
  stroyed. Save negates. If the save is successful, the crea-
  ture instead takes 3d6 points of damage +1 point per cast-
  er level (maximum +25).
  Furthermore, if you are on your home plane when you 
  cast this spell, nonevil extraplanar creatures within the 
  area are instantly banished back to their home planes. 
  Creatures so banished cannot return for at least 24 hours. 
  This effect takes place regardless of whether the crea-
  tures hear the blasphemy or not. The banishment effect 
  allows a Will save (at a –4 penalty) to negate.
  Creatures whose Hit Dice exceed your caster level are 
  unaffected by blasphemy.
  bLight
  school necromancy; Level druid 4, sorcerer/wizard 5
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range touch
  Duration instantaneous
  saving throw Fortitude half; see text; spell Resistance yes
  DescRiptiOn
  This spell withers a single plant of any size. An affected plant 
  creature takes 1d6 points of damage per level (maximum 
  15d6) and may attempt a Fortitude saving throw for half 
  damage. A plant that isn’t a creature doesn’t receive a save and 
  immediately withers and dies.
  This spell has no effect on the soil or surrounding plant life.
  chAngestAff
  school transmutation; Level druid 7
  cAsting
  casting time 1 round
  components V, S, F (a quarterstaff that has been carved and 
  polished for 28 days)
  effect
  Range touch
  target your touched staff
  Duration 1 hour/level (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  You change a specially prepared quarterstaff into a Huge 
  
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  1
  treantlike creature, about 24 feet tall. When you plant the 
  end of the staff in the ground and speak a special command 
  to conclude the casting of the spell, your staff turns into a 
  creature that looks and fights just like a treant. The staff-
  treant defends you and obeys any spoken commands. 
  However, it is by no means a true treant; it cannot converse 
  with actual treants or control trees. If the staff-treant is 
  reduced to 0 or fewer hit points, it crumbles to powder and 
  the staff is destroyed. Otherwise, the staff returns to its 
  normal form when the spell duration expires (or when the 
  spell is dismissed), and it can be used as the focus for another 
  casting of the spell. The staff-treant is always at full strength 
  when created, despite any wounds it may have incurred the 
  last time it appeared.
  cLencheD fist
  school evocation [Force]; Level sorcerer/wizard 8
  cAsting
  components V, S, F/DF (a leather glove)
  DescRiptiOn
  This spell functions like interposing hand, except that the hand 
  can interpose itself, push, or strike one opponent that you 
  select. The floating hand can move as far as 60 feet and can 
  attack in the same round. Since this hand is directed by you, 
  its ability to notice or attack invisible or concealed creatures is 
  no better than yours.
  The hand attacks once per round, and its attack bonus 
  equals your caster level + your Intelligence or Charisma 
  modifier (for a wizard or sorcerer, respectively) +11 for the 
  hand’s Strength score (33), –1 for being Large. The hand deals 
  1d8+11 points of damage on each attack, and any creature 
  struck must make a Fortitude save (against this spell’s save 
  DC) or be stunned for 1 round. Directing the spell to a new 
  target is a move action.
  The clenched fist can also interpose itself as interposing hand 
  does, or it can bull rush an opponent as forceful hand does. Its 
  combat maneuver bonus for bull rush checks uses your caster 
  level in place of its base attack bonus, with a +11 bonus for its 
  Strength score and a +1 bonus for being Large.
  Clerics who cast this spell name it for their deities.
  cLOne
  school necromancy; Level sorcerer/wizard 8
  cAsting 
  casting time 10 minutes
  components V, S, M (laboratory supplies worth 1,000 gp), F 
  (special laboratory equipment costing 500 gp)
  effect
  Range 0 ft.
  effect one clone
  Duration instantaneous
  saving throw none; spell Resistance no
  DescRiptiOn
  This spell makes an inert duplicate of a creature. If the original 
  individual has been slain, its soul immediately transfers to the 
  clone, creating a replacement (provided that the soul is free 
  and willing to return). The original’s physical remains, should 
  it still exist, become inert and cannot thereafter be restored to 
  life. If the original creature has reached the end of its natural 
  life span (that is, it has died of natural causes), any cloning 
  attempt fails.
  To create the duplicate, you must have a piece of flesh (not 
  hair, nails, scales, or the like) with a volume of at least 1 cubic 
  inch that was taken from the original creature’s living body. 
  The piece of flesh need not be fresh, but it must be kept from 
  rotting. Once the spell is cast, the duplicate must be grown in 
  a laboratory for 2d4 months.
  When the clone is completed, the original’s soul enters 
  it immediately, if that creature is already dead. The clone is 
  physically identical with the original and possesses the same 
  personality and memories as the original. In other respects, 
  treat the clone as if it were the original character raised from 
  the dead, including gaining two permanent negative levels, 
  just as if it had been hit by an energy-draining creature. If 
  the subject is 1st level, it takes 2 points of Constitution drain 
  instead (if this would reduce its Con to 0 or less, it can’t be 
  raised). If the original creature gained permanent negative 
  levels since the flesh sample was taken, the clone gains these 
  negative levels as well.
  The spell duplicates only the original’s body and mind, not 
  its equipment.
  A duplicate can be grown while the original still lives, or 
  when the original soul is unavailable, but the resulting body is 
  merely a soulless bit of inert flesh, which rots if not preserved.
  cOmmAnD pLAnts
  school transmutation; Level druid 4, ranger 3
  cAsting
  casting time 1 standard action
  components V
  effect
  Range close (25 ft. + 5 ft./2 levels)
  targets up to 2 HD/level of plant creatures, no two of which 
  can be more than 30 ft. apart
  Duration 1 day/level
  saving throw Will negates; spell Resistance yes
  DescRiptiOn
  This spell allows you some degree of control over one or more 
  plant creatures. Affected plant creatures can understand 
  you, and they perceive your words and actions in the most 
  favorable way (treat their attitude as friendly). They will not 
  attack you while the spell lasts. You can try to give a subject 
  orders, but you must win an opposed Charisma check to 
  convince it to do anything it wouldn’t ordinarily do. Retries 
  are not allowed. A commanded plant never obeys suicidal 
  or obviously harmful orders, but it might be convinced that 
  
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  something very dangerous is worth doing.
  You can affect a number of plant creatures whose combined 
  level or HD do not exceed twice your level.
  cOnsecRAte
  school evocation [good]; Level cleric 2
  cAsting
  casting time 1 standard action
  components V, S, M (a vial of holy water and 25 gp worth of 
  silver dust), DF
  effect
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation
  Duration 2 hours/level
  saving throw none; spell Resistance no
  DescRiptiOn
  This spell blesses an area with positive energy. The DC to 
  resist positive channeled energy within this area gains a +3 
  sacred bonus. Every undead creature entering a consecrated 
  area suffers minor disruption, giving it a –1 penalty on attack 
  rolls, damage rolls, and saves. Undead cannot be created 
  within or summoned into a consecrated area.
  If the consecrated area contains an altar, shrine, or other 
  permanent fixture dedicated to your deity, pantheon, or 
  aligned higher power, the modifiers given above are doubled 
  (+6 sacred bonus to positive channeled energy DCs, –2 
  penalties for undead in the area). You cannot consecrate 
  an area with a similar fixture of a deity other than your own 
  patron.
  If the area does contain an altar, shrine, or other permanent 
  fixture of a deity, pantheon, or higher power other than your 
  patron, the consecrate spell instead curses the area, cutting 
  off its connection with the associated deity or power. This 
  secondary function, if used, does not also grant the bonuses 
  and penalties relating to undead, as given above.
  Consecrate counters and dispels desecrate.
  cOntROL pLAnts
  school transmutation; Level druid 8
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range close (25 ft. + 5 ft./2 levels)
  targets up to 2 HD/level of plant creatures, no two of which 
  can be more than 30 ft. apart
  Duration 1 min./level
  saving throw will negates; spell Resistance no
  DescRiptiOn
  This spell enables you to control the actions of one or more 
  plant creatures for a short period of time. You command 
  the creatures by voice and they understand you, no matter 
  what language you speak. Even if vocal communication is 
  impossible, the controlled plants do not attack you. At the end 
  of the spell, the subjects revert to their normal behavior.
  Suicidal or self-destructive commands are simply ignored.
  cOntROL WAteR
  school transmutation [Water]; Level cleric 4, druid 4, sorcerer/
  wizard 6
  cAsting
  casting time 1 standard action
  components V, S, M/DF (a drop of water for raise water or a 
  pinch of dust for lower water)
  effect
  Range long (400 ft. + 40 ft./level)
  Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./
  level (S)
  Duration 10 min./level (D)
  saving throw none; see text; spell Resistance no
  DescRiptiOn
  Depending on the version you choose, the control water spell 
  raises or lowers water.
  Lower Water: This causes water or similar liquid to reduce 
  its depth by as much as 2 feet per caster level (to a minimum 
  depth of 1 inch). The water is lowered within a squarish 
  depression whose sides are up to caster level x 10 feet long. 
  In extremely large and deep bodies of water, such as a deep 
  ocean, the spell creates a whirlpool that sweeps ships and 
  similar craft downward, putting them at risk and rendering 
  them unable to leave by normal movement for the duration 
  of the spell. When cast on water elementals and other water-
  based creatures, this spell acts as a slow spell (Will negates). 
  The spell has no effect on other creatures.
  Raise Water: This causes water or similar liquid to rise in 
  height, just as the lower water version causes it to lower. 
  Boats raised in this way slide down the sides of the hump 
  that the spell creates. If the area affected by the spell includes 
  riverbanks, a beach, or other land nearby, the water can spill 
  over onto dry land.
  With either version, you may reduce one horizontal 
  dimension by half and double the other horizontal dimension.
  cOntROL WinDs
  school transmutation [air]; Level druid 5
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range 40 ft./level
  Area 40 ft./level radius cylinder 40 ft. high
  Duration 10 min./level
  saving throw Fortitude negates; spell Resistance no
  DescRiptiOn
  You alter wind force in the area surrounding you. You can 
  make the wind blow in a certain direction or manner, increase 
  
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  its strength, or decrease its strength. The new wind direction 
  and strength persist until the spell ends or until you choose 
  to alter your handiwork, which requires concentration. You 
  may create an “eye” of calm air up to 80 feet in diameter at the 
  center of the area if you so desire, and you may choose to limit 
  the area to any cylindrical area less than your full limit.
  Wind Direction: You may choose one of four basic wind 
  patterns to function over the spell’s area.
  • A downdraft blows from the center outward in equal 
  strength in all directions.
  • An updraft blows from the outer edges in toward the 
  center in equal strength from all directions, veering upward 
  before impinging on the eye in the center.
  • A rotation causes the winds to circle the center in 
  clockwise or counterclockwise fashion.
  • A blast simply causes the winds to blow in one direction 
  across the entire area from one side to the other.
  Wind Strength: For every three caster levels, you can 
  increase or decrease wind strength by one level. Each round 
  on your turn, a creature in the wind must make a Fortitude 
  save or suffer the effect of being in the windy area.
  Strong winds (21+ mph) make sailing difficult.
  A severe wind (31+ mph) causes minor ship and building 
  damage.
  A windstorm (51+ mph) drives most flying creatures from 
  the skies, uproots small trees, knocks down light wooden 
  structures, tears off roofs, and endangers ships.
  Hurricane force winds (75+ mph) destroy wooden buildings, 
  uproot large trees, and cause most ships to founder.
  A tornado (175+ mph) destroys all nonfortified buildings and 
  often uproots large trees.
  cReAte gReAteR UnDeAD
  school necromancy [evil]; Level cleric 8, sorcerer/wizard 8
  DescRiptiOn
  This spell functions like create undead, except that you 
  can create more powerful and intelligent sorts of undead: 
  shadows, wraiths, spectres, and devourers. The type or types 
  of undead you can create is based on your caster level, as 
  shown on the table below.
  caster Level 
  Undead created
  15th or lower 
  Shadow
  16th–17th 
  Wraith
  18th–19th 
  Spectre
  20th or higher 
  Devourer
  cReAte UnDeAD
  school necromancy [evil]; Level cleric 6, sorcerer/wizard 6
  cAsting
  casting time 1 hour
  components V, S, M (a clay pot filled with grave dirt and a onyx 
  gem worth at least 50 gp per HD of the undead to be created)
  
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  effect
  Range close (25 ft. + 5 ft./2 levels)
  target one corpse
  Duration instantaneous
  saving throw none; spell Resistance no
  DescRiptiOn
  A much more potent spell than animate dead, this evil spell 
  allows you to create more powerful sorts of undead: ghouls, 
  ghasts, mummies, and mohrgs. The type or types of undead 
  you can create are based on your caster level, as shown on the 
  table below.
  caster Level 
  Undead created
  11th or lower 
  Ghoul
  12th–14th 
  Ghast
  15th–17th 
  Mummy
  18th or higher 
  Mohrg
  You may create less powerful undead than your level would 
  allow if you choose. Created undead are not automatically 
  under the control of their animator. If you are capable of 
  commanding undead, you may attempt to command the 
  undead creature as it forms.
  This spell must be cast at night.
  cRUshing hAnD
  school evocation [force]; Level sorcerer/wizard 9
  DescRiptiOn
  This spell functions as interposing hand, except that it can also 
  grapple one opponent as grasping hand. The crushing hand 
  has a +13 bonus on attack rolls and a +15 bonus on combat 
  maneuver checks due to its Strength (35) and size (Large). 
  A crushing hand deals 2d6+12 points of damage on each 
  successful grapple check against an opponent. The crushing 
  hand can instead be directed to bull rush a target, using 
  the same bonuses outlined above, or it can be directed to 
  interpose itself, as interposing hand does.
  DesecRAte
  school evocation [evil]; Level cleric 2
  cAsting
  casting time 1 standard action
  component V, S, M (a vial of unholy water and 25 gp worth (5 
  pounds) of silver dust, all of which must be sprinkled around 
  the area), DF
  effect
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation
  Duration 2 hours/level
  saving throw none; spell Resistance yes
  DescRiptiOn
  This spell imbues an area with negative energy. The DC to 
  resist negative channeled energy within this area gains a +3 
  profane bonus. Every undead creature entering a desecrated 
  area gains a +1 profane bonus on all attack rolls, damage rolls, 
  and saving throws. An undead creature created within or 
  summoned into such an area gains +1 hit points per HD.
  If the desecrated area contains an altar, shrine, or other 
  permanent fixture dedicated to your deity or aligned higher 
  power, the modifiers given above are doubled (+6 profane 
  bonus to negative channeled energy DCs, +2 profane bonus 
  and +2 hit points per HD for undead created in the area).
  Furthermore, anyone who casts animate dead within this 
  area may create as many as double the normal amount of 
  undead (that is, 4 HD per caster level rather than 2 HD per 
  caster level).
  If the area contains an altar, shrine, or other permanent 
  fixture of a deity, pantheon, or higher power other than your 
  patron, the desecrate spell instead curses the area, cutting 
  off its connection with the associated deity or power. This 
  secondary function, if used, does not also grant the bonuses 
  and penalties relating to undead, as given above.
  Desecrate counters and dispels consecrate.
  Detect AnimALs OR pLAnts
  school divination; Level druid 1, ranger 1
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range long (400 ft. + 40 ft./level)
  Area cone-shaped emanation
  Duration Concentration, up to 10 min./level (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  You can detect a particular kind of animal or plant in a cone 
  emanating out from you in whatever direction you face. You 
  must think of a kind of animal or plant when using the spell, 
  but you can change the animal or plant kind each round. The 
  amount of information revealed depends on how long you 
  search a particular area or focus on a specific kind of animal 
  or plant.
  1st Round: Presence or absence of that kind of animal or 
  plant in the area.
  2nd Round: Number of individuals of the specified kind in 
  the area and the condition of the healthiest specimen.
  3rd Round: The condition (see below) and location of each 
  individual present. If an animal or a plant is outside your 
  line of sight, then you discern its direction but not its exact 
  location.
  Conditions: For purposes of this spell, the categories of 
  condition are as follows:
  Normal: Has at least 90% of full normal hit points, free of 
  disease.
  Fair: 30% to 90% of full normal hit points remaining.
  Poor: Less than 30% of full normal hit points remaining, 
  
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  afflicted with a disease, or suffering from a debilitating injury.
  Weak: 0 or fewer hit points remaining, afflicted with a 
  disease in the terminal stage, or crippled.
  If a creature falls into more than one category, the spell 
  indicates the weaker of the two.
  Each round you can turn to detect a kind of animal or plant 
  in a new area. The spell can penetrate 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.
  DictUm
  school evocation [lawful, sonic]; Level cleric 7
  cAsting
  casting time 1 standard action
  components V
  effect
  Range 40 ft.
  Area nonlawful creatures in a 40-ft.-radius spread centered 
  on you
  Duration instantaneous
  saving throw none or Will negates; see text; spell Resistance 
  yes
  DescRiptiOn
  Any nonlawful creature within the area of a dictum spell suffers 
  the following ill effects.
  HD 
  Effect
  Equal to caster level 
  Deafened
  Up to caster level –1 
  Staggered, deafened
  Up to caster level –5 
  Paralyzed, staggered, deafened
  Up to caster level –10 
  Killed, paralyzed, staggered, deafened
  The effects are cumulative and concurrent. A successful Will 
  save reduces or eliminates these effects. Creatures affected by 
  multiple effects make only one save and apply the result to all 
  the effects.
  Deafened: The creature is deafened for 1d4 rounds. Save 
  negates.
  Staggered: The creature is staggered for 2d4 rounds. Save 
  reduces the staggered effect to 1d4 rounds.
  Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes. Save reduces the paralyzed effect to 1 round.
  Killed: Living creatures die. Undead creatures are 
  destroyed. Save negates. If the save is successful, the creature 
  instead takes 3d6 points of damage +1 point per caster level 
  (maximum +25).
  Furthermore, if you are on your home plane when you cast 
  this spell, nonlawful extraplanar creatures within the area are 
  instantly banished back to their home planes. Creatures so 
  banished cannot return for at least 24 hours. This effect takes 
  place regardless of whether the creatures hear the dictum or 
  not. The banishment effect allows a Will save (at a –4 penalty) 
  to negate.
  Creatures whose Hit Dice exceed your caster level are 
  unaffected by dictum.
  Diminish pLAnts
  school transmutation; Level druid 3, ranger 3
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range see text
  target or Area see text
  Duration instantaneous
  saving throw none; spell Resistance no
  DescRiptiOn
  This spell has two versions.
  Prune Growth: This version of the spell causes normal 
  vegetation within long range (400 feet + 40 feet per level) 
  to shrink to about one-third of their normal size, becoming 
  untangled and less bushy. The affected vegetation appears 
  to have been carefully pruned and trimmed. This version of 
  diminish plants automatically dispels any spells or effects that 
  enhance plants, such as entangle, plant growth, and wall of 
  thorns.
  At your option, the area can be a 100- foot-radius circle, 
  a 150-foot-radius semicircle, or a 200-foot-radius quarter-
  circle. You may also designate portions of the area that are not 
  affected.
  Stunt Growth: This version of the spell targets all normal 
  plants within a range of 1/2 mile, reducing their potential 
  productivity over the course of the following year to one half 
  normal. 
  This spell has no effect on plant creatures.
  DReAm
  school illusion (phantasm) [mind-affecting]; Level bard 5, 
  sorcerer/wizard 5
  cAsting
  casting time 1 minute
  components V, S
  effect
  Range unlimited
  target one living creature touched
  Duration see text
  saving throw none; spell Resistance yes
  DescRiptiOn
  You, or a messenger touched by you, sends a phantasmal 
  message to others in the form of a dream. At the beginning 
  of the spell, you must name the recipient or identify him 
  or her by some title that leaves no doubt as to identity. The 
  messenger then enters a trance, appears in the intended 
  recipient’s dream, and delivers the message. The message 
  can be of any length, and the recipient remembers it 
  perfectly upon waking. The communication is one-way. The 
  
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  recipient cannot ask questions or offer information, nor 
  can the messenger gain any information by observing the 
  dreams of the recipient.
  Once the message is delivered, the messenger’s mind 
  returns instantly to its body. The duration of the spell is the 
  time required for the messenger to enter the recipient’s 
  dream and deliver the message.
  If the recipient is awake when the spell begins, the 
  messenger can choose to wake up (ending the spell) or remain 
  in the trance. The messenger can remain in the trance until 
  the recipient goes to sleep, then enter the recipient’s dream 
  and deliver the message as normal. A messenger that is 
  disturbed during the trance comes awake, ending the spell.
  Creatures who don’t sleep (such as elves, but not half-elves) 
  or don’t dream cannot be contacted by this spell.
  The messenger is unaware of its own surroundings or of 
  the activities around it while in the trance. It is defenseless 
  both physically and mentally (always fails any saving throw) 
  while in the trance.
  eARthqUAke
  school evocation [earth]; Level cleric 8, druid 8
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range long (400 ft. + 40 ft./level)
  Area 80-ft.-radius spread (S)
  Duration 1 round
  saving throw see text; spell Resistance no
  DescRiptiOn
  When you cast earthquake, an intense but highly localized 
  tremor rips the ground. The shock knocks creatures down, 
  collapses structures, opens cracks in the ground, and more. 
  The effect lasts for 1 round, during which time creatures on 
  the ground can’t move or attack. A spellcaster on the ground 
  must make a Spellcraft check (DC 20 + spell level) or lose any 
  spell he or she tries to cast. The earthquake affects all terrain, 
  vegetation, structures, and creatures in the area. The specific 
  effect of an earthquake spell depends on the nature of the 
  terrain where it is cast.
  Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 
  8d6 points of bludgeoning damage to any creature caught 
  under the cave-in (Reflex DC 15 half) and pinning that creature 
  beneath the rubble (see below). An earthquake cast on the roof 
  of a very large cavern could also endanger those outside the 
  actual area but below the falling debris.
  Cliffs: Earthquake causes a cliff to crumble, creating a 
  landslide that travels horizontally as far as it falls vertically. Any 
  creature in the path takes 8d6 points of bludgeoning damage 
  (Reflex DC 15 half) and is pinned beneath the rubble (see below).
  Open Ground: Each creature standing in the area must make 
  a DC 15 Reflex save or fall down. Fissures open in the earth, 
  and every creature on the ground has a 25% chance to fall into 
  one (Reflex DC 20 to avoid a fissure). At the end of the spell, all 
  fissures grind shut, killing any creatures still trapped within.
  Structure: Any structure standing on open ground takes 
  100 points of damage, enough to collapse a typical wooden 
  or masonry building, but not a structure built of stone or 
  reinforced masonry. Hardness does not reduce this damage, 
  nor is it halved as damage dealt to objects normally is. Any 
  creature caught inside a collapsing structure takes 8d6 points 
  of bludgeoning damage (Reflex DC 15 half) and is pinned 
  beneath the rubble (see below).
  River, Lake, or Marsh: Fissures open underneath the water, 
  draining away the water from that area and forming muddy 
  ground. Soggy marsh or swampland becomes quicksand 
  for the duration of the spell, sucking down creatures and 
  structures. Each creature in the area must make a DC 15 Reflex 
  save or sink down in the mud and quicksand. At the end of 
  the spell, the rest of the body of water rushes in to replace the 
  drained water, possibly drowning those caught in the mud.
  Pinned beneath Rubble: Any creature pinned beneath rubble 
  takes 1d6 points of nonlethal damage per minute while 
  pinned. If a pinned character falls unconscious, he or she must 
  make a DC 15 Constitution check or take 1d6 points of lethal 
  damage each minute thereafter until freed or dead.
  etheReAL jAUnt
  school transmutation; Level cleric 7, sorcerer/wizard 7
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range personal
  target you
  Duration 1 round/level (D)
  DescRiptiOn
  You become ethereal, along with your equipment. For the 
  duration of the spell, you are in a place called the Ethereal 
  Plane, which overlaps the Material Plane. When the spell 
  expires, you return to material existence.
  An ethereal creature is invisible, insubstantial, and 
  capable of moving in any direction, even up or down, albeit 
  at half normal speed. As an insubstantial creature, you can 
  move through solid objects, including living creatures. An 
  ethereal creature can see and hear on the Material Plane, but 
  everything looks gray and ephemeral. Sight and hearing onto 
  the Material Plane are limited to 60 feet.
  Force effects and abjurations affect an ethereal creature 
  normally. Their effects extend onto the Ethereal Plane from 
  the Material Plane, but not vice versa. An ethereal creature 
  can’t attack material creatures, and spells you cast while 
  ethereal affect only other ethereal things. Certain material 
  creatures or objects have attacks or effects that work on the 
  Ethereal Plane.
  
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  Treat other ethereal creatures and ethereal objects as if they 
  were material. 
  If you end the spell and become material while inside a 
  material object (such as a solid wall), you are shunted off to the 
  nearest open space and take 1d6 points of damage per 5 feet 
  that you so travel.
  etheReALness
  school transmutation; Level cleric 9, sorcerer/wizard 9
  effect
  Range touch; see text
  targets you and one other touched creature per three levels
  Duration 1 min./level (D)
  spell Resistance yes
  DescRiptiOn
  This spell functions like ethereal jaunt, except that you and 
  other willing creatures joined by linked hands (along with their 
  equipment) become ethereal. Besides yourself, you can bring 
  one creature per three caster levels to the Ethereal Plane. 
  Once ethereal, the subjects need not stay together.
  When the spell expires, all affected creatures on the 
  Ethereal Plane return to material existence.
  fAbRicAte
  school transmutation; Level sorcerer/wizard 5
  cAsting
  casting time see text
  components V, S, M (the original material, which costs the 
  same amount as the raw materials required to craft the item to 
  be created)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  target up to 10 cu. ft./level; see text
  Duration instantaneous
  saving throw none; spell Resistance no
  DescRiptiOn
  You convert material of one sort into a product that is of the 
  same material. Creatures or magic items cannot be created or 
  transmuted by the fabricate spell. The quality of items made 
  by this spell is commensurate with the quality of material used 
  as the basis for the new fabrication. If you work with a mineral, 
  the target is reduced to 1 cubic foot per level instead of 10 
  cubic feet.
  You must make an appropriate Craft check to fabricate 
  articles requiring a high degree of craftsmanship.
  Casting requires 1 round per 10 cubic feet (or 1 cubic foot) 
  of material to be affected by the spell.
  fiRe seeDs
  school conjuration (creation) [fire]; Level druid 6
  cAsting
  casting time 1 standard action
  components V, S, M (the acorns or holly berries)
  effect
  
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  Range touch
  targets up to four touched acorns or up to eight touched holly 
  berries
  Duration 10 min./level or until used
  saving throw none or Reflex half; see text; spell Resistance 
  no
  DescRiptiOn
  Depending on the version of fire seeds you choose, you turn 
  acorns into splash weapons that you or another character 
  can throw, or you turn holly berries into bombs that you can 
  detonate on command.
  Acorn Grenades: As many as four acorns turn into special 
  splash weapons that can be hurled as far as 100 feet. A ranged 
  touch attack roll is required to strike the intended target. 
  Together, the acorns are capable of dealing 1d6 points of fire 
  damage per caster level (maximum 20d6), divided up among 
  the acorns as you wish.
  Each acorn explodes upon striking any hard surface. In 
  addition to its regular fire damage, it deals 1 point of splash 
  damage per die, and it ignites any combustible materials 
  within 10 feet. A creature within this area that makes a 
  successful Reflex saving throw takes only half damage; a 
  creature struck directly is not allowed a saving throw.
  Holly Berry Bombs: You turn as many as eight holly berries 
  into special bombs. The holly berries are usually placed 
  by hand, since they are too light to make effective thrown 
  weapons (they can be tossed only 5 feet). If you are within 
  200 feet and speak a word of command, each berry instantly 
  bursts into flame, causing 1d8 points of fire damage +1 point 
  per caster level to every creature in a 5-foot radius burst and 
  igniting any combustible materials within 5 feet. A creature in 
  the area that makes a successful Reflex saving throw takes only 
  half damage.
  fORbiDDAnce
  school abjuration; Level cleric 6
  cAsting
  casting time 6 rounds
  components V, S, M (holy water and incense worth 1,500 gp, 
  plus 1,500 gp per 60-foot cube), DF
  effect
  Range medium (100 ft. + 10 ft./level)
  Area 60-ft. cube/level (S)
  Duration permanent
  saving throw see text; spell Resistance yes
  DescRiptiOn
  Forbiddance seals an area against all planar travel into or within 
  it. This includes all teleportation spells (such as dimension door 
  and teleport), plane shifting, astral travel, ethereal travel, and all 
  summoning spells. Such effects simply fail automatically.
  In addition, it damages entering creatures whose 
  alignments are different from yours. The effect on those 
  attempting to enter the warded area is based on their 
  alignment relative to yours (see below). A creature inside the 
  area when the spell is cast takes no damage unless it exits the 
  area and attempts to reenter, at which time it is affected as 
  normal.
  Alignments identical: No effect. The creature may enter the 
  area freely (although not by planar travel).
  Alignments different with respect to either law/chaos or good/
  evil: The creature takes 6d6 points of damage. A successful 
  Will save halves the damage, and spell resistance applies.
  Alignments different with respect to both law/chaos and good/
  evil: The creature takes 12d6 points of damage. A successful 
  Will save halves the damage, and spell resistance applies.
  At your option, the abjuration can include a password, in 
  which case creatures of alignments different from yours can 
  avoid the damage by speaking the password as they enter the 
  area. You must select this option (and the password) at the 
  time of casting. Adding a password requires the burning of 
  additional rare incenses worth at least 1,000 gp, plus 1,000 gp 
  per 60-foot cube.
  Dispel magic does not dispel a forbiddance effect unless the 
  dispeller’s level is at least as high as your caster level.
  You can’t have multiple overlapping forbiddance effects. In 
  such a case, the more recent effect stops at the boundary of 
  the older effect.
  fORcefUL hAnD
  school evocation [force]; Level sorcerer/wizard 6
  DescRiptiOn
  This spell functions as interposing hand, except that it can also 
  pursue and bull rush one opponent you select. The forceful 
  hand gets one bull rush attack per round. This attack does not 
  provoke an attack of opportunity. Its attack bonus equals your 
  caster level + your Intelligence modifier (Charisma modifier 
  for sorcerers) +8 for its Strength score (27) –1 for being Large. 
  Its combat maneuver bonus for grapple checks uses your 
  caster level in place of its base attack bonus, with a +8 bonus 
  for its Strength score, and a +1 bonus for being Large. The 
  hand always moves with the opponent to push them back as 
  far as possible. It has no movement limit for this purpose. 
  Directing the spell to a new target is a move action. Forceful 
  hand prevents the opponent from moving closer to you 
  without first succeeding on a bull rush attack, moving both 
  the forceful hand and the target closer to you. The forceful 
  hand can instead be directed to interpose itself, as interposing 
  hand does.
  fReezing spheRe
  school evocation [cold]; Level sorcerer/wizard 6
  cAsting
  casting time 1 standard action
  components V, S, F (a small crystal sphere)
  effect
  Range long (400 ft. + 40 ft./level)
  
