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  Rite Publishing Presents: 
  Sorcerer Supreme (Designer): David Paul 
  Spellbook Scribe (Editor): David Paul  
  Invoker (Cover Artist): Jack Holliday 
  Transmuters (Interior Artists): Jack Holliday, 
  Dennis Darmody, Nicole Cardiff, Marek Rakuč,  
  Bruno Balixa, Felipe Gaona, Taregh D. Saber,   
  Joe J. Calkins, Malcom McClinton, Eric Quigley, 
  Claudio Pozas 
  Lowly Apprentice (Layout & Publisher):  
  Steven D. Russell 
  Dedication: To Carol Paul for her encouragement, input, 
  feedback and inspiration, but more importantly, for 
  bringing sunshine into my life when my own world feels 
  dark and subterranean. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee 
  compatibility, and does not endorse this product. 
  101 Subterranean Spells © 2015 Steven D. Russell, Open Gaming License Copyright © 2007  Wizards of the Coast. All rights 
  reserved, Pathfinder is a registered trademark of Paizo Inc. and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Inc.and are used under the Pathfinder Roleplaying Game Compatibility License. 
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Some rights reserved. Some 
  art is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/by-
  nd/3.0/ Some art is licensed under a Creative Commons Attribution-Share Alike 3.0 License. 
  http://creativecommons.org/licenses/by-sa/3.0/ Some art is licensed under a  
  Creative Commons Attribution-Share Alike 3.0 License. http://creativecommons.org/licenses/by-sa/3.0/ 
  
   
  101 Subterranean Spells 
   
  Given the prevalence of dungeons, crypts, and caverns 
  in the lives of adventurers, it’s no surprise that those 
  explorers would have a vast array of tools for dealing 
  with the problems found in those places. Many of the 
  spells in this supplement are designed for use under-
  ground. In some cases, underground means just be-
  neath the surface, in the area where moles and rabbits 
  dwell. In other cases, underground means the deep 
  subterranean lairs of fantastic monsters. Both players 
  and GMs will find new options for casters here. In some 
  cases, the spells only function underground, in others 
  they are more powerful when cast below the surface. In 
  yet others, a spell might have tremendously varied use, 
  but was developed specifically for its usefulness in 
  overcoming the obstacles found in the depths. Many of 
  the denizens of the dark places underground are them-
  selves creatures from mysterious other realms or the 
  result of arcane energies or research. As a result, there 
  are more spells here for arcane than divine casters, 
  though there are many options for clerics, druids, and 
  others who receive their power from a divine source. In 
  many cultures, areas hidden from the sun are also the 
  resting places of the dead. As such, there are several 
  spells particularly useful to necromancers or that oth-
  erwise deal with death or undead. There are many crea-
  tures that dwell deep beneath the earth and have 
  strange or alien abilities. Some of the spells here tap 
  into those unusual powers while not necessarily being 
  restricted to being cast underground. Finally, note that 
  some of the spells in this supplement are a bit more 
  powerful than other spells of their level. In each case, 
  the spell has some restriction justifying this change in 
  power: sometimes the casting time is long, sometimes 
  the material components are exotic, and sometimes the 
  circumstances required to make the spell maximally 
  useful are difficult to achieve. GMs are cautioned to use 
  these spells carefully with NPCs and to make sure that 
  characters meet all the requirements when using these 
  spells. 
   
   
   
   
   
  1 
   
  
   
  Alchemist Formulae 
  1st-Level Alchemist Formulae 
  Cave Dweller: Target gains +8 on Acrobatics and 
  Climb checks. 
  Metal Sense: Detect the presence of metals by scent 
  within 90 feet. 
   
  2nd-Level Alchemist Formulae 
  Burrowing Breather: Creatures can breathe earth 
  while burrowing. 
  Discerning Ear: Hear sound through solid objects. 
  Lead the Way: You gain a +4 insight bonus to 
  Knowledge, Perception and Survival checks. 
  Scream in the Light: Lighted object or creature 
  causes 1d4 sonic damage per round to creatures within 
  30 feet. 
  Tunnel Glide: You gain flight while within 10 ft. of 
  the walls, ceilings or floors of tunnels or halls. 
  Zombie’s Resilience: You gain DR 5/slashing and 
  resistance to mind-affecting and sleep effects. 
   
  3rd-Level Alchemist Formulae 
  Bloodsense: Within 60 feet you sense the presence of 
  living creatures with blood. 
  Enhanced Invisibility: As greater invisibility but 
  you become briefly visible when you attack. 
  Fungal Harvester: +4 on skill checks and saves to 
  survive underground. 
  Into the Caverns Below: Gain resist acid, a +2 on 
  saves and checks to avoid being grappled. 
  Strangling Grasp: Gain a claw attack that can grab 
  and strangle opponents. 
  Tongues of the Crypt: Speak and understand com-
  munication to or from undead. 
   
  4th-Level Alchemist Formulae 
  Diamond Fist: Your unarmed attacks are very lethal. 
  Fungal Affinity: Targets are immune to poisons and 
  diseases transmitted by spores and also become poi-
  sonous to others and gain a poisonous touch attack. 
  Gnome amid Stones: Gain nondetection and possi-
  bly blur and spell resistance while underground. 
  Ignore Metal: Your body ignores metal. 
  Imprint Tremors: Gain tremorsense-like insight 
  into creatures and objects in the area. 
  Rotting Touch: Gain a tentacle attack that rots flesh 
  causing poisonous Str and Con damage. 
   
  5th-Level Alchemist Formulae 
  Chardic Chill: Gain resist cold 20 and +1d6 cold 
  damage per melee attack, or a 60-ft. line of cold. 
  Gorgon’s Breath: 60-ft. cone of petrifying gas. 
  Xorn Form: You assume the form of a xorn. 
   
  6th-Level Alchemist Formulae 
  Cave Troll Form: You transform into a cave troll. 
  Living Statue: You transform into a Large stone 
  statue-like version of yourself. 
  Powers of the Dracolisk: You gain a dracolisk’s 
  gaze attack and breath weapon for 1 round/level. 
   
  Antipaladin Spells 
  1st-Level Antipaladin Spells 
  Darkness Prevails: You and those in your aura are 
  immune to the effects of light evocations. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
   
  2nd-Level Antipaladin Spells 
  Slayer’s Advantage: Attacks against flat-footed or 
  flanked foes cause more damage and you gain tempo-
  rary hit points. 
  Unwitting Undead Ally: One adjacent undead crea-
  ture absorbs the damage from one attack directed at 
  you. 
   
  3rd-Level Antipaladin Spells 
  Crypt Transfer: You exchange locations with an un-
  dead creature within range. 
  Death Will Catch You: Subject’s speed is reduced by 
  10 ft., is staggered in the presence of undead, and can-
  not run or charge in a place of the dead. 
  Enhanced Invisibility: As greater invisibility but 
  you become briefly visible when you attack. 
  Tongues of the Crypt: Speak and understand com-
  munication to or from undead. 
  Unwelcome Charisma: Undead are relentlessly at-
  tracted to the target. 
   
  4th-Level Antipaladin Spells 
  Derro’s Madness: Target becomes afflicted with a 
  powerful longing to avoid sunlight. It loses 6 points of 
  Wisdom, gains 6 points of Charisma, and is immune to 
  insanity and confusion effects. 
  Lich’s Vitality: Gain +5 natural armor, DR 15/bludg-
  eoning and magic, and cold and electricity resistance 
  10. 
   
  Bard Spells 
  0-Level Bard Spells 
  Crypt Sight: You determine whether something is an 
  undead creature. 
  Smooth Surface: Remove debris, repair cracks, and 
  otherwise render a stony surface smooth. 
   
  2 
   
  
   
  1st-Level Bard Spells 
  At Ease in the Crypts: +1 on saves against undead 
  or necromantic fear, +2 on one skill check. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Daze Skeleton: Daze one skeleton creature of up to 5 
  HD. 
  Divine Depth: You drop a stone into a pit and learn 
  about the depth and surfaces of the pit. 
  Echoing Bells: Creatures with blindsense and blind-
  sight must succeed at Perception checks to pinpoint 
  foes. 
  Metal Sense: Detect the presence of metals by scent 
  within 90 feet. 
  Necromantic Bulwark: Target receives resistance 
  against spells from the necromancy school. 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
   
  2nd-Level Bard Spells 
  Discerning Ear: Hear sound through solid objects. 
  Engulfing Cloak: Cloak animates and grapples its 
  wearer. 
  Lead the Way: You gain a +4 insight bonus to 
  Knowledge, Perception and Survival checks. 
  Lighted Trail: Create a nearly-invisible trail that 
  glows when you’re near. 
  Scream in the Light: Lighted object or creature 
  causes 1d4 sonic damage per round to creatures within 
  30 feet. 
   
  3rd-Level Bard Spells 
  Enhanced Invisibility: As greater invisibility but 
  you become briefly visible when you attack. 
  Fungal Cloud: Invisible, 20-ft.-radius cloud persists 
  and induces hallucinations in those within. 
  Gibbering Nonsense: Creatures in a 30-ft.-radius 
  burst begin babbling and are fascinated by it. 
  Mask Earthen Tremors: Vibrations through solid 
  matter, and the ability of tremorsense to detect them, 
  are negated. 
  Morlock Squad: Targets gain leap attack and swarm-
  ing abilities. 
  Speak with Bugs: Cursed subject believes that in-
  sects and other vermin are trying to communicate with 
  her. 
  Tongues of the Crypt: Speak and understand com-
  munication to or from undead. 
   
  4th-Level Bard Spells 
  Control Swarm: You control and direct an otherwise 
  mindless vermin swarm. 
  Infrasonic Moan: 30 ft. cone of inaudible sound 
  causes nausea and panic. 
  Only the Dead May Speak: As silence except that 
  the dead, undead, and those that can speak with the 
  dead or undead may speak. 
  Paralyzing Bloodspray: 20-ft. cone sprays blood 
  slowing and potentially paralyzing targets. 
  Roper’s Discourse: Targets are fascinated, poten-
  tially for hours, discussing esoteric concepts. 
   
  5th-Level Bard Spells 
  Curse of the Caves: Targets suffer 2d4 Wisdom and 
  2d4 Constitution damage and may be cursed. 
  Terrify: Instill target creatures with incredible fear. 
   
  6th-Level Bard Spells 
  Crystalline Skin: Target’s skin becomes exception-
  ally brittle. 
  Summon Dark Assassin: Summons a svartalfar to 
  fight for you. 
  Vampire Destroyer Weapon: Weapon becomes +3 
  vampire bane causes acid and fire damage, and over-
  comes silver damage reduction. 
   
  Bloodrager Spells 
  1st-Level Bloodrager Spells 
  Cave Adventurer: +4 on initiative, Perception and 
  Stealth checks while below ground. 
  Daze Skeleton: Daze one skeleton creature of up to 5 
  HD. 
  Echoing Bells: Creatures with blindsense and blind-
  sight must succeed at Perception checks to pinpoint 
  foes. 
  Pebble Pummel: Whirlwind of pebbles causes 1d6 + 
  1/level nonlethal damage and dazzles those who fail 
  their save. 
  Zombie Touch: Your touch leaves others staggered. 
   
  2nd-Level Bloodrager Spells 
  Acidic Stench: 20-ft. line of acid that also nauseates 
  or sickens targets. 
  Burrowing Breather: Creatures can breathe earth 
  while burrowing. 
  Into the Caverns Below: Gain resist acid, a +2 on 
  saves and checks to avoid being grappled. 
  Slayer’s Advantage: Attacks against flat-footed or 
  flanked foes cause more damage and you gain tempo-
  rary hit points. 
  Tunnel Glide: You gain flight while within 10 ft. of 
  the walls, ceilings or floors of tunnels or halls. 
  Zombie’s Resilience: You gain DR 5/slashing and 
  resistance to mind-affecting and sleep effects. 
   
  3rd-Level Bloodrager Spells 
  Burning Bones: Bones in the area become inflamed, 
  some literally catch fire. 
  Deep Vapors: Foul-smelling cloud sickens and then 
  damages those caught within. 
  Sticky Mass: Thick adhesive binds two adjacent crea-
  tures. 
  Strangling Grasp: Gain a claw attack that can grab 
  and strangle opponents. 
   
  3 
   
  
   
  4th-Level Bloodrager Spells 
  Diamond Fist: Your unarmed attacks are very lethal. 
  Ignore Metal: Your body ignores metal. 
  Infrasonic Moan: 30 ft. cone of inaudible sound 
  causes nausea and panic. 
  Rotting Touch: Gain a tentacle attack that rots flesh 
  causing poisonous Str and Con damage. 
  Stone Conduit: Electricity flows from you into sur-
  rounding stone and into the targets you select. 
   
  Cleric/Oracle Spells 
  0-Level Cleric/Oracle Spells 
  Crypt Sight: You determine whether something is an 
  undead creature. 
  Smooth Surface: Remove debris, repair cracks, and 
  otherwise render a stony surface smooth. 
   
  1st-Level Cleric/Oracle Spells 
  At Ease in the Crypts: +1 on saves against undead 
  or necromantic fear, +2 on one skill check. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Necromantic Bulwark: Target receives resistance 
  against spells from the necromancy school. 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
   
  2nd-Level Cleric/Oracle Spells 
  Blessing of the Dead: Target gains +4 on saves 
  against death effects, +2 on saves against undead spe-
  cial abilities and attacks. 
  Darkness Prevails: You and those in your aura are 
  immune to the effects of light evocations. 
  Lead the Way: You gain a +4 insight bonus to 
  Knowledge, Perception and Survival checks. 
  Lighted Trail: Create a nearly-invisible trail that 
  glows when you’re near. 
  Zombie’s Resilience: You gain DR 5/slashing and 
  resistance to mind-affecting and sleep effects. 
   
  3rd-Level Cleric/Oracle Spells 
  Burrower’s Bane: Creature loses its burrow speed 
  for 1 minute/level. 
  Claustrophobia: 
  Target 
  becomes 
  permanently 
  claustrophobic. 
  Into the Caverns Below: Gain resist acid, a +2 on 
  saves and checks to avoid being grappled. 
  Death Will Catch You: Subject’s speed is reduced by 
  10 ft., is staggered in the presence of undead, and can-
  not run or charge in a place of the dead. 
  Grant Zombie’s Resilience: Touched creature 
  gains DR 5/slashing and resistance to mind-affecting 
  and sleep effects. 
  Mask Earthen Tremors: Vibrations through solid 
  matter, and the ability of tremorsense to detect them, 
  are negated. 
  Mask Metal: Metal objects in the area are undetecta-
  ble by creatures normally able to detect metal. 
  Tongues of the Crypt: Speak and understand com-
  munication to or from undead. 
  Unwelcome Charisma: Undead are relentlessly at-
  tracted to the target. 
  Unwitting Undead Ally: One adjacent undead crea-
  ture absorbs the damage from one attack directed at 
  you. 
   
  4th-Level Cleric/Oracle Spells 
  Crypt Transfer: You exchange locations with an un-
  dead creature within range. 
  Derro’s Madness: Target becomes afflicted with a 
  powerful longing to avoid sunlight. It loses 6 points of 
  Wisdom, gains 6 points of Charisma, and is immune to 
  insanity and confusion effects. 
  Mummy’s Visage: Targets viewing you are paralyzed 
  with fear. 
  Only the Dead May Speak: As silence except that 
  the dead, undead, and those that can speak with the 
  dead or undead may speak. 
  Ravage the Undead: Melee weapon becomes +2 un-
  dead bane. 
   
  5th-Level Cleric/Oracle Spells 
  Gravesleep Curse: Subject heals best while sleeping 
  in graves. 
  Into the Caverns Below, Mass: Extend the benefits 
  of into the caverns below to several creatures. 
  Wrest Skeleton: You gain limited control over a 
  creature’s skeleton. 
   
  6th-Level Cleric/Oracle Spells 
  Call Dark Assassin: Call a svartalfar for an assassi-
  nation request. 
  Lich’s Vitality: Gain +5 natural armor, DR 15/bludg-
  eoning and magic, and cold and electricity resistance 
  10. 
  Near Death Experience: Subject receives visions 
  from beyond while dying. 
  Summon Dark Assassin: Summons a svartalfar to 
  fight for you. 
  Vampiric Curse: You convince someone that he’s re-
  cently become a vampire and is getting stronger. 
   
  7th-Level Cleric/Oracle Spells 
  Absorb Undead Spell Power: Permanently gain 
  one spell from an undead spellcaster. 
  Crystalline Wall: Creates a shapeable stone wall cov-
  ered in razor-sharp bits. 
  Fires of Hell: A crack opens to the fires of Hell releas-
  ing fire and unholy damage and toxic fumes. 
   
  8th-Level Cleric/Oracle Spells 
  Ageless: You no longer age or are subject to age ef-
  fects. 
  4 
   
  
   
  Plague of Wights: Create 1 wight/3 levels, each as 
  powerful as a wight created as a spawn of another 
  wight. 
   
  9th-Level Cleric/Oracle Spells 
  Crystalline Weapon: Your weapon becomes excep-
  tionally hard crystalline and bypasses armor, shield 
  and deflection bonuses. 
  Sanctify Earth: Burst damages undead and evil crea-
  tures, protects bodies from being turned into undead, 
  prevents evil beings from being raised or resurrected, 
  and causes plants in the area to thrive. 
   
  Druid Spells 
  0-Level Druid Spells 
  Mushroom Meal: A single mushroom is trans-
  formed into a nutritious meal. 
  Smooth Surface: Remove debris, repair cracks, and 
  otherwise render a stony surface smooth. 
   