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  target, effect, or Area see text
  Duration instantaneous or 1 round/level; see text
  saving throw Reflex half; see text; spell Resistance yes
  DescRiptiOn
  Freezing sphere creates a frigid globe of cold energy that 
  streaks from your fingertips to the location you select, where 
  it explodes in a 10-foot-radius burst, dealing 1d6 points of 
  cold damage per caster level (maximum 15d6) to each creature 
  in the area. A creature of the water subtype instead takes 1d8 
  points of cold damage per caster level (maximum 15d8) and is 
  staggered for 1d4 rounds.
  If the freezing sphere strikes a body of water or a liquid that 
  is principally water (not including water-based creatures), it 
  freezes the liquid to a depth of 6 inches over an area equal to 
  100 square feet (a 10-foot square) per caster level (maximum 
  1,500 square feet). This ice lasts for 1 round per caster level. 
  Creatures that were swimming on the surface of targeted 
  body of water become trapped in the ice. Attempting to break 
  free is a full-round action. A trapped creature must make a DC 
  25 Strength check or a DC 25 Escape Artist check to do so.
  You can refrain from firing the globe after completing the 
  spell, if you wish. Treat this as a touch spell for which you are 
  holding the charge. You can hold the charge for as long as 1 
  round per level, at the end of which time the freezing sphere 
  bursts centered on you (and you receive no saving throw to 
  resist its effect). Firing the globe in a later round is a standard 
  action.
  gAte
  school conjuration (creation or calling); Level cleric 9, 
  sorcerer/wizard 9
  cAsting
  casting time 1 standard action
  components V, S, M (see text)
  effect
  Range medium (100 ft. + 10 ft./level)
  effect see text
  Duration instantaneous or concentration (up to 1 round/level); 
  see text
  saving throw none; spell Resistance no
  DescRiptiOn
  Casting a gate spell has two effects. First, it creates an 
  interdimensional connection between your plane of existence 
  and a plane you specify, allowing travel between those two 
  planes in either direction.
  Second, you may then call a particular individual or kind of 
  being through the gate.
  The gate itself is a circular hoop or disk from 5 to 20 feet in 
  diameter (caster’s choice) oriented in the direction you desire 
  when it comes into existence (typically vertical and facing you). 
  It is a two-dimensional window looking into the plane you 
  specified when casting the spell, and anyone or anything that 
  moves through is shunted instantly to the other side.
  A gate has a front and a back. Creatures moving through 
  the gate from the front are transported to the other plane; 
  creatures moving through it from the back are not.
  Planar Travel: As a mode of planar travel, a gate spell 
  functions much like a plane shift spell, except that the gate 
  opens precisely at the point you desire (a creation effect). 
  Deities and other beings who rule a planar realm can prevent 
  a gate from opening in their presence or personal demesnes 
  if they so desire. Travelers need not join hands with you—
  anyone who chooses to step through the portal is transported. 
  A gate cannot be opened to another point on the same plane; 
  the spell works only for interplanar travel.
  You may hold the gate open only for a brief time (no more 
  than 1 round per caster level), and you must concentrate on 
  doing so, or else the interplanar connection is severed.
  Calling Creatures: The second effect of the gate spell is to 
  call an extraplanar creature to your aid (a calling effect). By 
  naming a particular being or kind of being as you cast the 
  spell, you cause the gate to open in the immediate vicinity of 
  the desired creature and pull the subject through, willing or 
  unwilling. Deities and unique beings are under no compulsion 
  to come through the gate, although they may choose to do 
  so of their own accord. This use of the spell creates a gate 
  that remains open just long enough to transport the called 
  creatures. This use of the spell has an material cost of 5,000 
  gp in rare incense and offerings.
  If you choose to call a kind of creature instead of a known 
  individual, you may call either a single creature (of any HD) or 
  several creatures. You can call and control several creatures 
  as long as their HD total does not exceed your caster level. 
  In the case of a single creature, you can control it if its HD 
  do not exceed twice your caster level. A single creature with 
  more HD than twice your caster level can’t be controlled. 
  Deities and unique beings cannot be controlled in any event. 
  An uncontrolled being acts as it pleases, making the calling of 
  such creatures rather dangerous. An uncontrolled being may 
  return to its home plane at any time.
  A controlled creature can be commanded to perform 
  a service for you. Such services fall into two categories: 
  immediate tasks and contractual service. Fighting for you 
  in a single battle or taking any other actions that can be 
  accomplished within 1 round per caster level counts as an 
  immediate task; you need not make any agreement or pay any 
  reward for the creature’s help. The creature departs at the end 
  of the spell.
  If you choose to exact a longer or more involved form 
  of service from a called creature, you must offer some fair 
  trade in return for that service. The service exacted must be 
  reasonable with respect to the promised favor or reward; 
  see the lesser planar ally spell for appropriate rewards. Some 
  creatures may want their payment in “livestock” rather than 
  in coin, which could involve complications. Immediately upon 
  completion of the service, the being is transported to your 
  
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  vicinity, and you must then and there turn over the promised 
  reward. After this is done, the creature is instantly freed to 
  return to its own plane.
  Failure to fulfill the promise to the letter results in your 
  being subjected to service by the creature or by its liege and 
  master, at the very least. At worst, the creature or its kin may 
  attack you.
  Note: When you use a calling spell such as gate to call an 
  air, chaotic, earth, evil, fire, good, lawful, or water creature, it 
  becomes a spell of that type.
  giAnt VeRmin
  school transmutation; Level cleric 4, druid 4
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range close (25 ft. + 5 ft./2 levels)
  targets up to three vermin, no two of which can be more than 
  30 ft. apart
  Duration 1 min./level
  saving throw none; spell Resistance yes
  DescRiptiOn
  You turn three normal-sized centipedes, two normal-sized 
  spiders, or a single normal-sized scorpion into larger forms. 
  Only one type of vermin can be transmuted (so a single 
  casting cannot affect both a centipede and a spider), and all 
  must be grown to the same size. The size to which the vermin 
  can be grown depends on your level; see the table below.
  Any giant vermin created by this spell do not attempt to 
  harm you, but your control of such creatures is limited to 
  simple commands (“Attack,” “Defend,” “Stop,” and so forth). 
  Orders to attack a certain creature when it appears or guard 
  against a particular occurrence are too complex for the vermin 
  to understand. Unless commanded to do otherwise, the giant 
  vermin attack whoever or whatever is near them.
  caster Level 
  Vermin size
  9th or lower 
  Medium
  10th–13th 
  Large
  14th–17th 
  Huge
  18th–19th 
  Gargantuan
  20th or higher 
  Colossal
  gLyph Of WARDing
  school abjuration; Level cleric 3
  cAsting
  casting time 10 minutes
  components V, S, M (powdered diamond worth 200 gp)
  effect
  Range touch
  target or Area object touched or up to 5 sq. ft./level
  Duration permanent until discharged (D)
  saving throw see text; spell Resistance no (object) and yes; 
  see text
  DescRiptiOn
  This powerful inscription harms those who enter, pass, or 
  open the warded area or object. A glyph of warding can guard 
  a bridge or passage, ward a portal, trap a chest or box, and 
  so on.
  You set the conditions of the ward. Typically, any creature 
  entering the warded area or opening the warded object 
  without speaking a password (which you set when casting 
  the spell) is subject to the magic it stores. Alternatively or in 
  addition to a password trigger, glyphs can be set according to 
  physical characteristics (such as height or weight) or creature 
  type, subtype, or kind. Glyphs can also be set with respect 
  to good, evil, law, or chaos, or to pass those of your religion. 
  They cannot be set according to class, Hit Dice, or level. 
  Glyphs respond to invisible creatures normally but are not 
  triggered by those who travel past them ethereally. Multiple 
  glyphs cannot be cast on the same area. However, if a cabinet 
  has three drawers, each can be separately warded.
  When casting the spell, you weave a tracery of faintly 
  glowing lines around the warding sigil. A glyph can be placed 
  to conform to any shape up to the limitations of your total 
  square footage. When the spell is completed, the glyph and 
  tracery become nearly invisible.
  Glyphs cannot be affected or bypassed by such means as 
  physical or magical probing, though they can be dispelled. 
  Mislead, polymorph, and nondetection (and similar magical 
  effects) can fool a glyph, though nonmagical disguises and the 
  like can’t. Read magic allows you to identify a glyph of warding 
  with a DC 13 Knowledge (arcana) check. Identifying the glyph 
  does not discharge it and allows you to know the basic nature 
  of the glyph (version, type of damage caused, what spell is 
  stored).
  Note: Magic traps such as glyph of warding are hard to 
  detect and disable. A rogue (only) can use the Perception skill 
  to find the glyph and Disable Device to thwart it. The DC in 
  each case is 25 + spell level, or 28 for glyph of warding.
  Depending on the version selected, a glyph either blasts the 
  intruder or activates a spell.
  Blast Glyph: A blast glyph deals 1d8 points of damage per 
  two caster levels (maximum 5d8) to the intruder and to all 
  within 5 feet of him or her. This damage is acid, cold, fire, 
  electricity, or sonic (caster’s choice, made at time of casting). 
  Each creature affected can attempt a Reflex save to take half 
  damage. Spell resistance applies against this effect.
  Spell Glyph: You can store any harmful spell of 3rd level or 
  lower that you know. All level-dependent features of the spell 
  are based on your caster level at the time of casting the glyph. 
  If the spell has a target, it targets the intruder. If the spell has 
  an area or an amorphous effect, the area or effect is centered 
  on the intruder. If the spell summons creatures, they appear as 
  close as possible to the intruder and attack. Saving throws and 
  
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  spell resistance operate as normal, except that the DC is based 
  on the level of the spell stored in the glyph.
  gLyph Of WARDing, gReAteR
  school abjuration; Level cleric 6
  DescRiptiOn
  This spell functions like glyph of warding, except that a greater 
  blast glyph deals up to 10d8 points of damage, and a greater 
  spell glyph can store a spell of 6th level or lower.
  Material Component: You trace the glyph with incense, 
  which must first be sprinkled with powdered diamond worth 
  at least 400 gp.
  gRAsping hAnD
  school evocation [force]; Level sorcerer/wizard 7
  DescRiptiOn
  This spell functions as interposing hand, except that it can 
  also grapple one opponent you select. The grasping hand gets 
  one grapple attack per round. This attack does not provoke 
  an attack of opportunity. Its attack bonus to hit the target 
  equals your caster level + your Intelligence modifier (Charisma 
  modifier for Sorcerers) +10 for its Strength score (31) –1 for 
  being Large. Its combat maneuver bonus for grapple checks 
  uses your caster level in place of its base attack bonus, with 
  a +10 bonus for its Strength score, and a +1 bonus for being 
  Large. The hand holds but does not harm creatures that it 
  grapples. Directing the spell to a new target is a move action. 
  The grasping hand can instead be directed to bull rush a 
  target, using the same bonuses outlined above, or it can be 
  directed to interpose itself, as interposing hand does.
  gUARDs AnD WARDs
  school abjuration; Level sorcerer/wizard 6
  cAsting
  casting time 30 minutes
  components V, S, M (burning incense, a small measure of 
  brimstone and oil, a knotted string, and a small amount of 
  blood), F (a small silver rod)
  effect
  Range anywhere within the area to be warded
  Area up to 200 sq. ft./level (S)
  Duration 2 hours/level (D)
  saving throw see text; spell Resistance see text
  DescRiptiOn
  This powerful spell is primarily used to defend your 
  stronghold. The ward protects 200 square feet per caster level. 
  The warded area can be as much as 20 feet high, and shaped 
  as you desire. You can ward several stories of a stronghold 
  by dividing the area among them; you must be somewhere 
  within the area to be warded to cast the spell. The spell creates 
  the following magical effects within the warded area.
  Fog: Fog fills all corridors, obscuring all sight, including 
  darkvision, beyond 5 feet. A creature within 5 feet has 
  concealment (attacks have a 20% miss chance). Creatures 
  farther away have total concealment (50% miss chance, and 
  the attacker cannot use sight to locate the target). Saving 
  Throw: None. Spell Resistance: No.
  Arcane Locks: All doors in the warded area are arcane locked. 
  Saving Throw: None. Spell Resistance: No.
  Webs: Webs fill all stairs from top to bottom. These strands 
  are identical with those created by the web spell, except that 
  they regrow in 10 minutes if they are burned or torn away 
  while the guards and wards spell lasts. Saving Throw Reflex: 
  negates; see text for web. Spell Resistance: No.
  Confusion: Where there are choices in direction—such as a 
  corridor intersection or side passage—a minor confusion-type 
  effect functions so as to make it 50% probable that intruders 
  believe they are going in the opposite direction from the one 
  they actually chose. This is an enchantment, mind-affecting 
  effect. Saving Throw: None. Spell Resistance: Yes.
  Lost Doors: One door per caster level is covered by a silent 
  image to appear as if it were a plain wall. Saving Throw Will: 
  disbelief (if interacted with). Spell Resistance: No.
  In addition, you can place your choice of one of the 
  following five magical effects.
  1. Dancing lights in four corridors. You can designate a 
  simple program that causes the lights to repeat as long as 
  the guards and wards spell lasts. Saving Throw: None. Spell 
  Resistance: No.
  2. A magic mouth in two places. Saving Throw: None. Spell 
  Resistance: No.
  3. A stinking cloud in two places. The vapors appear in 
  the places you designate; they return within 10 minutes if 
  dispersed by wind while the guards and wards spell lasts. 
  Saving Throw Fortitude: negates; see text for stinking cloud. 
  Spell Resistance: No.
  4. A gust of wind in one corridor or room. Saving Throw 
  Fortitude: negates. Spell Resistance: Yes.
  5. A suggestion in one place. You select an area of up to 5 
  feet square, and any creature who enters or passes through 
  the area receives the suggestion mentally. Saving Throw Will: 
  negates. Spell Resistance: Yes.
  The whole warded area radiates strong magic of the 
  abjuration school. A dispel magic cast on a specific effect, 
  if successful, removes only that effect. A successful Mage’s 
  disjunction destroys the entire guards and wards effect.
  gUst Of WinD
  school evocation [air]; Level druid 2, sorcerer/wizard 2
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range 60 ft.
  effect line-shaped gust of severe wind emanating out from 
  you to the extreme of the range
  
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  Duration 1 round
  saving throw Fortitude negates; spell Resistance yes
  DescRiptiOn
  This spell creates a severe blast of air (approximately 50 mph) 
  that originates from you, affecting all creatures in its path. 
  All flying creatures in this area take a –4 penalty on Fly skill 
  checks. Tiny or smaller flying creatures must make a DC 25 Fly 
  skill check or be blown back 2d6x10 feet and take 2d6 points of 
  damage. Small or smaller flying creatures must make a DC 20 
  Fly skill check to move against the force of the wind.
  A Tiny or smaller creature on the ground is knocked down 
  and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage 
  per 10 feet.
  Small creatures are knocked prone by the force of the wind.
  Medium or smaller creatures are unable to move forward 
  against the force of the wind unless they succeed at a DC 15 
  Strength check.
  Large or larger creatures may move normally within a gust 
  of wind effect.
  A gust of wind can’t move a creature beyond the limit of its 
  range.
  Any creature, regardless of size, takes a –4 penalty on 
  ranged attacks and Listen checks in the area of a gust of wind.
  The force of the gust automatically extinguishes candles, 
  torches, and similar unprotected flames. It causes protected 
  flames, such as those in lanterns, to dance wildly and has a 
  50% chance to extinguish those lights.
  In addition to the effects noted, a gust of wind can do 
  anything that a sudden blast of wind would be expected to do. 
  It can create a stinging spray of sand or dust, fan a large fire, 
  overturn delicate awnings or hangings, heel over a small boat, 
  and blow gases or vapors to the edge of its range.
  Gust of wind can be made permanent with a permanency 
  spell.
  hALLOW
  school evocation [good]; Level cleric 5, druid 5
  cAsting
  casting time 24 hours
  components V, S, M (herbs, oils, and incense worth at least 
  1,000 gp, plus 1,000 gp per level of the spell to be included in 
  the hallowed area), DF
  effect
  Range touch
  Area 40-ft. radius emanating from the touched point
  Duration instantaneous
  saving throw see text; spell Resistance see text
  DescRiptiOn
  Hallow makes a particular site, building, or structure a holy 
  site. This has four major effects.
  First, the site or structure is guarded by a magic circle 
  against evil effect.
  Second, the DC to resist positive channeled energy within 
  this area gains a +4 sacred bonus and the DC to resist negative 
  energy is reduced by –4. Spell resistance does not apply to 
  this effect. This provision does not apply to the druid version 
  of the spell.
  Third, any dead body interred in a hallowed site cannot be 
  turned into an undead creature.
  Finally, you may choose to fix a single spell effect to the 
  hallowed site. The spell effect lasts for 1 year and functions 
  throughout the entire site, regardless of the normal duration 
  and area or effect. You may designate whether the effect 
  applies to all creatures, creatures who share your faith or 
  alignment, or creatures who adhere to another faith or 
  alignment. At the end of the year, the chosen effect lapses, but 
  it can be renewed or replaced simply by casting hallow again.
  Spell effects that may be tied to a hallowed site include aid, 
  bane, bless, cause fear, darkness, daylight, death ward, deeper 
  darkness, detect evil, detect magic, dimensional anchor, discern 
  lies, dispel magic, endure elements, freedom of movement, 
  invisibility purge, protection from energy, remove fear, resist 
  energy, silence, tongues, and zone of truth. Saving throws and 
  spell resistance might apply to these spells’ effects. (See the 
  individual spell descriptions for details.)
  An area can receive only one hallow spell (and its associated 
  spell effect) at a time. Hallow counters but does not dispel 
  unhallow.
  hALt UnDeAD
  school necromancy; Level sorcerer/wizard 3
  cAsting
  casting time 1 standard action
  components V, S, M (a pinch of sulfur and powdered garlic)
  effect
  Range medium (100 ft. + 10 ft./level)
  targets up to three undead creatures, no two of which can be 
  more than 30 ft. apart
  Duration 1 round/level
  saving throw Will negates (see text); spell Resistance yes
  DescRiptiOn
  This spell renders as many as three undead creatures 
  immobile. A nonintelligent undead creature gets no saving 
  throw; an intelligent undead creature does. If the spell is 
  successful, it renders the undead creature immobile for the 
  duration of the spell (similar to the effect of hold person on a 
  living creature). The effect is broken if the halted creatures are 
  attacked or take damage.
  heLping hAnD
  school evocation; Level cleric 3
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range 5 miles
  
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  effect ghostly hand
  Duration 1 hour/level
  saving throw none; spell Resistance no
  DescRiptiOn
  You create the ghostly image of a hand, which you can send 
  to find a creature within 5 miles. The hand then beckons to 
  that creature and leads it to you if the creature is willing to 
  follow.
  When the spell is cast, the hand appears in front of you. You 
  then specify a person (or any creature) by physical description, 
  which can include race, gender, and appearance but not 
  ambiguous factors such as level, alignment, or class. When 
  the description is complete, the hand streaks off in search of a 
  subject that fits the description. The amount of time it takes to 
  find the subject depends on how far away he is, as detailed on 
  the following table.
  Distance 
  time to Locate
  100 ft. or less 
  1 round
  1,000 ft. 
  1 minute
  1 mile 
  10 minutes
  2 miles 
  1 hour
  3 miles 
  2 hours
  4 miles 
  3 hours
  5 miles 
  4 hours
  Once the hand locates the subject, it beckons the creature 
  to follow it. If the subject does so, the hand points in your 
  direction, indicating the most direct, feasible route. The hand 
  hovers 10 feet in front of the subject, moving before it at a 
  speed of as much as 240 feet per round. Once the hand leads 
  the subject back to you, it disappears.
  The subject is not compelled to follow the hand or act in 
  any particular way toward you. If the subject chooses not to 
  follow, the hand continues to beckon for the duration of the 
  spell, then disappears. If the spell expires while the subject is 
  en route to you, the hand disappears; the subject must then 
  rely on her own devices to locate you.
  If more than one subject in a 5-mile radius meets the 
  description, the hand locates the closest creature. If that 
  creature refuses to follow the hand, the hand does not seek 
  out a second subject.
  If, at the end of 4 hours of searching, the hand has found no 
  subject that matches the description within 5 miles, it returns 
  to you, displays an outstretched palm (indicating that no such 
  creature was found), and disappears.
  The ghostly hand has no physical form. It is invisible to 
  anyone except you and a potential subject. It cannot engage in 
  combat or execute any other task aside from locating a subject 
  and leading it back to you. The hand can’t pass through solid 
  objects but can ooze through small cracks and slits. The hand 
  cannot travel more than 5 miles from the spot it appeared 
  when you cast the spell.
  hOLy WORD
  school evocation [good, sonic]; Level cleric 7
  cAsting
  casting time 1 standard action
  components V
  effect
  Range 40 ft.
  Area nongood creatures in a 40-ft.-radius spread centered 
  on you
  Duration instantaneous
  saving throw none or Will negates; see text; spell 
  Resistance yes
  DescRiptiOn
  Any nongood creature within the area of a holy word spell 
  suffers the following ill effects.
  HD 
  Effect
  Equal to caster level 
  Deafened
  Up to caster level –1 
  Blinded, deafened
  Up to caster level –5 
  Paralyzed, blinded, deafened
  Up to caster level –10 
  Killed, paralyzed, blinded, deafened
  The effects are cumulative and concurrent. A successful Will 
  save reduces or eliminates these effects. Creatures affected by 
  multiple effects make only one save and apply the result to all 
  the effects.
  Deafened: The creature is deafened for 1d4 rounds. Save 
  negates.
  Blinded: The creature is blinded for 2d4 rounds. Save 
  reduces the blinded effect to 1d4 rounds.
  Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes. Save reduces the paralyzed effect to 1 round.
  Killed: Living creatures die. Undead creatures are 
  destroyed. Save negates. If the save is successful, the creature 
  instead takes 3d6 points of damage +1 point per caster level 
  (maximum +25).
  Furthermore, if you are on your home plane when you cast 
  this spell, nongood extraplanar creatures within the area are 
  instantly banished back to their home planes. Creatures so 
  banished cannot return for at least 24 hours. This effect takes 
  place regardless of whether the creatures hear the holy word or 
  not. The banishment effect allows a Will save (at a –4 penalty) 
  to negate.
  Creatures whose Hit Dice exceed your caster level are 
  unaffected by holy word.
  iLLUsORy scRipt
  school illusion (phantasm) [mind-affecting]; Level bard 3, 
  sorcerer/wizard 3
  cAsting
  casting time 1 minute or longer; see text
  components V, S, M (lead-based ink worth 50 gp)
  effect
  
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  Range touch
  target one touched object weighing no more than 10 lb.
  Duration one day/level (D)
  saving throw Will negates; see text; spell Resistance yes
  DescRiptiOn
  You write instructions or other information on parchment, 
  paper, or any suitable writing material. The illusory script 
  appears to be some form of foreign or magical writing. Only 
  the person (or people) designated by you at the time of the 
  casting are able to read the writing; it’s unintelligible to any 
  other character, although an illusionist recognizes it as illusory 
  script.
  Any unauthorized creature attempting to read the script 
  triggers a potent illusory effect and must make a saving throw. 
  A successful saving throw means the creature can look away 
  with only a mild sense of disorientation. Failure means the 
  creature is subject to a suggestion implanted in the script by 
  you at the time the illusory script spell was cast. The suggestion 
  lasts only 30 minutes. Typical suggestions include “Close the 
  book and leave,” “Forget the existence of the book,” and so 
  forth. If successfully dispelled by dispel magic, the illusory script 
  and its secret message disappear. The hidden message can 
  be read by a combination of the true seeing spell with the read 
  magic or comprehend languages spell.
  The casting time depends on how long a message you wish 
  to write, but it is always at least 1 minute.
  instAnt sUmmOns
  school conjuration (summoning); Level sorcerer/wizard 7
  cAsting
  casting time 1 standard action
  components V, S, M (sapphire worth 1,000 gp)
  effect
  Range see text
  target one object weighing 10 lb. or less whose longest 
  dimension is 6 ft. or less
  Duration permanent until discharged
  saving throw none; spell Resistance no
  DescRiptiOn
  You call some nonliving item from virtually any location 
  directly to your hand.
  First, you must place your arcane mark on the item. Then 
  you cast this spell, which magically and invisibly inscribes 
  the name of the item on a sapphire worth at least 1,000 gp. 
  Thereafter, you can summon the item by speaking a special 
  word (set by you when the spell is cast) and crushing the gem. 
  The item appears instantly in your hand. Only you can use the 
  gem in this way.
  If the item is in the possession of another creature, the 
  spell does not work, but you know who the possessor is and 
  roughly where that creature is located when the summons 
  occurs.
  The inscription on the gem is invisible. It is also unreadable, 
  except by means of a read magic spell, to anyone but you.
  The item can be summoned from another plane, but only if 
  no other creature has claimed ownership of it.
  inteRpOsing hAnD
  school evocation [force]; Level sorcerer/wizard 5
  cAsting
  
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  casting time 1 standard action
  components V, S, F (a soft glove)
  effect
  Range medium (100 ft. + 10 ft./level)
  effect 10-ft. hand
  Duration 1 round/level (D)
  saving throw none; spell Resistance yes
  DescRiptiOn
  Interposing hand creates a Large magic hand that appears 
  between you and one opponent. This floating, disembodied 
  hand then moves to remain between the two of you, 
  regardless of where you move or how the opponent tries 
  to get around it, providing cover (+4 AC) for you against 
  that opponent. Nothing can fool the hand—it sticks with 
  the selected opponent in spite of darkness, invisibility, 
  polymorphing, or any other attempt at hiding or disguise. The 
  hand does not pursue an opponent, however.
  An interposing hand is 10 feet long and about that wide with 
  its fingers outstretched. It has as many hit points as you do 
  when you’re undamaged, and its AC is 20 (–1 size, +11 natural). 
  It takes damage as a normal creature, but most magical 
  effects that don’t cause damage do not affect it.
  The hand never provokes attacks of opportunity from 
  opponents. It cannot push through a wall of force or enter 
  an antimagic field, but it suffers the full effect of a prismatic 
  wall or prismatic sphere. The hand makes saving throws as 
  its caster.
  Disintegrate or a successful dispel magic destroys it.
  Any creature weighing 2,000 pounds or less that tries to 
  push past the hand is slowed to half its normal speed. The 
  hand cannot reduce the speed of a creature weighing more 
  than 2,000 pounds, but it still affects the creature’s attacks.
  Directing the spell to a new target is a move action.
  iROn bODy
  school transmutation; Level sorcerer/wizard 8
  cAsting
  casting time 1 standard action
  components V, S, M/DF (a piece of iron from an iron golem, a 
  hero’s armor, or a war machine)
  effect
  Range personal
  target you
  Duration 1 min./level (D)
  DescRiptiOn
  This spell transforms your body into living iron, which 
  grants you several powerful resistances and abilities. You 
  gain damage reduction 15/adamantine. You are immune to 
  blindness, critical hits, ability score damage, deafness, disease, 
  drowning, electricity, poison, stunning, and all spells or 
  attacks that affect your physiology or respiration, because you 
  have no physiology or respiration while this spell is in effect. 
  You take only half damage from acid and fire of all kinds. 
  However, you also become vulnerable to all special attacks 
  that affect iron golems.
  You gain a +6 enhancement bonus to your Strength score, 
  but you take a –6 penalty to Dexterity as well (to a minimum 
  Dexterity score of 1), and your speed is reduced to half 
  normal. You have an arcane spell failure chance of 50% and 
  a –8 armor check penalty, just as if you were clad in full plate 
  armor. You cannot drink (and thus can’t use potions) or play 
  wind instruments.
  Your unarmed attacks deal damage equal to a club sized for 
  you (1d4 for Small characters or 1d6 for Medium characters), 
  and you are considered armed when making unarmed attacks.
  Your weight increases by a factor of 10, causing you to sink 
  in water like a stone. However, you could survive the crushing 
  pressure and lack of air at the bottom of the ocean—at least 
  until the spell duration expires.
  LiVeOAk
  school transmutation; Level druid 6
  cAsting
  casting time 10 minutes
  components V, S
  effect
  Range touch
  target tree touched
  Duration 1 day/level (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  This spell turns an oak tree into a protector or guardian. The 
  spell can be cast on only a single tree at a time; while liveoak 
  is in effect, you can’t cast it again on another tree. The tree on 
  which the spell is cast must be within 10 feet of your dwelling 
  place, within a place sacred to you, or within 300 feet of 
  something that you wish to guard or protect.
  Liveoak must be cast on a healthy, Huge oak. A triggering 
  phrase of up to one word per caster level is placed on the 
  targeted oak. The liveoak spell triggers the tree into animating 
  as a treant. 
  If liveoak is dispelled, the tree takes root immediately 
  wherever it happens to be. If released by you, the tree tries to 
  return to its original location before taking root.
  mAge’s fAithfUL hOUnD
  school conjuration (creation); Level sorcerer/wizard 5
  cAsting
  casting time 1 standard action
  components V, S, M (a tiny silver whistle, a piece of bone, and 
  a thread)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  effect phantom watchdog
  Duration 1 hour/caster level or until discharged, then 1 round/
  caster level; see text
  
  22
  Pathfinder Roleplaying Game
  saving throw none; spell Resistance no
  DescRiptiOn
  You conjure up a phantom watchdog that is invisible to 
  everyone but yourself. It then guards the area where it was 
  conjured (it does not move). The hound immediately starts 
  barking loudly if any Small or larger creature approaches 
  within 30 feet of it. (Those within 30 feet of the hound when it 
  is conjured may move about in the area, but if they leave and 
  return, they activate the barking.) The hound sees invisible and 
  ethereal creatures. It does not react to figments, but it does 
  react to shadow illusions.
  If an intruder approaches to within 5 feet of the hound, 
  the dog stops barking and delivers a vicious bite (+10 attack 
  bonus, 2d6+3 points of piercing damage) once per round. The 
  dog also gets the bonuses appropriate to an invisible creature.
  The dog is considered ready to bite intruders, so it delivers 
  its first bite on the intruder’s turn. Its bite is the equivalent 
  of a magic weapon for the purpose of damage reduction. The 
  hound cannot be attacked, but it can be dispelled.
  The spell lasts for 1 hour per caster level, but once the 
  hound begins barking, it lasts only 1 round per caster level. If 
  you are ever more than 100 feet distant from the hound, the 
  spell ends.
  mAge’s LUcUbRAtiOn
  school transmutation; Level Wiz 6
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range personal
  target you
  Duration instantaneous
  DescRiptiOn
  You instantly recall any one spell of 5th level or lower that you 
  have used during the past 24 hours. The spell must have been 
  actually cast during that period. The recalled spell is stored in 
  your mind as through prepared in the normal fashion.
  If the recalled spell requires material components, you 
  must provide them. The recovered spell is not usable until the 
  material components are available.
  mAge’s mAgnificent mAnsiOn
  school conjuration (creation); Level sorcerer/wizard 7
  cAsting
  casting time 1 standard action
  components V, S, F (a miniature ivory door, a piece of 
  polished marble, and a silver spoon, each worth 5 gp)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  effect extradimensional mansion, up to three 10-ft. cubes/
  level (S)
  Duration 2 hours/level (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  You conjure up an extradimensional dwelling that has a single 
  entrance on the plane from which the spell was cast. The entry 
  point looks like a faint shimmering in the air that is 4 feet 
  wide and 8 feet high. Only those you designate may enter the 
  mansion, and the portal is shut and made invisible behind you 
  when you enter. You may open it again from your own side at 
  will. Once observers have passed beyond the entrance, they 
  are in a magnificent foyer with numerous chambers beyond. 
  The atmosphere is clean, fresh, and warm.
  You can create any floor plan you desire to the limit of the 
  spell’s effect. The place is furnished and contains sufficient 
  foodstuffs to serve a nine-course banquet to a dozen people 
  per caster level. A staff of near-transparent servants (as many 
  as two per caster level), liveried and obedient, wait upon all 
  who enter. The servants function as unseen servant spells 
  except that they are visible and can go anywhere in the 
  mansion.
  Since the place can be entered only through its special 
  portal, outside conditions do not affect the mansion, nor do 
  conditions inside it pass to the plane beyond.
  mAge’s pRiVAte sAnctUm
  school abjuration; Level sorcerer/wizard 5
  cAsting
  casting time 10 minutes
  components V, S, M (a sheet of lead, a piece of glass, a wad of 
  cotton, and powdered chrysolite)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  Area 30-ft. cube/level (S)
  Duration 24 hours (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  This spell ensures privacy. Anyone looking into the area from 
  outside sees only a dark, foggy mass. Darkvision cannot 
  penetrate it. No sounds, no matter how loud, can escape the 
  area, so nobody can eavesdrop from outside. Those inside can 
  see out normally.
  Divination (scrying) spells cannot perceive anything within 
  the area, and those within are immune to detect thoughts. 
  The ward prevents speech between those inside and those 
  outside (because it blocks sound), but it does not prevent other 
  communication, such as a sending or message spell, or telepathic 
  communication, such as that between a wizard and her familiar.
  The spell does not prevent creatures or objects from 
  moving into and out of the area.
  Mage’s private sanctum can be made permanent with a 
  permanency spell.
  mAge’s sWORD
  school evocation [force]; Level sorcerer/wizard 7
  
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  1
  cAsting
  casting time 1 standard action
  components V, S, F (a miniature platinum sword worth 250 
  gp)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  effect one sword
  Duration 1 round/level (D)
  saving throw none; spell Resistance yes
  DescRiptiOn
  This spell brings into being a shimmering, swordlike plane 
  of force. The sword strikes at any opponent within its range, 
  as you desire, starting in the round that you cast the spell. 
  The sword attacks its designated target once each round 
  on your turn. Its attack bonus is equal to your caster level + 
  your Int bonus or your Cha bonus (for wizards or sorcerers, 
  respectively) with an additional +3 enhancement bonus. As a 
  force effect, it can strike ethereal and incorporeal creatures. 
  It deals 4d6+3 points of force damage, with a threat range of 
  19–20 and a critical multiplier of x2.
  The sword always strikes from your direction. It does not 
  get a bonus for flanking or help a combatant get one. If the 
  sword goes beyond the spell range from you, goes out of your 
  sight, or you are not directing it, it returns to you and hovers.
  Each round after the first, you can use a standard action 
  to switch the sword to a new target. If you do not, the sword 
  continues to attack the previous round’s target.
  The sword cannot be attacked or harmed by physical 
  attacks, but dispel magic, disintegrate, a sphere of annihilation, 
  or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 
  size bonus for Medium object, +3 deflection bonus).
  If an attacked creature has spell resistance, the resistance 
  is checked the first time Mage’s sword strikes it. If the sword 
  is successfully resisted, the spell is dispelled. If not, the sword 
  has its normal full effect on that creature for the duration of 
  the spell.
  mAgic AURA
  school illusion (glamer); Level bard 1, sorcerer/wizard 1
  cAsting
  casting time 1 standard action
  components V, S, F (a small square of silk that must be passed 
  over the object that receives the aura)
  effect
  Range touch
  target one touched object weighing up to 5 lb./level
  Duration one day/level (D)
  saving throw none; see text; spell Resistance no
  DescRiptiOn
  You alter an item’s aura so that it registers to detect spells (and 
  spells with similar capabilities) as though it were nonmagical, 
  or a magic item of a kind you specify, or the subject of a spell 
  you specify. 
  If the object bearing magic aura has identify cast on it or is 
  similarly examined, the examiner recognizes that the aura is 
  false and detects the object’s actual qualities if he succeeds on 
  a Will save. Otherwise, he believes the aura and no amount of 
  testing reveals what the true magic is.
  If the targeted item’s own aura is exceptionally powerful (if 
  it is an artifact, for instance), magic aura doesn’t work.
  Note: A magic weapon, shield, or suit of armor must be a 
  masterwork item, so a sword of average make, for example, 
  looks suspicious if it has a magical aura.
  mAgic jAR
  school necromancy; Level sorcerer/wizard 5
  cAsting
  casting time 1 standard action
  components V, S, F (a gem or crystal worth at least 100 gp)
  effect
  Range medium (100 ft. + 10 ft./level)
  target one creature
  Duration 1 hour/level or until you return to your body
  saving throw Will negates; see text; spell Resistance yes
  DescRiptiOn
  By casting magic jar, you place your soul in a gem or large 
  crystal (known as the magic jar), leaving your body lifeless. 
  Then you can attempt to take control of a nearby body, forcing 
  its soul into the magic jar. You may move back to the jar 
  (thereby returning the trapped soul to its body) and attempt to 
  possess another body. The spell ends when you send your soul 
  back to your own body, leaving the receptacle empty.
  To cast the spell, the magic jar must be within spell range 
  and you must know where it is, though you do not need line 
  of sight or line of effect to it. When you transfer your soul 
  upon casting, your body is, as near as anyone can tell, dead. 
  While in the magic jar, you can sense and attack any life 
  force within 10 feet per caster level (and on the same plane 
  of existence). You do need line of effect from the jar to the 
  creatures. You cannot determine the exact creature types 
  or positions of these creatures. In a group of life forces, you 
  can sense a difference of 4 or more Hit Dice between one 
  creature and another and can determine whether a life force is 
  powered by positive or negative energy. (Undead creatures are 
  powered by negative energy. Only sentient undead creatures 
  have, or are, souls.)
  You could choose to take over either a stronger or a weaker 
  creature, but which particular stronger or weaker creature you 
  attempt to possess is determined randomly.
  Attempting to possess a body is a full-round action. It is 
  blocked by protection from evil or a similar ward. You possess 
  the body and force the creature’s soul into the magic jar 
  unless the subject succeeds on a Will save. Failure to take 
  over the host leaves your life force in the magic jar, and the 
  target automatically succeeds on further saving throws if you 
  attempt to possess its body again.
  
  24
  Pathfinder Roleplaying Game
  If you are successful, your life force occupies the host 
  body, and the host’s life force is imprisoned in the magic 
  jar. 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 automatic 
  abilities. 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 or supernatural abilities. The creature’s spells 
  and spell-like abilities do not stay with the body.
  As a standard action, you can shift freely from a host to 
  the magic jar if within range, sending the trapped soul back 
  to its body. The spell ends when you shift from the jar to 
  your own body.
  If the host body is slain, you return to the magic jar, if 
  within range, and the life force of the host departs (it is 
  dead). 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.
  If the spell ends while you are in the magic jar, you return to 
  your body (or die if your body is out of range or destroyed). If 
  the spell ends while you are in a host, you return to your body 
  (or die, if it is out of range of your current position), and the 
  soul in the magic jar returns to its body (or dies if it is out of 
  range). Destroying the receptacle ends the spell, and the spell 
  can be dispelled at either the magic jar or the host’s location.
  mAgic mOUth
  school illusion (glamer); Level bard 1, sorcerer/wizard 2
  cAsting
  casting time 1 standard action
  components V, S, M (a small bit of honeycomb and jade dust 
  worth 10 gp)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  target one creature or object
  Duration permanent until discharged
  saving throw Will negates (object); spell Resistance yes 
  (object)
  DescRiptiOn
  This spell imbues the chosen object or creature with 
  an enchanted mouth that suddenly appears and speaks 
  its message the next time a specified event occurs. The 
  message, which must be 25 or fewer words long, can be 
  in any language known by you and can be delivered over 
  a period of 10 minutes. The mouth cannot utter verbal 
  components, use command words, or activate magical 
  effects. It does, however, move according to the words 
  articulated; if it were placed upon a statue, the mouth of the 
  statue would move and appear to speak. Of course, magic 
  mouth can be placed upon a tree, rock, or any other object or 
  creature.
  The spell functions when specific conditions are fulfilled 
  according to your command as set in the spell. Commands 
  can be as general or as detailed as desired, although only 
  visual and audible triggers can be used. Triggers react to 
  what appears to be the case. Disguises and illusions can fool 
  them. Normal darkness does not defeat a visual trigger, but 
  magical darkness or invisibility does. Silent movement or 
  magical silence defeats audible triggers. Audible triggers can 
  be keyed to general types of noises or to a specific noise or 
  spoken word. Actions can serve as triggers if they are visible 
  or audible. A magic mouth cannot distinguish alignment, 
  level, Hit Dice, or class except by external garb.
  The range limit of a trigger is 15 feet per caster level, so 
  a 6th-level caster can command a magic mouth to respond 
  to triggers as far as 90 feet away. Regardless of range, the 
  mouth can respond only to visible or audible triggers and 
  actions in line of sight or within hearing distance.
  Magic mouth can be made permanent with a permanency 
  spell.
  mAjOR cReAtiOn
  school conjuration (creation); Level sorcerer/wizard 5
  cAsting
  casting time: 10 minutes
  effect
  Range close (25 ft. + 5 ft./2 levels)
  Duration see text
  DescRiptiOn
  This spell functions like minor creation, except that you can 
  also create an object of mineral nature: stone, crystal, metal, 
  or the like. The duration of the created item varies with its 
  relative hardness and rarity, as indicated on the following 
  table.
  hardness and Rarity examples 
  Duration
  Vegetable matter 
  2 hr./level
  Stone, crystal, base metals 
  1 hr./level
  Precious metals 
  20 min./level
  Gems 
  10 min./level
  Rare metal1 
  1 round/level
  1 Includes adamantine, alchemical silver, and mithral. You 
  can’t use major creation to create a cold iron item.
  minD fOg
  school enchantment (compulsion) [mind-affecting]; Level bard 
  5, sorcerer/wizard 5
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range medium (100 ft. + 10 ft./level)
  effect fog spreads in 20-ft. radius, 20 ft. high
  Duration 30 minutes and 2d6 rounds; see text
  
  25
  Pathfinder rPg: Spells
  1
  saving throw Will negates; spell Resistance yes
  DescRiptiOn
  Mind fog produces a bank of thin mist that weakens the 
  mental resistance of those caught in it. Creatures in the mind 
  fog take a –10 competence penalty on Wisdom checks and 
  Will saves. (A creature that successfully saves against the fog 
  is not affected and need not make further saves even if it 
  remains in the fog.) Affected creatures take the penalty as long 
  as they remain in the fog and for 2d6 rounds thereafter. The 
  fog is stationary and lasts for 30 minutes (or until dispersed 
  by wind).
  A moderate wind (11+ mph) disperses the fog in 4 rounds; a 
  strong wind (21+ mph) disperses the fog in 1 round.
  The fog is thin and does not significantly hamper vision.
  minOR cReAtiOn
  school conjuration (creation); Level sorcerer/wizard 4
  cAsting
  casting time 1 minute
  components V, S, M (a tiny piece of matter of the same sort 
  of item you plan to create with minor creation)
  effect
  Range 0 ft.
  effect unattended, nonmagical object of nonliving plant 
  matter, up to 1 cu. ft./level
  Duration 1 hour/level (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  You create a nonmagical, unattended object of nonliving 
  vegetable matter. The volume of the item created cannot 
  exceed 1 cubic foot per caster level. You must succeed on an 
  appropriate skill check to make a complex item.
  Attempting to use any created object as a material 
  component causes the spell to fail.
  mnemOnic enhAnceR
  school transmutation; Level Wiz 4
  cAsting
  casting time 10 minutes
  components V, S, M (a piece of string, and ink consisting of 
  squid secretion mixed with black dragon’s blood), F (an ivory 
  plaque worth 50 gp)
  effect
  Range personal
  target you
  Duration instantaneous
  DescRiptiOn
  Casting this spell allows you to prepare additional spells or 
  retain spells recently cast. Pick one of these two versions when 
  the spell is cast.
  Prepare: You prepare up to three additional levels of spells. 
  A cantrip counts as 1/2 level for this purpose. You prepare and 
  cast these spells normally.
  Retain: You retain any spell of 3rd level or lower that 
  you had cast up to 1 round before you started casting the 
  mnemonic enhancer. This restores the previously cast spell to 
  your mind.
  In either event, the spell or spells prepared or retained fade 
  after 24 hours (if not cast).
  nightmARe
  school illusion (phantasm) [Mind-Affecting, Evil]; Level bard 5, 
  sorcerer/wizard 5
  cAsting
  casting time 10 minutes
  components V, S
  effect
  Range unlimited
  target one living creature
  Duration instantaneous
  saving throw Will negates; see text; spell Resistance yes
  DescRiptiOn
  You send a hideous and unsettling phantasmal vision to 
  a specific creature that you name or otherwise specifically 
  designate.
  The nightmare prevents restful sleep and causes 1d10 points 
  of damage. The nightmare leaves the subject fatigued and 
  unable to regain arcane spells for the next 24 hours.
  The difficulty of the save depends on how well you know the 
  subject and what sort of physical connection (if any) you have 
  to that creature.
  Knowledge 
  Will Save Modifier
  None1 
  +10
  Secondhand (you have heard of the subject) 
  +5
  Firsthand (you have met the subject) 
  +0
  Familiar (you know the subject well) 
  –5
  1 You must have some sort of connection to a creature you have no knowl-
  edge of.
  Connection 
  Will Save Modifier
  Likeness or picture 
  –2
  Possession or garment 
  –4
  Body part, lock of hair, bit of nail, etc. 
  –10
  Dispel evil cast on the subject while you are casting the spell 
  dispels the nightmare and causes you to be stunned for 10 
  minutes per caster level of the dispel evil.
  If the recipient is awake when the spell begins, you can 
  choose to cease casting (ending the spell) or to enter a trance 
  until the recipient goes to sleep, whereupon you become alert 
  again and complete the casting. If you are disturbed during 
  the trance, you must succeed on a Spellcraft check as if you 
  were in the midst of casting a spell or the spell ends.
  
  26
  Pathfinder Roleplaying Game
  If you choose to enter a trance, you are not aware of your 
  surroundings or the activities around you while in the trance.
  You are defenseless, both physically and mentally, while in 
  the trance. (You always fail any saving throw, for example.)
  Creatures who don’t sleep (such as elves, but not half-elves) 
  or dream are immune to this spell.
  peRmAnency
  school universal; Level sorcerer/wizard 5
  cAsting
  casting time 2 rounds
  components V, S, M (see tables below)
  effect
  Range see text
  target, effect, or Area see text
  Duration permanent; see text
  saving throw none; spell Resistance no
  DescRiptiOn
  This spell makes certain other spells permanent.
  Depending on the spell, you must be of a minimum caster 
  level and must expend a specific gp value of diamond dust as 
  a material component.
  You can make the following spells permanent in regard to 
  yourself.
  spell 
  minimum caster Level 
  gp cost
  Arcane sight 
  11th 
  7,500 gp
  Comprehend languages 
  9th 
  2,500 gp
  Darkvision 
  10th 
  5,000 gp
  Detect magic 
  9th 
  2,500 gp
  Read magic 
  9th 
  2,500 gp
  See invisibility 
  10th 
  5,000 gp
  Tongues 
  11th 
  7,500 gp
  You cast the desired spell and then follow it with the 
  permanency spell. You cannot cast these spells on other creatures. 
  This application of permanency can be dispelled only by a caster of 
  higher level than you were when you cast the spell.
  In addition to personal use, permanency can be used to 
  make the following spells permanent on yourself, another 
  creature, or an object (as appropriate).
  spell 
  minimum caster Level 
  gp cost
  Enlarge person 
  9th 
  2,500 gp
  Magic fang 
  9th 
  2,500 gp
  Magic fang, greater 
  11th 
  7,500 gp
  Reduce person 
  9th 
  2,500 gp
  Resistance 
  9th 
  2,500 gp
  Telepathic bond1 
  13th 
  12,500 gp
  1 Only bonds two creatures per casting of permanency.
  Additionally, the following spells can be cast upon objects 
  or areas only and rendered permanent.
  spell 
  minimum caster Level 
  gp cost
  Alarm 
  9th 
  2,500 gp
  Animate objects 
  14th 
  15,000 gp
  Dancing lights 
  9th 
  2,500 gp
  Ghost sound 
  9th 
  2,500 gp
  Gust of wind 
  11th 
  7,500 gp
  Invisibility 
  10th 
  5,000 gp
  Mage’s private sanctum 
  13th 
  12,500 gp
  Magic mouth 
  10th 
  5,000 gp
  Phase door 
  15th 
  17,500 gp
  Prismatic sphere 
  17th 
  22,500 gp
  Prismatic wall 
  16th 
  20,000 gp
  Shrink item 
  11th 
  7,500 gp
  Solid fog 
  12th 
  10,000 gp
  Stinking cloud 
  11th 
  7,500 gp
  Symbol of death 
  16th 
  20,000 gp
  Symbol of fear 
  14th 
  15,000 gp
  Symbol of insanity 
  16th 
  20,000 gp
  Symbol of pain 
  13th 
  12,500 gp
  Symbol of persuasion 
  14th 
  15,000 gp
  Symbol of sleep 
  16th 
  20,000 gp
  Symbol of stunning 
  15th 
  17,500 gp
  Symbol of weakness 
  15th 
  17,500 gp
  Teleportation circle 
  17th 
  22,500 gp
  Wall of fire 
  12th 
  10,000 gp
  Wall of force 
  13th 
  7,500 gp
  Web 
  10th 
  5,000 gp
  Spells cast on other creatures, objects, or locations (not on 
  you) are vulnerable to dispel magic as normal.
  phAntOm steeD
  school conjuration (creation); Level bard 3, sorcerer/wizard 3
  cAsting
  casting time 10 minutes
  components V, S
  effect
  Range 0 ft.
  effect one quasi-real, horselike creature
  Duration 1 hour/level (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  You conjure a Large, quasi-real, horselike creature. The steed 
  can be ridden only by you or by the one person for whom 
  you specifically created the mount. A phantom steed has a 
  black head and body, gray mane and tail, and smoke-colored, 
  insubstantial hooves that make no sound. It has what seems to 
  be a saddle, bit, and bridle. It does not fight, but animals shun 
  it and refuse to attack it.
  The mount has an AC of 18 (–1 size, +4 natural armor, +5 
  Dex) and 7 hit points +1 hit point per caster level. If it loses all 
  its hit points, the phantom steed disappears. A phantom steed 
  
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  has a speed of 20 feet per caster level, to a maximum of 240 
  feet. It can bear its rider’s weight plus up to 10 pounds per 
  caster level.
  These mounts gain certain powers according to caster level. A 
  mount’s abilities include those of mounts of lower caster levels. 
  8th Level: The mount can ride over sandy, muddy, or even 
  swampy ground without difficulty or decrease in speed.
  10th Level: The mount can use water walk at will (as the 
  spell, no action required to activate this ability).
  12th Level: The mount can use air walk at will (as the spell, 
  no action required to activate this ability) for up to 1 round at a 
  time, after which it falls to the ground.
  14th Level: The mount can fly at its speed with a bonus on 
  Fly skill checks equal to your caster level.
  phAntOm tRAp
  school illusion (glamer); Level sorcerer/wizard 2
  cAsting
  casting time 1 standard action
  components V, S, M (special dust worth 50 gp)
  effect
  Range touch
  target object touched
  Duration permanent (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  This spell makes a lock or other small mechanism seem to be 
  trapped to anyone who can detect traps. You place the spell 
  upon any small mechanism or device, such as a lock, hinge, 
  hasp, cork, cap, or ratchet. Any character able to detect traps, 
  or who uses any spell or device enabling trap detection, is 
  100% certain a real trap exists. Of course, the effect is illusory 
  and nothing happens if the trap is “sprung”; its primary 
  purpose is to frighten away thieves or make them waste 
  precious time.
  If another phantom trap is active within 50 feet when the 
  spell is cast, the casting fails.
  pLAnAR ALLy
  school conjuration (calling) [see text for lesser planar ally]; 
  Level cleric 6
  cAsting
  components V, S, DF, M (offerings worth 1,250 gp plus pay-
  ment)
  effect
  effect one or two called elementals or outsiders, totaling no 
  more than 12 HD, which cannot be more than 30 ft. apart 
  when they appear
  DescRiptiOn
  This spell functions like lesser planar ally, except you may call a 
  single creature of 12 HD or less, or two creatures of the same 
  kind whose Hit Dice total no more than 12. The creatures 
  agree to help you and request your return payment together.
  pLAnAR ALLy, gReAteR
  school conjuration (calling) [see text for lesser planar ally]; 
  Level cleric 8
  cAsting
  components V, S, DF, M (offerings worth 2,500 gp plus pay-
  ment)
  effect
  effect up to three called elementals or outsiders, totaling no 
  more than 18 HD, no two of which can be more than 30 ft. 
  apart when they appear.
  DescRiptiOn
  This spell functions like lesser planar ally, except that you may 
  call a single creature of 18 HD or less, or up to three creatures 
  of the same kind whose Hit Dice total no more than 18. The 
  creatures agree to help you and request your return payment 
  together.
  pLAnAR ALLy, LesseR
  school conjuration (calling) [see text]; Level cleric 4
  cAsting
  casting time 10 minutes
  components V, S, DF, M (offerings worth 500 gp plus 
  payment, see text)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  effect one called elemental or outsider of 6 HD or less
  Duration instantaneous
  saving throw none; spell Resistance no
  DescRiptiOn
  By casting this spell, you request your deity to send you an 
  elemental or outsider (of 6 HD or less) of the deity’s choice. 
  If you serve no particular deity, the spell is a general plea 
  answered by a creature sharing your philosophical alignment. 
  If you know an individual creature’s name, you may request 
  that individual by speaking the name during the spell (though 
  you might get a different creature anyway).
  You may ask the creature to perform one task in exchange 
  for a payment from you. Tasks might range from the simple 
  to the complex. You must be able to communicate with the 
  creature called in order to bargain for its services.
  The creature called requires a payment for its services. 
  This payment can take a variety of forms, from donating 
  gold or magic items to an allied temple, to a gift given 
  directly to the creature, to some other action on your 
  part that matches the creature’s alignment and goals. 
  Regardless, this payment must be made before the creature 
  agrees to perform any services. The bargaining takes at 
  least 1 round, so any actions by the creature begin in the 
  round after it arrives.
  A task taking up to 1 minute per caster level requires a 
  payment of 100 gp per HD of the creature called. For a task 
  taking up to 1 hour per caster level, the creature requires a 
  payment of 500 gp per HD. A long-term task, one requiring 
  
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  up to 1 day per caster level, requires a payment of 1,000 gp 
  per HD.
  A nonhazardous task requires only half the indicated 
  payment, while an especially hazardous task might require a 
  greater gift. Few if any creatures will accept a task that seems 
  suicidal (remember, a called creature actually dies when it is 
  killed, unlike a summoned creature). However, if the task is 
  strongly aligned with the creature’s ethos, it may halve or even 
  waive the payment. 
  At the end of its task, or when the duration bargained for 
  expires, the creature returns to its home plane (after reporting 
  back to you, if appropriate and possible).
  Note: When you use a calling spell that calls an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of 
  that type.
  pLAnAR binDing
  school conjuration (calling) [see text for lesser planar binding]; 
  Level sorcerer/wizard 6
  cAsting
  components: V, S
  effect
  targets up to three elementals or outsiders, totaling no more 
  than 12 HD, no two of which can be more than 30 ft. apart 
  when they appear
  DescRiptiOn
  This spell functions like lesser planar binding, except that 
  you may call a single creature of 12 HD or less, or up to 
  three creatures of the same kind whose Hit Dice total no 
  more than 12. Each creature gets a saving throw, makes an 
  independent attempt to escape, and must be individually 
  persuaded to aid you.
  pLAnAR binDing, gReAteR
  school conjuration (calling) [see text for lesser planar binding]; 
  Level: sorcerer/wizard 8
  cAsting
  components: V, S
  effect
  targets up to three elementals or outsiders, totaling no more 
  than 18 HD, no two of which can be more than 30 ft. apart 
  when they appear.
  DescRiptiOn
  This spell functions like lesser planar binding, except that 
  you may call a single creature of 18 HD or less, or up to 
  three creatures of the same kind whose Hit Dice total no 
  more than 18. Each creature gets a saving throw, makes an 
  independent attempt to escape, and must be individually 
  persuaded to aid you.
  pLAnAR binDing, LesseR
  school conjuration (calling) [see text]; Level sorcerer/wizard 5
  cAsting
  casting time 10 minutes
  components V, S
  effect
  Range close (25 ft. + 5 ft./2 levels); see text
  target one elemental or outsider with 6 HD or less
  Duration instantaneous
  saving throw Will negates; spell Resistance no and yes; see 
  text
  DescRiptiOn
  Casting this spell attempts a dangerous act: to lure a 
  creature from another plane to a specifically prepared trap, 
  which must lie within the spell’s range. The called creature 
  is held in the trap until it agrees to perform one service in 
  return for its freedom.
  To create the trap, you must use a magic circle spell, 
  focused inward. The kind of creature to be bound must be 
  known and stated. If you wish to call a specific individual, 
  you must use that individual’s proper name in casting the 
  spell.
  The target creature is allowed a Will saving throw. If the 
  saving throw succeeds, the creature resists the spell. If the 
  saving throw fails, the creature is immediately drawn to the 
  trap (spell resistance does not keep it from being called). 
  The creature can escape from the trap by successfully 
  pitting its spell resistance against your caster level check, by 
  dimensional travel, or with a successful Charisma check (DC 
  15 + 1/2 your caster level + your Cha modifier). It can try each 
  method once per day. If it breaks loose, it can flee or attack 
  you. A dimensional anchor cast on the creature prevents its 
  escape via dimensional travel. You can also employ a calling 
  diagram (see magic circle against evil) to make the trap more 
  secure.
  If the creature does not break free of the trap, you can 
  keep it bound for as long as you dare. You can attempt to 
  compel the creature to perform a service by describing 
  the service and perhaps offering some sort of reward. 
  You make a Charisma check opposed by the creature’s 
  Charisma check. The check is assigned a bonus of +0 to +6 
  based on the nature of the service and the reward. If the 
  creature wins the opposed check, it refuses service. New 
  offers, bribes, and the like can be made or the old ones 
  reoffered every 24 hours. This process can be repeated 
  until the creature promises to serve, until it breaks free, 
  or until you decide to get rid of it by means of some other 
  spell. Impossible demands or unreasonable commands are 
  never agreed to. If you ever roll a natural 1 on the Charisma 
  check, the creature breaks free of the spell’s effect and can 
  escape or attack you.
  Once the requested service is completed, the creature 
  need only to inform you to be instantly sent back whence it 
  came. The creature might later seek revenge. If you assign 
  some open-ended task that the creature cannot complete 
  through its own actions, the spell remains in effect for a 
  
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  maximum of 1 day per caster level, and the creature gains an 
  immediate chance to break free. Note that a clever recipient 
  can subvert some instructions.
  When you use a calling spell to call an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that 
  type. 
  pLAnt gROWth
  school transmutation; Level druid 3, ranger 3
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range see text
  target or Area see text
  Duration instantaneous
  saving throw none; spell Resistance no
  DescRiptiOn
  Plant growth has different effects depending on the version 
  chosen.
  Overgrowth: This effect causes normal vegetation (grasses, 
  briars, bushes, creepers, thistles, trees, vines, and so on) 
  within long range (400 feet + 40 feet per caster level) to 
  become thick and overgrown. The plants entwine to form 
  a thicket or jungle that creatures must hack or force a way 
  through. Speed drops to 5 feet, or 10 feet for Large or larger 
  creatures. The area must have brush and trees in it for this 
  spell to take effect. If this spell is cast on an area that is already 
  affected by any spell or effect that enhances plants, such as 
  entangle or wall of thorns, any DC involved with these spells 
  is increased by +4. This bonus is granted for 1 day after the 
  casting of plant growth.
  At your option, the area can be a 100-foot-radius circle, a 
  150-foot-radius semicircle, or a 200-foot-radius quarter circle.
  You may designate places within the area that are not 
  affected.
  Enrichment: This effect targets plants within a range of one-
  half mile, raising their potential productivity over the course of 
  the next year to one-third above normal.
  Plant growth counters diminish plants.
  This spell has no effect on plant creatures.
  pOLymORph Any Object
  school transmutation (polymorph); Level sorcerer/wizard 8
  cAsting
  casting time 1 standard action
  components V, S, M/DF (mercury, gum arabic, and smoke)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  target one creature, or one nonmagical object of up to 100 
  cu. ft./level
  Duration see text
  saving throw Fortitude negates (object); see text; spell 
  Resistance yes (object)
  DescRiptiOn
  This spell functions like greater polymorph, except that it 
  changes one object or creature into another. The duration 
  of the spell depends on how radical a change is made from 
  the original state to its enchanted state. The duration is 
  determined by using the following guidelines.
  Changed Subject Is: Increase to Duration Factor1
  Same kingdom (animal, vegetable, mineral) 
  +5
  Same class (mammals, fungi, metals, etc.) 
  +2
  Same size 
  +2
  Related (twig is to tree, wolf fur is to wolf, etc.) 
  +2
  Same or lower Intelligence 
  +2
  1 Add all that apply. Look up the total on the next table.
  Duration Factor 
  Duration 
  Example
  0 
  20 minutes 
  Pebble to human
  2 
  1 hour 
  Marionette to human
  4 
  3 hours 
  Human to marionette
  5 
  12 hours 
  Lizard to manticore
  6 
  2 days 
  Sheep to wool coat
  7 
  1 week 
  Shrew to manticore
  9+ 
  Permanent 
  Manticore to shrew
  If the target of the spell does not have physical ability 
  scores (Strength, Dexterity, or Constitution), this spell grants 
  a base score of 10 to each missing ability score. If the target 
  of the spell does not have mental ability scores (Intelligence, 
  Wisdom, or Charisma), polymorph any object grants a score of 
  5 to such scores.
  Damage taken by the new form can result in the injury or 
  death of the polymorphed creature. In general, damage occurs 
  when the new form is changed through physical force.
  A nonmagical object cannot be made into a magic item with 
  this spell. Magic items aren’t affected by this spell.
  This spell cannot create material of great intrinsic value, 
  such as copper, silver, gems, silk, gold, platinum, mithral, or 
  adamantine. It also cannot reproduce the special properties 
  of cold iron in order to overcome the damage reduction of 
  certain creatures.
  This spell can also be used to duplicate the effects of 
  baleful polymorph, polymorph, flesh to stone, stone to flesh, 
  transmute mud to rock, transmute metal to wood, or transmute 
  rock to mud.
  pRying eyes
  school divination; Level sorcerer/wizard 5
  cAsting
  casting time 1 minute
  components V, S, M (a handful of crystal marbles)
  effect
  Range 1 mile
  