  1st-Level Druid Spells 
  At Ease in the Crypts: +1 on saves against undead 
  or necromantic fear, +2 on one skill check. 
  Cave Dweller: Target gains +8 on Acrobatics and 
  Climb checks. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Divine Depth: You drop a stone into a pit and learn 
  about the depth and surfaces of the pit. 
  Necromantic Bulwark: Target receives resistance 
  against spells from the necromancy school. 
  Pebble Pummel: Whirlwind of pebbles causes 1d6 + 
  1/level nonlethal damage and dazzles those who fail 
  their save. 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
  Weeping Walls: A wall weeps water, potentially cre-
  ating a natural hazard. 
   
  2nd-Level Druid Spells 
  Burrowing Breather: Creatures can breathe earth 
  while burrowing. 
  Darkness Prevails: You and those in your aura are 
  immune to the effects of light evocations. 
  Discerning Ear: Hear sound through solid objects. 
  Lead the Way: You gain a +4 insight bonus to 
  Knowledge, Perception and Survival checks. 
  Lighted Trail: Create a nearly-invisible trail that 
  glows when you’re near. 
  Magnetize Rock: Area of rock, up to 5 sq. ft./level is 
  strongly magnetized. 
  Stone Reading: Tremorsense-like ability between 
  you and creatures separated by contiguous stone. 
  Tunnel Glide: You gain flight while within 10 ft. of 
  the walls, ceilings or floors of tunnels or halls. 
   
   
   
  Mushroom Meal 
   
  3rd-Level Druid Spells 
  Burrower’s Bane: Creature loses its burrow speed 
  for 1 minute/level. 
  Death by Centipedes: Summon a swarm of centi-
  pedes. 
  Deep Vapors: Foul-smelling cloud sickens and then 
  damages those caught within. 
  Fungal Cloud: Invisible, 20-ft.-radius cloud persists 
  and induces hallucinations in those within. 
  Fungal Harvester: +4 on skill checks and saves to 
  survive underground. 
  Into the Caverns Below: Gain resist acid, a +2 on 
  saves and checks to avoid being grappled. 
  Location Surety: In one terrain or environment you 
  cannot become lost by nonmagical means. 
  Mask Earthen Tremors: Vibrations through solid 
  matter, and the ability of tremorsense to detect them, 
  are negated. 
   
  4th-Level Druid Spells 
  Control Swarm: You control and direct an otherwise 
  mindless vermin swarm. 
  Diamond Fist: Your unarmed attacks are very lethal. 
  Fungal Affinity: Targets are immune to poisons and 
  diseases transmitted by spores and also become poi-
  sonous to others and gain a poisonous touch attack. 
  Ignore Metal: Your body ignores metal. 
  Stone Conduit: Electricity flows from you into sur-
  rounding stone and into the targets you select. 
  5 
   
  
   
   
  5th-Level Druid Spells 
  Ascomoid Cluster: Summons 1d4+1 ascomoids. 
  Into the Caverns Below, Mass: Extend the benefits 
  of into the caverns below to several creatures. 
  Pin to the Earth: Target creature becomes heavy and 
  slow, suffering -4 to Str and Dex. 
   
  6th-Level Druid Spells 
  Collapsing Tunnel Trap: Rocks and stone rain 
  down for several rounds, pummeling those beneath. 
   
  7th-Level Druid Spells 
  Crystalline Wall: Creates a shapeable stone wall cov-
  ered in razor-sharp bits. 
  Magma Pool: Pool of magma consumes victims in 
  fire. 
   
  8th-Level Druid Spells 
  Crystalline Weapon: Your weapon becomes excep-
  tionally hard crystalline and bypasses armor, shield 
  and deflection bonuses. 
   
  9th-Level Druid Spells 
  Sanctify Earth: Burst damages undead and evil crea-
  tures, protects bodies from being turned into undead, 
  prevents evil beings from being raised or resurrected, 
  and causes plants in the area to thrive. 
   
  Inquisitor Spells 
  0-Level Inquisitor Spells 
  Crypt Sight: You determine whether something is an 
  undead creature. 
  Smooth Surface: Remove debris, repair cracks, and 
  otherwise render a stony surface smooth. 
   
  1st-Level Inquisitor Spells 
  At Ease in the Crypts: +1 on saves against undead 
  or necromantic fear, +2 on one skill check. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Necromantic Bulwark: Target receives resistance 
  against spells from the necromancy school. 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
   
  2nd-Level Inquisitor Spells 
  Darkness Prevails: You and those in your aura are 
  immune to the effects of light evocations. 
  Discerning Ear: Hear sound through solid objects. 
  Lead the Way: You gain a +4 insight bonus to 
  Knowledge, Perception and Survival checks. 
  Lighted Trail: Create a nearly-invisible trail that 
  glows when you’re near. 
  Zombie’s Resilience: You gain DR 5/slashing and 
  resistance to mind-affecting and sleep effects. 
   
  3rd-Level Inquisitor Spells 
  Burrower’s Bane: Creature loses its burrow speed 
  for 1 minute/level. 
  Enhanced Invisibility: As greater invisibility but 
  you become briefly visible when you attack. 
  Into the Caverns Below: Gain resist acid, a +2 on 
  saves and checks to avoid being grappled. 
  Mask Earthen Tremors: Vibrations through solid 
  matter, and the ability of tremorsense to detect them, 
  are negated. 
  Tongues of the Crypt: Speak and understand com-
  munication to or from undead. 
  Unwitting Undead Ally: One adjacent undead crea-
  ture absorbs the damage from one attack directed at 
  you. 
   
  4th-Level Inquisitor Spells 
  Crypt Transfer: You exchange locations with an un-
  dead creature within range. 
   
  5th-Level Inquisitor Spells 
  Into the Caverns Below, Mass: Extend the benefits 
  of into the caverns below to several creatures. 
  Lich’s Vitality: Gain +5 natural armor, DR 15/bludg-
  eoning and magic, and cold and electricity resistance 
  10. 
   
  6th-Level Inquisitor Spells 
  Crystalline Weapon: Your weapon becomes excep-
  tionally hard crystalline and bypasses armor, shield 
  and deflection bonuses. 
   
  Magus Spells 
  0-Level Magus Spells 
  Falling Stone: Cause a single stone to fall from a 
  height onto the head of a target. 
  Smooth Surface: Remove debris, repair cracks, and 
  otherwise render a stony surface smooth. 
   
  1st-Level Magus Spells 
  Cave Adventurer: +4 on initiative, Perception and 
  Stealth checks while below ground. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Echoing Bells: Creatures with blindsense and blind-
  sight must succeed at Perception checks to pinpoint 
  foes. 
  Pebble Pummel: Whirlwind of pebbles causes 1d6 + 
  1/level nonlethal damage and dazzles those who fail 
  their save. 
  6 
   
  
   
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
  Zombie Touch: Your touch leaves others staggered. 
   
  2nd-Level Magus Spells 
  Acidic Stench: 20-ft. line of acid that also nauseates 
  or sickens targets. 
  Burrowing Breather: Creatures can breathe earth 
  while burrowing. 
  Lead the Way: You gain a +4 insight bonus to 
  Knowledge, Perception and Survival checks. 
  Scream in the Light: Lighted object or creature 
  causes 1d4 sonic damage per round to creatures within 
  30 feet. 
  Slayer’s Advantage: Attacks against flat-footed or 
  flanked foes cause more damage and you gain tempo-
  rary hit points. 
  Zombie’s Resilience: You gain DR 5/slashing and 
  resistance to mind-affecting and sleep effects. 
   
  3rd-Level Magus Spells 
  Burning Bones: Bones in the area become inflamed, 
  some literally catch fire. 
  Deep Vapors: Foul-smelling cloud sickens and then 
  damages those caught within. 
  Enhanced Invisibility: As greater invisibility but 
  you become briefly visible when you attack. 
  Morlock Squad: Targets gain leap attack and swarm-
  ing abilities. 
  Sticky Mass: Thick adhesive binds two adjacent crea-
  tures. 
  Strangling Grasp: Gain a claw attack that can grab 
  and strangle opponents. 
   
  4th-Level Magus Spells 
  Diamond Fist: Your unarmed attacks are very lethal. 
  Ignore Metal: Your body ignores metal. 
  Infrasonic Moan: 30 ft. cone of inaudible sound 
  causes nausea and panic. 
  Paralyzing Bloodspray: 20-ft. cone sprays blood 
  slowing and potentially paralyzing targets. 
  Rotting Touch: Gain a tentacle attack that rots flesh 
  causing poisonous Str and Con damage. 
  Stone Conduit: Electricity flows from you into sur-
  rounding stone and into the targets you select. 
   
  5th-Level Magus Spells 
  Chardic Chill: Gain resist cold 20 and +1d6 cold 
  damage per melee attack, or a 60-ft. line of cold. 
  Corrosive Spray: 60 ft. cone of acid causes 1d6 
  acid/level and damages exposed armor, clothing, 
  weapons and items. 
  Gorgon’s Breath: 60-ft. cone of petrifying gas. 
  Lich’s Vitality: Gain +5 natural armor, DR 15/bludg-
  eoning and magic, and cold and electricity resistance 
  10. 
  Xorn Form: You assume the form of a xorn. 
   
  6th-Level Magus Spells 
  Cave Troll Form: You transform into a cave troll. 
  Crystalline Skin: Target’s skin becomes exception-
  ally brittle. 
  Powers of the Dracolisk: You gain a dracolisk’s 
  gaze attack and breath weapon for 1 round/level. 
  Vampire Destroyer Weapon: Weapon becomes +3 
  vampire bane causes acid and fire damage, and over-
  comes silver damage reduction. 
   
  Paladin Spells 
  1st-Level Paladin Spells 
  At Ease in the Crypts: +1 on saves against undead 
  or necromantic fear, +2 on one skill check. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Necromantic Bulwark: Target receives resistance 
  against spells from the necromancy school. 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
   
  2nd-Level Paladin Spells 
  Blessing of the Dead: Target gains +4 on saves 
  against death effects, +2 on saves against undead spe-
  cial abilities and attacks. 
   
  3rd-Level Paladin Spells 
  Ravage the Undead: Melee weapon becomes +2 un-
  dead bane. 
   
  4th-Level Paladin Spells 
  Vampire Destroyer Weapon: Weapon becomes +3 
  vampire bane causes acid and fire damage, and over-
  comes silver damage reduction. 
   
  Ranger Spells 
  1st-Level Ranger Spells 
  At Ease in the Crypts: +1 on saves against undead 
  or necromantic fear, +2 on one skill check. 
  Cave Adventurer: +4 on initiative, Perception and 
  Stealth checks while below ground. 
  Darkness Prevails: You and those in your aura are 
  immune to the effects of light evocations. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Divine Depth: You drop a stone into a pit and learn 
  about the depth and surfaces of the pit. 
  Lead the Way: You gain a +4 insight bonus to 
  Knowledge, Perception and Survival checks. 
  Lighted Trail: Create a nearly-invisible trail that 
  glows when you’re near. 
  7 
   
  
   
  Metal Sense: Detect the presence of metals by scent 
  within 90 feet. 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
  Tunnel Glide: You gain flight while within 10 ft. of 
  the walls, ceilings or floors of tunnels or halls. 
   
  2nd-Level Ranger Spells 
  Burrowing Breather: Creatures can breathe earth 
  while burrowing. 
  Discerning Ear: Hear sound through solid objects. 
  Fungal Harvester: +4 on skill checks and saves to 
  survive underground. 
  Into the Caverns Below: Gain resist acid, a +2 on 
  saves and checks to avoid being grappled. 
  Location Surety: In one terrain or environment you 
  cannot become lost by nonmagical means. 
  Mask Metal: Metal objects in the area are undetecta-
  ble by creatures normally able to detect metal. 
  Stone Reading: Tremorsense-like ability between 
  you and creatures separated by contiguous stone. 
   
  3rd-Level Ranger Spells 
  Burrower’s Bane: Creature loses its burrow speed 
  for 1 minute/level. 
  Mask Earthen Tremors: Vibrations through solid 
  matter, and the ability of tremorsense to detect them, 
  are negated. 
   
  4th-Level Ranger Spells 
  Into the Caverns Below, Mass: Extend the benefits 
  of into the caverns below to several creatures. 
   
  Shaman Spells 
  0-Level Shaman Spells 
  Mushroom Meal: A single mushroom is trans-
  formed into a nutritious meal. 
  Smooth Surface: Remove debris, repair cracks, and 
  otherwise render a stony surface smooth. 
   
  1st-Level Shaman Spells 
  At Ease in the Crypts: +1 on saves against undead 
  or necromantic fear, +2 on one skill check. 
  Cave Adventurer: +4 on initiative, Perception and 
  Stealth checks while below ground. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Divine Depth: You drop a stone into a pit and learn 
  about the depth and surfaces of the pit. 
  Necromantic Bulwark: Target receives resistance 
  against spells from the necromancy school. 
  Pebble Pummel: Whirlwind of pebbles causes 1d6 + 
  1/level nonlethal damage and dazzles those who fail 
  their save. 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
  2nd-Level Shaman Spells 
  Darkness Prevails: You and those in your aura are 
  immune to the effects of light evocations. 
  Stone Reading: Tremorsense-like ability between 
  you and creatures separated by contiguous stone. 
   
  3rd-Level Shaman Spells 
  Burrower’s Bane: Creature loses its burrow speed 
  for 1 minute/level. 
  Claustrophobia: 
  Target 
  becomes 
  permanently 
  claustrophobic. 
  Death by Centipedes: Summon a swarm of centi-
  pedes. 
  Deep Vapors: Foul-smelling cloud sickens and then 
  damages those caught within. 
  Fungal Harvester: +4 on skill checks and saves to 
  survive underground. 
  Into the Caverns Below: Gain resist acid, a +2 on 
  saves and checks to avoid being grappled. 
  Mask Earthen Tremors: Vibrations through solid 
  matter, and the ability of tremorsense to detect them, 
  are negated. 
   
  4th-Level Shaman Spells 
  Control Swarm: You control and direct an otherwise 
  mindless vermin swarm. 
  Crypt Transfer: You exchange locations with an un-
  dead creature within range. 
  Derro’s Madness: Target becomes afflicted with a 
  powerful longing to avoid sunlight. It loses 6 points of 
  Wisdom, gains 6 points of Charisma, and is immune to 
  insanity and confusion effects. 
  Fungal Affinity: Targets are immune to poisons and 
  diseases transmitted by spores and also become poi-
  sonous to others and gain a poisonous touch attack. 
  Ignore Metal: Your body ignores metal. 
  Stone Conduit: Electricity flows from you into sur-
  rounding stone and into the targets you select. 
   
  5th-Level Shaman Spells 
  Into the Caverns Below, Mass: Extend the benefits 
  of into the caverns below to several creatures. 
   
  6th-Level Shaman Spells 
  Terrify: Instill target creatures with incredible fear. 
   
  7th-Level Shaman Spells 
  Crystalline Wall: Creates a shapeable stone wall cov-
  ered in razor-sharp bits. 
   
  8th-Level Shaman Spells 
  Crystalline Weapon: Your weapon becomes excep-
  tionally hard crystalline and bypasses armor, shield 
  and deflection bonuses. 
   
  8 
   
  
   
  9th-Level Shaman Spells 
  Sanctify Earth: Burst damages undead and evil crea-
  tures, protects bodies from being turned into undead, 
  prevents evil beings from being raised or resurrected, 
  and causes plants in the area to thrive. 
   
  Sorcerer/Wizard Spells 
  0-Level Sorcerer/Wizard Spells 
  Conjuration 
  Falling Stone: Cause a single stone to fall from a 
  height onto the head of a target. 
   
  Divination 
  Crypt Sight: You determine whether something is an 
  undead creature. 
   
  Transmutation 
  Smooth Surface: Remove debris, repair cracks, and 
  otherwise render a stony surface smooth. 
   
  1st-Level Sorcerer/Wizard Spells 
  Abjuration 
  Necromantic Bulwark: Target receives resistance 
  against spells from the necromancy school. 
   
  Conjuration 
  Weeping Walls: A wall weeps water, potentially cre-
  ating a natural hazard. 
   
  Divination 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
   
  Evocation 
  Echoing Bells: Creatures with blindsense and blind-
  sight must succeed at Perception checks to pinpoint 
  foes. 
  Pebble Pummel: Whirlwind of pebbles causes 1d6 + 
  1/level nonlethal damage and dazzles those who fail 
  their save. 
   
  Necromancy 
  Daze Skeleton: Daze one skeleton creature of up to 5 
  HD. 
  Zombie Touch: Your touch leaves others staggered. 
   
  Transmutation 
  Cave Adventurer: +4 on initiative, Perception and 
  Stealth checks while below ground. 
  Cave Dweller: Target gains +8 on Acrobatics and 
  Climb checks. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Metal Sense: Detect the presence of metals by scent 
  within 90 feet. 
   
  2nd-Level Sorcerer/Wizard Spells 
  Abjuration 
  Zombie’s Resilience: You gain DR 5/slashing and 
  resistance to mind-affecting and sleep effects. 
   
  Divination 
  Discerning Ear: Hear sound through solid objects. 
  Lead the Way: You gain a +4 insight bonus to 
  Knowledge, Perception and Survival checks. 
   
  Evocation 
  Acidic Stench: 20-ft. line of acid that also nauseates 
  or sickens targets. 
  Scream in the Light: Lighted object or creature 
  causes 1d4 sonic damage per round to creatures within 
  30 feet. 
  Lighted Trail: Create a nearly-invisible trail that 
  glows when you’re near. 
   
  Necromancy 
  Slayer’s Advantage: Attacks against flat-footed or 
  flanked foes cause more damage and you gain tempo-
  rary hit points. 
   
  Transmutation 
  Aberrant Awareness: Gain all-around vision and 5-
  ft. empathy, or an unconsciousness-inducing touch at-
  tack. 
  Burrowing Breather: Creatures can breathe earth 
  while burrowing. 
  Engulfing Cloak: Cloak animates and grapples its 
  wearer. 
  Magnetize Rock: Area of rock, up to 5 sq. ft./level is 
  strongly magnetized. 
  Tunnel Glide: You gain flight while within 10 ft. of 
  the walls, ceilings or floors of tunnels or halls. 
   