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  Pathfinder Roleplaying Game
  effect 10 or more levitating eyes
  Duration 1 hour/level; see text (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  You create a number of semitangible, visible magical orbs 
  (called “eyes”) equal to 1d4 + your caster level. These eyes 
  move out, scout around, and return as you direct them when 
  casting the spell. Each eye can see 120 feet (normal vision 
  only) in all directions.
  While the individual eyes are quite fragile, they’re small and 
  difficult to spot. Each eye is a Fine construct, about the size of 
  a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), 
  flies at a speed of 30 feet with a +20 bonus on Fly skill checks, 
  and has a +16 Stealth modifier. It has a Perception modifier 
  equal to your caster level (maximum +15) and is subject to 
  illusions, darkness, fog, and any other factors that affect your 
  ability to receive visual information about your surroundings. 
  An eye traveling in darkness must find its way by touch.
  When you create the eyes, you specify instructions you 
  want them to follow in a command of no more than 25 words. 
  Any knowledge you possess is known by the eyes as well.
  In order to report their findings, the eyes must return to 
  your hand. Each replays in your mind all it has seen during its 
  existence. It takes an eye 1 round to replay 1 hour of recorded 
  images. After relaying its findings, an eye disappears. 
  If an eye ever gets more than 1 mile away from you, it 
  instantly ceases to exist. However, your link with the eye is 
  such that you won’t know if the eye was destroyed because it 
  wandered out of range or because of some other event.
  The eyes exist for up to 1 hour per caster level or until they 
  return to you. Dispel magic can destroy eyes. Roll separately 
  for each eye caught in an area dispel. Of course, if an eye is 
  sent into darkness, it could hit a wall or similar obstacle and 
  destroy itself.
  pRying eyes, gReAteR
  school divination; Level sorcerer/wizard 8
  DescRiptiOn
  This spell functions like prying eyes, except that the eyes 
  can see all things as they actually are, just as if they had 
  true seeing with a range of 120 feet. Thus, they can navigate 
  darkened areas at full normal speed. Also, a greater prying eye’s 
  maximum Perception modifier is +25 instead of +15.
  qUench
  school transmutation; Level druid 3
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range medium (100 ft. + 10 ft./level)
  Area or target one 20-ft. cube/level (S) or one fire-based 
  magic item
  Duration instantaneous
  saving throw none or Will negates (object); spell Resistance 
  no or yes (object)
  DescRiptiOn
  Quench is often used to put out forest fires and other 
  conflagrations. It extinguishes all nonmagical fires in its 
  area. The spell also dispels any fire spells in its area, though 
  you must succeed on a dispel check (1d20 +1 per caster level, 
  maximum +15) against each spell to dispel it. The DC to dispel 
  such spells is 11 + the caster level of the fire spell.
  Each elemental (fire) creature within the area of a quench 
  spell takes 1d6 points of damage per caster level (maximum 
  15d6, no save allowed).
  Alternatively, you can target the spell on a single magic item 
  that creates or controls flame. The item loses all its fire-based 
  magical abilities for 1d4 hours unless it succeeds on a Will 
  save. Artifacts are immune to this effect.
  RAinbOW pAtteRn
  school illusion (pattern) [mind-affecting]; Level bard 4, 
  sorcerer/wizard 4
  cAsting
  casting time 1 standard action
  components V (bard only), S, M (a piece of phosphor), F (a 
  crystal prism); see text
  effect
  Range medium (100 ft. + 10 ft./level)
  effect colorful lights with a 20-ft.-radius spread
  Duration Concentration +1 round/level (D)
  saving throw Will negates; spell Resistance yes
  DescRiptiOn
  A glowing, rainbow-hued pattern of interweaving colors 
  fascinates those within it. Rainbow pattern fascinates 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’s point of origin are affected 
  first. An affected creature that fails its saves is fascinated by 
  the pattern.
  With a simple gesture (a free action), you can make the 
  rainbow pattern move up to 30 feet per round (moving its 
  effective point of origin). All fascinated creatures follow 
  the moving rainbow of light, trying to get or remain within 
  the effect. Fascinated creatures who are restrained and 
  removed from the pattern still try to follow it. If the pattern 
  leads its subjects into a dangerous area, each fascinated 
  creature gets a second save. If the view of the lights is 
  completely blocked, creatures who can’t see them are no 
  longer affected.
  The spell does not affect sightless creatures.
  RepeL VeRmin
  school abjuration; Level bard 4, cleric 4, druid 4, ranger 3
  cAsting
  
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  casting time 1 standard action
  components V, S, DF
  effect
  Range 10 ft.
  Area 10-ft.-radius emanation centered on you
  Duration 10 min./level (D)
  saving throw none or Will negates; see text; spell Resistance 
  yes
  DescRiptiOn
  An invisible barrier holds back vermin. A vermin with Hit Dice 
  of less than one-third your level cannot penetrate the barrier.
  A vermin with Hit Dice of one-third your level or more can 
  penetrate the barrier if it succeeds on a Will save. Even so, 
  crossing the barrier deals the vermin 2d6 points of damage, 
  and pressing against the barrier causes pain, which deters 
  most vermin.
  RepeL WOOD
  school transmutation; Level druid 6
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range 60 ft.
  Area 60-ft. line-shaped emanation from you
  Duration 1 min./level (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  Waves of energy roll forth from you, moving in the direction 
  that you determine, causing all wooden objects in the path 
  of the spell to be pushed away from you to the limit of the 
  range. Wooden objects larger than 3 inches in diameter that 
  are fixed firmly are not affected, but loose objects are. Objects 
  3 inches in diameter or smaller that are fixed in place splinter 
  and break, and the pieces move with the wave of energy. 
  Objects affected by the spell are repelled at the rate of 40 feet 
  per round.
  Objects such as wooden shields, spears, wooden weapon 
  shafts and hafts, and arrows and bolts are pushed back, 
  dragging those carrying them along. A creature being 
  dragged by an item it is carrying can let go. A creature being 
  dragged by a shield can loose it as a move action and drop 
  it as a free action. If a spear is planted (set) to prevent this 
  forced movement, it splinters. Even magic items with wooden 
  sections are repelled, although an antimagic field blocks the 
  effects.
  The waves of energy continue to sweep down the set path 
  for the spell’s duration. After you cast the spell, the path is set, 
  and you can then do other things or go elsewhere without 
  affecting the spell’s power.
  ResiLient spheRe
  school evocation [force]; Level sorcerer/wizard 4
  
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  Pathfinder Roleplaying Game
  cAsting
  casting time 1 standard action
  components V, S, F (a crystal sphere)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  effect 1-ft.-diameter/level sphere, centered around a creature
  Duration 1 min./level (D)
  saving throw Reflex negates; spell Resistance yes
  DescRiptiOn
  A globe of shimmering force encloses a creature, provided 
  the creature is small enough to fit within the diameter of the 
  sphere. The sphere contains its subject for the spell’s duration. 
  The sphere is not subject to damage of any sort except from 
  a rod of cancellation, a rod of negation, a disintegrate spell, or a 
  targeted dispel magic spell. These effects destroy the sphere 
  without harm to the subject. Nothing can pass through 
  the sphere, inside or out, though the subject can breathe 
  normally.
  The subject may resist, but the sphere cannot be physically 
  moved either by people outside it or by the struggles of those 
  within.
  secRet chest
  school conjuration (summoning); Level sorcerer/wizard 5
  cAsting
  casting time 10 minutes
  components V, S, F (the chest and its replica)
  effect
  Range see text
  target one chest and up to 1 cu. ft. of goods/caster level
  Duration 60 days or until discharged
  saving throw none; spell Resistance no
  DescRiptiOn
  You hide a chest on the Ethereal Plane for as long as 60 
  days and can retrieve it at will. The chest can contain up to 
  1 cubic foot of material per caster level (regardless of the 
  chest’s actual size, which is about 3 feet by 2 feet by 2 feet). 
  If any living creatures are in the chest, there is a 75% chance 
  that the spell simply fails. Once the chest is hidden, you 
  can retrieve it by concentrating (a standard action), and it 
  appears next to you.
  The chest must be exceptionally well crafted and expensive, 
  constructed for you by master crafters. The cost of such a 
  chest is never less than 5,000 gp. Once it is constructed, you 
  must make a tiny replica (of the same materials and perfect in 
  every detail) so that the miniature of the chest appears to be a 
  perfect copy. (The replica costs 50 gp.) You can only have one 
  pair of these chests at any given time—even a wish spell does 
  not allow more. The chests are nonmagical and can be fitted 
  with locks, wards, and so on, just as any normal chest can be.
  To hide the chest, you cast the spell while touching both 
  the chest and the replica. The chest vanishes into the Ethereal 
  Plane. You need the replica to recall the chest. After 60 days, 
  there is a cumulative chance of 5% per day that the chest 
  is irretrievably lost. If the miniature of the chest is lost or 
  destroyed, there is no way, not even with a wish spell, that the 
  large chest can be summoned back, although an extraplanar 
  expedition might be mounted to find it.
  Living things in the chest eat, sleep, and age normally, and 
  they die if they run out of food, air, water, or whatever they 
  need to survive.
  secRet pAge
  school transmutation; Level bard 3, sorcerer/wizard 3
  cAsting
  casting time 10 minutes
  components V, S, M (powdered herring scales and will-o’-
  wisp essence)
  effect
  Range touch
  target page touched, up to 3 sq. ft. in size
  Duration permanent
  saving throw none; spell Resistance no
  DescRiptiOn
  Secret page alters the contents of a page so that it appears 
  to be something entirely different. The text of a spell can be 
  changed to show even another spell. Explosive runes or sepia 
  snake sigil can be cast upon the secret page.
  A comprehend languages spell alone cannot reveal a secret 
  page’s contents. You are able to reveal the original contents 
  by speaking a special word. You can then peruse the actual 
  page and return it to its secret page form at will. You can also 
  remove the spell by double repetition of the special word. A 
  detect magic spell reveals dim magic on the page in question 
  but does not reveal its true contents. True seeing reveals 
  the presence of the hidden material but does not reveal 
  the contents unless cast in combination with comprehend 
  languages. A secret page spell can be dispelled, and the hidden 
  writings can be destroyed by means of an erase spell.
  secURe sheLteR
  school conjuration (creation); Level bard 4, sorcerer/wizard 4
  cAsting
  casting time 10 minutes
  components V, S, M (a chip of stone, sand, a drop of water, 
  and a wood splinter)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  effect 20-ft.-square structure
  Duration 2 hours/level (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  You conjure a sturdy cottage or lodge made of material that is 
  common in the area where the spell is cast. The floor is level, 
  clean, and dry. The lodging resembles a normal cottage, with a 
  sturdy door, two shuttered windows, and a small fireplace.
  
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  The shelter has no heating or cooling source (other than 
  natural insulation qualities). Therefore, it must be heated as a 
  normal dwelling, and extreme heat adversely affects it and its 
  occupants. The dwelling does, however, provide considerable 
  security otherwise—it is as strong as a normal stone building, 
  regardless of its material composition. The dwelling resists 
  flames and fire as if it were stone. It is impervious to normal 
  missiles (but not the sort cast by siege engines or giants).
  The door, shutters, and even chimney are secure against 
  intrusion, the former two being arcane locked and the latter 
  secured by an iron grate at the top and a narrow flue. In 
  addition, these three areas are protected by an alarm spell. 
  Finally, an unseen servant is conjured to provide service to you 
  for the duration of the shelter.
  The secure shelter contains rude furnishings—eight bunks, a 
  trestle table, eight stools, and a writing desk.
  sepiA snAke sigiL
  school conjuration (creation) [force]; Level bard 3, sorcerer/
  wizard 3
  cAsting
  casting time 10 minutes
  components V, S, M (powdered amber worth 500 gp and a 
  snake scale)
  effect
  Range touch
  target one touched book or written work
  Duration permanent or until discharged; until released or 1d4 
  days + 1 day/level; see text
  saving throw Reflex negates; spell Resistance no
  DescRiptiOn
  When you cast sepia snake sigil, a small symbol appears in the 
  text of one written work such as a book, scroll, or map. The 
  text containing the symbol must be at least 25 words long. 
  When anyone reads the text containing the symbol, the sepia 
  snake springs into being and strikes the reader, provided there 
  is line of effect between the symbol and the reader.
  Simply seeing the enspelled text is not sufficient to 
  trigger the spell; the subject must deliberately read it. The 
  target is entitled to a save to evade the snake’s strike. If 
  it succeeds, the sepia snake dissipates in a flash of brown 
  light accompanied by a puff of dun-colored smoke and a 
  loud noise. If the target fails its save, it is engulfed in a 
  shimmering amber field of force and immobilized until 
  released, either at your command or when 1d4 days + one 
  day per caster level have elapsed.
  While trapped in the amber field of force, the subject does 
  not age, breathe, grow hungry, sleep, or regain spells. It is 
  preserved in a state of suspended animation, unaware of 
  its surroundings. It can be damaged by outside forces (and 
  perhaps even killed), since the field provides no protection 
  against physical injury. However, a dying subject does not lose 
  hit points or become stable until the spell ends.
  The hidden sigil cannot be detected by normal observation, 
  and detect magic reveals only that the entire text is magical.
  A dispel magic can remove the sigil. An erase spell destroys 
  the entire page of text.
  Sepia snake sigil can be cast in combination with other spells 
  that hide or garble text, such as secret page.
  seqUesteR
  school abjuration; Level sorcerer/wizard 7
  cAsting
  casting time 1 standard action
  components V, S, M (a basilisk eyelash and gum arabic)
  effect
  Range touch
  target one willing creature or object (up to a 2-ft. cube/level) 
  touched
  Duration 1 day/level (D)
  saving throw none or Will negates (object); spell Resistance 
  no or yes (object)
  DescRiptiOn
  When cast, this spell not only prevents divination spells 
  from detecting or locating the creature or object affected 
  by sequester, it also renders the affected creature or object 
  invisible to any form of sight or seeing (as the invisibility 
  spell). The spell does not prevent the subject from being 
  discovered through tactile means or through the use of 
  devices. Creatures affected by sequester become comatose and 
  are effectively in a state of suspended animation until the spell 
  wears off or is dispelled.
  Note: The Will save prevents an attended or magical object 
  from being sequestered. There is no save to see the sequestered 
  creature or object or to detect it with a divination spell.
  shADes
  school illusion (shadow); Level sorcerer/wizard 9
  DescRiptiOn
  This spell functions like shadow conjuration, except that it 
  mimics sorcerer and wizard conjuration spells of 8th level or 
  lower. The illusory conjurations created deal four-fifths (80%) 
  damage to nonbelievers, and nondamaging effects are 80% 
  likely to work against nonbelievers.
  shADOW cOnjURAtiOn
  school illusion (shadow); Level bard 4, sorcerer/wizard 4
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range see text
  effect see text
  Duration see text
  saving throw Will disbelief (if interacted with); varies; see text; 
  spell Resistance yes; see text
  
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  DescRiptiOn
  You use material from the Plane of Shadow to shape quasi-real 
  illusions of one or more creatures, objects, or forces. Shadow 
  conjuration can mimic any sorcerer or wizard conjuration 
  (summoning) or conjuration (creation) spell of 3rd level or 
  lower.
  Shadow conjurations are actually one-fifth (20%) as strong 
  as the real things, though creatures who believe the shadow 
  conjurations to be real are affected by them at full strength.
  Any creature that interacts with the conjured object, force, 
  or creature can make a Will save to recognize its true nature.
  Spells that deal damage have normal effects unless the 
  affected creature succeeds on a Will save. Each disbelieving 
  creature takes only one-fifth (20%) damage from the attack. If 
  the disbelieved attack has a special effect other than damage, 
  that effect is only 20% likely to occur. Regardless of the result 
  of the save to disbelieve, an affected creature is also allowed 
  any save that the spell being simulated allows, but the save 
  DC is set according to shadow conjuration’s level (4th) rather 
  than the spell’s normal level. In addition, any effect created 
  by shadow conjuration allows spell resistance, even if the spell 
  it is simulating does not. Shadow objects or substances have 
  normal effects except against those who disbelieve them.
  Against disbelievers, they are 20% likely to work.
  A shadow creature has one-fifth the hit points of a normal 
  creature of its kind (regardless of whether it’s recognized as 
  shadowy). It deals normal damage and has all normal abilities 
  and weaknesses. Against a creature that recognizes it as a 
  shadow creature, however, the shadow creature’s damage is 
  one-fifth (20%) normal, and all special abilities that do not 
  deal lethal damage are only 20% likely to work. (Roll for each 
  use and each affected character separately.) Furthermore, the 
  shadow creature’s AC bonuses are just one-fifth as large.
  A creature that succeeds on its save sees the shadow 
  conjurations as transparent images superimposed on vague, 
  shadowy forms. Objects automatically succeed on their Will 
  saves against this spell.
  shADOW cOnjURAtiOn, gReAteR
  school illusion (shadow); Level sorcerer/wizard 7
  DescRiptiOn
  This spell functions like shadow conjuration, except that it can 
  duplicate any sorcerer or wizard conjuration (summoning) or 
  conjuration (creation) spell of 6th level or lower. The illusory 
  conjurations created deal three-fifths (60%) damage to 
  nonbelievers, and nondamaging effects are 60% likely to work 
  against nonbelievers.
  shADOW eVOcAtiOn
  school illusion (shadow); Level bard 5, sorcerer/wizard 5
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range see text
  effect see text
  Duration see text
  saving throw Will disbelief (if interacted with); spell 
  Resistance yes
  DescRiptiOn
  You tap energy from the Plane of Shadow to cast a quasi-real, 
  illusory version of a sorcerer or wizard evocation spell of 4th 
  level or lower. (For a spell with more than one level, use the 
  best one applicable to you.)
  Spells that deal damage have normal effects unless an 
  affected creature succeeds on a Will save. Each disbelieving 
  creature takes only one-fifth damage from the attack. If the 
  disbelieved attack has a special effect other than damage, 
  that effect is one-fifth as strong (if applicable) or only 
  20% likely to occur. If recognized as a shadow evocation, 
  a damaging spell deals only one-fifth (20%) damage. 
  Regardless of the result of the save to disbelieve, an affected 
  creature is also allowed any save (or spell resistance) that 
  the spell being simulated allows, but the save DC is set 
  according to shadow evocation’s level (5th) rather than the 
  spell’s normal level.
  Nondamaging effects have normal effects except against 
  those who disbelieve them. Against disbelievers, they have no 
  effect.
  Objects automatically succeed on their Will saves against 
  this spell.
  shADOW eVOcAtiOn, gReAteR
  school illusion (shadow); Level sorcerer/wizard 8
  DescRiptiOn
  This spell functions like shadow evocation, except that it 
  enables you to create partially real, illusory versions of sorcerer 
  or wizard evocation spells of 7th level or lower. If recognized as 
  a greater shadow evocation, a damaging spell deals only three-
  fifths (60%) damage.
  shRink item
  school transmutation; Level sorcerer/wizard 3
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range touch
  target one touched object of up to 2 cu. ft./level
  Duration 1 day/level; see text
  saving throw Will negates (object); spell Resistance yes 
  (object)
  DescRiptiOn
  You are able to shrink one nonmagical item (if it is within the 
  size limit) to 1/16 of its normal size in each dimension (to about 
  1/4,000 the original volume and mass). This change effectively 
  
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  1
  reduces the object’s size by four categories. Optionally, you 
  can also change its now shrunken composition to a clothlike 
  one. Objects changed by a shrink item spell can be returned 
  to normal composition and size merely by tossing them onto 
  any solid surface or by a word of command from the original 
  caster. Even a burning fire and its fuel can be shrunk by this 
  spell. Restoring the shrunken object to its normal size and 
  composition ends the spell.
  Shrink item can be made permanent with a permanency 
  spell, in which case the affected object can be shrunk and 
  expanded an indefinite number of times, but only by the 
  original caster.
  simULAcRUm
  school illusion (shadow); Level sorcerer/wizard 7
  cAsting
  casting time 12 hours
  components V, S, M (ice sculpture of the target plus 
  powdered rubies worth 500 gp per HD of the simulacrum)
  effect
  Range 0 ft.
  effect one duplicate creature
  Duration instantaneous
  saving throw none; spell Resistance no
  DescRiptiOn
  Simulacrum creates an illusory duplicate of any creature. 
  The duplicate creature is partially real and formed from 
  ice or snow. It appears to be the same as the original, but 
  it has only one-half of the real creature’s levels or Hit Dice 
  (and the appropriate hit points, feats, skill ranks, and special 
  abilities for a creature of that level or HD). You can’t create 
  a simulacrum of a creature whose Hit Dice or levels exceed 
  twice your caster level. You must make a Disguise check when 
  you cast the spell to determine how good the likeness is. A 
  creature familiar with the original might detect the ruse with a 
  successful Spot check (opposed by the caster’s Disguise check) 
  or a DC 20 Sense Motive check.
  At all times the simulacrum remains under your absolute 
  command. No special telepathic link exists, so command must 
  be exercised in some other manner. A simulacrum has no 
  ability to become more powerful. It cannot increase its level 
  or abilities. If reduced to 0 hit points or otherwise destroyed, 
  it reverts to snow and melts instantly into nothingness. A 
  complex process requiring at least 24 hours, 100 gp per hit 
  point, and a fully equipped magical laboratory can repair 
  damage to a simulacrum.
  sOften eARth AnD stOne
  school transmutation [earth]; Level druid 2
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range close (25 ft. + 5 ft./2 levels)
  Area 10-ft. square/level; see text
  Duration instantaneous
  saving throw none; spell Resistance no
  DescRiptiOn
  When this spell is cast, all natural, undressed earth or stone in 
  the spell’s area is softened. Wet earth becomes thick mud, dry 
  earth becomes loose sand or dirt, and stone becomes soft clay 
  that is easily molded or chopped. You affect a 10-foot square 
  area to a depth of 1 to 4 feet, depending on the toughness 
  or resilience of the ground at that spot. Magical, enchanted, 
  dressed, or worked stone cannot be affected. Earth or stone 
  creatures are not affected.
  A creature in mud must succeed on a Reflex save or be 
  caught for 1d2 rounds and unable to move, attack, or cast 
  spells. A creature that succeeds on its save can move through 
  the mud at half speed, and it can’t run or charge.
  Loose dirt is not as troublesome as mud, but all creatures 
  in the area can move at only half their normal speed and can’t 
  run or charge over the surface.
  Stone softened into clay does not hinder movement, but it 
  does allow characters to cut, shape, or excavate areas they may 
  not have been able to affect before.
  While soften earth and stone does not affect dressed or 
  worked stone, cavern ceilings or vertical surfaces such as cliff 
  faces can be affected. Usually, this causes a moderate collapse 
  or landslide as the loosened material peels away from the face 
  of the wall or roof and falls.
  A moderate amount of structural damage can be dealt to a 
  manufactured structure by softening the ground beneath it, 
  causing it to settle. However, most well-built structures will 
  only be damaged by this spell, not destroyed.
  stAtUe
  school transmutation; Level sorcerer/wizard 7
  cAsting
  casting time 1 round
  components V, S, M (lime, sand, and a drop of water stirred 
  by an iron spike)
  effect
  Range touch
  target creature touched
  Duration 1 hour/level (D)
  saving throw Will negates (harmless); spell Resistance yes 
  (harmless)
  DescRiptiOn
  A statue spell turns the subject to solid stone, along with any 
  garments and equipment worn or carried. In statue form, 
  the subject gains hardness 8. The subject retains its own hit 
  points.
  The subject can see, hear, and smell normally, but it 
  does not need to eat or breathe. Feeling is limited to those 
  sensations that can affect the granite-hard substance of the 
  
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  Pathfinder Roleplaying Game
  individual’s body. Chipping is equal to a mere scratch, but 
  breaking off one of the statue’s arms constitutes serious 
  damage.
  The subject of a statue spell can return to its normal state, 
  act, and then return instantly to the statue state (a free action) 
  if it so desires as long as the spell duration is in effect.
  symbOL Of DeAth
  school necromancy [death]; Level cleric 8, sorcerer/wizard 8
  cAsting
  casting time 10 minutes
  components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth 5,000 gp each)
  effect
  Range 0 ft.; see text
  effect one symbol
  Duration see text
  saving throw Fortitude negates; spell Resistance yes
  DescRiptiOn
  This spell allows you to scribe a potent rune of power 
  upon a surface. When triggered, a symbol of death slays 
  one or more creatures within 60 feet of the symbol (treat 
  as a burst) whose combined total current hit points do 
  not exceed 150. The symbol of death affects the closest 
  creatures first, skipping creatures with too many hit points 
  to affect. Once triggered, the symbol becomes active and 
  glows, lasting for 10 minutes per caster level or until it 
  has affected 150 hit points’ worth of creatures, whichever 
  comes first. Any creature that enters the area while the 
  symbol of death is active is subject to its effect, whether or 
  not that creature was in the area when it was triggered. A 
  creature need save against the symbol only once as long as 
  it remains within the area, though if it leaves the area and 
  returns while the symbol is still active, it must save again.
  Until it is triggered, the symbol of death is inactive 
  (though visible and legible at a distance of 60 feet). To be 
  effective, a symbol of death must always be placed in plain 
  sight and in a prominent location. Covering or hiding 
  the rune renders the symbol of death ineffective, unless a 
  creature removes the covering, in which case the symbol of 
  death works normally.
  As a default, a symbol of death is triggered whenever a 
  creature does one or more of the following, as you select: 
  looks at the rune; reads the rune; touches the rune; passes 
  over the rune; or passes through a portal bearing the rune. 
  Regardless of the trigger method or methods chosen, a 
  creature more than 60 feet from a symbol of death can’t 
  trigger it (even if it meets one or more of the triggering 
  conditions, such as reading the rune). Once the spell is 
  cast, a symbol of death’s triggering conditions cannot be 
  changed.
  In this case, “reading” the rune means any attempt 
  to study it, identify it, or fathom its meaning. Throwing 
  a cover over a symbol of death to render it inoperative 
  triggers it if the symbol reacts to touch. You can’t use a 
  symbol of death offensively; for instance, a touch-triggered 
  symbol of death remains untriggered if an item bearing 
  the symbol of death is used to touch a creature. Likewise, 
  a symbol of death cannot be placed on a weapon and set to 
  activate when the weapon strikes a foe.
  You can also set special triggering limitations of your 
  own. These can be as simple or elaborate as you desire. 
  Special conditions for triggering a symbol of death can be 
  based on a creature’s name, identity, or alignment, but 
  otherwise must be based on observable actions or qualities. 
  Intangibles such as level, class, Hit Dice, and hit points 
  don’t qualify. 
  When scribing a symbol of death, you can specify a 
  password or phrase that prevents a creature using it from 
  triggering the symbol’s effect. Anyone using the password 
  remains immune to that particular rune’s effects so long 
  as the creature remains within 60 feet of the rune. If the 
  creature leaves the radius and returns later, it must use the 
  password again.
  You also can attune any number of creatures to the 
  symbol of death, but doing this can extend the casting time. 
  Attuning one or two creatures takes negligible time, and 
  attuning a small group (as many as 10 creatures) extends 
  the casting time to 1 hour. Attuning a large group (as many 
  as 25 creatures) takes 24 hours. Attuning larger groups 
  takes proportionately longer. Any creature attuned to a 
  symbol of death cannot trigger it and is immune to its 
  effects, even if within its radius when it is triggered. You 
  are automatically considered attuned to your own symbols 
  of death, and thus always ignore the effects and cannot 
  inadvertently trigger them.
  Read magic allows you to identify a symbol of death with a DC 
  19 Knowledge (arcana) check. Of course, if the symbol of death is 
  set to be triggered by reading it, this will trigger the symbol.
  A symbol of death can be removed by a successful dispel 
  magic targeted solely on the rune. An erase spell has no 
  effect on a symbol of death. Destruction of the surface where 
  a symbol of death is inscribed destroys the symbol but also 
  triggers it.
  Symbol of death can be made permanent with a permanency 
  spell. A permanent symbol of death that is disabled or has 
  affected its maximum number of hit points becomes inactive 
  for 10 minutes, then can be triggered again as normal.
  Note: Magic traps such as symbol of death are hard to 
  detect and disable. A rogue (only) can use the Perception skill 
  to find a symbol of death and Disable Device to thwart it. The 
  DC in each case is 25 + spell level, or 33 for symbol of death.
  symbOL Of feAR
  school necromancy [fear, mind-affecting]; Level cleric 6, 
  sorcerer/wizard 6
  
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  cAsting
  components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth a total of 1,000 gp)
  effect
  saving throw Will negates
  DescRiptiOn
  This spell functions like symbol of death, except that all 
  creatures within 60 feet of the symbol of fear instead become 
  panicked for 1 round per caster level.
  Note: Magic traps such as symbol of fear are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find 
  a symbol of fear and Disable Device to thwart it. The DC in 
  each case is 25 + spell level, or 31 for symbol of fear.
  symbOL Of insAnity
  school enchantment (compulsion) [mind-affecting]; Level 
  cleric 8, sorcerer/wizard 8
  cAsting
  components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth a total of 5,000 gp)
  effect
  saving throw Will negates
  DescRiptiOn
  This spell functions like symbol of death, except that all 
  creatures within the radius of the symbol of insanity instead 
  become permanently insane (as the insanity spell).
  Unlike symbol of death, symbol of insanity has no hit point 
  limit; once triggered, a symbol of insanity simply remains 
  active for 10 minutes per caster level.
  Note: Magic traps such as symbol of insanity are hard to 
  detect and disable. A rogue (only) can use the Perception 
  skill to find a symbol of insanity and Disable Device to thwart 
  it. The DC in each case is 25 + spell level, or 33 for symbol of 
  insanity.
  symbOL Of pAin
  school necromancy [evil]; Level cleric 5, sorcerer/wizard 5
  cAsting
  components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth a total of 1,000 gp)
  DescRiptiOn
  This spell functions like symbol of death, except that each 
  creature within the radius of a symbol of pain instead suffers 
  wracking pains that impose a –4 penalty on attack rolls, skill 
  checks, and ability checks. These effects last for 1 hour after 
  the creature moves farther than 60 feet from the symbol.
  Unlike symbol of death, symbol of pain has no hit point limit; 
  once triggered, a symbol of pain simply remains active for 10 
  minutes per caster level.
  Note: Magic traps such as symbol of pain are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find 
  a symbol of pain and Disable Device to thwart it. The DC in 
  each case is 25 + spell level, or 30 for symbol of pain.
  symbOL Of peRsUAsiOn
  school enchantment (charm) [mind-affecting]; Level cleric 6, 
  sorcerer/wizard 6
  cAsting
  components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth a total of 5,000 gp)
  effect
  saving throw Will negates
  DescRiptiOn
  This spell functions like symbol of death, except that all 
  creatures within the radius of a symbol of persuasion instead 
  become charmed by the caster (as the charm monster spell) for 
  1 hour per caster level.
  Unlike symbol of death, symbol of persuasion has no hit point 
  limit; once triggered, a symbol of persuasion simply remains 
  active for 10 minutes per caster level.
  Note: Magic traps such as symbol of persuasion are hard to 
  detect and disable. A rogue (only) can use the Perception skill 
  to find a symbol of persuasion and Disable Device to thwart 
  it. The DC in each case is 25 + spell level, or 31 for symbol of 
  persuasion.
  symbOL Of sLeep
  school enchantment (compulsion) [mind-affecting]; Level 
  cleric 5, sorcerer/wizard 5
  cAsting
  components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth a total of 1,000 gp)
  effect
  saving throw Will negates
  DescRiptiOn
  This spell functions like symbol of death, except that all 
  creatures of 10 HD or less within 60 feet of the symbol of 
  sleep instead fall into a catatonic slumber for 3d6x10 minutes. 
  Unlike with the sleep spell, sleeping creatures cannot be 
  awakened by nonmagical means before this time expires.
  Unlike symbol of death, symbol of sleep has no hit point limit; 
  once triggered, a symbol of sleep simply remains active for 10 
  minutes per caster level.
  Note: Magic traps such as symbol of sleep are hard to detect 
  and disable. A rogue (only) can use the Perception skill to find 
  a symbol of sleep and Disable Device to thwart it. The DC in 
  each case is 25 + spell level, or 30 for symbol of sleep.
  symbOL Of stUnning
  school enchantment (compulsion) [mind-affecting]; Level 
  cleric 7, sorcerer/wizard 7
  cAsting
  components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth a total of 5,000 gp)
  effect
  saving throw Will negates
  DescRiptiOn
  
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  Pathfinder Roleplaying Game
  This spell functions like symbol of death, except that all 
  creatures within 60 feet of a symbol of stunning instead 
  become stunned for 1d6 rounds.
  Note: Magic traps such as symbol of stunning are hard to 
  detect and disable. A rogue (only) can use the Perception 
  skill to find a symbol of stunning and Disable Device to thwart 
  it. The DC in each case is 25 + spell level, or 32 for symbol of 
  stunning.
  symbOL Of WeAkness
  school necromancy; Level cleric 7, sorcerer/wizard 7
  cAsting
  components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal worth a total of 5,000 gp)
  DescRiptiOn
  This spell functions like symbol of death, except that every 
  creature within 60 feet of a symbol of weakness instead suffers 
  crippling weakness that deals 3d6 points of Strength damage.
  Unlike symbol of death, symbol of weakness has no hit point 
  limit; once triggered, a symbol of weakness simply remains 
  active for 10 minutes per caster level.
  Note: Magic traps such as symbol of weakness are hard to 
  detect and disable. A rogue (only) can use the Perception skill 
  to find a symbol of weakness and Disable Device to thwart 
  it. The DC in each case is 25 + spell level, or 32 for symbol of 
  weakness.
  sympAthetic VibRAtiOn
  school evocation [sonic]; Level bard 6
  cAsting
  casting time 10 minutes
  components V, S, F (a tuning fork)
  effect
  Range touch
  target one freestanding structure
  Duration up to 1 round/level
  saving throw none; see text; spell Resistance yes
  DescRiptiOn
  By attuning yourself to a freestanding structure, you can 
  create a damaging vibration within it. Once it begins, the 
  vibration deals 2d10 points of damage per round to the target 
  structure, bypassing hardness. You can choose at the time 
  of casting to limit the duration of the spell; otherwise it lasts 
  for 1 round/level. If the spell is cast upon a target that is not 
  freestanding, the surrounding stone dissipates the effect and 
  no damage occurs.
  Sympathetic vibration cannot affect creatures (including 
  constructs). Since a structure is an unattended object, it gets 
  no saving throw to resist the effect.
  sympAthy
  school enchantment (compulsion) [mind-affecting]; Level 
  druid 9, sorcerer/wizard 8
  cAsting
  casting time 1 hour
  components V, S, M (a drop of honey and crushed pearls 
  worth 1,500 gp)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  target one location (up to a 10-ft. cube/level) or one object
  Duration 2 hours/level (D)
  saving throw Will negates; see text; spell Resistance yes
  DescRiptiOn
  You cause an object or location to emanate magical vibrations 
  that attract either a specific kind of intelligent creature or 
  creatures of a particular alignment, as defined by you. The 
  particular kind of creature to be affected must be named 
  specifically. A creature subtype is not specific enough. 
  Likewise, the specific alignment must be named.
  Creatures of the specified kind or alignment feel elated 
  and pleased to be in the area or desire to touch or possess 
  the object. The compulsion to stay in the area or touch the 
  object is overpowering. If the save is successful, the creature is 
  released from the enchantment, but a subsequent save must 
  be made 1d6x10 minutes later. If this save fails, the affected 
  creature attempts to return to the area or object.
  Sympathy counters and dispels antipathy.
  teLekinesis
  school transmutation; Level sorcerer/wizard 5
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range long (400 ft. + 40 ft./level)
  target or targets see text
  Duration Concentration (up to 1 round/level) or instantaneous; 
  see text
  saving throw Will negates (object) or none; see text; spell 
  Resistance yes (object); see text
  DescRiptiOn
  You move objects or creatures by concentrating on them. 
  Depending on the version selected, the spell can provide 
  a gentle, sustained force, perform a variety of combat 
  maneuvers, or exert a single short, violent thrust.
  Sustained Force: A sustained force moves an object weighing 
  no more than 25 pounds per caster level (maximum 375 
  pounds at 15th level) up to 20 feet per round. A creature can 
  negate the effect on an object it possesses with a successful 
  Will save or with spell resistance.
  This version of the spell can last 1 round per caster level, 
  but it ends if you cease concentration. The weight can be 
  moved vertically, horizontally, or in both directions. An object 
  cannot be moved beyond your range. The spell ends if the 
  object is forced beyond the range. If you cease concentration 
  for any reason, the object falls or stops.
  
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  An object can be telekinetically manipulated as if with one 
  hand. For example, a lever or rope can be pulled, a key can be 
  turned, an object rotated, and so on, if the force required is 
  within the weight limitation. You might even be able to untie 
  simple knots, though delicate activities such as these require 
  Intelligence checks.
  Combat Maneuver: Alternatively, once per round, you 
  can use telekinesis to perform a bull rush, disarm, grapple 
  (including pin), or trip. Resolve these attempts as normal, 
  except that they don’t provoke attacks of opportunity, you use 
  your caster level in place of your combat maneuver bonus, 
  you add your Intelligence modifier (if a wizard) or Charisma 
  modifier (if a sorcerer) in place of your Strength or Dexterity 
  modifier, and a failed attempt doesn’t allow a reactive attempt 
  by the target (such as for disarm or trip). No save is allowed 
  against these attempts, but spell resistance applies normally. 
  This version of the spell can last 1 round per caster level, but it 
  ends if you cease concentration.
  Violent Thrust: Alternatively, the spell energy can be spent in 
  a single round. You can hurl one object or creature per caster 
  level (maximum 15) that are within range and all within 10 feet 
  of each other toward any target within 10 feet per level of all 
  the objects. You can hurl up to a total weight of 25 pounds per 
  caster level (maximum 375 pounds at 15th level).
  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 sorcerer). 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).
  Creatures who 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. If a telekinesed creature 
  is hurled against a solid surface, it takes damage as if it had 
  fallen 10 feet (1d6 points).
  teLekinetic spheRe
  school evocation [force]; Level sorcerer/wizard 8
  cAsting
  casting time 1 standard action
  components V, S, M (a crystal sphere and a pair of small 
  magnets)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  effect 1-ft.-diameter/level sphere, centered around creatures 
  or objects
  Duration 1 min./level (D)
  saving throw Reflex negates (object); spell Resistance yes 
  (object)
  DescRiptiOn
  This spell functions like resilient sphere, with the addition that 
  the creatures or objects inside the globe are nearly weightless. 
  Anything contained within an telekinetic sphere weighs only 
  one-sixteenth of its normal weight. You can telekinetically lift 
  anything in the sphere that normally weighs 5,000 pounds or 
  less. The telekinetic control extends from you out to medium 
  range (100 feet + 10 feet per caster level) after the sphere has 
  succeeded in encapsulating its contents.
  You can move objects or creatures in the sphere that 
  weigh a total of 5,000 pounds or less by concentrating on 
  the sphere. You can begin moving a sphere in the round after 
  casting the spell. If you concentrate on doing so (a standard 
  action), you can move the sphere as much as 30 feet in a 
  round. If you cease concentrating, the sphere does not move 
  in that round (if on a level surface) or descends at its falling 
  rate (if aloft) until it reaches a level surface. You can resume 
  concentrating on your next turn or any later turn during the 
  spell’s duration.
  The sphere falls at a rate of only 60 feet per round, which 
  is not fast enough to cause damage to the contents of the 
  sphere.
  You can move the sphere telekinetically even if you are in it.
  tiny hUt
  school evocation [force]; Level bard 3, sorcerer/wizard 3
  cAsting
  casting time 1 standard action
  components V, S, M (a small crystal bead)
  effect
  Range 20 ft.
  effect 20-ft.-radius sphere centered on your location
  Duration 2 hours/level (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  You create an unmoving, opaque sphere of force of any color 
  you desire around yourself. Half the sphere projects above 
  the ground, and the lower hemisphere passes through the 
  ground. As many as nine other Medium creatures can fit into 
  the field with you; they can freely pass into and out of the hut 
  without harming it. However, if you remove yourself from the 
  hut, the spell ends.
  The temperature inside the hut is 70° F if the exterior 
  temperature is between 0° and 100° F. An exterior 
  temperature below 0° or above 100° lowers or raises the 
  interior temperature on a 1-degree-for-1 basis. The hut also 
  provides protection against the elements, such as rain, dust, 
  and sandstorms. The hut withstands any wind of less than 
  hurricane force, but a hurricane (75+ mph wind speed) or 
  greater force destroys it.
  The interior of the hut is a hemisphere. You can illuminate 
  it dimly upon command or extinguish the light as desired. 
  Although the force field is opaque from the outside, it is 
  
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  Pathfinder Roleplaying Game
  transparent from within. Missiles, weapons, and most spell 
  effects can pass through the hut without affecting it, although 
  the occupants cannot be seen from outside the hut (they have 
  total concealment).
  tRAnsfORmAtiOn
  school transmutation; Level sorcerer/wizard 6
  cAsting
  casting time 1 standard action
  components V, S, M (a potion of bull’s strength, which you 
  drink and whose effects are subsumed by the spell effects)
  effect
  Range personal
  target you
  Duration 1 round/level
  DescRiptiOn
  You become a virtual fighting machine —stronger, tougher, 
  faster, and more skilled in combat. Your mind-set changes so 
  that you relish combat and you can’t cast spells, even from 
  magic items.
  You gain a +4 enhancement bonus to Strength, Dexterity, 
  and Constitution, a +4 natural armor bonus to AC, a +5 
  competence bonus on Fortitude saves, and proficiency with 
  all simple and martial weapons. Your base attack bonus equals 
  your character level (which may give you multiple attacks).
  You lose your spellcasting ability, including your ability to 
  use spell activation or spell completion magic items, just as if 
  the spells were no longer on your class list.
  tRAnsmUte metAL tO WOOD
  school transmutation; Level druid 7
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range long (400 ft. + 40 ft./level)
  Area all metal objects within a 40-ft.-radius burst
  Duration instantaneous
  saving throw none; spell Resistance yes (object; see text)
  DescRiptiOn
  This spell enables you to change all metal objects within its area 
  to wood. Weapons, armor, and other metal objects carried by 
  creatures are affected as well. A magic object made of metal 
  effectively has spell resistance equal to 20 + its caster level 
  against this spell. Artifacts cannot be transmuted. Weapons 
  converted from metal to wood take a –2 penalty on attack and 
  damage rolls. The armor bonus of any armor converted from 
  metal to wood is reduced by 2. Weapons changed by this spell 
  splinter and break on any natural attack roll of 1 or 2, and armor 
  changed by this spell loses an additional point of armor bonus 
  every time it is struck with a natural attack roll of 19 or 20.
  Only limited wish, miracle, wish, or similar magic can restore 
  a transmuted object to its metallic state.
  tRAnsmUte mUD tO ROck
  school transmutation [earth]; Level druid 5, sorcerer/wizard 5
  cAsting
  casting time 1 standard action
  components V, S, M/DF (sand, lime, and water)
  effect
  Range medium (100 ft. + 10 ft./level)
  Area up to two 10-ft. cubes/level (S)
  Duration permanent
  saving throw see text; spell Resistance no
  DescRiptiOn
  This spell transforms normal mud or quicksand of any depth 
  into soft stone (sandstone or a similar mineral) permanently.
  Any creature in the mud is allowed a Reflex save to escape 
  before the area is hardened to stone.
  Transmute mud to rock counters and dispels transmute rock 
  to mud.
  tRAnsmUte ROck tO mUD
  school transmutation [earth]; Level druid 5, sorcerer/wizard 5
  cAsting
  casting time 1 standard action
  components V, S, M/DF (clay and water)
  effect
  Range medium (100 ft. + 10 ft./level)
  Area up to two 10-ft. cubes/level (S)
  Duration permanent; see text
  saving throw see text; spell Resistance no
  DescRiptiOn
  This spell turns natural, uncut or unworked rock of any sort 
  into an equal volume of mud. Magical stone is not affected 
  by the spell. The depth of the mud created cannot exceed 
  10 feet. A creature unable to levitate, fly, or otherwise free 
  itself from the mud sinks until hip- or chest-deep, reducing 
  its speed to 5 feet and causing a –2 penalty on attack rolls 
  and AC. Brush or similar matreial thrown atop the mud can 
  support creatures able to climb on top of it. Creatures large 
  enough to walk on the bottom can wade through the area at 
  a speed of 5 feet.
  If transmute rock to mud is cast upon the ceiling of a cavern 
  or tunnel, the mud falls to the floor and spreads out in a pool 
  at a depth of 5 feet. The falling mud and the ensuing cave-in 
  deal 8d6 points of bludgeoning damage to anyone caught 
  directly beneath the targeted area, or half damage to those 
  who succeed on Reflex saves.
  Castles and large stone buildings are generally immune to 
  the effect of the spell, since transmute rock to mud can’t affect 
  worked stone and doesn’t reach deep enough to undermine 
  such buildings’ foundations. However, small buildings or 
  structures often rest upon foundations shallow enough to be 
  damaged or even partially toppled by this spell.
  The mud remains until a successful dispel magic or 
  transmute mud to rock spell restores its substance—but not 
  
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  Pathfinder rPg: Spells
  1
  necessarily its form. Evaporation turns the mud to normal dirt 
  over a period of days. The exact time depends on exposure to 
  the sun, wind, and normal drainage.
  tRAnspORt ViA pLAnts
  school conjuration (teleportation); Level druid 6
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range unlimited
  target you and touched objects or other touched willing 
  creatures
  Duration 1 round
  saving throw none; spell Resistance no
  DescRiptiOn
  You can enter any normal plant (Medium or larger) and pass 
  any distance to a plant of the same kind in a single round, 
  regardless of the distance separating the two. The entry plant 
  must be alive. The destination plant need not be familiar 
  to you, but it also must be alive. If you are uncertain of the 
  location of a particular kind of destination plant, you need 
  merely designate direction and distance and the transport 
  via plants spell moves you as close as possible to the desired 
  location. If a particular destination plant is desired but the 
  plant is not living, the spell fails and you are ejected from the 
  entry plant.
  You can bring along objects as long as their weight 
  doesn’t exceed your maximum load. You may also bring one 
  additional willing Medium or smaller creature (carrying gear 
  or objects up to its maximum load) or its equivalent per three 
  caster levels. Use the following equivalents to determine the 
  maximum number of larger creatures you can bring along: 
  A Large creature counts as two Medium creatures, a Huge 
  creature counts as two Large creatures, and so forth. All 
  creatures to be transported by ths spell must be in physical 
  contact with one another, and at least one of those creatures 
  must be in contact with you.
  You can’t use this spell to travel through plant creatures.
  The destruction of an occupied plant slays you and any 
  creatures you have brought along, and ejects the bodies and 
  all carried objects from the tree.
  tRAp the sOUL
  school conjuration (summoning); Level sorcerer/wizard 8
  cAsting
  casting time 1 standard action or see text
  components V, S, M (gem worth 1,000 gp per HD of the 
  trapped creature)
  effect
  Range close (25 ft. + 5 ft./2 levels)
  target one creature
  Duration permanent; see text
  saving throw see text; spell Resistance yes; see text
  DescRiptiOn
  Trap the soul forces a creature’s life force (and its material 
  body) into a gem. The gem holds the trapped entity 
  indefinitely or until the gem is broken and the life force is 
  released, which allows the material body to reform. If the 
  trapped creature is a powerful creature from another plane, 
  it can be required to perform a service immediately upon 
  being freed. Otherwise, the creature can go free once the gem 
  imprisoning it is broken.
  Depending on the version selected, the spell can be 
  triggered in one of two ways.
  Spell Completion: First, the spell can be completed by 
  speaking its final word as a standard action as if you were 
  casting a regular spell at the subject. This allows spell 
  resistance (if any) and a Will save to avoid the effect. If the 
  creature’s name is spoken as well, any spell resistance is 
  ignored and the save DC increases by 2. If the save or spell 
  resistance is successful, the gem shatters.
  Trigger Object: The second method is far more insidious, for 
  it tricks the subject into accepting a trigger object inscribed 
  with the final spell word, automatically placing the creature’s 
  soul in the trap. To use this method, both the creature’s 
  name and the trigger word must be inscribed on the trigger 
  object when the gem is enspelled. A sympathy spell can also 
  be placed on the trigger object. As soon as the subject picks 
  up or accepts the trigger object, its life force is automatically 
  transferred to the gem without the benefit of spell resistance 
  or a save.
  UnhALLOW
  school evocation [evil]; Level cleric 5, druid 5
  cAsting
  casting time 24 hours
  components V, S, M (herbs, oils, and incense worth at least 
  1,000 gp, plus 1,000 gp per level of the spell to be tied to the 
  unhallowed area)
  effect
  Range touch
  Area 40-ft. radius emanating from the touched point
  Duration instantaneous
  saving throw see text; spell Resistance see text
  DescRiptiOn
  Unhallow makes a particular site, building, or structure an 
  unholy site. This has three major effects.
  First, the site or structure is guarded by a magic circle 
  against good effect.
  Second, the DC to resist negative channeled energy within 
  this area gains a +4 sacred bonus and the DC to resist positive 
  energy is reduced by –4. Spell resistance does not apply to 
  this effect. This provision does not apply to the druid version 
  of the spell.
  Finally, you may choose to fix a single spell effect to the 
  
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  Pathfinder Roleplaying Game
  unhallowed site. The spell effect lasts for 1 year and functions 
  throughout the entire site, regardless of its normal duration 
  and area or effect. You may designate whether the effect 
  applies to all creatures, creatures that share your faith or 
  alignment, or creatures that adhere to another faith or 
  alignment. At the end of the year, the chosen effect lapses, 
  but it can be renewed or replaced simply by casting unhallow 
  again.
  Spell effects that may be tied to an unhallowed site include 
  aid, bane, bless, cause fear, darkness, daylight, death ward, 
  deeper darkness, detect magic, detect good, dimensional anchor, 
  discern lies, dispel magic, endure elements, freedom of movement, 
  invisibility purge, protection from energy, remove fear, resist 
  energy, silence, tongues, and zone of truth.
  Saving throws and spell resistance might apply to these 
  spells’ effects. (See the individual spell descriptions for details.)
  An area can receive only one unhallow spell (and its 
  associated spell effect) at a time.
  Unhallow counters but does not dispel hallow.
  VeiL
  school illusion (glamer); Level bard 6, sorcerer/wizard 6
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range long (400 ft. + 40 ft./level)
  targets one or more creatures, no two of which can be more 
  than 30 ft. apart
  Duration concentration + 1 hour/level (D)
  saving throw Will negates; see text; spell Resistance yes; see 
  text
  DescRiptiOn
  You instantly change the appearance of the subjects and 
  then maintain that appearance for the spell’s duration. You 
  can make the subjects appear to be anything you wish. The 
  subjects look, feel, and smell just like the creatures the spell 
  makes them resemble. Affected creatures resume their 
  normal appearances if slain. You must make a successful 
  Disguise check to accurately duplicate the appearance of a 
  specific individual. This spell gives you a +10 bonus on the 
  check.
  Unwilling targets can negate the spell’s effect on them by 
  making Will saves or with spell resistance. Those who interact 
  with the subjects can attempt Will disbelief saves to see 
  through the glamer, but spell resistance doesn’t help.
  WALL Of iROn
  school conjuration (creation); Level sorcerer/wizard 6
  cAsting
  casting time 1 standard action
  components V, S, M (a small iron sheet plus gold dust worth 
  50 gp)
  effect
  Range medium (100 ft. + 10 ft./level)
  effect iron wall whose area is up to one 5-ft. square/level; see 
  text
  Duration instantaneous
  saving throw see text; spell Resistance no
  DescRiptiOn
  You cause a flat, vertical iron wall to spring into being. The 
  wall inserts itself into any surrounding nonliving material if its 
  area is sufficient to do so. The wall cannot be conjured so that 
  it occupies the same space as a creature or another object. It 
  must always be a flat plane, though you can shape its edges to 
  fit the available space.
  A wall of iron is 1 inch thick per four caster levels. You can 
  double the wall’s area by halving its thickness. Each 5-foot 
  square of the wall has 30 hit points per inch of thickness and 
  hardness 10. A section of wall whose hit points drop to 0 is 
  breached. If a creature tries to break through the wall with a 
  single attack, the DC for the Strength check is 25 + 2 per inch 
  of thickness.
  If you desire, the wall can be created vertically resting on 
  a flat surface but not attached to the surface, so that it can 
  be tipped over to fall on and crush creatures beneath it. The 
  wall is 50% likely to tip in either direction if left unpushed. 
  Creatures can push the wall in one direction rather than 
  letting it fall randomly. A creature must make a DC 40 
  Strength check to push the wall over. Creatures with room 
  to flee the falling wall may do so by making successful Reflex 
  saves. Any Large or smaller creature that fails takes 10d6 
  points of damage. The wall cannot crush Huge and larger 
  creatures.
  Like any iron wall, this wall is subject to rust, perforation, 
  and other natural phenomena.
  WALL Of thORns
  school conjuration (creation); Level druid 5
  cAsting
  casting time 1 standard action
  components V, S
  effect
  Range medium (100 ft. + 10 ft./level)
  effect wall of thorny brush, up to one 10-ft. cube/level (S)
  Duration 10 min./level (D)
  saving throw none; spell Resistance no
  DescRiptiOn
  A wall of thorns spell creates a barrier of very tough, pliable, 
  tangled brush bearing needle-sharp thorns as long as a 
  human’s finger. Any creature forced into or attempting to 
  move through a wall of thorns takes slashing damage per 
  round of movement equal to 25 minus the creature’s AC. 
  Dexterity and dodge bonuses to AC do not count for this 
  calculation. (Creatures with an Armor Class of 25 or higher, 
  without considering Dexterity and dodge bonuses, take no 
  
  43
  Pathfinder rPg: Spells
  1
  damage from contact with the wall.)
  You can make the wall as thin as 5 feet thick, which allows 
  you to shape the wall as a number of 10-by-10-by-5-foot 
  blocks equal to twice your caster level. This has no effect on 
  the damage dealt by the thorns, but any creature attempting 
  to break through takes that much less time to force its way 
  through the barrier.
  Creatures can force their way slowly through the wall by 
  making a Strength check as a full-round action. For every 5 
  points by which the check exceeds 20, a creature moves 5 feet 
  (up to a maximum distance equal to its normal land speed). 
  Of course, moving or attempting to move through the thorns 
  incurs damage as described above. A creature trapped in the 
  thorns can choose to remain motionless in order to avoid 
  taking any more damage.
  Any creature within the area of the spell when it is cast takes 
  damage as if it had moved into the wall and is caught inside. 
  In order to escape, it must attempt to push its way free, or it 
  can wait until the spell ends. Creatures with the ability to pass 
  through overgrown areas unhindered can pass through a wall 
  of thorns at normal speed without taking damage.
  A wall of thorns can be breached by slow work with edged 
  weapons. Chopping away at the wall creates a safe passage 1 
  foot deep for every 10 minutes of work. Normal fire cannot 
  harm the barrier, but magical fire burns it away in 10 minutes.
  WhiRLWinD
  school evocation [air]; Level druid 8
  cAsting
  casting time 1 standard action
  components V, S, DF
  effect
  Range long (400 ft. + 40 ft./level)
  effect cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. 
  tall
  Duration 1 round/level (D)
  saving throw Reflex negates; see text; spell Resistance yes
  DescRiptiOn
  This spell creates a powerful cyclone of raging wind that 
  moves through the air, along the ground, or over water 
  at a speed of 60 feet per round. You can concentrate on 
  controlling the cyclone’s every movement or specify a simple 
  program. Directing the cyclone’s movement or changing its 
  programmed movement is a standard action for you. The 
  cyclone always moves during your turn. If the cyclone exceeds 
  the spell’s range, it moves in a random, uncontrolled fashion 
  for 1d3 rounds and then dissipates. (You can’t regain control of 
  the cyclone, even if it comes back within range.)
  Any Large or smaller creature that comes in contact with 
  the spell effect must succeed on a Reflex save or take 3d6 
  points of damage. A Medium or smaller creature that fails 
  its first save must succeed on a second one or be picked up 
  bodily by the cyclone and held suspended in its powerful 
  winds, taking 1d8 points of damage each round on your turn 
  with no save allowed. You may direct the cyclone to eject any 
  carried creatures whenever you wish, depositing the hapless 
  souls wherever the cyclone happens to be when they are 
  released.
  WORD Of chAOs
  school evocation [Chaotic, Sonic]; Level cleric 7
  cAsting
  casting time 1 standard action
  components V
  effect
  Range 40 ft.
  Area nonchaotic creatures in a 40-ft.-radius spread centered 
  on you
  Duration instantaneous
  saving throw none or Will negates; see text; spell Resistance 
  yes
  DescRiptiOn
  Any nonchaotic creature within the area of a word of chaos 
  spell suffers the following ill effects.
  HD 
  Effect
  Equal to caster level 
  Deafened
  Up to caster level –1 
  Stunned, deafened
  Up to caster level –5 
  Confused, stunned, deafened
  Up to caster level –10 
  Killed, confused, stunned, deafened
  The effects are cumulative and concurrent. A successful Will 
  save reduces or eliminates these effects. Creatures affected by 
  multiple effects make only one save and apply the result to all 
  the effects.
  Deafened: The creature is deafened for 1d4 rounds. Save 
  negates.
  Stunned: The creature is stunned for 1 round. Save negates.
  Confused: The creature is confused for 1d10 minutes. This 
  is a mind-affecting enchantment effect. Save reduces the 
  confused effect to 1 round.
  Killed: Living creatures die. Undead creatures are 
  destroyed. Save negates. If the save is successful, the creature 
  instead takes 3d6 points of damage +1 point per caster level 
  (maximum +25).
  Furthermore, if you are on your home plane when you cast 
  this spell, nonchaotic extraplanar creatures within the area are 
  instantly banished back to their home planes. Creatures so 
  banished cannot return for at least 24 hours. This effect takes 
  place regardless of whether the creatures hear the word of 
  chaos or not. The banishment effect allows a Will save (at a –4 
  penalty) to negate.
  Creatures whose Hit Dice exceed your caster level are 
  unaffected by word of chaos.
  