  3rd-Level Sorcerer/Wizard Spells 
  Abjuration 
  Fungal Harvester: +4 on skill checks and saves to 
  survive underground. 
  Grant Zombie’s Resilience: Touched creature 
  gains DR 5/slashing and resistance to mind-affecting 
  and sleep effects. 
   
  Conjuration 
  Deep Vapors: Foul-smelling cloud sickens and then 
  damages those caught within. 
  Fungal Cloud: Invisible, 20-ft.-radius cloud persists 
  and induces hallucinations in those within. 
  Sticky Mass: Thick adhesive binds two adjacent crea-
  tures. 
   
  Divination 
  9 
   
  
   
  Bloodsense: Within 60 feet you sense the presence of 
  living creatures with blood. 
   
  Enchantment 
  Gibbering Nonsense: Creatures in a 30-ft.-radius 
  burst begin babbling and are fascinated by it. 
  Speak with Bugs: Cursed subject believes that in-
  sects and other vermin are trying to communicate with 
  her. 
   
  Evocation 
  Burning Bones: Bones in the area become inflamed, 
  some literally catch fire. 
   
  Illusion 
  Enhanced Invisibility: As greater invisibility but 
  you become briefly visible when you attack. 
   
  Necromancy 
  Unwitting Undead Ally: One adjacent undead crea-
  ture absorbs the damage from one attack directed at 
  you. 
   
  Transmutation 
  Mask Metal: Metal objects in the area are undetecta-
  ble by creatures normally able to detect metal. 
  Morlock Squad: Targets gain leap attack and swarm-
  ing abilities. 
  Strangling Grasp: Gain a claw attack that can grab 
  and strangle opponents. 
   
  4th-Level Sorcerer/Wizard Spells 
  Conjuration 
  Crypt Transfer: You exchange locations with an un-
  dead creature within range. 
  Paralyzing Bloodspray: 20-ft. cone sprays blood 
  slowing and potentially paralyzing targets. 
  Summon Gelatinous Cube: You summon one ge-
  latinous cube. 
   
  Divination 
  Imprint Tremors: Gain tremorsense-like insight 
  into creatures and objects in the area. 
  Tongues of the Crypt: Speak and understand com-
  munication to or from undead. 
   
  Enchantment 
  Derro’s Madness: Target becomes afflicted with a 
  powerful longing to avoid sunlight. It loses 6 points of 
  Wisdom, gains 6 points of Charisma, and is immune to 
  insanity and confusion effects. 
  Roper’s Discourse: Targets are fascinated, poten-
  tially for hours, discussing esoteric concepts. 
   
  Evocation 
  Halting Light: Creatures particularly vulnerable to 
  bright light are staggered. 
  Infrasonic Moan: 30 ft. cone of inaudible sound 
  causes nausea and panic. 
  Stone Conduit: Electricity flows from you into sur-
  rounding stone and into the targets you select. 
   
  Illusion 
  Only the Dead May Speak: As silence except that 
  the dead, undead, and those that can speak with the 
  dead or undead may speak. 
   
  Necromancy 
  Claustrophobia: 
  Target 
  becomes 
  permanently 
  claustrophobic. 
  Death Will Catch You: Subject’s speed is reduced by 
  10 ft., is staggered in the presence of undead, and can-
  not run or charge in a place of the dead. 
  Mummy’s Visage: Targets viewing you are paralyzed 
  with fear. 
  Unwelcome Charisma: Undead are relentlessly at-
  tracted to the target. 
   
  Transmutation 
  Control Swarm: You control and direct an otherwise 
  mindless vermin swarm. 
  Diamond Fist: Your unarmed attacks are very lethal. 
  Gnome amid Stones: Gain nondetection and possi-
  bly blur and spell resistance while underground. 
  Ignore Metal: Your body ignores metal. 
  Rotting Touch: Gain a tentacle attack that rots flesh 
  causing poisonous Str and Con damage. 
   
  5th-Level Sorcerer/Wizard Spells 
  Conjuration 
  Gorgon’s Breath: 60-ft. cone of petrifying gas. 
   
  Enchantment 
  Curse of the Caves: Targets suffer 2d4 Wisdom and 
  2d4 Constitution damage and may be cursed. 
   
  Evocation 
  Corrosive Spray: 60 ft. cone of acid causes 1d6 
  acid/level and damages exposed armor, clothing, 
  weapons and items. 
   
  Necromancy 
  Dark Naga Soul: Gain several powers of a dark naga 
  including many of its spells. 
  Gravesleep Curse: Subject heals best while sleeping 
  in graves. 
  Wrest Skeleton: You gain limited control over a 
  creature’s skeleton. 
   
  Transmutation 
  Chardic Chill: Gain resist cold 20 and +1d6 cold 
  damage per melee attack, or a 60-ft. line of cold. 
  Pin to the Earth: Target creature becomes heavy and 
  slow, suffering -4 to Str and Dex. 
  Xorn Form: You assume the form of a xorn. 
  10 
   
  
   
   
  6th-Level Sorcerer/Wizard Spells 
  Abjuration 
  Lich’s Vitality: Gain +5 natural armor, DR 15/bludg-
  eoning and magic, and cold and electricity resistance 
  10. 
   
  Conjuration 
  Collapsing Tunnel Trap: Rocks and stone rain 
  down for several rounds, pummeling those beneath. 
  Summon Dark Assassin: Summons a svartalfar to 
  fight for you. 
   
  Enchantment 
  Vampiric Curse: You convince someone that he’s re-
  cently become a vampire and is getting stronger. 
   
  Necromancy 
  Terrify: Instill target creatures with incredible fear. 
   
  Transmutation 
  Anesthetizing Touch: You become transparent and 
  gain a paralyzing touch attack. 
  Cave Troll Form: You transform into a cave troll. 
  Crystalline Skin: Target’s skin becomes exception-
  ally brittle. 
  Dragon Fodder: Turn subjects into kobolds. 
  Garbage Dweller: Turn target into an otyugh. 
  Vampire Destroyer Weapon: Weapon becomes +3 
  vampire bane causes acid and fire damage, and over-
  comes silver damage reduction. 
   
  7th-Level Sorcerer/Wizard Spells 
  Conjuration 
  Crystalline Wall: Creates a shapeable stone wall cov-
  ered in razor-sharp bits. 
  Magma Pool: Pool of magma consumes victims in 
  fire. 
   
  Illusion 
  Endless Tunnels: Targets explore an area while 
  hours pass outside the area. 
   
  Necromancy 
  Absorb Undead Spell Power: Permanently gain 
  one spell from an undead spellcaster. 
   
  Transmutation 
  Living Statue: You transform into a Large stone 
  statue-like version of yourself. 
  Powers of the Dracolisk: You gain a dracolisk’s 
  gaze attack and breath weapon for 1 round/level. 
   
  8th-Level Sorcerer/Wizard Spells 
  Necromancy 
  Plague of Wights: Create 1 wight/3 levels, each as 
  powerful as a wight created as a spawn of another 
  wight. 
   
  Transmutation 
  Ageless: You no longer age or are subject to age ef-
  fects. 
   
  9th-Level Sorcerer/Wizard Spells 
  Enchantment 
  Aberrant Mind: You gain a mind thrust and psychic 
  crush attack for 6 rounds. 
   
  Summoner Spells 
  0-Level Summoner Spells 
  Falling Stone: Cause a single stone to fall from a 
  height onto the head of a target. 
  Smooth Surface: Remove debris, repair cracks, and 
  otherwise render a stony surface smooth. 
   
  1st-Level Summoner Spells 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Daze Skeleton: Daze one skeleton creature of up to 5 
  HD. 
  Metal Sense: Detect the presence of metals by scent 
  within 90 feet. 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
   
  2nd-Level Summoner Spells 
  Death by Centipedes: Summon a swarm of centi-
  pedes. 
   
  3rd-Level Summoner Spells 
  Control Swarm: You control and direct an otherwise 
  mindless vermin swarm. 
  Summon Gelatinous Cube: You summon one ge-
  latinous cube. 
  Tongues of the Crypt: Speak and understand com-
  munication to or from undead. 
   
  4th-Level Summoner Spells 
  Ignore Metal: Your body ignores metal. 
   
  5th-Level Summoner Spells 
  Collapsing Tunnel Trap: Rocks and stone rain 
  down for several rounds, pummeling those beneath. 
  Endless Tunnels: Targets explore an area while 
  hours pass outside the area. 
  Summon Dark Assassin: Summons a svartalfar to 
  fight for you. 
   
  11 
   
  
   
  6th-Level Summoner Spells 
  Crystalline Wall: Creates a shapeable stone wall cov-
  ered in razor-sharp bits. 
   
  Witch Spells 
  0-Level Witch Spells 
  Mushroom Meal: A single mushroom is trans-
  formed into a nutritious meal. 
  Smooth Surface: Remove debris, repair cracks, and 
  otherwise render a stony surface smooth. 
   
  1st-Level Witch Spells 
  Cave Dweller: Target gains +8 on Acrobatics and 
  Climb checks. 
  Darkscript: Magical writing can only be read in dark-
  ness. 
  Daze Skeleton: Daze one skeleton creature of up to 5 
  HD. 
  Echoing Bells: Creatures with blindsense and blind-
  sight must succeed at Perception checks to pinpoint 
  foes. 
  Pebble Pummel: Whirlwind of pebbles causes 1d6 + 
  1/level nonlethal damage and dazzles those who fail 
  their save. 
  Read Darkscript: As read magic but only with re-
  spect to magical writing written by darkscript. 
  Weeping Walls: A wall weeps water, potentially cre-
  ating a natural hazard. 
   
  2nd-Level Witch Spells 
  Aberrant Awareness: Gain all-around vision and 5-
  ft. empathy, or an unconsciousness-inducing touch at-
  tack. 
  Scream in the Light: Lighted object or creature 
  causes 1d4 sonic damage per round to creatures within 
  30 feet. 
  Slayer’s Advantage: Attacks against flat-footed or 
  flanked foes cause more damage and you gain tempo-
  rary hit points. 
  Tunnel Glide: You gain flight while within 10 ft. of 
  the walls, ceilings or floors of tunnels or halls. 
  Zombie’s Resilience: You gain DR 5/slashing and 
  resistance to mind-affecting and sleep effects. 
   
  3rd-Level Witch Spells 
  Bloodsense: Within 60 feet you sense the presence of 
  living creatures with blood. 
  Claustrophobia: 
  Target 
  becomes 
  permanently 
  claustrophobic. 
  Death Will Catch You: Subject’s speed is reduced by 
  10 ft., is staggered in the presence of undead, and can-
  not run or charge in a place of the dead. 
  Deep Vapors: Foul-smelling cloud sickens and then 
  damages those caught within. 
  Fungal Cloud: Invisible, 20-ft.-radius cloud persists 
  and induces hallucinations in those within. 
   
   
  Zombie’s Resilience 
   
  Into the Caverns Below: Gain resist acid, a +2 on 
  saves and checks to avoid being grappled. 
  Unwelcome Charisma: Undead are relentlessly at-
  tracted to the target. 
   
  4th-Level Witch Spells 
  Control Swarm: You control and direct an otherwise 
  mindless vermin swarm. 
  Derro’s Madness: Target becomes afflicted with a 
  powerful longing to avoid sunlight. It loses 6 points of 
  Wisdom, gains 6 points of Charisma, and is immune to 
  insanity and confusion effects. 
  Fungal Affinity: Targets are immune to poisons and 
  diseases transmitted by spores and also become poi-
  sonous to others and gain a poisonous touch attack. 
  Halting Light: Creatures particularly vulnerable to 
  bright light are staggered. 
  Ignore Metal: Your body ignores metal. 
  Infrasonic Moan: 30 ft. cone of inaudible sound 
  causes nausea and panic. 
  Only the Dead May Speak: As silence except that 
  the dead, undead, and those that can speak with the 
  dead or undead may speak. 
  Tongues of the Crypt: Speak and understand com-
  munication to or from undead. 
   
  5th-Level Witch Spells 
  Curse of the Caves: Targets suffer 2d4 Wisdom and 
  2d4 Constitution damage and may be cursed. 
  Dark Naga Soul: Gain several powers of a dark naga 
  including many of its spells. 
  Gravesleep Curse: Subject heals best while sleeping 
  in graves. 
  12 
   
  
   
  Into the Caverns Below, Mass: Extend the benefits 
  of into the caverns below to several creatures. 
   
  6th-Level Witch Spells 
  Corrosive Spray: 60 ft. cone of acid causes 1d6 
  acid/level and damages exposed armor, clothing, 
  weapons and items. 
  Crystalline Skin: Target’s skin becomes exception-
  ally brittle. 
  Garbage Dweller: Turn target into an otyugh. 
  Summon Dark Assassin: Summons a svartalfar to 
  fight for you. 
  Terrify: Instill target creatures with incredible fear. 
   
  7th-Level Witch Spells 
  Absorb Undead Spell Power: Permanently gain 
  one spell from an undead spellcaster. 
  Endless Tunnels: Targets explore an area while 
  hours pass outside the area. 
   
  8th-Level Witch Spells 
  Ageless: You no longer age or are subject to age ef-
  fects. 
   
  9th-Level Witch Spells 
  Aberrant Mind: You gain a mind thrust and psychic 
  crush attack for 6 rounds. 
   
   
   
  Absorb Undead Spell Power 
   
   
  13 
   
  
   
  Spell Descriptions 
  Aberrant Awareness 
  School: Transmutation; Level: Sorcerer/Wizard 2, 
  Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a blood orchid petal or tenta-
  cle) 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  Saving Throw: None; see text; Spell Resistance: 
  No 
  Eight foot-long tendrils sprout from your neck and 
  shoulders, each ending in a red eye. These tendrils are 
  arrayed in all directions, granting you all-around vi-
  sion; for the duration, you cannot be flanked. In addi-
  tion, you gain a supernatural ability to know the emo-
  tions of creatures of your type and subtype (e.g. hu-
  manoid (elf)) within a range of 5 feet. If you touch such 
  a creature, you and that creature can exchange 
  thoughts and emotions telepathically (unwilling crea-
  tures resist with a Will save). 
  At any time on your turn as a standard action, you can 
  end the spell early by attempting a melee touch attack 
  against a living, conscious being; if you succeed on the 
  attack, you render the target unconscious for 1d4+1 
  rounds. 
   
  Aberrant Mind 
  School: Enchantment (compulsion) [evil, mind-af-
  fecting]; Level: Sorcerer/Wizard 9, Witch 9 
  Casting Time: 1 round 
  Components: V, S, M (a portion of a neothelid 
  tongue) 
  Range: Personal and 60 ft.; see text 
  Targets: You and one living creature/round; see text 
  Duration: 6 rounds 
  Saving Throw: Will negates or Will partial; Spell 
  Resistance: No 
  You temporarily are infused with terrible and awesome 
  power. For the 6 rounds following the round you cast 
  aberrant mind you gain a +4 insight bonus on any abil-
  ity checks or skill checks based on Intelligence, Wis-
  dom or Charisma. Once each round, as a standard ac-
  tion, you may deliver a mind thrust or psychic crush 
  attack. 
  Mind Thrust: You deliver a massive blast of mental en-
  ergy at any one target within 60 feet, inflicting 15d10 
  points of damage. A successful Will save negates the ef-
  fect. This effect can only harm creatures with Intelli-
  gence scores. 
  Psychic Crush: You attempt to crush the mind of a sin-
  gle creature within 60 feet. The target must make a Will 
  save or collapse, becoming unconscious and dying at -
  1 hit points. If the target succeeds on the save, it takes 
  6d6 points of damage and is sickened for 1 round. 
  When the spell ends you are fatigued for 6 rounds. 
   
  Absorb Undead Spell Power 
  School: Necromancy; Level: Cleric/Oracle 7, Sor-
  cerer/Wizard 7, Witch 7 
  Casting Time: 8 hours 
  Components: V, S, M (the skull of a slain undead 
  spellcasting creature and 2,000 gp per spell level of 
  crushed gems; see text), DF 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Mixing the crushed gems with other powders, you draw 
  a circle around a powerful symbol of transference on 
  the ground. After the symbol is completed, you sit in-
  side the circle, on the symbol of transference, and pul-
  verize and consume the skull. Once this ritualistic cast-
  ing of absorb undead spell power is complete, you per-
  manently acquire one spell, up to 6th level, from the 
  spell list of the undead spellcasting creature whose 
  skull you pulverized and consumed. You may acquire a 
  spell normally unavailable to you; if you do, it is treated 
  as though it were one level higher. You can only absorb 
  a spell that you knew the creature was able to cast. The 
  skull of the vampire, lich, or other spellcasting undead 
  must be consumed no more than one week after that 
  creature was slain. 
  If you are a cleric, witch or wizard, your spells per day 
  for the level of spell you’ve absorbed increases by one, 
  but that slot can only be used for casting the absorbed 
  spell and you cannot cast the absorbed spell with an-
  other slot. If you are an oracle or sorcerer, your spells 
  known increases by the one spell you’ve absorbed, and 
  you gain one spell slot per day of that level, from which 
  you can only cast the absorbed spell. 
  If you cast this spell again, the spell you gain replaces 
  the one you acquired previously. 
   
   
  The costs involved with absorb undead spell power are 
  significant and the limitations should be sufficient to 
  prevent exploitation. However, it’s entirely appropriate 
  for the undead creature whose skull is consumed by 
  this spell to have had allies who are interested in re-
  trieving the power that the caster has stolen. If a par-
  ticular campaign is structured so that a skull cannot be 
  acquired or acquired in time, choose another suitable 
  device for that component. For example, if vampires 
  turn to ash in your campaign if they’re staked, then the 
  collected ash could replace the skull as the component. 
   