  44
  MagIc IteMS
  Pathfinder Roleplaying Game
  The following magic items supplement those found in 
  the Pathfinder Roleplaying Game, Beta Playtest Addition. See 
  Chapter 15 of that book for rules on using these items in 
  your game.
  Special Armors
  bAnDeD mAiL Of LUck
  Aura strong enchantment; cL 12th
  slot armor; price 18,900 gp; Weight 35 lb.
  Description
  Ten 100-gp gems adorn this +3 
  banded mail. Once per week, 
  the armor allows its wearer 
  to require that an attack 
  roll made against him be 
  rerolled. He must take 
  whatever consequences 
  come from the second 
  roll. The wearer’s player 
  must decide whether to have 
  the attack roll rerolled before damage 
  is rolled. 
  construction
  Requirements Craft Magic Arms and Armor, 
  bless; cost 9,650 gp
  bReAstpLAte Of cOmmAnD
  Aura strong enchantment; cL 15th
  slot armor; price 25,400 gp; Weight 30 lb.
  Description
  This finely crafted +2 breastplate radiates 
  a powerful aura of magic. When worn, 
  the armor bestows a dignified and 
  commanding aura upon its owner. The 
  wearer gains a +2 competence bonus on all Charisma checks, 
  including  Charisma-based skill checks. The wearer also gains 
  a +2 competence bonus to his Leadership score. Friendly 
  troops within 360 feet of the user become braver than normal. 
  Since the effect arises in great part from the distinctiveness 
  of the armor, the wearer cannot hide or conceal herself in any 
  way and still have the effect function. 
  construction
  Requirements Craft Magic Arms and Armor, mass charm 
  monster; cost 12,875 gp
  ceLestiAL ARmOR
  Aura faint transmutation [good]; cL 5th
  slot armor; price 22,400 gp; Weight 20 lb.
  Description
  This bright silver or gold +3 chainmail is so fine and light that 
  it can be worn under normal clothing without betraying its 
  presence. It has a maximum Dexterity bonus of +8, an armor 
  check penalty of –2, and an arcane spell failure chance of 15%. 
  It is considered light armor and it allows the wearer to use fly 
  on command (as the spell) once per day. 
  construction
  Requirements Craft Magic Arms and Armor, fly, 
  creator must be good; cost 11,350 gp
  DemOn ARmOR
  Aura strong necromancy [evil]; 
  cL 13th
  slot armor; price 52,260 gp; 
  Weight 50 lb.
  Description
  This plate armor is 
  fashioned to make the 
  wearer appear to be a 
  demon. The helmet is shaped to 
  look like a horned demon head, and its 
  wearer looks out of the open, tooth-
  filled mouth. This +4 full plate allows 
  the wearer to make claw attacks that 
  deal 1d10 points of damage, strike as 
  +1 weapons, and afflict the target as 
  if she had been struck by a contagion 
  spell (Fortitude DC 14 negates). Use 
  of contagion requires a normal melee 
  attack with the claws. The “claws” are 
  built into the armor’s vambraces and 
  gauntlets. 
  The armor bestows one negative 
  level on any nonevil creature wearing it. This negative 
  level persists as long as the armor is worn and disappears 
  when the armor is removed. The negative level cannot be 
  overcome in any way (including restoration spells) while the 
  armor is worn. 
  construction
  Requirements Craft Magic Arms and Armor, contagion; cost 
  26,955 gp
  DWARVen pLAte
  Aura no aura (nonmagical); cL —
  slot armor; price 16,500 gp; Weight 50 lb.
  Description
  
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  Pathfinder rPg: Magic Items
  2
  This full plate is made of adamantine, giving its wearer 
  damage reduction of 3/–. 
  mithRAL fULL pLAte Of speeD
  Aura faint transmutation; cL 5th
  slot armor; price 26,500 gp; Weight 25 lb.
  Description
  As a free action, the wearer of this fine set of +1 mithral full 
  plate can activate it, enabling him to act as though affected by 
  a haste spell for up to 10 rounds each day. The duration of the 
  haste effect need not be consecutive rounds.
  Speed while wearing a suit of mithral full plate is 20 feet 
  for Medium creatures or 15 feet for Small. The armor has 
  an arcane spell failure chance of 25%, a maximum Dexterity 
  bonus of +3, and an armor check penalty of –3. It is considered 
  medium armor. 
  construction
  Requirements Craft Magic Arms and Armor, haste; cost 
  18,500 gp
  pLAte ARmOR Of the Deep
  Aura moderate abjuration; cL 11th
  slot armor; price 24,650 gp; Weight 50 lb.
  Description
  This +1 full plate is decorated with a wave and fish motif. The 
  wearer of plate armor of the deep is treated as unarmored for 
  purposes of Swim checks. The wearer can breathe underwater 
  and can converse with any creature with a language that 
  breathes water. 
  construction
  Requirements Craft Magic Arms and Armor, freedom of move-
  ment, tongues, water breathing; cost 13,150 gp
  RhinO hiDe
  Aura moderate transmutation; cL 9th
  slot armor; price 5,165 gp; Weight 25 lb.
  Description
  This +2 hide armor is made from rhinoceros hide. In addition 
  to granting a +2 enhancement bonus to AC, it has a –1 armor 
  check penalty and deals an additional 2d6 points of damage on 
  any successful charge attack made by the wearer, including a 
  mounted charge. 
  construction
  Requirements Craft Magic Arms and Armor, bull’s strength; 
  cost 2,665 gp
  Special Shields
  AbsORbing shieLD
  Aura strong transmutation; cL 17th
  slot shield; price 50,170 gp; Weight 15 lb.
  Description
  This +1 heavy steel shield is flat black and seems to absorb light. 
  Once every 2 days, on command, it can disintegrate an object 
  that it touches, as the spell but requiring a melee touch attack. 
  construction
  Requirements Craft Magic Arms and Armor, disintegrate; cost 
  25,170 gp
  cAsteR’s shieLD
  Aura moderate abjuration; cL 6th
  slot shield; price 3,153 gp (plus the value of the scroll spell if 
  one is currently scribed); Weight 5 lb.
  Description
  This +1 light wooden shield has a small leather strip on the back 
  on which a spellcaster can scribe a single spell as on a scroll. 
  A spell so scribed has only half the base raw material cost. 
  Experience point and component costs remain the same. The 
  strip cannot accommodate spells of higher than 3rd level. The 
  strip is reusable.
  A random caster’s shield has a 50% chance of having a single 
  medium scroll spell on it. The spell is divine (01–80 on d%) or 
  arcane (81–100).
  A caster’s shield has a 5% arcane spell failure chance. 
  construction
  Requirements Craft Magic Arms and Armor, Scribe Scroll, 
  creator must be at least 6th level; cost 1,653 gp
  DARkWOOD bUckLeR
  Aura no aura (nonmagical); cL —
  slot shield; price 205 gp; Weight 2.5 lb.
  Description
  This nonmagical light wooden shield is made out of 
  darkwood. It has no enhancement bonus, but its construction 
  material makes it lighter than a normal wooden shield. It has 
  no armor check penalty. 
  LiOn’s shieLD
  Aura moderate conjuration; cL 10th
  slot shield; price 9,170 gp; Weight 15 lb.
  Description
  This +2 heavy steel shield is fashioned to appear to be a roaring 
  lion’s head. Three times per day as a free action, the lion’s 
  head can be commanded to attack (independently of the 
  shield wearer), biting with the wielder’s base attack bonus 
  (including multiple attacks, if the wielder has them) and 
  dealing 2d6 points of damage. This attack is in addition to any 
  actions performed by the wielder. 
  construction
  Requirements Craft Magic Arms and Armor, summon nature’s 
  ally IV; cost 4,670 gp
  spineD shieLD
  Aura moderate evocation; cL 6th
  slot shield; price 5,580 gp; Weight 15 lb.
  Description
  
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  Pathfinder Roleplaying Game
  This +1 heavy steel shield is covered in spines. It acts as a 
  normal spiked shield. On command up to three times per day, 
  the shield’s wearer can fire one of the shield’s spines. A fired 
  spine has a +1 enhancement bonus, a range increment of 120 
  feet, and deals 1d10 points of damage (19–20/x2). Fired spines 
  regenerate each day. 
  construction
  Requirements Craft Magic Arms and Armor, magic missile; 
  cost 2,875 gp
  WingeD shieLD
  Aura faint transmutation; cL 5th
  slot shield; price 17,257 gp; Weight 10 lb.
  Description
  This round, heavy wooden shield has a +3 enhancement 
  bonus. Small, feathered wings encircle the shield. 
  Once per day, it can be commanded to fly (as the spell), 
  carrying the wielder. The shield can carry up to 133 pounds 
  and move at 60 feet per round, or up to 266 pounds and 
  move at 40 feet per round. 
  construction
  Requirements Craft Magic Arms and Armor, fly; cost 8,707 gp
  Special Weapons
  ADAmAntine bAttLeAxe
  Aura no aura (nonmagical); cL —
  slot none; price 3,010 gp; Weight 6 lb.
  DescRiptiOn
  This nonmagical axe is made out of adamantine. As a 
  masterwork weapon, it has a +1 enhancement bonus on attack 
  rolls. 
  AssAssin’s DAggeR
  Aura moderate necromancy; cL 9th
  slot none; price 18,302 gp; Weight 1 lb.
  DescRiptiOn
  This wicked-looking, curved +2 dagger provides a +1 bonus 
  to the DC of a Fortitude save forced by the death attack of an 
  assassin. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, slay living; cost 
  9,302 gp
  Life-DRinkeR
  Aura strong necromancy; cL 13th
  slot none; price 40,320 gp; Weight 12 lb.
  DescRiptiOn
  This +1 greataxe is favored by undead and constructs, who do 
  not suffer its drawback. A life-drinker bestows two negative 
  levels on its target whenever it deals damage, just as if its 
  target had been struck by an undead creature. One day after 
  being struck, subjects must make a DC 16 Fortitude save for 
  each negative level or the negative levels become permanent.
  Each time a life-drinker deals damage to a foe, it also 
  bestows one negative level on the wielder. Any negative levels 
  gained by the wielder in this fashion lasts for 1 hour. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, enervation; cost 
  20,320 gp
  mAce Of smiting
  Aura moderate transmutation; cL 11th
  slot none; price 75,312 gp; Weight 8 lb.
  DescRiptiOn
  This +3 adamantine heavy mace has a +5 enhancement 
  bonus against constructs, and any critical hit dealt to 
  a construct completely destroys it (no saving throw). A 
  critical hit dealt to an outsider deals x4 damage rather 
  than x2. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, disin-
  tegrate; cost 39,312 gp
  mAce Of teRROR
  Aura strong necromancy; cL 13th
  slot none; price 38,552 gp; Weight 8 lb.
  DescRiptiOn
  On command, this +2 heavy mace causes the wielder’s 
  clothes and appearance to transform into an illusion of 
  darkest horror such that living creatures in a 30-foot 
  cone become panicked as if by a fear spell (Will DC 16 
  partial). They take a –2 morale penalty on saving throws, 
  and they flee from the wielder. The wielder may use 
  this ability up to three times per day. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, fear; cost 
  19,432 gp
  OAthbOW
  Aura strong evocation; cL 15th
  slot none; price 25,600 gp; Weight 3 lb.
  DescRiptiOn
  Of elven make, this white +2 composite longbow (+2 
  Str bonus) whispers, “Swift defeat to my enemies” in 
  Elven when nocked and pulled. Once per day, if the 
  firer swears aloud to slay her target (a free action), the 
  bow’s whisper becomes the low shout “Swift death to 
  those who have wronged me.” Against such a sworn 
  enemy, the bow has a +5 enhancement bonus, and 
  arrows launched from it deal an additional 2d6 points 
  of damage (and x4 on a critical hit instead of the normal 
  x3). However, the bow is treated as only a masterwork 
  weapon against all foes other than the sworn enemy, 
  and the wielder takes a –1 penalty on attack rolls with 
  any weapon other than the oathbow. These bonuses and 
  
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  2
  penalties last for 7 days or until the sworn enemy is slain 
  or destroyed by the wielder of the oathbow, whichever 
  comes first.
  The oathbow may only have one sworn enemy at a time. 
  Once the wielder swears to slay a target, he cannot make 
  a new oath until he has slain that target or 7 days have 
  passed. Even if the wielder slays the sworn enemy on the 
  same day that he makes the oath, he cannot activate the 
  oathbow’s special power again until 24 hours have passed 
  from the time he made the oath. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, creator must be 
  an elf; cost 13,100 gp
  RApieR Of pUnctURing
  Aura strong necromancy; cL 13th
  slot none; price 50,320 gp; Weight 2 lb.
  DescRiptiOn
  Three times per day, this +2 wounding rapier allows the wielder 
  to make a touch attack with the weapon that deals 1d6 points 
  of Constitution damage by draining blood. Creatures immune 
  to critical hits are immune to the Constitution damage dealt 
  by this weapon. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, harm; cost 
  25,320 gp
  scReAming bOLt
  Aura faint enchantment; cL 5th
  slot none; price 267gp; Weight 1/10 lb.
  DescRiptiOn
  One of these +2 bolts screams when fired, forcing all enemies 
  of the wielder within 20 feet of the path of the bolt to succeed 
  on a DC 14 Will save or become shaken. This is a mind-
  affecting fear effect. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, doom; cost 137 
  gp
  shAtteRspike
  Aura strong evocation; cL 13th
  slot none; price 4,315 gp; Weight 4 lb.
  DescRiptiOn
  Wielders without the Improved Sunder feat use Shatterspike 
  as a +1 longsword only; wielders with the Improved Sunder feat 
  add a +4 bonus (including the sword’s +1 enhancement bonus) 
  on their combat maneuver check to strike a foe’s weapon. If 
  successful, Shatterspike deals 1d8+4 points of damage plus 
  the wielder’s Strength modifier to the target weapon (the 
  target weapon’s hardness must still be overcome with each 
  hit). Shatterspike can damage weapons with an enhancement 
  bonus of +4 or lower. 
  cOnstRUctiOn
  Requirements Str 13, Craft Arms and Armor, Improved Sun-
  der, Power Attack, shatter; cost 2,315 gp
  shifteR’s sORROW
  Aura strong transmutation; cL 15th
  slot none; price 12,880 gp; Weight 10 lb.
  DescRiptiOn
  This +1/+1 two-bladed sword has blades of alchemical silver. 
  The weapon deals an extra 2d6 points of damage against 
  any creature with the shapechanger subtype. When a 
  shapechanger or a creature in an alternate form (such as a 
  druid using wild shape) is struck by the weapon, it must make 
  a DC 15 Will save or return to its natural form. 
  cOnstRUctiOn
  Requirements Craft Arms and Armor, baleful polymorph; cost 
  6,880 gp
  sLAying ARROW
  Aura strong necromancy; cL 13th
  slot none; price 2,282 gp (slaying arrow) or 4,057 gp (greater 
  slaying arrow); Weight 1/10 lb.
  DescRiptiOn
  This +1 arrow is keyed to a particular type or subtype of 
  creature. If it strikes such a creature, the target must make 
  a DC 20 Fortitude save or take 50 points of damage. Note 
  that even creatures normally exempt from Fortitude saves 
  (undead and constructs) are subject to this attack. When 
  keyed to a living creature, this is a death effect (and thus death 
  ward protects a target). To determine the type or subtype of 
  creature the arrow is keyed to, roll on the table below.
  A greater slaying arrow functions just like a normal slaying 
  arrow, but the DC to avoid the death effect is 23 and the arrow 
  deals 100 points of damage if the saving throw is failed. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, finger of death 
  (slaying arrow) or heightened finger of death (greater slaying 
  arrow); cost 1,144 gp 5 sp (slaying arrow) or 2,032 gp (greater 
  slaying arrow)
  d% 
  Designated Type or Subtype 
  01–05 
  Aberrations 
  06–09 
  Animals 
  10–16 
  Constructs 
  17–22 
  Dragons 
  23–27 
  Elementals 
  28–32 
  Fey 
  33–39 
  Giants 
  40 
  Humanoids, aquatic 
  41–42 
  Humanoids, dwarf 
  43–44 
  Humanoids, elf 
  45 
  Humanoids, gnoll 
  46 
  Humanoids, gnome 
  47–49 
  Humanoids, goblinoid 
  
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  Humanoids, halfling 
  51–54 
  Humanoids, human 
  55–57 
  Humanoids, reptilian 
  58–60 
  Humanoids, orc 
  61–65 
  Magical beasts 
  66–70 
  Monstrous humanoids 
  71–72 
  Oozes 
  73 
  Outsiders, air 
  74–76 
  Outsiders, chaotic 
  77 
  Outsiders, earth 
  78–80 
  Outsiders, evil 
  81 
  Outsiders, fire 
  82–84 
  Outsiders, good 
  85–87 
  Outsiders, lawful 
  88 
  Outsiders, water 
  89–90 
  Plants 
  91–98 
  Undead 
  99–100 
  Vermin
  sLeep ARROW
  Aura faint enchantment; cL 5th
  slot none; price 132 gp; Weight 1/10 lb.
  DescRiptiOn
  This +1 arrow is painted white and has white fletching. If it 
  strikes a foe so that it would normally deal damage, it instead 
  bursts into magical energy that deals nonlethal damage (in 
  the same amount as would be lethal damage) and forces the 
  target to make a DC 11 Will save or fall asleep. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, sleep; cost 69 
  gp 5 sp
  sUn bLADe
  Aura moderate evocation; cL 10th
  slot none; price 50,335 gp; Weight 2 lb.
  DescRiptiOn
  This sword is the size of a bastard sword. However, 
  a sun blade is wielded as if it were a short sword 
  with respect to weight and ease of use. In 
  other words, the weapon appears 
  to all viewers to be a bastard 
  sword, and deals bastard sword 
  damage, but the wielder feels 
  and reacts as if the weapon were a 
  short sword. Any individual able to use 
  either a bastard sword or a short sword with 
  proficiency is proficient in the use of a sun blade. Likewise, 
  Weapon Focus and Weapon Specialization in short sword 
  and bastard sword apply equally, but the benefits of those 
  feats do not stack.
  In normal combat, the glowing golden blade of the weapon 
  is equal to a +2 bastard sword. Against evil creatures, its 
  enhancement bonus is +4. Against Negative Energy Plane 
  creatures or undead creatures, the sword deals double 
  damage (and x3 on a critical hit instead of the usual x2).
  The blade also has a special sunlight power. Once per day, 
  the wielder can swing the blade vigorously above his head 
  while speaking a command word. The sun blade then 
  sheds a bright yellow radiance that is like full daylight. 
  The radiance begins shining in a 10-foot radius 
  around the sword wielder and extends outward at 
  5 feet per round for 10 rounds thereafter, to create a 
  globe of light with a 60-foot radius. When the wielder 
  stops swinging, the radiance fades to a dim glow that 
  persists for another minute before disappearing 
  entirely. All sun blades are of good alignment, and 
  any evil creature attempting to wield one gains one 
  negative level. The negative level remains as long as the 
  sword is in hand and disappears when the sword is no 
  longer wielded. This negative level cannot be overcome 
  in any way (including restoration spells) while the sword 
  is wielded. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, daylight, 
  creator must be good; cost 25,335 gp
  sWORD Of Life steALing
  Aura strong necromancy; cL 17th
  slot none; price 25,715 gp; Weight 4 lb.
  DescRiptiOn
  This black iron, +2 longsword bestows a negative level 
  when it deals a critical hit. The sword wielder gains 
  1d6 temporary hit points each time a negative level is 
  bestowed on another. These temporary hit points last for 
  24 hours. One day after being struck, subjects must make 
  a DC 16 Fortitude save for each negative level gained or 
  they become permanent. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, enervation; 
  cost 13,015 gp
  sWORD Of the pLAnes
  Aura strong evocation; cL 15th
  slot none; price 22,315 gp; Weight 4 lb.
  DescRiptiOn
  This longsword has an enhancement bonus of +1 on the 
  Material Plane, but on any Elemental Plane its enhancement 
  bonus increases to +2. The +2 enhancement bonus also 
  applies on the Material Plane when the weapon is used against 
  elementals. It operates as a +3 longsword on the Astral Plane, 
  the Ethereal Plane, or when used against opponents native 
  to either of those planes. On any other plane, or against any 
  outsider, it functions as a +4 longsword. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, plane shift; cost 
  11,315 gp
  
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  sWORD Of sUbtLety
  Aura moderate illusion; cL 7th
  slot none; price 22,310 gp; Weight 2 lb.
  DescRiptiOn
  A +1 short sword with a thin, dull gray blade, this weapon 
  provides a +4 bonus on its wielder’s attack and damage rolls 
  when he is making a sneak attack with it. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, blur; cost 11,310 gp
  syLVAn scimitAR
  Aura moderate evocation; cL 11th
  slot none; price 47,315 gp; Weight 4 lb.
  DescRiptiOn
  This +3 scimitar, when used outdoors in a temperate climate, 
  grants its wielder the use of the Cleave feat and deals an extra 
  1d6 points of damage. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, divine power or 
  creator must be a 7th-level druid; cost 23,815 gp
  tRiDent Of fish cOmmAnD
  Aura moderate enchantment; cL 7th
  slot none; price 18,650 gp; Weight 4 lb.
  DescRiptiOn
  The magical properties of this +1 trident with a 6-foot-long 
  haft enable its wielder to charm up to 14 HD of aquatic animals 
  (Will DC 16 negates, animals get a +5 bonus if currently under 
  attack by the wielder or his allies), no two of which can be 
  more than 30 feet apart. The wielder can use this effect up 
  to three times per day. The wielder can communicate with 
  the animals as if using a speak with animals spell. Animals 
  making their saving throw are free of control, but they will not 
  approach within 10 feet of the trident. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, speak with ani-
  mals; cost 9,482 gp and 5 sp
  tRiDent Of WARning
  Aura moderate divination; cL 7th
  slot none; price 10,115 gp; Weight 4 lb.
  DescRiptiOn
  A weapon of this type enables its wielder to determine the 
  location, depth, kind, and number of aquatic predators within 
  680 feet. A trident of warning must be grasped and pointed in 
  order for the character using it to gain such information, and 
  it requires 1 round to scan a hemisphere with a radius of 680 
  feet. The weapon is otherwise a +2 trident. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, locate creature; 
  cost 5,215 gp
  Rings
  Ring Of eLementAL cOmmAnD
  Aura strong conjuration; cL 15th
  slot ring; price 200,000 gp; Weight —
  DescRiptiOn
  All four kinds of elemental command rings are very powerful. 
  Each appears to be nothing more than a lesser magic ring 
  until fully activated (by meeting a special condition, such as 
  single-handedly slaying an elemental of the appropriate type 
  or exposure to a sacred material of the appropriate element), 
  but each has certain other powers as well as the following 
  common properties.
  Elementals of the plane to which the ring is attuned can’t 
  attack the wearer, or even approach within 5 feet of him. If 
  the wearer desires, he may forego this protection and instead 
  attempt to charm the elemental (as charm monster, Will DC 
  17 negates). If the charm attempt fails, however, absolute 
  protection is lost and no further attempt at charming can be 
  made.
  Creatures from the plane to which the ring is attuned 
  who attack the wearer take a –1 penalty on their attack rolls. 
  The ring wearer makes applicable saving throws from the 
  extraplanar creature’s attacks with a +2 resistance bonus. 
  He gains a +4 morale bonus on all attack rolls against 
  such creatures. Any weapon he uses bypasses the damage 
  reduction of such creatures, regardless of any qualities the 
  weapon may or may not have.
  The wearer of the ring is able to converse with creatures 
  from the plane to which his ring is attuned. These creatures 
  recognize that he wears the ring. They show a healthy respect 
  for the wearer if alignments are similar. If alignments are 
  opposed, creatures fear the wearer if he is strong. If he is 
  weak, they hate and desire to slay him.
  The possessor of a ring of elemental command takes a saving 
  throw penalty as follows:
  Element 
  Saving Throw Penalty
  Air 
  –2 against earth-based effects
  Earth 
  –2 against air- or electricity-based effects
  Fire 
  –2 against water- or cold-based effects
  Water 
  –2 against fire-based effects
  In addition to the powers described above, each specific 
  ring gives its wearer the following abilities according to its 
  kind.
  Ring of Elemental Command (Air)
  • Feather fall (unlimited use, wearer only)
  • Resist energy (electricity) (unlimited use, wearer only)
  • Gust of wind (twice per day)
  • Wind wall (unlimited use)
  • Air walk (once per day, wearer only)
  
  50
  Pathfinder Roleplaying Game
  • Chain lightning (once per week)
  The ring appears to be a ring of feather falling until a certain 
  condition is met to activate its full potential. It must be 
  reactivated each time a new wearer acquires it.
  Ring of Elemental Command (Earth)
  • Meld into stone (unlimited use, wearer only)
  • Soften earth or stone (unlimited use)
  • Stone shape (twice per day)
  • Stoneskin (once per week, wearer only)
  • Passwall (twice per week)
  • Wall of stone (once per day)
  The ring appears to be a ring of meld into stone until the 
  established condition is met.
  Ring of Elemental Command (Fire)
  • Resist energy (fire) (as a major ring of energy resistance [fire])
  • Burning hands (unlimited use)
  • Flaming sphere (twice per day)
  • Pyrotechnics (twice per day)
  • Wall of fire (once per day)
  • Flame strike (twice per week)
  The ring appears to be a major 
  ring of energy resistance (fire) until the 
  established condition is met.
  Ring of Elemental Command (Water)
  • Water walk (unlimited use)
  • Create water (unlimited use)
  • Water breathing (unlimited use)
  • Wall of ice (once per day)
  • Ice storm (twice per week)
  • Control water (twice per week)
  The ring appears to be a ring of water walking until the 
  established condition is met. 
  cOnstRUctiOn
  Requirements Forge Ring, summon monster VI, all appropriate 
  spells; cost 100,000 gp
  Ring Of shOOting stARs
  Aura strong evocation; cL 12th
  slot ring; price 50,000 gp; Weight —
  DescRiptiOn
  This ring has two modes of operation, one for being in 
  shadowy darkness or outdoors at night and a second one 
  when the wearer is underground or indoors at night.
  During the night, under the open sky or in areas of shadow 
  or darkness, the ring of shooting stars can perform the 
  following functions on command.
  • Dancing lights (once per hour)
  • Light (twice per night)
  • Ball lightning (special, once per night)
  • Shooting stars (special, three per week)
  The first special function, ball lightning, releases one to four 
  balls of lightning (ring wearer’s choice). These glowing globes 
  resemble dancing lights, and the ring wearer controls them 
  in the same fashion (see the dancing lights spell description). 
  The spheres have a 120-foot range and a duration of 4 rounds. 
  They can be moved at 120 feet per round. Each sphere is 
  about 3 feet in diameter, and any creature who comes within 
  5 feet of one causes its charge to dissipate, taking electricity 
  damage in the process according to the number of balls 
  created.
  Number of Balls 
  Damage per Ball
  4 lightning balls 
  1d6 points of electricity damage each
  3 lightning balls 
  2d6 points of electricity damage each
  2 lightning balls 
  3d6 points of electricity damage each
  1 lightning ball 
  4d6 points of electricity damage
  Once the ball lightning function is activated, the balls can be 
  released at any time before the sun rises. Multiple balls can be 
  released in the same round.
  The second special function produces 
  three shooting stars that can be released 
  from the ring each week, simultaneously 
  or one at a time. They impact for 12 points 
  of damage and spread (as a fireball) in a 
  5-foot-radius sphere for 24 points of fire 
  damage.
  Any creature struck by a shooting star takes full damage 
  from impact plus full fire damage from the spread unless it 
  makes a DC 13 Reflex save. Creatures not struck but within the 
  spread ignore the impact damage and take only half damage 
  from the fire spread on a successful DC 13 Reflex save. Range 
  is 70 feet, at the end of which the shooting star explodes 
  unless it strikes a creature or object before that. A shooting 
  star always follows a straight line, and any creature in its path 
  must make a save or be hit by the projectile.
  Indoors at night, or underground, the ring of shooting stars 
  has the following properties.
  • Faerie fire (twice per day)
  • Spark shower (special, once per day)
  The spark shower is a flying cloud of sizzling purple sparks 
  that fan out from the ring for a distance of 20 feet in an arc 
  10 feet wide. Creatures within this area take 2d8 points of 
  damage each if not wearing metal armor or carrying a metal 
  weapon. Those wearing metal armor and/or carrying a metal 
  weapon take 4d8 points of damage. 
  cOnstRUctiOn
  Requirements Forge Ring, faerie fire, fireball, light, lightning 
  bolt; cost 25,000 gp
  Ring Of speLL stORing, minOR
  Aura faint evocation; cL 5th
  slot ring; price 18,000 gp; Weight —
  
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  DescRiptiOn
  A minor ring of spell storing contains up to three levels of spells 
  that the wearer can cast. Each spell has a caster level equal to 
  the minimum level needed to cast that spell. The user need 
  not provide any material components or focus to cast the 
  spell, and there is no arcane spell failure chance for wearing 
  armor (because the ring wearer need not gesture). The 
  activation time for the ring is same as the casting time for the 
  relevant spell, with a minimum of 1 standard action.
  For a randomly generated ring, treat it as a scroll to 
  determine what spells are stored in it. If you roll a spell that 
  would put the ring over the three-level limit, ignore that roll; 
  the ring has no more spells in it.
  A spellcaster can cast any spells into the ring, so long as the 
  total spell levels do not add up to more than three. Metamagic 
  versions of spells take up storage space equal to their spell 
  level modified by the metamagic feat. A spellcaster can use a 
  scroll to put a spell into the minor ring of spell storing.
  The ring magically imparts to the wearer the names of all 
  spells currently stored within it. 
  cOnstRUctiOn
  Requirements Forge Ring, imbue with spell ability; cost 9,000 gp
  Ring Of speLL stORing
  Aura moderate evocation; cL 9th
  slot ring; price 50,000 gp; Weight —
  DescRiptiOn
  As the minor ring of spell storing, except it holds up to five 
  levels of spells. 
  cOnstRUctiOn
  Requirements Forge Ring, imbue with spell ability; cost 
  25,000 gp
  Ring Of speLL stORing, mAjOR
  Aura strong evocation; cL 17th
  slot ring; price 200,000 gp; Weight —
  DescRiptiOn
  As the minor ring of spell storing, except it holds up to ten 
  levels of spells. 
  cOnstRUctiOn
  Requirements Forge Ring, imbue with spell ability; cost 
  100,000 gp
  Rods
  ROD Of AbsORptiOn
  Aura strong abjuration; cL 15th
  slot none; price 50,000 gp; Weight 5 lb.
  DescRiptiOn
  This rod acts as a magnet, drawing spells or spell-like abilities 
  into itself. The magic absorbed must be a single-target spell 
  or a ray directed at either the character possessing the rod or 
  her gear. The rod then nullifies the spell’s effect and stores its 
  potential until the wielder releases this energy in the form of 
  spells of her own. She can instantly detect a spell’s level as the 
  rod absorbs that spell’s energy. Absorption requires no action 
  on the part of the user if the rod is in hand at the time.
  A running total of absorbed (and used) spell levels should 
  be kept. The wielder of the rod can use captured spell energy 
  to cast any spell she has prepared, without expending the 
  preparation itself. The only restrictions are that the levels of 
  spell energy stored in the rod must be equal to or greater 
  than the level of the spell the wielder wants to cast, that any 
  material components required for the spell be present, and 
  that the rod be in hand when casting. For casters such as 
  bards or sorcerers who do not prepare spells, the rod’s energy 
  can be used to cast any spell of the appropriate level or levels 
  that they know.
  A rod of absorption absorbs a maximum of 50 spell levels 
  and can thereafter only discharge any remaining potential it 
  might have. The rod cannot be recharged. The wielder knows 
  the rod’s remaining absorbing potential and current amount 
  of stored energy.
  To determine the absorption potential remaining in a newly 
  found rod, roll d% and divide the result by 2. Then roll d% 
  again: On a result of 71–100, half the levels already absorbed 
  by the rod are still stored within. 
  cOnstRUctiOn
  Requirements Craft Rod, spell turning; cost 25,000 gp
  ROD Of ALeRtness
  Aura moderate abjuration, divination, enchantment, and 
  evocation; cL 11th
  slot none; price 85,000 gp; Weight 4 lb.
  DescRiptiOn
  This rod is indistinguishable from a +1 light mace. It has eight 
  flanges on its macelike head. The rod bestows a +1 insight 
  bonus on initiative checks. If grasped firmly, the rod enables 
  the holder to use detect evil, detect good, detect chaos, detect 
  law, detect magic, discern lies, light, or see invisibility. Each 
  different use is a standard action.
  If the head of a rod of alertness is planted in the ground 
  and the possessor wills it to alertness (a standard action), the 
  rod senses any creature within 120 feet who intends to harm 
  the possessor. At the same time, the rod creates the effect of 
  a prayer spell upon all creatures friendly to the possessor in 
  a 20-foot radius. Immediately thereafter, the rod sends forth 
  a mental alert to these friendly creatures, warning them of 
  possible danger from the unfriendly creature or creatures 
  within the 120-foot radius. These effects last for 10 minutes, 
  and the rod can perform this function once per day. Last, the 
  rod can be used to simulate the casting of an animate objects 
  spell, utilizing any 11 (or fewer) Small objects located roughly 
  around the perimeter of a 5-foot-radius circle centered on the 
  rod when planted in the ground. Objects remain animated for 
  11 rounds. The rod can perform this function once per day. 
  
  52
  Pathfinder Roleplaying Game
  cOnstRUctiOn
  Requirements Craft Rod, alarm, animate objects, detect chaos, 
  detect evil, detect good, detect law, detect magic, discern lies, 
  light, prayer, see invisibility; cost 42,500 gp
  ROD Of fLAme extingUishing
  Aura strong transmutation; cL 12th
  slot none; price 15,000 gp; Weight 5 lb.
  DescRiptiOn
  This rod can extinguish Medium or smaller 
  nonmagical fires with simply a touch (a standard action). 
  For the rod to be effective against other sorts of fires, the 
  wielder must expend 1 or more of the rod’s charges.
  Extinguishing a Large or larger nonmagical fire, or a 
  magic fire of Medium or smaller (such as that of a flaming 
  weapon or a burning hands spell), expends 1 charge. 
  Continual magic flames, such as those of a weapon or a fire 
  creature, are suppressed for 6 rounds and flare up again 
  after that time. To extinguish an instantaneous fire spell, 
  the rod must be within the area of the effect and the wielder 
  must have used a ready action, effectively countering the 
  entire spell.
  When applied to Large or larger magic fires, such as those 
  caused by fireball, flame strike, or wall of fire, extinguishing 
  the flames expends 2 charges from the rod.
  If the device is used upon a fire creature (a melee touch 
  attack), it deals 6d6 points of damage to the creature. This 
  use requires 3 charges.
  A rod of flame extinguishing has 10 charges when found. 
  Spent charges are renewed every day, so that a wielder can 
  expend up to 10 charges in any 24-hour period. 
  cOnstRUctiOn
  Requirements Craft Rod, pyrotechnics; cost 7,500 gp
  ROD Of LORDLy might
  Aura strong enchantment, evocation, necromancy, and trans-
  mutation; cL 19th
  slot none; price 70,000 gp; Weight 10 lb.
  DescRiptiOn
  This rod has functions that are spell-like, and it can also be 
  used as a magic weapon of various sorts. It also has several 
  more mundane uses. The rod of lordly might is metal, thicker 
  than other rods, with a flanged ball at one end and six studlike 
  buttons along its length. (Pushing any of the rod’s buttons is 
  equivalent to drawing a weapon.) It weighs 10 pounds.
  The following spell-like functions of the rod can each be 
  used once per day.
  • Hold person upon touch, if the wielder so commands (Will 
  DC 14 negates). The wielder must choose to use this power 
  and then succeed on a melee touch attack to activate the 
  power. If the attack fails, the effect is lost.
  • Fear upon all enemies viewing it, if the wielder so desires 
  (10-foot maximum range, Will DC 16 partial). Invoking this 
  power is a standard action.
  • Deal 2d4 hit points of damage to an opponent on a 
  successful touch attack (Will DC 17 half) and cure the 
  wielder of a like amount of damage. The wielder must 
  choose to use this power before attacking, as with hold 
  person.
  The following weapon functions of the rod have no 
  limit on the number of times they can be employed.
  • In its normal form, the rod can be used as a +2 light 
  mace.
  • When button 1 is pushed, the rod becomes a +1 flaming 
  longsword. A blade springs from the ball, with the ball itself 
  becoming the sword’s hilt. The weapon lengthens to an 
  overall length of 4 feet.
  • When button 2 is pushed, the rod becomes a +4 
  battleaxe. A wide blade springs forth at the ball, and the 
  whole lengthens to 4 feet.
  • When button 3 is pushed, the rod becomes a +3 
  shortspear or +3 longspear. The spear blade springs forth, and 
  the handle can be lengthened up to 12 feet (wielder’s choice) 
  for an overall length ranging from 6 feet to 15 feet. At its 15-
  foot length, the rod is suitable for use as a lance.
  The following other functions of the rod also have no 
  limit on the number of times they can be employed.
  • Climbing pole/ladder. When button 4 is pushed, a 
  spike that can anchor in granite is extruded from the ball, 
  while the other end sprouts three sharp hooks. The rod 
  lengthens to anywhere between 5 and 50 feet in a single 
  round, stopping when button 4 is pushed again. Horizontal 
  bars 3 inches long fold out from the sides, 1 foot apart, in 
  staggered progression. The rod is firmly held by the spike 
  and hooks and can bear up to 4,000 pounds. The wielder 
  can retract the pole by pushing button 5.
  • The ladder function can be used to force open doors. 
  The wielder plants the rod’s base 30 feet or less from the 
  portal to be forced and in line with it, then pushes button 
  4. The force exerted has a Strength modifier of +12.
  • When button 6 is pushed, the rod indicates magnetic 
  north and gives the wielder knowledge of his approximate 
  depth beneath the surface or height above it. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, Craft Rod, 
  bull’s strength, fear, flame blade, hold person, inflict light 
  wounds; cost 35,000 gp
  ROD Of secURity
  Aura strong conjuuration; cL 20th
  slot none; price 61,000 gp; Weight 5 lb.
  DescRiptiOn
  This item creates a nondimensional space, a pocket 
  paradise. There the rod’s possessor and as many as 199 other 
  creatures can stay in complete safety for a period of time, up 
  to 200 days divided by the number of creatures affected. All 
  
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  Pathfinder rPg: Magic Items
  2
  fractions are rounded down.
  In this pocket paradise, creatures don’t age, and natural 
  healing take place at twice the normal rate. Fresh water and 
  food (fruits and vegetables only) are in abundance. The climate 
  is comfortable for all creatures involved.
  Activating the rod (a standard action) causes the wielder 
  and all creatures touching the rod to be transported 
  instantaneously to the paradise. Members of large groups can 
  hold hands or otherwise maintain physical contact, allowing 
  all connected creatures in a circle or a chain to be affected by 
  the rod. Unwilling creatures get a DC 17 Will save to negate 
  the effect. If such a creature succeeds on its save, other 
  creatures beyond that point in a chain can still be affected by 
  the rod.
  When the rod’s effect expires or is dispelled, all the 
  affected creatures instantly reappear in the location they 
  occupied when the rod was activated. If something else 
  occupies the space that a traveler would be returning to, 
  then his body is displaced a sufficient distance to provide the 
  space required for reentry. The rod’s possessor can dismiss 
  the effect whenever he wishes before the maximum time 
  period expires, but the rod can only be activated once per 
  week. 
  cOnstRUctiOn
  Requirements Craft Rod, gate; cost 30,500 gp
  ROD Of spLenDOR
  Aura strong conjuration and transmutation; cL 12th
  slot none; price 25,000 gp; Weight 5 lb.
  DescRiptiOn
  The possessor of this rod gains a +4 enhancement bonus to 
  her Charisma score for as long as she holds or carries the 
  item. Once per day, the rod creates and garbs her in clothing 
  of the finest fabrics, plus adornments of furs and jewels. 
  Apparel created by the magic of the rod remains in 
  existence for 12 hours. However, if the possessor attempts to 
  sell or give away any part of it, use it for a spell component, 
  or the like, all the apparel immediately disappears. The same 
  applies if any of it is forcibly taken from her.
  The value of noble garb created by the rod ranges from 
  7,000 to 10,000 gp (1d4+6 x1,000 gp)—1,000 gp for the 
  fabric alone, 5,000 gp for the furs, and the rest for the 
  jewel trim (maximum of twenty gems, maximum value 200 
  gp each).
  In addition, the rod has a second special power, usable once 
  per week. Upon command, it creates a palatial tent—a huge 
  pavilion of silk 60 feet across. Inside the tent are temporary 
  furnishings and food suitable to the splendor of the pavilion 
  and sufficient to entertain as many as 100 persons. The tent 
  and its trappings last for 1 day. At the end of that time, the 
  tent and all objects associated with it (including any items that 
  were taken out of the tent) disappear. 
  cOnstRUctiOn
  Requirements Craft Rod, eagle’s splendor, fabricate, major 
  creation; cost 12,500 gp
  ROD Of thUnDeR AnD Lightning
  Aura moderate evocation; cL 9th
  slot none; price 33,000 gp; Weight 5 lb.
  DescRiptiOn
  Constructed of iron set with silver rivets, this rod has the 
  properties of a +2 light mace. Its other powers are as follows.
  • Thunder: Once per day, the rod can strike as a +3 light 
  mace, and the opponent struck is stunned from the noise of 
  the rod’s impact (Fortitude DC 16 negates). Activating this 
  power counts as a free action, and it works if the wielder 
  strikes an opponent within 1 round.
  • Lightning: Once per day, when the wielder desires, a 
  short spark of electricity can leap forth when the rod strikes 
  an opponent to deal the normal damage for a +2 light mace 
  (1d6+2) and an extra 2d6 points of electricity damage. Even 
  when the rod might not score a normal hit in combat, if the 
  roll was good enough to count as a successful melee touch 
  attack, then the 2d6 points of electricity damage still applies. 
  The wielder activates this power as a free action, and it works 
  if he strikes an opponent within 1 round.
  • Thunderclap: Once per day as a standard action, the 
  wielder can cause the rod to give out a deafening noise, just 
  as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic 
  damage, target deafened for 2d6 rounds).
  • Lightning Stroke: Once per day as a standard action, the 
  wielder can cause the rod to shoot out a 5-foot-wide lightning 
  bolt (9d6 points of electricity damage, Reflex DC 16 half) to a 
  range of 200 feet.
  • Thunder and Lightning: Once per week as a standard 
  action, the wielder of the rod can combine the thunderclap 
  described above with a lightning bolt, as in the lightning 
  stroke. The thunderclap affects all within 10 feet of the bolt. 
  The lightning stroke deals 9d6 points of electricity damage 
  (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), 
  and the thunderclap deals 2d6 points of sonic damage. A 
  single DC 16 Reflex save applies for both effects. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, Craft Rod, light-
  ning bolt, shout; cost 16,500 gp
  Staves
  stAff Of AbjURAtiOn
  Aura strong abjuration; cL 13th
  slot none; price 82,000 gp; Weight 5 lb.
  DescRiptiOn
  Usually carved from the heartwood of an ancient oak or other 
  large tree, this staff allows use of the following spells:
  • Shield (1 charge)
  • Resist energy (1 charge)
  
  54
  Pathfinder Roleplaying Game
  • Dispel magic (1 charge)
  • Lesser globe of invulnerability (2 charges)
  • Dismissal (2 charges)
  • Repulsion (3 charges) 
  cOnstRUctiOn
  Requirements Craft Staff, dismissal, dispel magic, lesser globe of 
  invulnerability, repulsion, resist energy, shield; cost 41,000 gp
  stAff Of cOnjURAtiOn
  Aura strong conjuration; cL 13th
  slot none; price 82,000 gp; Weight 5 lb.
  DescRiptiOn
  This staff is usually made of ash or walnut and bears 
  ornate carvings of many different kinds of creatures. 
  It allows use of the following spells:
  • Unseen servant (1 charge)
  • Summon swarm (1 charge)
  • Stinking cloud (1 charge)
  • Minor creation (2 charges)
  • Cloudkill (2 charges)
  • Summon monster VI (3 charges) 
  cOnstRUctiOn
  Requirements Craft Staff, cloudkill, stinking cloud, summon 
  monster VI, summon swarm, unseen servant; cost 41,000 gp
  stAff Of DiVinAtiOn
  Aura strong divination; cL 13th
  slot none; price 82,000 gp; Weight 5 lb.
  DescRiptiOn
  Made from a supple length of willow, often with a forked tip, 
  this staff allows use of the following spells:
  • Detect secret doors (1 charge)
  • Locate object (1 charge)
  • Tongues (1 charge)
  • Locate creature (2 charges)
  • Prying eyes (2 charges)
  • True seeing (3 charges) 
  cOnstRUctiOn
  Requirements Craft Staff, detect secret doors, locate creature, 
  locate object, prying eyes, tongues, true seeing; cost 41,000 
  gp
  stAff Of enchAntment
  Aura strong enchantment; cL 13th
  slot none; price 82,000 gp; Weight 5 lb.
  DescRiptiOn
  Often made from applewood and topped with a clear 
  crystal, this staff allows use of the following spells:
  • Sleep (1 charge)
  • Hideous laughter (1 charge)
  • Suggestion (1 charge)
  • Crushing despair (2 charges)
  • Mind fog (2 charges)
  • Suggestion, mass (3 charges) 
  cOnstRUctiOn
  Requirements Craft Staff, crushing despair, hideous laughter, 
  mass suggestion, mind fog, sleep, suggestion; cost 41,000 gp
  stAff Of eVOcAtiOn
  Aura strong evocation; cL 13th
  slot none; price 82,000 gp; Weight 5 lb.
  DescRiptiOn
  Usually very smooth and carved from hickory, willow, or 
  yew, this staff allows use of the following spells:
  • Magic missile (1 charge)
  • Shatter (1 charge)
  • Fireball (1 charge)
  • Ice storm (2 charges)
  • Wall of force (2 charges)
  • Chain lightning (3 charges) 
  cOnstRUctiOn
  Requirements Craft Staff, chain lightning, fireball, ice 
  storm, magic missile, shatter, wall of force; cost 41,000 gp
  stAff Of iLLUsiOn
  Aura strong illusion; cL 13th
  slot none; price 82,000 gp; Weight 5 lb.
  DescRiptiOn
  This staff is made from ebony or other dark wood and 
  carved into an intricately twisted, fluted, or spiral shape. It 
  allows use of the following spells:
  • Disguise self (1 charge)
  • Mirror image (1 charge)
  • Major image (1 charge)
  • Rainbow pattern (2 charges)
  • Persistent image (2 charges)
  • Mislead (3 charges) 
  cOnstRUctiOn
  Requirements Craft Staff, disguise self, major image, mirror 
  image, persistent image, project image, rainbow pattern; cost 
  41,000 gp
  stAff Of necROmAncy
  Aura strong necromancy; cL 13th
  slot none; price 82,000 gp; Weight 5 lb.
  DescRiptiOn
  This staff is made from ebony or other dark wood and 
  carved with the images of bones and skulls. It allows use of 
  the following spells:
  • Cause fear (1 charge)
  • Ghoul touch (1 charge)
  • Halt undead (1 charge)
  • Enervation (2 charges)
  • Waves of fatigue (2 charges)
  • Circle of death (3 charges) 
  cOnstRUctiOn
  
  55
  Pathfinder rPg: Magic Items
  2
  Requirements Craft Staff, cause fear, circle of death, enervation, 
  ghoul touch, halt undead, waves of fatigue; cost 41,000 gp
  stAff Of tRAnsmUtAtiOn
  Aura strong transmutation; cL 13th
  slot none; price 82,000 gp; Weight 5 lb.
  DescRiptiOn
  This staff is generally carved from or decorated with petrified 
  wood and allows use of the following spells:
  • Expeditious retreat (1 charge)
  • Alter self (1 charge)
  • Blink (1 charge)
  • Polymorph (2 charges)
  • Baleful polymorph (2 charges)
  • Disintegrate (3 charges) 
  cOnstRUctiOn
  Requirements Craft Staff, alter self, baleful polymorph, blink, 
  disintegrate, expeditious retreat, polymorph; cost 41,000 gp
  stAff Of the WOODLAnDs
  Aura moderate varied; cL 13th
  slot none; price 100,400 gp; Weight 5 lb.
  DescRiptiOn
  Appearing to have grown naturally into its shape, this oak, ash, 
  or yew staff allows use of the following spells:
  • Charm animal (1 charge)
  • Speak with animals (1 charge)
  • Barkskin (2 charges)
  • Wall of thorns (3 charges)
  • Summon nature’s ally VI (3 charges)
  • Animate plants (4 charges)
  The staff may be used as a weapon, functioning as a +2 
  quarterstaff. The staff of the woodlands also allows its wielder 
  to pass without trace at will, with no charge cost. These two 
  attributes continue to function after all the charges are 
  expended. 
  cOnstRUctiOn
  Requirements Craft Magic Arms and Armor, Craft Staff, 
  animate plants, barkskin, charm animal, pass without trace, 
  speak with animals, summon nature’s ally VI, wall of thorns; 
  cost 50,500 gp
  Wondrous Items
  cAnDLe Of inVOcAtiOn
  Aura strong conjuration; cL 17th
  slot —; price 8,400 gp; Weight 1/2 lb.
  DescRiptiOn
  Each of these special tapers is dedicated to one of the nine 
  alignments. Simply burning the candle generates a favorable 
  aura for the individual if the candle’s alignment matches that 
  of the character. Characters of the same alignment as the 
  burning candle add a +2 morale bonus on attack rolls, saving 
  throws, and skill checks while within 30 feet of the flame.
  A cleric whose alignment matches the candle’s operates 
  as if two levels higher for purposes of determining spells per 
  day if he burns the candle during or just prior to his spell 
  preparation time. He can even cast spells normally unavailable 
  to him as if he were of that higher level, but only so long as the 
  candle continues to burn. Except in special cases (see below), a 
  candle burns for 4 hours.
  In addition, burning a candle also allows the owner to cast a 
  gate spell, the respondent being of the same alignment as the 
  candle, but the taper is immediately consumed in the process. 
  It is possible to extinguish the candle simply by blowing it out, 
  so users often place it in a lantern to protect it from drafts 
  and the like. Doing this doesn’t interfere with its magical 
  properties. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, gate, creator must be 
  same alignment as candle created; cost 4,200 gp
  cUbe Of fORce
  Aura moderate evocation; cL 10th
  slot —; price 62,000 gp; Weight 1/2 lb.
  DescRiptiOn
  This device is about 3/4 inch across and can be made of ivory, 
  bone, or any hard mineral. It enables its possessor to put up a 
  special wall of force 10 feet on a side around her person. This 
  cubic screen moves with the character and is impervious to 
  the attack forms mentioned on the table below. The cube has 
  36 charges which are renewed each day. The possessor presses 
  one face of the cube to activate a particular type of screen or 
  to deactivate the device. Each effect costs a certain number of 
  charges to maintain for every minute (or portion of a minute) 
  it is in operation. Also, when an effect is active, the possessor’s 
  speed is limited to the maximum value given on the table.
  When the cube of force is active, attacks dealing more 
  than 30 points of damage drain 1 charge for every 10 points 
  of damage beyond 30 that they deal. Spells that affect the 
  integrity of the screen also drain extra charges. These spells 
  (given in the list below) cannot be cast into or out of the cube:
  Cube Face 
  Cost 
  Maximum 
   
  Charge  
  per Minute 
  Speed 
  Effect
  1 
  1 
  30 ft. 
  Keeps out gases, wind, etc.
  2 
  2 
  20 ft. 
  Keeps out nonliving matter
  3 
  3 
  15 ft. 
  Keeps out living matter
  4 
  4 
  10 ft. 
  Keeps out magic
  5 
  6 
  10 ft. 
  Keeps out all things
  6 
  0 
  As normal 
  Deactivates
  Attack Form 
  Extra Charges
  Horn of blasting 
  6
  Wall of fire 
  2
  Passwall 
  3
  
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  Pathfinder Roleplaying Game
  Disintegrate 
  6
  Phase door 
  5
  Prismatic spray 
  7 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, wall of force; cost 
  31,000 gp
  DARkskULL
  Aura moderate evocation [evil]; cL 9th
  slot —; price 60,000 gp; Weight 5 lb.
  DescRiptiOn
  This skull, carved from ebony, is wholly evil. Wherever 
  the skull goes, the area around it is treated as though an 
  unhallow spell had been cast with the skull as the touched 
  point of origin. Each darkskull has a single spell effect tied 
  to it. This spell is from the standard list and cannot be 
  changed. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, unhallow, creator must 
  be evil; cost 30,000 gp
  Deck Of iLLUsiOns
  Aura faint illusion; cL 6th
  slot —; price 8,100 gp; Weight 1/2 lb.
  DescRiptiOn
  This set of parchment cards is usually found in an ivory, 
  leather, or wooden box. A full deck consists of 34 cards. 
  When a card is drawn at random and thrown to the 
  ground, a major image of a creature is formed. The figment 
  lasts until dispelled. The illusory creature cannot move 
  more than 30 feet away from where the card landed, but 
  otherwise moves and acts as if it were real. At all times 
  it obeys the desires of the character who drew the card. 
  When the illusion is dispelled, the card becomes blank and 
  cannot be used again. If the card is picked up, the illusion 
  is automatically and instantly dispelled. The cards in a 
  deck and the illusions they bring forth are summarized on 
  the following table. (Use one of the first two columns to 
  simulate the contents of a full deck using either ordinary 
  playing cards or tarot cards.)
  Playing Card 
  Tarot Card 
  Creature
  Ace of hearts 
  IV. The Emperor 
  Red dragon
  King of hearts 
  Knight of swords 
  Male human fighter 
   
   
  and four guards
  Queen of hearts 
  Queen of staves 
  Female human wizard
  Jack of hearts 
  King of staves 
  Male human druid
  Ten of hearts 
  VII. The Chariot 
  Cloud giant
  Nine of hearts 
  Page of staves 
  Ettin
  Eight of hearts 
  Ace of cups 
  Bugbear
  Two of hearts 
  Five of staves 
  Goblin
  Playing Card 
  Tarot Card 
  Creature
  Ace of diamonds 
  III. The Empress 
  Glabrezu (demon)
  King of diamonds 
  Two of cups 
  Male elf wizard 
   
   
  and female apprentice
  Queen of diamonds 
  Queen of swords 
  Half-elf ranger (female)
  Jack of diamonds 
  XIV. Temperance 
  Harpy
  Ten of diamonds 
  Seven of staves 
  Male half-orc barbarian
  Nine of diamonds 
  Four of pentacles 
  Ogre mage
  Eight of diamonds 
  Ace of pentacles 
  Gnoll
  Two of diamonds 
  Six of pentacles 
  Kobold
  Playing Card 
  Tarot Card 
  Creature
  Ace of spades 
  II. The High Priestess 
  Lich
  King of spades 
  Three of staves 
  Three male human clerics
  Queen of spades 
  Four of cups 
  Medusa
  Jack of spades 
  Knight of pentacles 
  Male dwarf paladin
  Ten of spades 
  Seven of swords 
  Frost giant
  Nine of spades 
  Three of swords 
  Troll
  Eight of spades 
  Ace of swords 
  Hobgoblin
  Two of spades 
  Five of cups 
  Goblin
  Playing Card 
  Tarot Card 
  Creature
  Ace of clubs 
  VIII. Strength 
  Iron golem
  King of clubs 
  Page of pentacles 
  Three male halfling rogues
  Queen of clubs 
  Ten of cups 
  Pixies
  Jack of clubs 
  Nine of pentacles 
  Female half-elf bard
  Ten of clubs 
  Nine of staves 
  Hill giant
  Nine of clubs 
  King of swords 
  Ogre
  Eight of clubs 
  Ace of staves 
  Orc
  Two of clubs 
  Five of cups 
  Kobold
  Playing Card 
  Tarot Card 
  Creature
  Joker 
  Two of pentacles 
  Illusion of deck’s owner
  Joker 
  Two of staves 
  Illusion of deck’s 
   
   
  owner (sex reversed)
  A randomly generated deck is usually complete (11–100 
  on d%), but may be discovered (01–10) with 1d20 of its 
  cards missing. If cards are missing, reduce the price by a 
  corresponding amount. 
  
  57
  Pathfinder rPg: Magic Items
  2
  cOnstRUctiOn
  Requirements Craft Wondrous Item, major image; cost 
  4,050 gp
  figURines Of WOnDROUs pOWeR
  Aura varies; cL varies
  slot —; price 10,000 gp (bronze griffon), 10,000 gp (ebony 
  fly), 16,500 gp (golden lions), 21,000 gp (ivory goats), 17,000 
  gp (marble elephant), 28,500 gp (obsidian steed), 15,500 
  gp (onyx dog), 9,100 gp (serpentine owl), 3,800 gp (silver 
  raven); Weight 1 lb.
  DescRiptiOn
  Each of the several kinds of figurines of wondrous power 
  appears to be a miniature statuette of a creature an inch or 
  so high (with one exception). When the figurine is tossed 
  down and the correct command word spoken, it becomes a 
  living creature of normal size (except when noted otherwise 
  below). The creature obeys and serves its owner. Unless stated 
  otherwise, the creature understands Common but does not 
  speak.
  If a figurine of wondrous power is broken or destroyed in its 
  statuette form, it is forever ruined. All magic is lost, its power 
  departed. If slain in animal form, the figurine simply reverts to 
  a statuette that can be used again at a later time.
  bronze griffon: When animated, a bronze griffon acts 
  in all ways like a normal griffon under the command of its 
  possessor. The item can be used twice per week for up to 
  6 hours per use. When 6 hours have passed or when the 
  command word is spoken, the bronze griffon once again 
  becomes a tiny statuette. Moderate transmutation; CL 11th; 
  Craft Wondrous Item, animate objects.
  ebony fly: When animated, an ebony fly is the size of a 
  pony and has all the statistics of a hippogriff but can make 
  no attacks. The item can be used three times per week for up 
  to 12 hours per use. When 12 hours have passed or when the 
  command word is spoken, the ebony fly again becomes a tiny 
  statuette. Moderate transmutation; CL 11th; Craft Wondrous 
  Item, animate objects.
  golden Lions: These figurines come in pairs. They become 
  normal adult male lions. If slain in combat, the lions cannot 
  be brought back from statuette form for one full week. 
  Otherwise, they can be used once per day for up to 1 hour. 
  They enlarge and shrink upon speaking the command word. 
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  animate objects.
  ivory goats: These figurines come in threes. Each goat of 
  this trio looks slightly different from the others, and each has 
  a different function:
  • The Goat of Traveling: This statuette provides a speedy 
  and enduring mount equal to that of a heavy horse in every 
  way except appearance. The goat can travel for a maximum 
  of one day each week—continuously or in any combination of 
  periods totaling 24 hours. At this point, or when the command 
  word is uttered, it returns to its statuette form for no less than 
  one day before it can again be used.
  • The Goat of Travail: This statuette becomes an enormous 
  creature, larger than a bull, with the statistics of a nightmare 
  except for the addition of a pair of wicked horns of exceptional 
  size (damage 1d8+4 for each horn). If it is charging to attack, 
  it may only use its horns (but add 6 points of damage to each 
  successful attack in that round). It can be called to life just 
  once per month for up to 12 hours at a time.
  • The Goat of Terror: When called upon with the proper 
  command word, this statuette becomes a destrier-like mount 
  with the statistics of a light warhorse. However, its rider can 
  employ the goat’s horns as weapons (one horn as a +3 heavy 
  lance, the other as a +5 longsword). When ridden in an attack 
  against an opponent, the goat of terror radiates fear as the 
  spell in a 30-foot radius (Will DC 16 partial). It can be used 
  once every two weeks for up to 3 hours per use. Moderate 
  transmutation; CL 11th; Craft Wondrous Item, animate objects.
  marble elephant: This is the largest of the figurines, 
  the statuette being about the size of a human hand. Upon 
  utterance of the command word, a marble elephant grows 
  to the size and specifications of a true elephant. The animal 
  created from the statuette is fully obedient to the figurine’s 
  owner, serving as a beast of burden, a mount, or a combatant. 
  The statuette can be used four times per month for up to 
  24 hours at a time. Moderate transmutation; CL 11th; Craft 
  Wondrous Item, animate objects.
  Obsidian steed: This figurine appears to be a small, 
  shapeless lump of black stone. Only careful inspection 
  reveals that it vaguely resembles some form of quadruped. 
  On command, the near-formless piece of obsidian becomes 
  a fantastic mount. Treat it as a heavy warhorse with the 
  following additional powers usable once per round at will: 
  overland flight, plane shift, and ethereal jaunt. The steed allows 
  itself to be ridden, but if the rider is of good alignment, the 
  steed is 10% likely per use to carry him to the lower planes 
  and then return to its statuette form. The statuette can be 
  used once per week for one continuous period of up to 24 
  hours. Note that when an obsidian steed becomes ethereal or 
  plane shifts, its rider and his gear follow suit. Thus, the user 
  can travel to other planes via this means. Strong conjuration 
  and transmutation; CL 15th; Craft Wondrous Item, animate 
  objects, etherealness, fly, plane shift.
  Onyx Dog: When commanded, this statuette changes into 
  a creature with the same properties as a riding dog except that 
  it is endowed with an Intelligence of 8, can communicate in 
  Common, and has exceptional olfactory and visual abilities. It 
  has the scent ability and adds +4 on its Perception checks. It 
  has 60-foot darkvision, and it can see invisibility. An onyx dog 
  can be used once per week for up to 6 hours. It obeys only 
  its owner. Moderate transmutation; CL 11th; Craft Wondrous 
  Item, animate objects.
  serpentine Owl: This figurine becomes either a normal-
  