   
  Acidic Stench 
  School: Evocation [acid]; Level: Bloodrager 2, Ma-
  gus 2, Sorcerer/Wizard 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a flumph stinger) 
  Range: 20 ft. 
  Area: 20-ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half and Fortitude partial; see 
  text; Spell Resistance: Yes 
  14 
   
  
   
  You produce a line of foul-smelling, caustic liquid caus-
  ing 1d4 acid damage/level (maximum 5d4) to all crea-
  tures in the area and nauseating or sickening those 
  struck by the acid. A successful Reflex save halves the 
  acid damage and prevents the nauseating or sickening 
  effect. On a failed Reflex save, the creature must at-
  tempt a Fortitude saving throw. If it fails this second 
  save it is nauseated for 1d4 rounds; if it succeeds, it is 
  sickened for 1d4 rounds instead. 
  Creatures with the stench universal monster ability are 
  immune to this secondary effect. 
   
  Ageless 
  School: Transmutation; Level: Cleric/Oracle 8, Sor-
  cerer/Wizard 8, Witch 8 
  Casting Time: 1 standard action 
  Components: V, S, M (three tears from a skum) 
  Range: Personal 
  Target: You 
  Duration: Permanent 
  You are no longer subject to aging or age effects. You 
  are treated as ageless, spells such as sands of time have 
  no effect on you. You cannot be magically aged and no 
  longer take penalties to your ability scores for aging. 
  Age bonuses still accrue, and any aging penalties that 
  you have already accrued remain in place. You cannot 
  die of old age, but you can be killed or die through ac-
  cident, disease, poison, or other effects. 
  While ageless is in effect, you gain 1 negative level 
  when you reach what would have been your maximum 
  age. Thereafter, each time you live another number of 
  years equal to middle age for your race (e.g. 35 years 
  for a human) you gain another negative level. These 
  negative levels cannot be removed except by the direct 
  intervention of a deity. (A human whose maximum age 
  is 91 would gain a negative level at 91, a second negative 
  level at 126, and so on. If the ageless human in question 
  were 20th level at 90, it would gain its 20th negative 
  level at 756 and die if it hadn’t gained a level beyond 
  20th.) 
  If ageless is dispelled, all effects due to aging that have 
  been avoided occur immediately. 
   
  Anesthetizing Touch 
  School: Transmutation (polymorph); Level: Sor-
  cerer/Wizard 6 
  Casting Time: 1 round 
  Components: V, S, M (a sliver of gelatinous cube) 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  Saving Throw: None and Fortitude negates; see text; 
  Spell Resistance: No and Yes 
  Your body and gear becomes transparent (but not in-
  visible). A Perception check DC 15 is required to notice 
  you if you remain motionless. While you are transpar-
  ent you gain a paralyzing attack. If you succeed on a 
  melee touch attack with this paralyzing attack, the 
  touched creature is paralyzed for 1d6+2 rounds if it 
  fails a Fortitude save and is dazed for 1 round if it suc-
  ceeds on its save. 
  If you cast anesthetizing touch underground while 
  standing on stone, the transparency is more effective 
  (the Perception DC to notice you is 20) and the DC of 
  the Fortitude save increases by +4 whenever you and 
  the target are both standing on stone while you deliver 
  your touch attack. 
   
  Ascomoid Cluster 
  School: Conjuration (summoning); Level: Druid 5 
  Casting Time: 1 round 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Two or more summoned ascomoids 
  Duration: 1 round/level (D) 
  Saving Throw: None; Spell Resistance: No 
  This spell functions as summon nature’s ally V except 
  that it can only be used to summon 1d4+1 ascomoids. 
  Though ascomoids are not intelligent, they do not re-
  gard you as prey and they will not directly target you 
  with their attacks. 
  Ascomoid cluster can only be cast underground. 
   
  At Ease in the Crypts 
  School: Enchantment (compulsion) [emotion, mind-
  affecting]; Level: Bard 1, Cleric/Oracle 1, Druid 1, In-
  quisitor 1, Paladin 1, Ranger 1, Shaman 1 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Targets: Up to one creature/level 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless); Spell Re-
  sistance: Yes (harmless) 
  You produce a sense of ease in the subjects regarding 
  the underworld, its denizens, and especially places 
  where the dead are buried. Those affected receive a +1 
  morale bonus on saves versus fear while they are un-
  derground or when the source of that fear is from an 
  undead creature or necromantic magic. Furthermore, 
  each touched creature can, as a swift action on its turn, 
  end the spell for herself granting herself a +2 on any 
  skill check made to overcome a circumstance or obsta-
  cle encountered in these environs. 
   
  Blessing of the Dead 
  School: Abjuration; Level: Cleric/Oracle 2, Paladin 2 
  Casting Time: 1 round 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 hour/level; see text 
  Saving Throw: Will negates (harmless); Spell Re-
  sistance: Yes (harmless) 
  You acknowledge the powers of the gods of the dead as 
  you speak a prayer of protection against life-draining 
  energies and the powers of undeath. For as long as the 
  effect lasts, the target receives a +4 morale bonus on 
  saving throws to remove negative levels. Additionally, 
  if the target is affected by any special attack or special 
  ability by an undead creature that allows a saving 
  15 
   
  
   
  throw, the target receives a +2 morale bonus on that 
  save. At any time while the spell is in effect, the target 
  can choose to end the spell as a free action to grant it-
  self a saving throw against a death attack when that at-
  tack normally would not allow a save. 
   
  Bloodsense 
  School: Divination; Level: Alchemist 3, Sor-
  cerer/Wizard 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of ghorazagh blood) 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  You gain the ability to detect any living creature that 
  has blood in its body to a range of 60 feet. This is a 
  chemical effect and not scent; treat it as blindsight, but 
  only with respect to creatures with blood in their bod-
  ies. If two or more allies are affected by bloodsense and 
  within 60 feet of one another, they have a supernatural 
  sense of what the other is doing; it is akin to telepathy 
  without language, each just seems to know something 
  of what the other knows, without quite being able to 
  express that in words. Whenever either is required to 
  make a skill check using a skill in which both allies have 
  ranks, the check is made with a +2 bonus. 
   
  Burning Bones 
  School: Evocation [fire]; Level: Bloodrager 3, Magus 
  3, Sorcerer/Wizard 3 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 10-ft. radius burst 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text; Spell Re-
  sistance: See text 
  Burning bones has three effects, depending upon the 
  target type. 
  If the affected bones are part of a living creature, the 
  bones quickly heat through and cause the individual 
  creature significant pain; its own body fights the heat-
  ing as best it can though it still suffers 1d4 Dexterity 
  and 1d4 Strength damage and is staggered (on a suc-
  cessful Fortitude save it instead suffers 1 point each 
  Dexterity and Strength damage and is not staggered). 
  The ability damage is short-lived; the target recovers 
  both Dexterity and Strength at a rate of 1 point/minute. 
  If the affected bones are part of an undead or construct 
  creature, the bones literally ignite from the heat caus-
  ing 1d4 fire damage per caster level to the creature 
  (Fortitude save for half damage, maximum of 10d4). 
  If the affected bones are not part of a creature and are 
  unattended, the portion of the bone that is in the area 
  of effect is reduced to ash if it is less than 1 inch in thick-
  ness. Bones thicker than 1 inch take 1d6 fire damage 
  per caster level (bone has 10 hp/inch). In most cases, 
  unattended bones in the area are reduced to ash. 
  If a living creature in the area has spell resistance, it 
  might be protected, but against non-living creatures, 
  burning bones is treated as not being subject to spell 
  resistance (i.e. burning bones affects constructs). 
  Any heat or flames caused by burning bones is imme-
  diate and does not persist long enough to set fire to 
  other things. 
   
  Burrower’s Bane 
  School: Transmutation; Level: Cleric/Oracle 3, 
  Druid 3, Inquisitor 3, Ranger 3, Shaman 3 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One creature/level, no two of which can be 
  more than 30 ft. apart. 
  Duration: 1 minute/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  Target creatures failing their saves lose their Burrow 
  speeds and have all their other speeds reduced by 10 ft. 
  Creatures otherwise suffer no ill effects (for instance, a 
  bulette would find itself unable to move easily under-
  ground but could still attempt to eat or dig its way out). 
  A creature without a burrow speed but able to burrow 
  as a result of spell or other ability has that ability sus-
  pended until burrower’s bane expires. 
  Burrow cast on the target dispels burrower’s bane 
  ending the effect. 
   
  Burrowing Breather 
  School: Transmutation; Level: Alchemist 2, Blood-
  rager 2, Druid 2, Magus 2, Ranger 2, Sorcerer/Wizard 
  2 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch; see text 
  Target: Creature touched; see text 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless); Spell Re-
  sistance: Yes (harmless) 
  If the targeted creature is able to burrow through 
  ground, it can breathe the sand, soil or rock as it moves 
  through that terrain. This spell does not alter a crea-
  ture’s ability or inability to breathe air or water nor 
  does it grant the target the ability to burrow. 
  Alchemists and bloodragers may only target them-
  selves with this spell. 
   
  Call Dark Assassin 
  School: Conjuration (calling) [evil, lawful, shadow]; 
  Level: Cleric/Oracle 6 
  Casting Time: 10 minutes 
  Components: V, S, M/DF (offerings worth 500 gp 
  plus payment, see text) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One called svartalfar 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  This spell functions as planar ally except that it can 
  only be used to call a single svartalfar. Your request of 
  the called svartalfar must be an assassination and your 
  payment must include a gift of knowledge that the 
  16 
   
  
   
  called being values. Otherwise, the negotiations and 
  payments are determined similarly to how they are de-
  termined when casting planar ally. 
   
  Cave Adventurer 
  School: Transmutation; Level: Bloodrager 1, Magus 
  1, Ranger 1, Shaman 1, Sorcerer/Wizard 1 
  Casting Time: 1 standard action 
  Components: V, S, M (a bite-sized piece of darkman-
  tle’s tentacle) 
  Range: Personal 
  Effect: You 
  Duration: 1 hour/level 
  Saving Throw: Fortitude partial; Spell Resistance: 
  No 
  You consume the bit of darkmantle tentacle and gain a 
  +4 on initiative, Perception and Stealth checks when-
  ever you are below ground or in dark or darker lighting 
  conditions. If you have a bonus to initiative from a feat, 
  magic item or another spell, the bonus from cave ad-
  venturer does not stack (though you benefit from 
  whichever modifier is larger). 
  If you fail your Fortitude save, your body does not tol-
  erate the tentacle, you are nauseated for 1d4 rounds, 
  and the spell fails. 
   
  Cave Dweller 
  School: Transmutation; Level: Alchemist 1, Druid 1, 
  Sorcerer/Wizard 1, Witch 1 
  Casting Time: 1 standard action 
  Components: V, S, M (an ant or a spider) 
  Range: Touch 
  Target: Creature or object touched 
  Duration: 1 minute/level 
  Saving Throw: Fortitude negates (harmless); Spell 
  Resistance: Yes (harmless) 
  You cause the target’s body to transform slightly, the 
  muscles in its arms, legs, hands and feet magically take 
  on the attributes of a creature adept in physically navi-
  gating the many varieties of caves. The individual be-
  comes better suited for climbing the sheer walls of 
  caves and for balancing on the many ledges and rubble-
  strewn passages below ground. These changes grant 
  the subject a climb speed (20 ft.), a +4 on Acrobatics 
  and Climb checks, and the ability to take 10 on these 
  checks even if distracted or endangered. If the target 
  wears boots or gloves, they meld into the new form 
  (and magic items with a continuous effect continue to 
  function). 
  Alchemists may only target themselves with this spell. 
   
  Cave Troll Form 
  School: Transmutation (polymorph); Level: Alche-
  mist 6, Magus 6, Sorcerer/Wizard 6 
  Casting Time: 1 standard action 
  Components: V, S, M (a hair or nail of a cave troll) 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
   
   
   
  Cave Troll Form 
   
  When you cast this spell you can assume the form of a 
  cave troll (a Medium humanoid creature of the giant 
  subtype). If you assume the form when you cast the 
  spell it occurs during the casting, otherwise the change 
  requires a move action on your turn. Once you assume 
  your new form you gain the following abilities: a +2 size 
  bonus to Strength, a +4 size bonus to Dexterity, a +4 
  size bonus to Constitution, a +4 natural armor bonus, 
  darkvision 60 ft. and low-light vision. Your base speed 
  increases by +20 feet and you gain a climb speed of 20 
  ft. You gain two claw attacks (1d4 + Str), a bite attack 
  (1d6 + Str) and the rend special attack. You may revert 
  to your standard form at any time, doing so ends the 
  spell. 
  While you are in a natural cave you may choose any of 
  the following as well (none of these options provokes 
  an attack of opportunity). These choices can only be 
  made if sufficient duration remains and making each 
  choice reduces the remaining duration of the spell by 1 
  minute; you may repeat choices. 
  As an immediate action, you gain regeneration 3 (fire 
  or acid) for 1 minute. 
  As a standard action, you gain the ability to move as if 
  affected by spider climb for 1 minute. 
  Any time you make a full attack action, you may choose 
  to make one extra attack with any weapon you are hold-
  ing or one extra claw attack (as if you were under a 
  haste effect). 
   
  Chardic Chill 
  School: Transmutation [cold]; Level: Alchemist 5, 
  Magus 5, Sorcerer/Wizard 5 
  17 
   
  
   
  Casting Time: 1 round 
  Components: V, S, M (a vial of charda bile) 
  Range: Personal; see text 
  Target: You; see text 
  Duration: 1 round/level; see text 
  Saving Throw: See text; Spell Resistance: Yes 
  You ingest the vial of charda bile while casting the spell; 
  you must succeed on a DC 10 Fortitude save to con-
  sume the contents of the vial, if you fail the save, the 
  spell fails and is lost. If you succeed, you gain resist cold 
  20 for the duration of the spell. Furthermore, each time 
  you succeed on a melee attack (including spells deliv-
  ered by touch), your attack deals an extra 1d6 cold 
  damage. 
  On your turn you may, as a standard action, end the 
  spell early by converting the spell into a 60-ft. line of 
  cold. Creatures in the area of the line suffer 1d6 cold 
  damage for each round remaining in the spell’s dura-
  tion; a successful Reflex save halves the cold damage. 
  If you cast chardic chill underground or in a cold envi-
  ronment, the save DC to consume the vial is 5, the ad-
  ditional cold damage you cause is 1d8 instead of 1d6, 
  and the save DC against the line of cold is increased by 
  +2. 
   
  Claustrophobia 
  School: Necromancy [curse]; Level: Cleric/Oracle 3, 
  Shaman 3, Sorcerer/Wizard 4, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Creature touched 
  Duration: Permanent 
  Saving Throw: Will negates; see text; Spell Re-
  sistance: Yes 
  The target becomes intensely claustrophobic. The an-
  ticipation of being in tight spaces (as determined by the 
  GM) renders the target shaken. When within a space 
  smaller than a 15-ft. cube or confronted with what 
  seems the certainty of being confined in a small space 
  for more than 1 minute, the target becomes frightened 
  unless it succeeds on a Will save. If the target is fright-
  ened due to its claustrophobia and cannot flee, the tar-
  get believes the air in the area will quickly become re-
  stricted and begins to obsess about suffocation. This 
  obsession about suffocation manifests as a form of par-
  anoia: the target gains a –4 penalty on Will saves and 
  Charisma-based skill checks, cannot receive benefit 
  from or attempt the Aid Another action, and cannot 
  willingly accept aid (including healing) from another 
  creature without first making another Will save at this 
  spell’s DC. Once frightened and paranoid about suffo-
  cation, the sole interest becomes extrication from the 
  confining space. After 1 minute in this frightened state, 
  the target must succeed at a Fortitude save at the be-
  ginning of each of its turns or it is rendered uncon-
  scious from the exhaustion of being frightened. 
  The curse bestowed by this spell cannot be dispelled, 
  but it can be removed with a break enchantment, lim-
  ited wish, miracle, remove curse, or wish spell. If an 
  attempt to remove the curse requires a check, and the 
  check is made underground or in a space smaller than 
  a 15-ft. cube, the DC to remove this curse is increased 
  by +2; these increases stack. 
  If claustrophobia is cast underground or in a space 
  smaller than a 15-ft. cube, the initial save DC is in-
  creased by +2. If both of these conditions are met, the 
  initial save DC is increased by +4. 
   
  Collapsing Tunnel Trap 
  School: Conjuration (creation) [earth]; Level: Druid 
  6, Sorcerer/Wizard 6, Summoner 5 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: A region of falling stones whose area is up to 
  one 10-ft.-square/2 levels (S) 
  Duration: 1 round/2 levels 
  Saving Throw: Reflex half; see text; Spell Re-
  sistance: No 
  You open an extra dimensional space above the ground 
  or floor and conjure hundreds of stones and rocks of 
  various shapes and sizes that rain down onto those be-
  low. The rocks fall from the ceiling or from a height of 
  up to 10 ft. + 1 ft./level. For example, an 11th level 
  caster could create a region of falling rocks 10 ft. wide 
  by 50 ft. long and the rocks would fall from up to 21 feet 
  above the ground. 
  Those directly below the falling rocks take 1d6/2 levels 
  (maximum 10d6) points of bludgeoning damage; a suc-
  cessful Reflex save halves this damage. As the rocks 
  continue to fall, those in the area suffer this damage 
  each round. 
  The falling rocks chip, crush and pulverize one another 
  as well as objects within the area and if the region into 
  which the spell is cast has limited boundaries (such as 
  a tunnel) that area begins to fill with debris. In this 
  case, on your turn, starting with the third round of the 
  spell and for each round thereafter until the duration 
  ends, anyone in the area who fails her Reflex save is 
  also buried. Once a creature is buried, it automatically 
  fails its subsequent Reflex saves against this spell, but 
  the damage it suffers is halved and is treated as nonle-
  thal damage (as the rocks around the creature absorb 
  much of the damage). If the area is long enough or wide 
  enough, the rocks and stones pile up conically and roll 
  away, preventing a bury zone from arising. 
  When the spell ends, the conjured rocks and stones dis-
  appear, leaving damaged creatures and objects scat-
  tered throughout the area. 
  If the spell is cast underground, and the entire area is 
  surrounded by natural rock (such as within a cavern 
  complex), then the damage dice are d8 instead of d6, 
  the save DCs are increased by +2, and the duration is 
  increased by 1 round. 
   
  Control Swarm 
  School: Transmutation; Level: Bard 4, Druid 4, 
  Shaman 4, Sorcerer/Wizard 4, Summoner 3, Witch 4 
  Casting Time: 1 round 
  Components: V, S, M/DF (a hair, nail or tooth of a 
  mite) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  18 
   
  
   
  Target: One mindless swarm 
  Duration: Concentration 
  Saving Throw: Will negates; Spell Resistance: No 
  You treat a mindless swarm (typically, a vermin 
  swarm) as though it had a single mind. On a failed save, 
  you control and direct the swarm. You may use this 
  spell on a summoned swarm. If you summoned the 
  swarm, it automatically fails its save. The swarm fol-
  lows basic commands, it will attack a creature, attack 
  the nearest creature, stop attacking, guard you, move 
  its speed in some direction, etc. The swarm cannot fol-
  low complex instructions. 
   
  Corrosive Spray 
  School: Evocation [acid]; Level: Magus 5, Sor-
  cerer/Wizard 5, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S, M (a few ounces of black pudding) 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half; see text; Spell Re-
  sistance: Yes 
  You shoot forth a cone of corrosive acid, dealing 1d6 
  acid damage per caster level (maximum 10d6). If a 
  creature fails its save, its exposed armor, shield, cloth-
  ing, weapons and items are affected as well. Each item 
  suffers 2d6 acid damage. Stone items are immune to 
  this and take no damage. 
  If you cast this underground and are in an environment 
  primarily of rock or stone, the maximum damage is 
  15d6 instead, the damage caused to items is 3d6 in-
  stead, and the Reflex save DC is increased by +2. 
   
  Crypt Sight 
  School: Divination; Level: Bard 0, Cleric/Oracle 0, 
  Inquisitor 0, Sorcerer/Wizard 0 
  Casting Time: 1 round 
  Components: V, S, F/DF (an eye-socket bone) 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  You recognize undead creatures for what they are and 
  that non-undead are not undead. For example, you 
  cannot be mistaken about whether a skeleton is an un-
  dead creature or merely a pile of bones. Each round on 
  your turn you can examine 1 creature or object per level 
  (to a maximum of 6 per round), doing so requires a 
  standard action; crypt sight will reveal to you whether 
  the creature or object is undead. Unlike detect undead, 
  crypt sight will not reveal to you a number of auras or 
  any information about the strength of any undead. 
  Crypt sight will not differentiate creatures from objects 
  (for example, if something is not undead, crypt sight 
  will not also reveal whether it is living or dead). 
   
  Crypt Transfer 
  School: Conjuration (teleportation); Level: Anti-
  paladin 3, Cleric/Oracle 4, Inquisitor 4, Shaman 4, Sor-
  cerer/Wizard 4 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: You and 1 undead creature; see text 
  Duration: Instantaneous 
  Saving Throw: None or Will negates; Spell Re-
  sistance: No or Yes 
  You exchange locations with an undead creature within 
  range and line of sight. You can bring along objects as 
  long as their weight doesn't exceed your maximum 
  load. An unwilling undead creature is allowed a Will 
  save to resist the effect. 
  If you cast crypt transfer as an arcane spell, the undead 
  target must be one that is currently subject to your 
  command (such as from animate dead, command un-
  dead, control undead, or the like), and it is not allowed 
  a Will save to resist the effect. 
  If you cast this spell in a crypt, mausoleum or other 
  resting place of the dead, the range of the spell is dou-
  bled. 
   
  Crystalline Skin 
  School: Transmutation [earth]; Level: Bard 6, Magus 
  6, Sorcerer/Wizard 6, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S, M (a shard of delicate glass) 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: None and Fortitude partial; see text; 
  Spell Resistance: Yes 
  On a successful melee touch attack, you cause the tar-
  get’s skin to crystallize and become exceptionally frag-
  ile. Its body immediately becomes brittle and all suc-
  cessful bludgeoning and sonic attacks are treated as 
  critical threats. Whenever the target takes 50 or more 
  points of damage from a single critical hit caused by a 
  bludgeoning or sonic attack, or 50 or more points of 
  damage from a single sonic evocation, it must make a 
  Fortitude save or the crystallized skin shatters, killing 
  the subject. 
  While the subject’s skin is crystallized, its ability to 
  function normally is severely hampered; the subject is 
  staggered. 
  Crystalline skin only works on creatures with skin and 
  only if you can touch the target’s skin. For purposes of 
  this spell, scales, hair, feathers and other outer layers 
  of a creature’s body do not count as skin. 
   
  Crystalline Wall 
  School: Conjuration (creation) [earth]; Level: 
  Cleric/Oracle 7, Druid 7, Shaman 7, Sorcerer/Wizard 7, 
  Summoner 6 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a diamond worth at least 
  1,000 gp) 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Crystal-covered stone wall whose area is up to 
  one 5-ft. square/level (S) 
  Duration: Instantaneous 
  Saving Throw: See text; Spell Resistance: No 
  19 
   
  
   
  This spell creates a wall of rock that is like wall of stone 
  in virtually all respects except those mentioned here. 
  The wall is flecked with exceptionally sharp bits of rock 
  and crystals, some jutting out the tiniest bit, some pro-
  truding a few inches (the higher the caster level, the 
  more such bits there are and the sharper they are). The 
  edges and points of these sharp bits are sharp enough 
  to penetrate most rock and metal. Each 5-foot square 
  section of the crystalline wall has hardness 12 and 20 
  hit points per inch of thickness. 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. Fur-
  thermore, any creature attempting to break through 
  the wall probably damages or ruins the item used to try 
  to break through the wall, see below. 
  Anyone who is pushed or slammed into the wall suffers 
  1d6/2 levels piercing damage (maximum 10d6) and 
  1d6/2 levels slashing damage (maximum 10d6). The 
  shards of crystal and rock are so sharp that both the 
  piercing and slashing damage pierce and cut through 
  armor, shields, weapons and the like. If someone being 
  slammed into the wall is wearing armor, or a shield or 
  weapon is slammed into the wall, that armor, shield or 
  weapon suffers damage as well. The wall ignores hard-
  ness equal to your caster level. Any item suffering half 
  or more of its hit points from striking the wall once 
  gains the broken condition. If an item with the broken 
  condition is struck against the wall, that item is ruined. 
  Artifacts slammed against this wall are undamaged as 
  are magic weapons, shields and armor whose enhance-
  ment bonuses are greater than one-fourth your caster 
  level. Gear and other items are damaged per GM adju-
  dication (though if they are not as resilient as, for in-
  stance, powerfully-enhanced magic armor, they should 
  suffer damage). Items and gear specifically made to 
  protect against slashing and piercing damage suffer 
  half damage (from each, respectively) after DR, if any, 
  is applied. A pit whose base is a crystalline wall deals 
  the same damage to someone falling into the pit as if 
  that person were slammed into the wall in addition to 
  whatever damage is sustained from falling. 
  If the crystalline wall is shaped to form a ramp, walk-
  ing across such a ramp is perilous. Traversing a 5-foot 
  section of ramp at your normal speed requires a suc-
  cessful Reflex save (a successful save is required for 
  each 5-foot section). Failing this save causes the trav-
  eler 3d6 piercing and 3d6 slashing damage and could 
  result in ruined gear (per GM adjudication). Traversing 
  a 5-foot section of ramp at half your normal speed re-
  quires a successful Acrobatics check DC 10; anyone 
  failing this Acrobatics check must make a Reflex save 
  as above or suffer the same damage and that traveler’s 
  move action ends.  
  Climbing a crystalline wall is similarly perilous. The 
  Climb DC is 15 + your caster level. If the result of the 
  Climb check reveals that no progress has been made, 
  the climber also suffers 3d6 piercing and 3d6 slashing 
  damage unless a successful Reflex save is made. If a 
  rope is used to assist the climber, each round that it is 
  exposed to the wall there is a 50% chance that during 
  the course of that round it is scraped enough to break. 
  Other items, such as ladders, propped against the wall, 
  can be successfully placed if the placement is not hur-
  ried. Hurried placement offers a 50% chance of the lad-
  der being placed precariously such that when it is first 
  used, not only does it slip and not hold the climber, but 
  that it strikes the wall suffering 3d6 piercing and 3d6 
  slashing damage. Any such item knocked down suffers 
  such damage if it strikes the wall during its fall. 
  If you cast crystalline wall underground, treat all level-
  dependent features of the spell as if you were one level 
  higher. If you cast crystalline wall in an area known to 
  produce gemstones, add +1 to each damage die and in-
  crease the save DCs by +2. These two modifiers stack. 
   
  Crystalline Weapon 
  School: Transmutation [earth]; Level: Cleric/Oracle 
  9, Druid 8, Inquisitor 6, Shaman 8 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Target: Slashing or piercing melee weapon touched 
  Duration: 1 round/level 
  Saving Throw: None; Spell Resistance: No 
  Crystalline weapon transforms your slashing or pierc-
  ing weapon entirely into crystal with an incredibly 
  sharp blade or point. The weapon ignores all non-mag-
  ical armor, shield and deflection bonuses. Against 
  magical armor and shields, the crystalline weapon ig-
  nores the armor bonus of the armor, the shield bonus 
  of the shield, and the enhancement bonus of the armor 
  or shield if the enhancement bonus is less than one-
  quarter your caster-level. (A crystalline weapon pro-
  duced by an 18th level druid would ignore the armor 
  bonus of an opponent wearing +5 full plate, but that 
  opponent would still receive the +5 enhancement bo-
  nus to its AC; if the opponent were wearing +4 full 
  plate instead, the crystalline weapon would ignore 
  both the armor and enhancement bonuses.) 
  A crystalline weapon also ignores armor bonuses and 
  shield bonuses produced by spells if your caster level is 
  the same as or higher than the caster level of the spell 
  producing the armor or shield bonus. For example, 
  crystalline weapon ignores the field of force created by 
  mage armor and the invisible field of force produced 
  by shield unless the caster’s level is higher than yours. 
  Against magical items such as bracers of armor, crys-
  talline weapon ignores the armor bonus of the bracers 
  if the caster level of the bracers of armor is lower than 
  your caster level. 
  Against deflection bonuses, the crystalline weapon ig-
  nores any deflection bonus protecting an individual 
  that is produced by a caster level that is lower than your 
  caster level, regardless of whether the deflection bonus 
  is produced by an item such as a ring of protection or 
  a spell such as shield of faith. Crystalline weapon is not 
  effective if the deflection bonus is produced by some 
  non-spell effect which is able to protect more than one 
  individual, such as the deflection aura domain power 
  of a cleric with the defense domain 
  A crystalline weapon ignores the hardness of a wall of 
  force (or similar effect) if your caster level is equal to or 
  greater than the caster level that produced the wall of 
  force. 
  20 
   
  
   
  A crystalline weapon is exceptionally brittle, if you roll 
  a natural 1 while attacking with it (or while attempting 
  to use it to break an object, including a magical effect), 
  your weapon shatters and is destroyed. 
  The spell ends 1 round after you release the weapon. 
  You cannot have more than one crystalline weapon in 
  effect at the same time and you cannot wield more than 
  one crystalline weapon at a time. This spell is not cu-
  mulative with any other weapon-modifying spell (such 
  as magic weapon or holy sword). This spell has no ef-
  fect if cast on an artifact and the crystalline weapon 
  cannot damage an artifact (unless specifically stated in 
  the artifact’s description). 
   
  Curse of the Caves 
  School: Enchantment (compulsion) [curse, mind-af-
  fecting; see text]; Level: Bard 5, Sorcerer/Wizard 5, 
  Witch 5 
  Casting Time: 1 standard action 
  Components: V, S, M (myceloid spores) 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous and 1 day/level of until dis-
  charged (D) 
  Saving Throw: Fortitude negates and Will negates; 
  see text; Spell Resistance: Yes 
  You cover your targets with waves of super-virulent 
  spores. Any creature making its Fortitude save against 
  curse of the caves is immune to further castings of the 
  spell for 24 hours. Any creature failing its save suffers 
  2d4 Wisdom and 2d4 Constitution damage as the 
  spores quickly weaken the victim’s body and mind; the 
  damage caused by curse of the caves cannot lower ei-
  ther score below 3. If a creature suffers 7 or more points 
  of Wisdom damage (or would have, but for the limit of 
  3) from curse of the caves it must then make a Will save 
  or be compelled to make its lair or home in the nearest 
  caves (treat this as a lesser geas without the HD limi-
  tation). This compulsion will include making sure that 
  the caves are cleared of any hostile inhabitants so that 
  the lair will be safe. The curse bestowed by this spell 
  cannot be dispelled, but it can be removed with a break 
  enchantment, limited wish, miracle, remove curse, or 
  wish spell. 
  If two or more individuals are compelled by the same 
  casting of curse of the caves they will aim to complete 
  their compulsion together. In addition, the DC to break 
  the curse will be increased by +1 for each additional in-
  dividual cursed and working in alliance to complete the 
  task. 
   
  Dark Naga Soul 
  School: Necromancy [evil]; Level: Sorcerer/Wizard 
  5, Witch 5 
  Casting Time: 4 hours 
  Components: V, S, M (a dark naga’s eye and an ar-
  cane scroll containing a 3rd level spell) 
  Range: Personal 
  Target: You 
  Duration: 1 day/2 levels 
   
   
   
  Dark Naga Soul 
   
   
  While not as flexible as mnemonic enhancer and con-
  siderably more costly, dark naga soul offers much 
  more power, especially for necromancers. We suggest 
  that GMs hold strongly to the required material com-
  ponents. 
   
   
  Your soul undergoes a dramatic transformation as you 
  attune yourself to the nefarious powers associated with 
  the dark nagas. You are immune to any form of mind 
  reading, such as that granted by detect thoughts, you 
  gain a +2 insight bonus on all saves against charm ef-
  fects, and you gain the continuous use of detect 
  thoughts. You gain the ability to cast cat’s grace, dis-
  placement, expeditious retreat, invisibility, shield, and 
  silent image 1/day each. The save DCs for any of these 
  abilities/spells are treated as though you cast the spell 
  from your own spell list using your relevant spellcast-
  ing ability score modifier. 
  While you are affected by dark naga soul, the number 
  of 5th level spells you may cast each day is reduced by 
  1. 
  If you spend the entire casting time underground, then, 
  while you remain underground, you also gain the abil-
  ity to cast either lightning bolt or scorching ray (your 
  choice, determined during casting) 1/day. 
  While under the effect of dark naga soul you have en-
  mity with anyone else also under the effect of dark 
  naga soul and must treat such individuals as your 
  greatest enemies (no save). 
  21 
   
  
   
  A wizard who is a specialist in necromancy casts the 
  spells from opposition schools gained from dark naga 
  soul as though they were not from those opposition 
  schools but instead as if they were from the necro-
  mancy school. 
   
  Darkness Prevails 
  School: Abjuration; Level: Antipaladin 1, Cleric/Or-
  acle 2, Druid 2, Inquisitor 2, Ranger 1, Shaman 2 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Area: 5-ft.-radius aura around you 
  Duration: 1 hour/level 
  Saving Throw: None; Spell Resistance: No 
  You and creatures in your aura are immune from the 
  effects of evocation spells with the light descriptor that 
  are of equal or lower level (for example, faerie fire au-
  tomatically fails if cast on you or anyone in your aura). 
  If such a spell affects an area larger than your aura, 
  then that spell fails within your aura but operates nor-
  mally otherwise. 
  As an immediate action, you may end the spell by using 
  it as a modified form of dispel magic against a magical 
  effect produced by an evocation spell with the light de-
  scriptor (such as from daylight) that overlaps your 
  aura; this is like a counterspell use of dispel magic. 
  Like dispel magic, you must succeed on a dispel check 
  for this to take effect. Regardless of whether you suc-
  ceed, darkness prevails ends when you make the at-
  tempt. 
  Note that darkness prevails is not itself a darkness 
  spell and does not produce darkness. 
   
  Darkscript 
  School: Transmutation; Level: Antipaladin 1, Bard 1, 
  Cleric/Oracle 1, Druid 1, Inquisitor 1, Magus 1, Paladin 
  1, Ranger 1, Shaman 1, Sorcerer/Wizard 1, Summoner 
  1, Witch 1 
  Casting Time: 1 standard action 
  Components: V, S, M (magical ink; see text) 
  Range: Touch 
  Target: Spellbook, scroll, or other surface for magical 
  writing 
  Duration: Permanent 
  Saving Throw: None; Spell Resistance: No 
  You produce magical writing in a special script that can 
  only be read in darkness. You must have some capacity 
  to see in darkness, such as darkvision, to read writing 
  in darkscript or must have access to read darkscript. 
  However, unlike normal script, darkscript is not visible 
  in dim or brighter lighting conditions; a page written in 
  darkscript appears blank in such light (at your option, 
  any page you produce containing darkscript can appear 
  to be entirely covered in ink to anyone not using read 
  darkscript or using some other power such as that 
  granted by true seeing). 
  The darkscript is not invisible and so see invisibility 
  will not reveal it. True seeing allows someone to see 
  through darkness and see the true form of transmuted 
  things, so true seeing allows someone to read dark-
  script in any light. A single page or scroll cannot con-
  tain both script and darkscript, but a spellbook could 
  contain some pages of each. 
  The magical ink necessary for darkscript costs one-half 
  as much as the total material component for scribing a 
  spell in a spellbook. (For example, scribing a 2nd level 
  spell in darkscript into a spellbook would cost 60 gp 
  instead of 40 gp in materials. Writing a 2nd level spell 
  on a scroll would cost 170 gp as the ink cost for the 
  scroll is the same as the ink cost for the spell.) 
   