  58
  Pathfinder Roleplaying Game
  sized horned owl or a giant owl according to the command 
  word used. The transformation can take place once per day, 
  with a maximum duration of 8 continuous hours. However, 
  after three transformations into giant owl form, the statuette 
  loses all its magical properties. The owl communicates with 
  its owner by telepathic means, informing her of all it sees 
  and hears. Moderate transmutation; CL 11th; Craft Wondrous 
  Item, animate objects.
  silver Raven: This silver figurine turns into a raven on 
  command (but it retains its metallic consistency, which 
  gives it hardness 10). Another command sends it off 
  into the air, bearing a message just like a creature 
  affected by an animal messenger spell. If not 
  commanded to carry a message, the 
  raven obeys the commands of its 
  owner, although it has no special 
  powers or telepathic abilities. 
  It can maintain its nonfigurine 
  status for only 24 hours per 
  week, but the duration need not be 
  continuous. Faint enchantment and 
  transmutation; CL 6th; Craft Wondrous 
  Item, animal messenger, animate 
  objects.
  cOnstRUctiOn
  Requirements Craft Wondrous Item, animate objects, addi-
  tional spells, see text; cost 5,000 gp (bronze griffon), 5,000 
  gp (ebony fly), 8,250 gp (golden lions), 10,500 gp (ivory 
  goats), 8,500 gp (marble elephant), 14,250 gp (obsidian 
  steed), 7,750 gp (onyx dog), 4,550 gp (serpentine owl), 1,900 
  gp (silver raven)
  feAtheR tOken
  Aura moderate conjuration; cL 12th
  slot —; price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 
  gp (swan boat), 400 gp (tree), 500 gp (whip); Weight —
  DescRiptiOn
  Each of these items is a small feather that has a power 
  to suit a special need. The kinds of tokens are described 
  below. Each token is usable once.
  Anchor: A token useful to moor a craft in water so as to 
  render it immobile for up to 1 day.
  Bird: A token that can be used to deliver a small written 
  message unerringly to a designated target as would a 
  carrier pigeon. The token lasts as long as it takes to carry 
  the message.
  Fan: A token that forms a huge flapping fan, causing a 
  breeze of sufficient strength to propel one ship (about 25 
  mph). This wind is not cumulative with existing wind speed. 
  The token can, however, be used to lessen existing winds, 
  creating an area of relative calm or lighter winds (but wave 
  size in a storm is not affected). The fan can be used for up 
  to 8 hours. It does not function on land.
  Swan Boat: A token that forms a swanlike boat capable 
  of moving on water at a speed of 60 feet. It can carry eight 
  horses and gear, 32 Medium characters, or any equivalent 
  combination. The boat lasts for 1 day.
  Tree: A token that causes a great oak to spring into being 
  (5-foot diameter trunk, 60-foot height, 40-foot top diameter). 
  This is an instantaneous effect.
  Whip: A token that forms into a huge leather whip 
  and wields itself against any 
  opponent desired just like a 
  dancing weapon. The weapon 
  has a +10 base attack bonus, 
  does 1d6+1 points of damage, 
  has a +1 enhancement bonus 
  on attack and damage rolls, and 
  a makes a free grapple 
  attack (with a +15 bonus 
  on its combat maneuver 
  checks) if it hits. The whip lasts no 
  longer than 1 hour. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, major 
  creation; cost 25 gp (anchor), 150 gp (bird), 100 
  gp (fan), 225 gp (swan boat), 200 gp (tree), 250 
  gp (whip)
  gem Of bRightness
  Aura faint evocation; cL 6th
  slot —; price 13,000 gp; Weight —
  DescRiptiOn
  This crystal appears to be a long, rough prism. Upon 
  utterance of a command word, the crystal emits bright light of 
  one of three sorts.
  • One command word causes the gem to shed light as a 
  hooded lantern. This use of the gem does not expend any 
  charges.
  • Another command word causes the gem of brightness to 
  send out a bright ray 1 foot in diameter and 50 feet long. This 
  strikes as a ranged touch attack, and any creature struck by 
  this beam is blinded for 1d4 rounds unless it makes a DC 14 
  Fortitude save. This use of the gem expends 1 charge.
  • The third command word causes the gem to flare in a 
  blinding flash of light that fills a 30-foot cone. Although this 
  glare lasts but a moment, any creature within the cone must 
  make a DC 14 Fortitude save or be blinded for 1d4 rounds. 
  This use expends 5 charges.
  A newly created gem of brightness has 50 charges. When all 
  its charges are expended, the gem becomes nonmagical. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, daylight; cost 6,500 gp
  gOLem mAnUAL
  Aura varies; cL varies
  
  59
  Pathfinder rPg: Magic Items
  2
  slot —; price 12,000 gp (clay), 8,000 gp (flesh), 35,000 gp 
  (iron), 22,000 gp (stone), 44,000 gp (stone, greater); 
  Weight 5 lb.
  DescRiptiOn
  A golem manual contains information, incantations, and 
  magical power that help a character to craft a golem. The 
  instructions therein grant a +5 competence bonus on skill 
  checks made to craft the golem’s body. Each manual also 
  holds the prerequisite spells needed for a specific golem, 
  effectively granting the builder use of the Craft Construct 
  feat during the construction of the golem, and an increase 
  to her caster level for the purpose of crafting a golem.
  The spells included in a golem manual require a spell 
  trigger activation and can be activated only to assist in the 
  construction of a golem. The cost of the book does not 
  include the cost of constructing the golem’s body. Once 
  the golem is finished, the writing in the manual fades and 
  the book is consumed in flames. When the book’s ashes are 
  sprinkled upon the golem, it becomes fully animated.
  Clay Golem Manual: The book contains animate objects, 
  bless, commune, prayer, and resurrection. The reader may 
  treat her caster level as two levels higher than normal for 
  the purpose of crafting a clay golem. Moderate conjuration, 
  divination, enchantment, and transmutation; CL 11th; 
  Craft Construct, creator must be caster level 11th, animate 
  objects, commune, prayer, resurrection.
  Flesh Golem Manual: The book contains animate dead, 
  bull’s strength, geas/quest, and limited wish. The reader may 
  treat her caster level as one level higher than normal for the 
  purpose of crafting a flesh golem. Moderate enchantment, 
  necromancy [evil], and transmutation; CL 8th; Craft 
  Construct, creator must be caster level 8th, animate dead, 
  bull’s strength, geas/quest, limited wish.
  Iron Golem Manual: The book contains cloudkill, geas/
  quest, limited wish, and polymorph any object. The reader 
  may treat her caster level as four levels higher than 
  normal for the purpose of crafting a iron golem. Strong 
  conjuration, enchantment and transmutation; CL 16th; 
  Craft Construct, creator must be caster level 16th, cloudkill, 
  geas/quest, limited wish, polymorph any object.
  Stone Golem Manual: The book contains geas/quest, limited 
  wish, polymorph any object, and slow. The reader may treat her 
  caster level as three levels higher than normal for the purpose 
  of crafting a stone golem. Strong abjuration and enchantment; 
  CL 14th; Craft Construct, creator must be caster level 14th, 
  antimagic field, geas/quest, symbol of stunning.
  Stone Golem Manual, Greater: The book contains geas/
  quest, limited wish, polymorph any object, and slow. The 
  reader may treat her caster level as three levels higher than 
  normal for the purpose of crafting a stone golem. Strong 
  abjuration and enchantment; CL 14th; Craft Construct, 
  creator must be caster level 14th, antimagic field, geas/quest, 
  symbol of stunning.
  cOnstRUctiOn
  Requirements Craft Construct, creator must be caster level 
  16th, additional spells; cost 6,000 gp (clay), 4,000 gp 
  (flesh), 17,500 gp (iron), 11,000 gp (stone), 22,000 gp (stone, 
  greater)
  heLm Of bRiLLiAnce
  Aura strong varied; cL 13th
  slot head; price 125,000 gp; Weight 3 lb.
  DescRiptiOn
  This normal-looking helm takes its true form and manifests 
  its powers when the user dons it and speaks the command 
  word. Made of brilliant silver and polished steel, a newly 
  created helm is set with large magic gems: 10 diamonds, 20 
  rubies, 30 fire opals, and 40 opals. When struck by bright 
  light, the helm scintillates and sends forth reflective rays in all 
  directions from its crownlike, gem-tipped spikes. The jewels’ 
  functions are as follows:
  • Diamond: Prismatic spray (save DC 20)
  • Ruby: Wall of fire
  • Fire opal: Fireball (10d6, Reflex DC 20 half)
  • Opal: Daylight
  The helm may be used once per round, but each gem can 
  perform its spell-like power just once. Until all its jewels are 
  depleted, a helm of brilliance also has the following magical 
  properties when activated.
  • It emanates a bluish light when undead are within 30 feet. 
  This light causes 1d6 points of damage per round to all such 
  creatures within that range.
  • The wearer may command any weapon he wields to 
  become a flaming weapon. This is in addition to whatever 
  abilities the weapon may already have (unless the weapon 
  already is a flaming weapon). The command takes 1 round to 
  take effect.
  • The helm provides resistance to fire 30. This protection 
  does not stack with similar protection from other sources.
  Once all its jewels have lost their magic, the helm loses its 
  powers and the gems turn to worthless powder. Removing a 
  jewel destroys it.
  If a creature wearing the helm is damaged by magical 
  fire (after the fire protection is taken into account) and fails 
  an additional DC 15 Will save, the remaining gems on the 
  helm overload and detonate. Remaining diamonds become 
  prismatic sprays that each randomly target a creature within 
  range (possibly the wearer), rubies become straight-line walls 
  of fire extending outward in a random direction from the helm 
  wearer, and fire opals become fireballs centered on the helm 
  wearer. The opals and the helm itself are destroyed. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, detect undead, fireball, 
  flame blade, light, prismatic spray, protection from energy, 
  wall of fire; cost 62,500 gp
  
  60
  Pathfinder Roleplaying Game
  hORn Of VALhALLA
  Aura strong conjuration; cL 13th
  slot —; price 50,000 gp; Weight 2 lb.
  DescRiptiOn
  This magic instrument comes in four varieties. Each appears 
  to be normal until someone speaks its command word and 
  blows the horn. Then the horn summons a number of human 
  barbarians to fight for the character who summoned them. 
  Each horn can be blown just once every 7 days. Roll d% and 
  refer to the table below to see what type of horn is found. The 
  horn’s type determines what barbarians are summoned and 
  what prerequisite is needed to use the horn. Any character 
  who uses a horn of Valhalla but doesn’t have the prerequisite is 
  attacked by the barbarians she herself summoned.
  d% 
  Type of Horn 
  Barbarians 
  Prerequisite
   
   
  Summoned
  01–40 
  Silver 
  2d4+2, 2nd level 
  None
  41–75 
  Brass 
  2d4+1, 3rd level 
  Spellcaster level 1st
  76–90 
  Bronze 
  2d4, 4th level 
  Proficiency with 
   
   
   
  all martial weapons 
   
   
   
  or bardic music ability
  91–100 
  Iron 
  1d4+1, 5th level 
  Proficiency with 
   
   
   
  all martial weapons 
   
   
   
  or bardic music ability
  Summoned barbarians are constructs, not actual people 
  (though they seem to be); they arrive with the starting 
  equipment for barbarians. They attack anyone the 
  possessor of the horn commands them to fight 
  until they or their opponents are slain or until 
  1 hour has elapsed, whichever comes first. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, 
  summon monster VI; cost 25,000 gp
  instAnt fORtRess
  Aura strong conjuration; cL 13th
  slot —; price 55,000 gp; Weight 1 lb.
  DescRiptiOn
  This metal cube is small, but when activated 
  by speaking a command word it grows to 
  form a tower 20 feet square and 30 feet high, 
  with arrow slits on all sides and a crenellated 
  battlement atop it. The metal walls extend 10 
  feet into the ground, rooting it to the spot 
  and preventing it from being tipped 
  over. The fortress has a small door that 
  opens only at the command of the owner 
  of the fortress—even knock spells can’t 
  open the door.
  The adamantine walls of an instant 
  fortress have 100 hit points and hardness 20. 
  The fortress cannot be repaired except by a wish or a miracle, 
  which restores 50 points of damage taken.
  The fortress springs up in just 1 round, with the door facing 
  the device’s owner. The door opens and closes instantly at his 
  command. People and creatures nearby (except the owner) 
  must be careful not to be caught by the fortress’s sudden 
  growth. Anyone so caught takes 10d10 points of damage 
  (Reflex DC 19 half).
  The fortress is deactivated by speaking a command word 
  (different from the one used to activate it). It cannot be 
  deactivated unless it is empty. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, mage’s magnificent man-
  sion; cost 27,500 gp
  iROn fLAsk
  Aura strong conjuration; cL 20th
  slot —; price 170,000 gp (empty); Weight 1 lb.
  DescRiptiOn
  These special containers are typically inlaid with runes of silver 
  and stoppered by a brass plug bearing a seal engraved with 
  sigils, glyphs, and special symbols. When the user speaks the 
  command word, he can force any creature from another plane 
  into the container, provided that creature fails a DC 19 Will 
  save. The range of this effect is 60 feet. Only one creature 
  at a time can be so contained. Loosing the stopper frees the 
  captured creature. 
  The command word can be given only once per day.
  If the individual freeing the captured creature speaks the 
  command word, the creature can be forced to serve for 1 
  hour. If freed without the command word, the creature acts 
  according to its natural inclinations. (It usually attacks the 
  user, unless it perceives a good reason not to.) Any attempt to 
  force the same creature into the flask a second time provides 
  it a +2 bonus on its saving throw and makes it hostile. A newly 
  discovered bottle might contain any of the following:
  d% 
  Contents 
  d% 
  Contents
  01–50 
  Empty 
  89 
  Demon (glabrezu)
  51–54 
  Large air elemental 
  90 
  Demon (succubus)
  55–58 
  Arrowhawk 
  91 
  Devil (osyluth)
  59–62 
  Large earth elemental 
  92 
  Devil (barbazu)
  63–66 
  Xorn 
  93 
  Devil (erinyes)
  67–70 
  Large fire elemental 
  94 
  Devil (cornugon)
  71–74 
  Salamander 
  95 
  Celestial (avoral)
  75–78 
  Large water elemental 
  96 
  Celestial (ghaele)
  79–82 
  Adult tojanida 
  97 
  Formian myrmarch
  83–84 
  Chaos Beast 
  98 
  Arrowhawk, elder
  85–86 
  Formian taskmaster 
  99 
  Rakshasa
  87 
  Demon (vrock) 
  100 
  Demon (balor) or 
  88 
  Demon (hezrou) 
   
  devil (pit fiend)—
   
   
   
  equal chance for either
    
   
  
  61
  Pathfinder rPg: Magic Items
  2
  cOnstRUctiOn
  Requirements Craft Wondrous Item, trap the soul; cost 
  85,000 gp
  LyRe Of bUiLDing
  Aura faint transmutation; cL 6th
  slot —; price 13,000 gp; Weight 5 lb.
  DescRiptiOn
  If the proper chords are struck, a single use of this lyre 
  negates any attacks made against all inanimate 
  construction (walls, roof, floor, and so on) within 300 
  feet. This includes the effects of a horn of blasting, a 
  disintegrate spell, or an attack from a ram or similar 
  siege weapon. The lyre can be used in this way once 
  per day, with the protection 
  lasting for 30 minutes.
  The lyre is also 
  useful with respect 
  to building. Once a 
  week, its strings can 
  be strummed so as 
  to produce chords 
  that magically construct 
  buildings, mines, tunnels, 
  ditches, or whatever. The 
  effect produced in but 30 minutes 
  of playing is equal to the work of 
  100 humans laboring for 3 days. Each hour after the 
  first, a character playing the lyre must make a DC 18 Perform 
  (string instruments) check. If it fails, she must stop and cannot 
  play the lyre again for this purpose until a week has passed. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, fabricate; cost 6,500 gp
  mAnUAL Of bODiLy heALth
  Aura strong evocation (if miracle is used); cL 17th
  slot —; price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lb.
  DescRiptiOn
  This thick tome contains tips on health and fitness, but 
  entwined within the words is a powerful magical effect. If 
  anyone reads this book, which takes a total of 48 hours over a 
  minimum of 6 days, he gains an inherent bonus from +1 to +5 
  (depending on the type of manual) to his Constitution score. 
  Once the book is read, the magic disappears from the pages 
  and it becomes a normal book. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, wish or miracle; cost 
  13,750 gp (+1), 27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4), 
  68,750 gp (+5)
  mAnUAL Of gAinfUL exeRcise
  Aura strong evocation (if miracle is used); cL 17th
  slot —; price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lb.
  DescRiptiOn
  This thick tome contains exercise descriptions and diet 
  suggestions, but entwined within the words is a powerful 
  magical effect. If anyone reads this book, which takes a total 
  of 48 hours over a minimum of 6 days, she gains an inherent 
  bonus from +1 to +5 (depending on the type of manual) to 
  her Strength score. Once the book is read, the 
  magic disappears from the pages and it 
  becomes a normal book. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, 
  wish or miracle; cost 13,750 gp (+1), 
  27,500 gp (+2), 41,250 gp (+3), 55,000 gp 
  (+4), 68,750 gp (+5)
  mAnUAL Of qUickness Of ActiOn
  Aura strong evocation (if miracle is 
  used); cL 17th
  slot —; price 27,500 gp 
  (+1), 55,000 gp (+2), 82,500 
  gp (+3), 110,000 gp (+4), 
  137,500 gp (+5); Weight 5 lb.
  DescRiptiOn
  This thick tome contains 
  tips on coordination 
  exercises and balance, but 
  entwined within the words is a 
  powerful magical effect. If anyone 
  reads this book, which takes a total of 48 
  hours over a minimum of 6 days, he gains 
  an inherent bonus from +1 to +5 (depending on the type of 
  manual) to his Dexterity score. Once the book is read, the 
  magic disappears from the pages and it becomes a normal 
  book. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, wish or miracle; cost 
  13,750 gp (+1), 27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4), 
  68,750 gp (+5)
  mARVeLOUs pigments
  Aura strong conjuration; cL 15th
  slot —; price 4,000 gp; Weight —
  DescRiptiOn
  These magic emulsions enable their possessor to create actual, 
  permanent objects simply by depicting their form in two 
  dimensions. The pigments are applied by a stick tipped with 
  bristles, hair, or fur. The emulsion flows from the application 
  to form the desired object as the artist concentrates on the 
  desired image. One pot of marvelous pigments is sufficient 
  to create a 1,000-cubic-foot object by depicting it two-
  dimensionally over a 100-square-foot surface. 
  
  62
  Pathfinder Roleplaying Game
  Only normal, inanimate objects can be created. Creatures 
  can’t be created. The pigments must be applied to a surface. It 
  takes 10 minutes and a DC 15 Craft (painting) check to depict 
  an object with the pigments. Marvelous pigments cannot create 
  magic items. Objects of value depicted by the pigments—
  precious metals, gems, jewelry, ivory, and so on—appear 
  to be valuable but are really made of tin, lead, paste, brass, 
  bone, and other such inexpensive materials. The user can 
  create normal weapons, armor, and any other mundane item 
  (including foodstuffs) whose value does not exceed 2,000 gp.
  Items created are not magical; the effect is instantaneous. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, major creation; cost 
  2,000 gp
  miRROR Of Life tRApping
  Aura strong abjuration; cL 17th
  slot —; price 200,000 gp; Weight 50 lb.
  DescRiptiOn
  This crystal device is usually about 4 feet square and framed in 
  metal or wood. It can be hung or placed on a surface and then 
  activated by giving a command word. The same command 
  word deactivates the mirror. A mirror of life trapping has 15 
  nonspatial extradimensional compartments within it. Any 
  creature coming within 30 feet of the device and looking at 
  its own reflection must make a DC 23 Will save or be trapped 
  within the mirror in one of the cells. A creature not aware 
  of the nature of the device always sees its own reflection. 
  The probability of a creature seeing its reflection, and thus 
  needing to make the saving throw, drops to 50% if the 
  creature is aware that the mirror traps life and seeks to avoid 
  looking at it (treat as a gaze attack).
  When a creature is trapped, it is taken bodily into the 
  mirror. Size is not a factor, but constructs and undead are not 
  trapped, nor are inanimate objects and other nonliving matter. 
  A victim’s equipment (including clothing and anything being 
  carried) remains behind. If the mirror’s owner knows the right 
  command word, he can call the reflection of any creature 
  trapped within to its surface and engage his powerless 
  prisoner in conversation. Another command word frees the 
  trapped creature. Each pair of command words is specific to 
  each prisoner.
  If the mirror’s capacity is exceeded, one victim (determined 
  randomly) is set free in order to accommodate the latest one. 
  If the mirror is broken, all victims currently trapped in it are 
  freed. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, imprisonment; cost 
  100,000 gp
  pORtAbLe hOLe
  Aura moderate conjuration; cL 12th
  slot —; price 20,000 gp; Weight —
  DescRiptiOn
  A portable hole is a circle of cloth spun from the webs of a 
  phase spider interwoven with strands of ether and beams 
  of starlight. When opened fully, a portable hole is 6 feet in 
  diameter, but it can be folded up to be as small as a pocket 
  handkerchief. When spread upon any surface, it causes an 
  extradimensional space 10 feet deep to come into being. This 
  hole can be picked up from inside or out by simply taking hold 
  of the edges of the cloth and folding it up. Either way, the 
  entrance disappears, but anything inside the hole remains.
  The only air in the hole is that which enters when the hole is 
  opened. It contains enough air to supply one Medium creature 
  or two Small creatures for 10 minutes. The cloth does not 
  accumulate weight even if its hole is filled. Each portable hole 
  opens on its own particular nondimensional space. If a bag of 
  holding is placed within a portable hole, a rift to the Astral Plane 
  is torn in that place. Both the bag and the cloth are sucked 
  into the void and forever lost. If a portable hole is placed within 
  a bag of holding, it opens a gate to the Astral Plane. The hole, 
  the bag, and any creatures within a 10-foot radius are drawn 
  there, the portable hole and bag of holding being destroyed in 
  the process. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, plane shift; cost 
  10,000 gp
  Ring gAtes
  Aura strong conjuration; cL 17th
  slot —; price 40,000 gp; Weight 1 lb. each.
  DescRiptiOn
  These always come in pairs—two iron rings, each about 18 
  inches in diameter. The rings must be on the same plane 
  of existence and within 100 miles of each other to function. 
  Whatever is put through one ring comes out the other, and 
  up to 100 pounds of material can be transferred each day. 
  (Objects only partially pushed through and then retracted 
  do not count.) This useful device allows for instantaneous 
  transport of items or messages, and even attacks. A character 
  can reach through to grab things near the other ring, or even 
  stab a weapon through if so desired. Alternatively, a character 
  could stick his head through to look around. A spellcaster 
  could even cast a spell through a ring gate. A Small character 
  can make a DC 13 Escape Artist check to slip through. 
  Creatures of Tiny, Diminutive, or Fine size can pass through 
  easily. Each ring has a “entry side” and an “exit side,” both 
  marked with appropriate symbols. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, gate; cost 20,000 gp
  RObe Of bOnes
  Aura moderate necromancy [evil]; cL 6th
  slot body; price 2,400 gp; Weight 1 lb.
  DescRiptiOn
  
  63
  Pathfinder rPg: Magic Items
  2
  This handy item functions much like a robe of useful items for 
  the serious necromancer. It appears to be an unremarkable 
  robe, but a character who dons it notes that it is adorned with 
  small embroidered figures representing undead creatures. 
  Only the wearer of the robe can see the embroidery, recognize 
  them for the creatures they become, and detach them. One 
  figure can be detached each round. Detaching a figure causes 
  it to become an actual undead creature (see the list below). 
  The skeleton or zombie is not under the control of the wearer 
  of the robe, but may be subsequently commanded, rebuked, 
  turned, or destroyed. A newly created robe of bones always has 
  two embroidered figures of each of the following undead:
  • Small goblin skeleton
  • Medium human commoner skeleton
  • Medium wolf skeleton
  • Small goblin zombie
  • Medium human commoner zombie
  • Medium wolf zombie 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, animate dead; cost 
  1,200 gp
  RObe Of UsefUL items
  Aura moderate transmutation; cL 9th
  slot body; price 7,000 gp; Weight 1 lb.
  DescRiptiOn
  This appears to be an unremarkable robe, but a character 
  who dons it notes that it is adorned with small cloth patches 
  of various shapes. Only the wearer of the robe can see 
  these patches, recognize them for what items they become, 
  and detach them. One patch can be detached each round. 
  Detaching a patch causes it to become an actual item, as 
  indicated below. A newly created robe of useful items always 
  has two each of the following patches:
  • Dagger
  • Bullseye lantern (filled and lit)
  • Mirror (a highly polished 2-foot-by-4-foot steel mirror)
  • Pole (10-foot length)
  • Hempen rope (50-foot coil)
  • Sack
  In addition, the robe has several other patches. Roll 4d4 for 
  the number of other patches and then roll for each patch on 
  the table below to determine its nature.
  d% 
  Result
  01–08 
  Bag of 100 gold pieces
  09–15 
  Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  16–22 
  Door, iron (up to 10 ft. wide and 10 ft. high and barred on one 
  side—must be placed upright, attaches and hinges itself)
  23–30 
  Gems, 10 (100 gp value each)
  31–44 
  Ladder, wooden (24 ft. long)
  45–51 
  Mule (with saddle bags)
  52–59 
  Pit, open (10 ft. by 10 ft. by 10 ft.)
  60–68 
  Potion of cure serious wounds
  69–75 
  Rowboat (12 ft. long)
  76–83 
  Minor scroll of one randomly determined spell
  84–90 
  War dogs, pair (treat as riding dogs)
  91–96 
  Window (2 ft. by 4 ft., up to 2 ft. deep)
  97–100 
  Portable ram
  Multiple items of the same kind are permissible. Once 
  removed, a patch cannot be replaced. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, fabricate; cost 3,500 gp
  stRAnD Of pRAyeR beADs
  Aura faint, moderate or strong (many schools); cL 1st (bless-
  ing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind 
  walking), 17th (summons)
  slot neck; price 9,600 gp (lesser), 25,800 gp (standard), 
  95,800 gp (greater); Weight 1/2 lb.
  DescRiptiOn
  This item appears to be a normal string of prayer beads until 
  the owner casts a divine spell. Once that occurs, the owner 
  instantly knows the powers of the prayer beads and how 
  to activate them. Each strand includes two or more special 
  beads, each with a different magic power.
  Special Bead Type 
  Special Bead Ability
  Bead of blessing 
  Wearer can cast bless.
  
  64
  Pathfinder Roleplaying Game
  Bead of healing 
  Wearer can cast his choice of cure seri-
  ous wounds, remove blindness/deafness, or 
  remove disease.
  Bead of karma 
  Wearer casts his spells at +4 caster level. 
  Effect lasts 10 minutes.
  Bead of smiting 
  Wearer can cast chaos hammer, holy smite, 
  order’s wrath, or unholy blight (Will DC 17 
  partial).
  Bead of summons 
  Summons a powerful creature of appro-
  priate alignment from the Outer Planes 
  (an angel, devil, etc.) to aid the wearer 
  for 1 day. (If the wearer uses the bead of 
  summons to summon a deity’s emissary 
  frivolously, the deity takes that character’s 
  items and places a geas upon him as pun-
  ishment at the very least.)
  Bead of wind walking 
  Wearer can cast wind walk.
  A lesser strand of prayer beads has a bead of blessing and 
  a bead of healing. A strand of prayer beads has a bead of 
  healing, a bead of karma, and a bead of smiting. A greater 
  strand of prayer beads has a bead of healing, a bead of 
  karma, a bead of summons, and a bead of wind walking.
  Each special bead can be used once per day, except for 
  the bead of summons, which works only once and then 
  becomes nonmagical. The beads of blessing, smiting, and 
  wind walking function as spell trigger items; the beads 
  of karma and summons can be activated by any character 
  capable of casting divine spells. The owner need not hold 
  or wear the strand of prayer beads in any specific location, 
  as long as he carries it somewhere on his person.
  The power of a special bead is lost if it is removed 
  from the strand. Reduce the price of a strand of prayer 
  beads that is missing one or more beads by the following 
  amounts: bead of blessing –600 gp, bead of healing –9,000 
  gp, bead of karma –20,000 gp, bead of smiting –16,800 
  gp, bead of summons –20,000 gp, bead of wind walking 
  –46,800 gp. 
  cOnstRUctiOn
  Requirements Craft Wondrous Items and one of the following 
  spells per bead, as appropriate: bless (blessing); cure serious 
  wounds, remove blindness/ deafness, or remove disease (healing); 
  righteous might (karma); gate (summons); chaos hammer, holy 
  smite, order’s wrath, or unholy blight (smiting), wind walk (wind 
  walking); cost 4,800 gp (lesser), 12,900 gp (standard), 47,900 
  gp (greater)
  tOme Of cLeAR thOUght
  Aura strong evocation (if miracle is used); cL 17th
  slot —; price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lb.
  DescRiptiOn
  This heavy book contains instruction on improving memory 
  and logic, but entwined within the words is a powerful 
  magical effect. If anyone reads this book, which takes a total 
  of 48 hours over a minimum of 6 days, she gains an inherent 
  bonus from +1 to +5 (depending on the type of tome) to 
  her Intelligence score. Once the book is read, the magic 
  disappears from the pages and it becomes a normal book. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, miracle or wish; cost 
  13,750 gp (+1), 27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4), 
  68,750 gp (+5)
  tOme Of LeADeRship AnD infLUence
  Aura strong evocation (if miracle is used); cL 17th
  slot —; price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lb.
  DescRiptiOn
  This ponderous book details suggestions for persuading 
  and inspiring others, but entwined within the words is a 
  powerful magical effect. If anyone reads this book, which 
  takes a total of 48 hours over a minimum of 6 days, he 
  gains an inherent bonus from +1 to +5 (depending on the 
  type of tome) to his Charisma score. Once the book is 
  read, the magic disappears from the pages and it becomes 
  a normal book. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, miracle or wish; cost 
  13,750 gp (+1), 27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4), 
  68,750 gp (+5)
  tOme Of UnDeRstAnDing
  Aura strong evocation (if miracle is used); cL 17th
  slot —; price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 
  110,000 gp (+4), 137,500 gp (+5); Weight 5 lb.
  DescRiptiOn
  This thick book contains tips for improving instinct and 
  perception, but entwined within the words is a powerful 
  magical effect. If anyone reads this book, which takes a 
  total of 48 hours over a minimum of 6 days, she gains 
  an inherent bonus from +1 to +5 (depending on the type 
  of tome) to her Wisdom score. Once the book is read, 
  the magic disappears from the pages and it becomes a 
  normal book. 
  cOnstRUctiOn
  Requirements Craft Wondrous Item, miracle or wish; cost 
  13,750 gp (+1), 27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4), 
  68,750 gp (+5)
  
  65
  Pathfinder rPg: Magic Items
  2
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