  Daze Skeleton 
  School: Necromancy; Level: Bard 1, Bloodrager 1, 
  Sorcerer/Wizard 1, Summoner 1, Witch 1 
  Casting Time: 1 standard action 
  Components: V, S, M (a bone tied with a string) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One skeleton of 5 HD or less; see text 
  Duration: 1 round 
  Saving Throw: Will negates; Spell Resistance: Yes 
  For just a moment, the skeleton’s bones seem to lock in 
  place. You daze one skeleton or creature with the skel-
  eton template. If you catch a skeleton flat-footed with 
  daze skeleton, if it fails its save it is staggered for 1 
  round after it is dazed. 
  If you cast daze skeleton in a crypt, graveyard, or simi-
  lar resting place of the dead, you can choose instead to 
  affect up to 5 HD of skeleton creatures instead of a sin-
  gle skeleton of up to 5 HD; in this case, each skeleton 
  creature of less than 1 HD is treated as though it were 1 
  HD. 
   
  Death by Centipedes 
  School: Conjuration (summoning); Level: Druid 3, 
  Shaman 3, Summoner 2 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned centipede swarm 
  Duration: 1 minute/level 
  Saving Throw: None; Spell Resistance: No 
  This spell summons a centipede swarm which immedi-
  ately attacks a creature in its space. If the terrain from 
  which you cast this spell is temperate or warm forest, 
  or is underground, the spell summons two centipede 
  swarms instead; they appear in adjacent spaces. If 
  there is insufficient room for two swarms only one ap-
  pears. 
   
  Death Will Catch You 
  School: Necromancy [curse]; Level: Antipaladin 3, 
  Cleric/Oracle 3, Sorcerer/Wizard 4, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a bone from the foot or leg of 
  a skeleton or zombie) 
  Range: Touch 
  Target: Creature touched 
  Duration: Permanent 
  Saving Throw: Will negates; Spell Resistance: Yes 
  22 
   
  
   
  All of the subject’s speeds are reduced by 10 feet (to a 
  minimum of 5 feet). Whenever the subject is within 60 
  feet of an undead creature, the subject is also stag-
  gered. Whenever the subject is within 60 feet of a place 
  of the dead (or is within a place of the dead), the subject 
  cannot run or charge. 
  The curse bestowed by this spell cannot be dispelled, 
  but it can be removed with a break enchantment, lim-
  ited wish, miracle, remove curse, or wish spell. 
   
  Deep Vapors 
  School: Conjuration (creation); Level: Bloodrager 3, 
  Druid 3, Magus 3, Shaman 3, Sorcerer/Wizard 3, Witch 
  3 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20 ft.-radius spread 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates; see text; Spell 
  Resistance: Yes 
  You conjure a cloud of foul-smelling fumes; the cloud 
  rapidly spreads along the ground, seeming to come up 
  from somewhere below. Living creatures in the area are 
  overwhelmed by the smell and are initially staggered 
  for 1 round. In addition, if they fail their saving throw, 
  they are sickened for the remainder of the spell. 
  If you conjure the cloud in a subterranean area, unless 
  the region is designed to be impermeable, naturally oc-
  curring vapors intermingle with those from deep va-
  pors. Anyone who remains in the cloud and breathes 
  the fumes for three consecutive rounds, must make an-
  other Fortitude save or suffer 1d6 points of acid dam-
  age per caster level. This can be avoided by successfully 
  holding one’s breath. No creature can be affected by the 
  acid damage from deep vapors more than once per 
  casting. 
  Creatures with the stench special ability are immune to 
  this spell. 
   
  Derro’s Madness 
  School: Enchantment (compulsion) [curse, mind-af-
  fecting]; Level: Antipaladin 4, Cleric/Oracle 4, 
  Shaman 4, Sorcerer/Wizard 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 day/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  The target’s Wisdom score drops by 6 points (to a min-
  imum of 3) and its Charisma increases by as many 
  points as its Wisdom drops. While in this state, the tar-
  get is immune to insanity and confusion effects. While 
  under the effect of this curse, the target strongly avoids 
  sunlight and seeks darkness (especially underground). 
  The target suffers 1 point of Constitution damage for 
  every hour it is exposed to sunlight (to a maximum of 
  6 points). The target regains Constitution points lost in 
  this way at a rate of 1 point per hour spent underground 
  in dim or darker lighting conditions. The target’s over-
  riding concern is the desire to understand how others 
  are not afflicted by sunlight; this concern dominates 
  the target’s attention whenever it is not charged with 
  tasks of great importance (such as surviving combat or 
  finding shelter from the sun). 
  Derro’s madness can be removed by a successful cast-
  ing of break enchantment, limited wish, miracle, re-
  move curse, or wish. 
   
  Diamond Fist 
  School: Transmutation [earth]; Level: Alchemist 4, 
  Bloodrager 4, Druid 4, Magus 4, Sorcerer/Wizard 4 
  Casting Time: 1 standard action 
  Components: V, S, M (diamond dust worth 100 gp) 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  This spell transforms your hands into extremely hard 
  living stone. While this spell is in effect, your unarmed 
  strikes do not provoke attacks of opportunity and deal 
  2d6 points of lethal bludgeoning damage (2d4 if you 
  are Small, 2d8 if you are Large). In addition, your un-
  armed strikes ignore the hardness of any object with a 
  hardness less than 20. Your unarmed strikes ignore 
  stoneskin as though they were made of adamantine 
  (though this effect applies only to the stoneskin spell). 
  If you cast this spell underground in an area known for 
  the natural presence of uncut precious stones, then 
  each of your unarmed strikes deals an additional +2 
  damage and they ignore the hardness of any object with 
  a hardness of less than 22. 
   
  Discerning Ear 
  School: Divination; Level: Alchemist 2, Bard 2, 
  Druid 2, Inquisitor 2, Ranger 2, Sorcerer/Wizard 2 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  You gain a supernatural sense of hearing that is at-
  tuned to detecting sounds through solid objects, partic-
  ularly the ground. While discerning ear is in effect you 
  can, as a full-round action requiring concentration 
  (and which provokes attacks of opportunity), place 
  your ear on the ground, wall or other solid surface and 
  clearly hear sounds of up to 30 ft./level away. Percep-
  tion checks may be made normally to distinguish par-
  ticular sounds, but general sounds (e.g. people talking 
  but not the content of their conversations) will be clear. 
  Loud noise nearby (such as combat) will prevent you 
  from hearing things at a distance; and loud noises be-
  tween you and something far off that you’re trying to 
  hear will prevent you from obtaining the level of clarity 
  you desire. However a successful Perception check (DC 
  determined by circumstances at the GM’s discretion), 
  may permit you to pick up bits of useful information. 
   
  23 
   
  
   
  Divine Depth 
  School: Divination [sonic]; Level: Bard 1, Druid 1, 
  Ranger 1, Shaman 1 
  Casting Time: 1 standard action 
  Components: V, S, M (a pebble, coin, or similar small 
  object) 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Circle, centered on you, with a radius of 400 ft. 
  + 40 ft./level 
  Duration: Concentration 
  Saving Throw: None; Spell Resistance: No 
  You imbue a stone, pebble, coin, or other small object 
  with a magical capacity to transmit sounds to you 
  which carry information about the distance the object 
  has moved and the nature of the surfaces the object has 
  encountered. You drop the object into a hole or well, off 
  a cliff ledge, etc. As the object falls, you receive infor-
  mation about the distance it has traveled. If the object 
  does not come to rest before leaving the range of the 
  spell then you know that the depth of the pit, hole, etc., 
  is greater than the range. If the object does come to 
  rest, then you know how far the object fell from the 
  point you released it to the point it came to rest. 
  If the object falls into a crevice or tunnel and bounces 
  off of walls or ledges on its journey downward, then you 
  also receive a rough mental map of object’s journey 
  (which may leave out important information as the ob-
  ject only imparts information about the distance it 
  travels and the surfaces it touches). 
  Divine depth provides very limited information about 
  the surfaces the object strikes on its journey. For exam-
  ple, you will know that it strikes stone, but nothing 
  about the quality of type of stone, or that it strikes wood 
  or flesh or metal, but not what kind of wood, flesh or 
  metal. 
  If the object you drop falls into a region that masks 
  sounds or vibrations, or an area that impedes or pre-
  vents magic or divinations, the object stops reporting 
  information to you at the moment it contacts that re-
  gion and the spell ends. 
   
  Dragon Fodder 
  School: Transmutation (polymorph); Level: Sor-
  cerer/Wizard 6 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which can be 
  more than 30 ft. apart 
  Duration: Permanent 
  Saving Throw: Fortitude negates, Will partial, see 
  text; Spell Resistance: Yes 
  You change the subjects failing their Fortitude saves 
  into kobolds. Each subject becomes Small, and suffers 
  a -2 size penalty to its Strength and Constitution scores, 
  but receives a +2 size bonus to its Dexterity score. Sub-
  jects further gain a +1 natural armor bonus, darkvision 
  60 ft., and light sensitivity. If the spell succeeds in 
  transforming a target, each subject must also make a 
  Will save. If this second save fails, the targets lose their 
  extraordinary, supernatural, and spell-like abilities,  
   
   
  Dragon Fodder 
   
  lose their ability to cast spells (if they had the ability), 
  and gain the alignment, special abilities, and Intelli-
  gence, Wisdom, and Charisma scores of their new 
  forms in place of their own. They still retain their class 
  and level (or HD), as well as all benefits deriving there-
  from (such as base attack bonus, base save bonuses, 
  and hit points). They retain any class features (other 
  than spellcasting) that aren't extraordinary, supernat-
  ural, or spell-like abilities. 
  If you cast this spell in a temperate underground envi-
  ronment, then you choose the coloration of each of the 
  targets from among the colors of the chromatic drag-
  ons. In other cases, the coloration of the targets is de-
  termined randomly from among those colors (though 
  red is the most common). 
   
  Echoing Bells 
  School: Evocation [sonic]; Level: Bard 1, Bloodrager 
  1, Magus 1, Sorcerer/Wizard 1, Witch 1 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 20-ft.-radius emanation centered on a creature, 
  object or point in space 
  Duration: 1 round/level (D) 
  Saving Throw: None; Spell Resistance: Yes 
  Sounds are produced in the area, masking other 
  sounds and making pinpointing things by hearing and 
  perhaps some other nonvisual senses in the area of ef-
  fect more difficult. Creatures with blindsense and 
  blindsight must succeed on a Perception check (same 
  DC as this spell) to pinpoint creatures in the affected 
  area. 
  If you cast echoing bells underground or within a con-
  fined space, whenever there are at least four surfaces 
  (from among any walls, the ceiling and floor) within the 
  24 
   
  
   
  area of effect, creatures with tremorsense also must 
  succeed on a Perception check (same DC as this spell) 
  to pinpoint creatures in the affected area. 
   
  Endless Tunnels 
  School: Illusion (shadow) [shadow]; Level: Sor-
  cerer/Wizard 7, Summoner 5, Witch 7 
  Casting Time: 1 standard action 
  Components: V, S, M (a knotted string) 
  Range: Touch 
  Effect: A portal; see text 
  Duration: 1 hour/level; see text 
  Saving Throw: Will disbelief (if interacted with); 
  Spell Resistance: No 
  You create a doorway or opening that appears entirely 
  normal. Anyone passing through the portal is in a maze 
  of endless tunnels within a pocket dimension of the 
  Shadow Plane that nearly perfectly mimics the existing 
  environment. When the spell ends, the targets return 
  to the nearest open space to the doorway you created. 
  The tunnels themselves take on the characteristics of 
  the area. If you cast endless tunnels to create an en-
  trance to a dark passage in a naturally existing cave 
  complex, the features of the tunnels will be like those 
  of the cave complex (including prevailing breezes, drip-
  ping water, luminescent moss, etc.). If you cast endless 
  tunnels in the crypt beneath a church, it might appear 
  as a doorway akin to the caretaker’s closet. Opening 
  that doorway will reveal more crypt, and anyone going 
  in will remain in a puzzling crypt, walking by dozens or 
  hundreds of sarcophagi, etc. 
  The tunnels themselves give no hint of abnormality 
  and so there is usually no reason, at first, for anyone to 
  disbelieve. However, some complexes are far less likely 
  to seem to go on forever than others (the crypt example 
  might be suspicious far sooner than the cave example). 
  Casting endless tunnels in a sewer system under a large 
  city, for instance, provides almost no evidence to dis-
  believe. Individuals with racial or skills-based reasons 
  to be suspicious (a dwarf in a tunnel in a mountain, 
  etc.) may, per GM adjudication, become suspicious 
  sooner than others. Furthermore, it would be appropri-
  ate to give them a bonus on their saving throw (ranging 
  from +1 to +5). 
  Anyone who doesn’t enter the opening is unaffected. 
  Anyone who does enter the tunnel and never disbe-
  lieves remains within the tunnel until the spell ends. 
  The feeling of the passage of time within the tunnel 
  doesn’t necessarily correspond to how much time 
  passes outside the tunnels. 
  Anyone who does enter the tunnel and disbelieves is 
  released from the spell before the duration ends. For 
  those who disbelieve, the time spent within the tunnels 
  is determined randomly. Roll 1d6 per caster level and 
  multiply the result by 10 to determine the number of 
  minutes that elapses outside the tunnel while the dis-
  believing targets remained within. 
  True seeing will reveal to someone outside the tunnel 
  that the doorway is an illusion but because true seeing 
  does not penetrate extradimensional spaces, the per-
  son will not see the tunnels that others see. Anyone 
  who is already in the complex and uses a spell or ability 
  like true seeing will recognize that they’re in an extra-
  dimensional space and that it is an illusion. 
  If endless tunnels is cast underground in an area where 
  a complex of tunnels could naturally occur, the DC of 
  the saving throw is increased by +2. 
   
  Engulfing Cloak 
  School: Transmutation; Level: Bard 2, Sor-
  cerer/Wizard 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a bit of a cloaker’s skin) 
  Range: Touch 
  Target: One cloak 
  Duration: 1 round/level; see text 
  Saving Throw: None; Spell Resistance: No 
  When you cast engulfing cloak you imbue one cloak 
  with an ability to engulf the wearer. The cloak magi-
  cally animates and attempts to engulf its wearer at the 
  start of the wearer’s next turn. When the cloak at-
  tempts a grapple, its effective CMB is your CMB using 
  your spellcasting ability modifier instead of your 
  Strength modifier, and the cloak’s size for its special 
  size modifier. If it wins the grapple check, the wearer is 
  grappled. If the wearer wins the grapple check, the 
  cloak is removed and the spell ends. 
  If the grapple continues, the wearer can attempt to 
  break the grapple by making a combat maneuver check 
  or an Escape Artist check. The cloak’s CMD is your 
  CMD using your spellcasting ability modifier instead of 
  your Strength or Dexterity modifier, and the cloak’s 
  size for its special size modifier. If the wearer succeeds, 
  the grapple and the spell end. If the wearer fails, the 
  wearer remains grappled until it succeeds in breaking 
  free or the spell ends at which point the cloak ceases 
  being animated. 
   
  Enhanced Invisibility 
  School: Illusion (glamer); Level: Alchemist 3, Anti-
  paladin 3, Bard 3, Inquisitor 3, Magus 3, Sorcerer/Wiz-
  ard 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a scrap of phantom fungus 
  flesh) 
  Range: Personal 
  Target: You 
  Duration: 5 rounds (D) 
  Saving Throw: Will negates (harmless); Spell Re-
  sistance: Yes (harmless) 
  You become invisible as though subject to greater in-
  visibility. However, when you attack, anyone who has 
  line of sight to the position you occupy will see a semi-
  transparent version of you in your space. If an oppo-
  nent readies an attack to strike you when you briefly 
  appear, you are treated as though you had concealment 
  (20% miss chance). 
   
  Falling Stone 
  School: Conjuration (creation) [earth]; Level: Druid 
  0, Magus 0, Shaman 0, Sorcerer/Wizard 0, Summoner 
  0 
  25 
   
  
   
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One falling stone 
  Duration: Instantaneous 
  Saving Throw: Reflex negates; Spell Resistance: 
  No 
  You conjure a single stone of about 1/2 inch diameter. 
  You cause the stone to appear at any point within 
  range. If you choose the point in the air, the stone im-
  mediately falls. If the stone falls from a height less than 
  10 feet, it causes 1 point of nonlethal damage to single 
  creature in the square into which it falls (Reflex ne-
  gates). If the stone falls from a height between 10 and 
  30 feet, it causes 1 point of damage to a single creature 
  in the square into which it falls (Reflex negates). If the 
  stone falls from a height between 30 and 100 feet, it 
  causes 1d3 points of damage to a single creature in the 
  square into which it falls (Reflex negates). If the stone 
  falls from a height greater than 100 feet, it causes 1d4+1 
  points of damage to a single creature in the square into 
  which it falls (Reflex negates). 
  The farther the stone has to fall, the greater the chance 
  that it misses its target. For every 10 feet beyond the 
  first 10 feet that the stone falls, reduce the DC of the 
  save by -1. Low-level casters can only conjure a stone 
  high above the head of a target by themselves being sit-
  uated high above a target (such as by standing on a 
  ledge of a cliff within a cave and intending to cause a 
  stone to fall on a target far below). 
   
  Fires of Hell 
  School: Conjuration (creation) [evil, fire, lawful]; 
  Level: Cleric/Oracle 7 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 10-ft.-radius crack in the ground; see text 
  Duration: 1 round/level (D) 
  Saving Throw: See text; Spell Resistance: No 
  You create a 60-ft.-deep crack in the earth which 
  reaches into the fiery pits of Hell, bringing toxic fumes 
  and infernal fire into this world from that unholy place 
  beyond. If there is insufficient space below where you 
  create the crack for there to be a 60-ft.-deep crack, the 
  spell fails. Creatures standing in the area when the 
  crack is formed suffer 10d6 damage from an initial 
  eruption, half of which comes from fire and half of 
  which is unholy (and not subject to immunity or re-
  sistance to fire), a Reflex save halves the damage; 
  whether a creature fails or succeeds at that Reflex save, 
  it is moved to the nearest open space to the crack. 
  Each round thereafter, on your turn, creatures adjacent 
  to the pit suffer 10d6 damage (half fire, half unholy) 
  unless they succeed on a Reflex save and take half dam-
  age instead. Creatures not adjacent to the pit but within 
  15 ft. of at least one of its squares takes 6d6 damage 
  (half fire, half unholy). All creatures within 20 ft. of the 
  pit who are breathing must succeed on a Fortitude save 
  or suffer 1 point of Constitution damage and 1 point of 
  Dexterity damage from the toxic fumes. 
  If a creature is knocked or falls into the pit it suffers 
  2d6 damage (half fire, half unholy) for each 10 feet it 
  falls. Any creature starting its turn in the pit suffers 
  damage (half fire, half unholy) of 6d6 + 2d6/10 ft. from 
  the top of the pit. Any creature falling to the bottom of 
  the pit leaves this world and enters Avernus at the site 
  of an upwelling of hellfire. 
  The pit glows with an unholy orange-red fire, shedding 
  light to 40 ft. from its center and dim light for another 
  40 ft. beyond. The color of this light overwhelms all 
  light sources of equal level or lower and suppresses 
  darkness spells and effects of lower level. 
  If this spell is cast deep underground, near natural 
  sources of heat or in areas known or reputed to have a 
  connection to the Hells, all damage dice are d8 instead 
  of d6, and all save DCs are increased by +2. 
  If this spell is cast within an unhallowed site dedicated 
  to a power from Hell, each die of damage is increased 
  by +2, the ability damage is increased to 2 points each 
  Constitution and Dexterity, and the save DCs are all in-
  creased by +2. 
  The modifications due to depth and unhallowed sites 
  stack. 
   
  Fungal Affinity 
  School: Transmutation; Level: Alchemist 4, Druid 4, 
  Shaman 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M (a pinch of any dried, poison-
  ous mushroom) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which can be 
  more than 30 ft. apart; see text 
  Duration: 1 minute/level 
  Saving Throw: Fortitude negates (harmless) and 
  Fortitude partial; see text; Spell Resistance: Yes and 
  No; see text 
  Each target's body is transformed. Outwardly, each tar-
  get's skin takes on the appearance of pale fungus; small 
  blemishes that look like mushroom caps appear ran-
  domly and sparsely distributed on the target's skin. For 
  the duration, each target suffers a -2 circumstance pen-
  alty on all Charisma-based checks. Unwilling targets 
  can attempt a Fortitude save to avoid being trans-
  formed. Each target's blood, bones and other tissue is 
  also slightly modified with the following effects. 
  The targets are immune to the poisonous or disease-
  inducing effects of any creature or object that delivers 
  those poisons or diseases via spores. Each target's 
  blood and tissue is poisonous; any creature making a 
  bite attack, swallowing whole, or ingesting part of a tar-
  get must succeed at a Fortitude save or suffer 1 point 
  each of Dexterity and Strength damage and be nause-
  ated for 1 minute. The target’s skin is poisonous; any 
  creature touching a target must succeed at a Fortitude 
  save or suffer 1 point each of Dexterity and Strength 
  damage and be nauseated for 1 minute. If the target 
  succeeds at a touch attack against another creature and 
  touches the other creature’s skin, the other creature 
  must succeed at a Fortitude save or suffer 1 point each 
  of Dexterity and Strength damage and be nauseated for 
  1 minute. 
  26 
   
  
   
   
  Garbage Dweller 
   
  An alchemist can only target herself with fungal affin-
  ity. 
  If fungal affinity is cast in an area with heavy fungal 
  growth, the poison DCs are increased by +2 and the du-
  ration of the spell is increased to 10 minutes/level. 
   
  Fungal Cloud 
  School: Conjuration (creation) [mind-affecting]; 
  Level: Bard 3, Druid 3, Sorcerer/Wizard 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (dried basidirond cap) 
  Range: Close (25 ft.+ 5 ft./2 levels) 
  Effect: Invisible, 20-ft. radius cloud 
  Duration: 1 round/level; see text 
  Saving Throw: Fortitude partial; see text; Spell Re-
  sistance: Yes 
  You produce a 20-ft. radius cloud of invisible particles 
  derived from the basidirond cap component. Creatures 
  with the scent ability can detect the cloud by its odor. 
  Wind will disperse the cloud as if it were from a fog 
  cloud spell. A fire that affects at least three-quarters of 
  its area will disperse it as well. 
  If a creature begins its turn in the cloud, or whenever a 
  creature enters the cloud, it must attempt a Fortitude 
  save or be subject to its hallucinatory effects. For as 
  long as the cloud persists, even if a creature succeeds at 
  a save, it must make a new save each round or be sub-
  ject to an hallucination that round. As a creature is ex-
  posed to the cloud, its body begins to overcome the ef-
  fects such that any creature subject to 5 rounds of hal-
  lucinations from any single casting of the spell becomes 
  immune to any casting of fungal cloud for 24 hours. 
  Example hallucinations might include: sinking in 
  quicksand, being attacked by a swarm of creatures 
  (rats, spiders, insects, etc.), possessions turning into 
  snakes, shrinking or growing to bizarre size, and slowly 
  being turned to liquid. If a creature fails its save in con-
  secutive rounds, the particular hallucination persists. 
  If a creature fails its save in non-consecutive rounds, 
  the nature of the hallucination is determined ran-
  domly. 
  Creatures without an Intelligence score or with an In-
  telligence score of less than 3 are unaffected. 
  While a victim remains plagued by the hallucination, it 
  is treated as though it were fascinated. Obviously dan-
  gerous situations can be attended to, but the target suf-
  fers a -2 penalty on attack rolls, saving throws, skill 
  checks, and ability checks as it is so profoundly dis-
  tracted by the hallucination. 
  27 
   
  
   
   
  Garbage Dweller 
  School: Transmutation (polymorph) [curse]; Level: 
  Sorcerer/Wizard 6, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Permanent; see text 
  Saving Throw: Fortitude negates, Will partial, see 
  text; Spell Resistance: Yes 
  You change the subject into an otyugh if it fails its For-
  titude save. The initial transformation physically 
  changes the target into an otyugh (it becomes Large, 
  gains the aberration type, and gains the physical fea-
  tures and abilities of a typical otyugh, but gains no ex-
  traordinary abilities). While in this form, though the 
  target retains its own Intelligence, Wisdom, and Cha-
  risma, it also is filled with an insatiable urge to gorge 
  itself on waste. If the target confronts anything which 
  could be considered refuse, offal or the like before the 
  curse is lifted, it must attempt a Will save. If this second 
  save fails, the target loses its extraordinary, supernatu-
  ral, and spell-like abilities, loses its ability to cast spells 
  (if it had the ability), but retains its class and level (or 
  HD), as well as all benefits deriving therefrom (such as 
  base attack bonus, base save bonuses, and hit points). 
  It retains any class features (other than spellcasting) 
  that aren't extraordinary, supernatural, or spell-like 
  abilities, but otherwise fully becomes an otyugh until 
  the curse is lifted. It becomes an average, typical 
  otyugh in all respects. 
  If the target fails to encounter any waste on which to 
  gorge itself, the curse is lifted after 24 hours. 
  If you and the target are underground when you cast 
  garbage dweller, the DCs of all the saves are increased 
  by +2. 
  Garbage dweller can be removed by a successful cast-
  ing of limited wish, miracle, or wish; neither break en-
  chantment nor remove curse has any effect. 
   
  Gibbering Nonsense 
  School: Enchantment (compulsion) [mind-affecting, 
  sonic]; Level: Bard 3, Sorcerer/Wizard 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a gibbering mouther’s tooth) 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: All creatures in a 30-ft.-radius burst 
  Duration: 1 round/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  The creatures failing their saves begin babbling and are 
  fascinated by their own babbling and the babbling of 
  others. Creatures able to make vocal noises other than 
  speech also begin making nonsense noises and are sim-
  ilarly fascinated. Speechless creatures are unaffected. 
  After the first round of the spell’s effect, any creature 
  within 30 feet of another babbling creature must save 
  or become similarly fascinated at the beginning of its 
  turn. 
  At the end of any fascinated creature’s turn, it may at-
  tempt another save to end the effect. Each time a crea-
  ture fails its save, the DC of its next save increases by 
  +1. When the spell ends, the effect stops immediately 
  for anyone still affected. 
  Any creature that makes its save against gibbering 
  nonsense becomes immune to gibbering nonsense for 
  24 hours. 
   
  Gnome amid Stones 
  School: Transmutation; Level: Alchemist 4, Sor-
  cerer/Wizard 4 
  Casting Time: 1 standard action 
  Components: V, S, M (svirfneblin eyelash) 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  Your body transforms slightly. Your skin becomes 
  grayish, you become bald, and if you are Medium-sized 
  or larger, your size becomes Small; your non-magical 
  gear takes on the color of stone. You gain the benefit of 
  nondetection while you are underground. Immediately 
  following the first time you are attacked while under-
  ground, a blur effect occurs, protecting you for the du-
  ration of the spell while you remain underground. Im-
  mediately following the first spell cast offensively that 
  affects you, you gain spell resistance equal to 6 + your 
  caster level, protecting you for the duration of the spell 
  while you remain underground. 
   
  Gorgon’s Breath 
  School: Conjuration (creation); Level: Alchemist 5, 
  Magus 5, Sorcerer/Wizard 5 
  Casting Time: 1 standard action 
  Components: V, S, M (a gorgon’s scale) 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text; Spell Re-
  sistance: Yes 
  You breathe out a cone of green gas. Those caught in 
  the area of the gas can attempt a Fortitude save to resist 
  the effects, but those who fail the save are immediately 
  petrified. This petrification is temporary—each round 
  on its turn, a petrified creature can attempt a new For-
  titude save to recover from the petrification. 
  Any creature exposed to gorgon’s breath while already 
  petrified as a result of gorgon’s breath is permanently 
  petrified and is no longer permitted Fortitude saves to 
  recover. Each casting of gorgon’s breath permits only 
  one breath of gas so multiple castings (though not nec-
  essarily from the same spellcaster) would be required 
  to achieve this effect. 
  If a target of gorgon’s breath is in terrain that could be 
  considered predominately stone (in most dungeons or 
  crypts, standing on a rocky hillside, etc.), the DC of the 
  saving throw is increased by +2. 
   
  28 
   
  
   
  Grant Zombie’s Resilience 
  School: Abjuration; Level: Cleric/Oracle 3, Sor-
  cerer/Wizard 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a bit of skin from a zombie) 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 minute/level 
  The creature touched gains DR 5/slashing and a +4 on 
  all saves against mind-affecting and sleep effects. 
   
  Gravesleep Curse 
  School: Necromancy [curse]; Level: Cleric/Oracle 5, 
  Sorcerer/Wizard 5, Witch 5 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (grave dirt) 
  Range: Touch 
  Target: Living humanoid touched 
  Duration: Permanent 
  Saving Throw: Will negates; Spell Resistance: Yes 
  The subject is obsessed with sleeping in spaces or in 
  ritual items associated with burying the dead (e.g. cof-
  fins, graves, etc.). Whenever the subject gets a full 
  night’s rest under such circumstances, she heals twice 
  as many hit points as usual from restful sleep. In addi-
  tion, sleeping in a grave, coffin, or other similar place 
  associated with the burial of dead causes the subject to 
  recover ability damage at twice the normal rate. 
  If she sleeps anywhere else, her dreams are upsetting, 
  her sleep is fitful, and she does not recover hit points 
  from sleep. Furthermore, any ability damage caused by 
  undead is not recovered by sleeping. 
  Finally, all forms of magical healing are minimally ef-
  fective when used on the subject (a cure light wounds 
  spell will cure 1 point plus 1 point per caster level and a 
  lesser restoration will cure 1 point of temporary ability 
  damage though it will still eliminate fatigue and reduce 
  the subject from exhausted to fatigued). 
  The curse bestowed by this spell cannot be dispelled, 
  but it can be removed with a break enchantment, lim-
  ited wish, miracle, remove curse, or wish spell. 
   
  Halting Light 
  School: Evocation [light]; Level: Sorcerer/Wizard 4, 
  Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, F (a lens) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Creatures within a 15-ft.-radius burst 
  Duration: Concentration up to 1 round/level 
  Saving Throw: Reflex partial and none; see text; 
  Spell Resistance: Yes 
  You produce brilliant light in the chosen area. Each 
  round a creature remains in this area it must succeed 
  on a Reflex save or be blinded, if it makes the save it is 
  dazzled instead. All creatures with sunlight powerless-
  ness in that area cannot attack and are staggered (no 
  save). (Incorporeal creatures will likely simply go be-
  low ground on their turn.) 
  Creatures that are blind or otherwise do not rely upon 
  sight are unaffected by the blindness and dazzling fea-
  tures of the spell but if they somehow also have sun-
  light powerlessness are still affected by the staggering 
  feature of the spell. 
  The 10-ft. area outside the perimeter of the spell’s area 
  is illuminated to one lighting condition brighter than 
  normal, up to bright light. 
  If halting light is cast underground in an area that 
  doesn’t receive natural sunlight, fungi, mold, oozes, 
  and slimes cannot attack and are staggered while 
  within the area. 
   
  Ignore Metal 
  School: Transmutation; Level: Alchemist 4, Blood-
  rager 4, Druid 4, Magus 4, Shaman 4, Sorcerer/Wizard 
  4, Summoner 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M (a buggane’s claw and a pinch 
  of a mixture of powdered metals) 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  Saving Throw: None and Fortitude partial; see text; 
  Spell Resistance: No 
  Your body and all the gear you wear and carry at the 
  time you cast the spell transform and treat metal as 
  though you and that gear were incorporeal. While in 
  this state, you pass through metal as easily as if it were 
  air; you could effortlessly pass through an iron door 
  (though not through any wooden planks or bands on 
  that door). 
  Items you drop or put down lose this ability to be in-
  corporeal relative to metal. Non-metal items that you 
  pick up and hold or tuck into your clothing gain this 
  ability to be incorporeal relative to metal. Items that 
  can extend beyond your reach (such as a long rope) that 
  were part of your gear when you cast the spell (or that 
  you pick up and hold) retain (or gain) this ability to be 
  incorporeal relative to metal unless you let go of the 
  item. 
  The metal of metal weapons (including magical ones, 
  but not artifacts) have no effect on you. A spear tip 
  would pass into your body without effect, but the mo-
  mentum of the spear would cause the wooden tip of 
  that spear to bludgeon you. You could pick up a sword 
  with a leather grip by that grip and wield it normally 
  (though your own sword would still remain an effective 
  weapon). If you are a creature particularly vulnerable 
  to specific metals (cold iron, silver, etc.) then even 
  those metals have no effect on you while you are af-
  fected by ignore metal. While you ignore metal, you do 
  not necessarily ignore related effects. You could walk 
  though molten metal, but you would still be burned be-
  cause the heat itself isn’t confined to the metal; a super-
  cooled sword passing through you might still cause 
  cold damage if that cold damage is itself magical or cold 
  enough to cause harm. (If someone with a +1 frost 
  longsword attacked you, the attacker should roll to hit 
  you; if the attack would have hit, the 1d6 cold damage 
  still affects you as a frost weapon is “sheathed in icy 
  cold” and it is this magical cold that harms you.) 
  29 
   
  
   
  Magical constructs or monsters made of metal might 
  not harm you. A dragon wearing metal claws over its 
  own claws would still hurt you because its natural claws 
  within the metal claws could strike you. An iron go-
  lem’s slam attack could not harm you but its cloud of 
  poisonous gas could, as could a heavy stone it dropped 
  on you. 
  If you stand on a metal floor or lean on a metal wall, 
  you will fall or pass through it. Climbing metal stairs in 
  this state wouldn’t be possible (though you could climb 
  a stair made of iron rails and wooden planks). If you 
  place a carpet or even a sheet over a metal plate on a 
  floor you can walk over the plate. If you uncoil a 50-ft. 
  rope and let it fall through an iron plate on the floor, 
  you could even hand one end of the rope to someone 
  else (so long as you never let go of the rope) and you 
  and the rope will pass through the iron plate. If you 
  ever let go of the rope, the rope breaks with one portion 
  above the plate still held by whomever had anchored it, 
  and the top of the portion below the plate anchored 
  into the iron plate. 
  Your own attacks, even your own metal weapons (if you 
  have not set them aside since you cast ignore metal) 
  ignore metal armor and shields, in effect, the armor 
  and shield bonuses of those items do not protect their 
  wearer against your attacks. You cannot sunder an op-
  ponent’s metal weapon with any of your attacks unless, 
  for example, you set down a leather-gripped metal 
  sword and pick it up again. 
  Using this spell is incredibly taxing on your body. 
  When ignore metal ends you must attempt a Fortitude 
  save. If you fail the save you are exhausted, if you make 
  the save you are fatigued. 
   
  Imprint Tremors 
  School: Divination; Level: Alchemist 4, Sor-
  cerer/Wizard 4 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of blood from any crea-
  ture with tremorsense) 
  Range: Personal 
  Area: 20-ft.-radius/level burst 
  Duration: Concentration up to 1 minute/level (D); 
  see text 
  You detect the presence of living or moving things in 
  the area. This is similar to tremorsense but with signif-
  icant differences. The information you obtain depends 
  upon both your time of concentration and intention 
  about the targets in the area. If a creature or object 
  could be detected by tremorsense (i.e. it is in motion, it 
  is at rest on the ground but has a heartbeat, etc.), then 
  you may detect it. What you know about that creature 
  or object varies, as follows. 
  1st Round: Presence and estimated number of objects 
  and creatures 
  2nd Round: General size, speed and relative location of 
  each object and creature 
  3rd Round: Accurate size, speed and relative location 
  of each object and creature 
  After the 1st round, there is a limit to the number of 
  things you can accurately keep track of. You can keep 
  track of a number of objects or creatures equal to your 
  Intelligence score. If you detect that there are more 
  creatures or objects than this, you must specify which 
  ones (even if only roughly stated) you wish to track. 
  After the third round, you may continue to obtain in-
  formation about the movements of the creatures and 
  objects you’d previously detected. If a new creature or 
  object enters your area, it takes three rounds for you to 
  gain this level of specificity regarding it. If a creature or 
  object moves out of your area (whether because you or 
  it moves) you no longer know anything about it, and if 
  it returns to the area, you treat it as a new creature or 
  object. 
  Maintaining this spell is taxing; add the number of 
  creatures you’re keeping track of to the DC of your con-
  centration check whenever you are required to make a 
  concentration check. 
   
   
   
  For example, a 9th level wizard enters a cavern com-
  plex and casts imprint tremors. There are eight dwa-
  rves working in an armory 100 feet away, farther un-
  derground and northeast of the wizard. Forty feet di-
  rectly below there is a room where five dogs are kept in 
  cages. A wicked priest is preparing to sacrifice an elf on 
  an altar and the altar is 150 feet away. The wizard casts 
  imprint tremors and on the first round learns from the 
  GM “There are several Medium or Small creatures and 
  several moving objects in one region, maybe a half-
  dozen Small creatures and no moving objects in an-
  other region, and one or two Medium creatures and no 
  moving objects in another region.” On the second 
  round, the GM might reveal “There are eight Medium, 
  bipedal creatures within roughly 20 feet of one an-
  other, and the group is about 100 feet away, northeast 
  of you, sloped about 20 feet down; farther away, also 
  sloped down, but to the northwest, there are two Me-
  dium creatures, one is certainly bipedal, the other isn’t 
  moving; forty feet directly below you are five Small 
  quadrupeds, two of them are pacing within narrow 
  spaces, two of them are standing, and one of them is 
  running around within the same 10-ft. by 10-ft. space.” 
  On the third round, the GM could say “The eight Me-
  dium creatures are about the size of dwarves and the 
  objects moving in their area are made of metal and 
  have moving parts, they remain in the area; the one bi-
  pedal creature who was about 150 feet away has moved 
  45 feet in your direction but remains at the same depth 
  from you, its movement suggests a humanoid of per-
  haps 5-and-one-half feet and 130 pounds, the other 
  creature can no longer be detected; the five quadrupeds 
  seem smaller than wolves, about the size of hunting 
  dogs, two of them are no longer standing but seem to 
  be at rest in about the same location as before, the oth-
  ers continue as before.” 
   
   
   
  Infrasonic Moan 
  School: Evocation [sonic]; Level: Bard 4, Bloodrager 
  4, Magus 4, Sorcerer/Wizard 4, Witch 4 
  Casting Time: 1 standard action 
  30 
   
  
   
  Components: V, S, M (a cloaker’s tooth) 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous; see text 
  Saving Throw: Fortitude negates and Will negates; 
  see text; Spell Resistance: Yes 
  You produce an inaudible, infrasonic moan that unset-
  tles those in the area, affecting both their bodies and 
  minds. Each target must succeed at a Will save or be-
  come panicked for 2 rounds and succeed at a Fortitude 
  save or become nauseated for 1d4+1 rounds. A creature 
  that is both panicked and nauseated still feels the full 
  stress of the panicked desire to flee at its fastest speed 
  but can only take one move action each round because 
  of the nausea; such an individual cannot, of course, use 
  spells to flee, though if it has spells it desperately 
  wishes it could use them. 
  Anyone making a save against either effect is thereafter 
  immune to that effect being caused by future castings 
  of infrasonic moan for 24 hours. 
  If you cast infrasonic moan in an environment condu-
  cive to echoes, then the save DCs are increased by +2. 
   
  Into the Caverns Below 
  School: Abjuration; Level: Alchemist 3, Bloodrager 
  2, Cleric/Oracle 3, Druid 3, Inquisitor 3, Ranger 2, 
  Shaman 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a pinch of powdered bone 
  and a pinch of dried mushroom) 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Fortitude negates (harmless); Spell 
  Resistance: Yes (harmless) 
  Into the caverns below provides important protections 
  and defenses for those engaged in subterranean explo-
  ration. The recipient gains the benefits of resist energy 
  (acid) and gains a +2 insight bonus on all saves against 
  mind-affecting effects, paralysis, poison, and sleep, in 
  addition, the recipient gains a +2 insight bonus on all 
  checks made to avoid or escape being grappled. 
  If the recipient of the spell is in terrain that could be 
  considered subterranean, the recipient instead gains 
  the benefits of protection from energy (acid) and delay 
  poison, and all the save and check bonuses improve to 
  +4. 
   
  Into the Caverns Below, Mass 
  School: Abjuration; Level: Cleric/Oracle 5, Druid 5, 
  Inquisitor 5, Ranger 4, Shaman 5, Witch 5 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a pinch of powdered bone 
  and a pinch of dried mushroom) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which may be 
  more than 30 ft. apart 
  Duration: 10 minutes/level; see text 
  Saving Throw: Fortitude negates (harmless); Spell 
  Resistance: Yes (harmless) 
   
   
   
  Lich’s Vitality 
   
  This spell functions like into the caverns below except 
  that it affects multiple creatures. 
   
  Lead the Way 
  School: Divination; Level: Alchemist 2, Bard 2, 
  Cleric/Oracle 2, Druid 2, Inquisitor 2, Magus 2, Ranger 
  1, Sorcerer/Wizard 2 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level 
  You gain an uncanny knack for taking the correct turn, 
  leaving the appropriate pathway unexplored, and not 
  opening the most dangerous doors. For purposes of 
  finding your way through a maze, dungeon, unknown 
  town, or any unfamiliar location, you gain a +4 insight 
  bonus to any Knowledge check (such as dungeoneer-
  ing, geography or local) appropriate to determining 
  one’s location or finding the way to a sought destina-
  tion; you are treated as trained in the relevant skill 
  while under the effect of lead the way. You also gain a 
  +4 insight bonus to any Perception or Survival check to 
  find or recognize landmarks, to avoid hazards and 
  traps, to avoid getting lost, to recognize you’re lost, or 
  to regain your bearings if lost. 
  The benefits from lead the way apply only in circum-
  stances where you are in unfamiliar surroundings or 
  circumstances (as determined by the GM). 
  31 
   
  
   
  Lich’s Vitality 
  School: Abjuration; Level: Antipaladin 4, Cleric/Or-
  acle 6, Inquisitor 5, Magus 5, Sorcerer/Wizard 6 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level; see text 
  Your skin thickens and dries, appearing to become 
  leathery and weathered. You gain a +5 natural armor 
  bonus, DR 10/bludgeoning and magic, cold resistance 
  10 and electricity resistance 10.  
   
  Lighted Trail 
  School: Evocation [light]; Level: Bard 2, Cleric/Ora-
  cle 2, Druid 2, Inquisitor 2, Ranger 1, Sorcerer/Wizard 
  2 
  Casting Time: 1 standard action 
  Components: V, S, M (spores from a phosphorescent 
  fungus) 
  Range: 30 ft.; see text 
  Target: You; see text 
  Duration: 1 hour/level (D) 
  Saving Throw: Will (harmless, object); Spell Re-
  sistance: Yes (harmless, object) 
  Lighted trail allows you to create a trail to help you find 
  your way out of a cavern complex, dungeon, or other 
  setting. You hold the spores in your hands with a pouch 
  or other container while you cast lighted trail. At the 
  conclusion of the casting, the spores multiply slowly 
  and drop from your hands or the pouch leaving a fine, 
  dust-like trace; this dust can be placed on a wall or ceil-
  ing and is fine enough that it will remain in place unless 
  purposefully wiped off. For the duration, spores within 
  30 ft. of you glow softly with a dim, violet light (equiv-
  alent in brightness to there being one small candle 
  every 5 ft.); they are otherwise nearly invisible (Percep-
  tion DC 25 to notice). At any time you may choose for 
  the spores to stop multiplying; this does not end the 
  spell, but it does end the production of spores. 
  The choice to have the spores begin multiplying and 
  falling out of your hands or a pouch is made at the time 
  of casting and may not be changed. The spores are 
  quite fine and a gust of wind, running water, or even a 
  short-term but persistent fire will remove the spores 
  from the area of the wind, water or fire. 
   
  Living Statue 
  School: Transmutation (polymorph) [earth]; Level: 
  Alchemist 6, Sorcerer/Wizard 7 
  Casting Time: 1 round 
  Components: V, S, M (a 500 gp gem and a piece of 
  granite) 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  Saving Throw: See text; Spell Resistance: No 
  You transform into a Large, stone, statue-like version 
  of yourself. You gain a +8 size bonus to your Strength, 
  a -2 size penalty to your Dexterity, a +4 natural armor 
  bonus, DR 10/magic and 2 slam attacks (2d10 + Str). 
  You gain resist cold, electricity and fire 10. Your height 
  is increased by 50% (to a minimum of 9 feet and a max-
  imum of 15 feet) and your weight is 2,000 pounds + 
  200 pounds/foot over 8 feet tall. Your base speed is re-
  duced by 10 feet (to a minimum of a base speed of 20 
  feet). Your gear transforms into your form and cannot 
  be used while you are transformed. You may use gear 
  after you have transformed. Such gear, if magical, 
  would have to be able to fit your new size or it would be 
  ineffective. 
  You are not a golem and do not gain the golem’s im-
  munities to magic (or its vulnerabilities to certain 
  spells). Your form is magical rock and so is immune to 
  transmute rock to mud and similar spells. You are not 
  a petrified creature and so stone to flesh has no effect 
  on you. Other spells that have an effect on stone or rock 
  (so long as they affect magical stone) might affect you, 
  subject to GM adjudication. 
  While you are standing on stone and in a region that is 
  primarily of stone (e.g. a castle, a quarry or a cave), 
  your base speed is not reduced and you have fast heal-
  ing 5. 
  You cannot cast spells while in this form. You may end 
  the spell as a swift action. 
   
  Location Surety 
  School: Abjuration; Level: Druid 3, Ranger 2 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level 
  Choose one environment or terrain. For the duration, 
  you cannot become lost by any non-magical means in 
  that environment or terrain (including due to fog, rain, 
  darkness, etc.). If you become lost due to any other 
  means, you discover that you’re lost in 15 minutes (in-
  stead of 1 hour). You gain a +8 insight bonus on all 
  saves to prevent becoming lost and on all checks to re-
  gain your bearings. 
  Unless you are familiar with another plane (deter-
  mined by GM adjudication), you may not use location 
  surety on that plane. 
   
  Magma Pool 
  School: Conjuration (creation) [earth, fire]; Level: 
  Druid 7, Sorcerer/Wizard 7 
  Casting Time: 1 standard action 
  Components: V, S, M (red dragon scale; see text) 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 5-ft.-radius/3 levels pool of magma; see text 
  Duration: 1 round/2 levels 
  Saving Throw: Reflex half; see text; Spell Re-
  sistance: Yes 
  Magma pool must be cast so that at least most of the 
  space it covers is on solid ground that primarily con-
  tains sand, stone or other earth-based matter. You cre-
  ate a pool of magma with a radius of 5 ft. per three 
  caster levels. Anyone inside its area when the pool is 
  32 
   
  
   
  created takes 1d6 fire damage per caster level (maxi-
  mum of 10d6, 15d6 or 20d6 damage, see below), or half 
  that on a successful Reflex save. When it is cast, the 
  pool of magma contains chunks of solid matter on 
  which creatures might stand or over which they might 
  walk to attempt to leave the pool. 
  Before the start of your next turn, any creature in the 
  pool can attempt to walk out of the pool on its turn (it 
  may have a safer means of egress). This requires an Ac-
  robatics check DC 20. Any creature that fails to exit the 
  pool on its first turn again suffers 1d6 fire damage per 
  caster level (maximum of 10d6, 15d6 or 20d6 damage, 
  see below), or half that on a successful Reflex save. Any 
  creature that successfully leaves the pool suffers 3d6 
  fire damage instead (or half that on a successful Reflex 
  save). 
  Thereafter, any creature ending its turn within the area 
  of effect is considered totally immersed unless it can 
  levitate, fly, or otherwise avoid the magma. If a crea-
  ture is totally immersed in the magma pool it takes 
  20d6 fire damage each round it is immersed. In addi-
  tion, a creature totally immersed in magma may drown 
  even if it survives the fire damage. Swimming through 
  magma is nearly impossible (Swim DC 30), though a 
  creature may burrow through it normally (a burrowing 
  creature will still suffer the firs damage). 
  A creature immersed in the pool on the last round of 
  the spell is encased in the hardening stone unless it 
  succeeds at a Reflex save. If the immersed creature was 
  killed by the magma pool on any preceding round, its 
  body is utterly consumed by the magma and becomes 
  part of the stone when the spell ends. Only a wish or 
  similar spell will restore the creature. 
  The first round an immersed creature spends outside 
  the pool, it takes half the fire damage it took in the pre-
  ceding round (no save) as its body continues to burn. 
  The variable maximum damage described above is lim-
  ited by the material component. If the red dragon scale 
  is from a dragon younger than 101 years old, the maxi-
  mum damage is 10d6. If the red dragon scale is from a 
  dragon between 101 and 800 years old, the maximum 
  damage is 15d6. If the red dragon scale is from a dragon 
  801 years old or older, the maximum damage is 20d6. 
  If the pool is created deep underground on solid stone, 
  the magma is hotter, each damage die is d8 instead of 
  d6. 
   
  Magnetize Rock 
  School: Transmutation; Level: Druid 2, Sor-
  cerer/Wizard 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a lodestone) 
  Range: Touch 
  Target: Stone or rock, up to one 5-ft. square/level 
  Duration: 1 hour/level (D) 
  Saving Throw: None; Spell Resistance: No 
  A region of stone or rock becomes magnetized upon 
  your touch. For the duration, any steel or iron brought 
  within 20 feet of the area is drawn toward it. Medium-
  sized creatures carrying 30 or more pounds of ferrous 
  metal are pulled toward the ore as if by the pull special 
  ability. The effective CMB of this pull is your Base At-
  tack Bonus plus your spellcasting ability modifier and 
  the effective CMD is 10 + the effective CMB. Small crea-
  tures are pulled if they have 15 pounds of metal, Large 
  if they have at least 60 pounds, Huge if they have at 
  least 120 pounds; creatures larger than Huge are unaf-
  fected. Creatures wearing metallic armor suffer a pen-
  alty to their CMD to resist the pull (–2 for medium ar-
  mor, –4 for heavy armor). Affected creatures are pulled 
  up to 20 feet and slammed against the rock for 2d6 
  points of damage and gain the grappled condition. 
  Creatures not carrying large amounts of metal but 
  holding metal items in their hands are affected by a dis-
  arm maneuver as the items are ripped free. Freeing a 
  stuck item requires a successful grapple check against 
  the CMD. 
   
  Mask Earthen Tremors 
  School: Transmutation; Level: Bard 3, Cleric/Oracle 
  3, Druid 3, Inquisitor 3, Ranger 3, Shaman 3 
  Casting Time: 1 round 
  Components: V, S 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius emanation centered on a creature, 
  object, or point in space 
  Duration: 1 minute/level (D) 
  Saving Throw: None; Spell Resistance: Yes 
  All vibrations that would otherwise pass through solid 
  matter in the area are magically stopped; the ability of 
  creatures to move through such matter remains unaf-
  fected. A creature able to burrow through rock may still 
  do so despite the disconcerting lack of vibratory sensa-
  tions made while burrowing; much in the same way 
  someone in an area affected by silence could go on sing-
  ing despite the disconcerting lack of accompanying 
  sound. Vibrations continue to travel normally through 
  gases and liquids. The ability to hear sound through 
  solids is completely hampered, as if silence had been 
  cast in the area, though sounds continue to travel 
  through liquids and gases normally. Solids in the area 
  also absorb sounds that arrive at their edges via water 
  or air so that echoes do not occur. A lumbering, Gar-
  gantuan beast stomping nearby will produce no vibra-
  tory effect on the ground, though its bellows could still 
  be heard. 
  Furthermore, the ability to detect motion through 
  tremors in the earth is completely negated in the area. 
  A creature with tremorsense is as unable to detect vi-
  brations in the area as a hearing creature is unable to 
  detect speech in an area affected by silence. Aquatic 
  creatures with tremorsense can still detect motion 
  through water. 
  For most purposes, mask earthen tremors serves to 
  thwart tremorsense in its area. Treat a creature with 
  tremorsense as if it did not have that ability while 
  within the area of mask earthen tremors unless the 
  creature’s spell resistance prevents the effect of the 
  spell. 
   
  33 
   
  
   
  Mask Metal 
  School: Transmutation; Level: Cleric/Oracle 3, 
  Ranger 2, Sorcerer/Wizard 3 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: All metal objects in a 10-ft. radius burst 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless, object); see 
  text; Spell Resistance: Yes (harmless, object) 
  All metal objects in the area are made undetectable to 
  creatures with normal or extraordinary abilities that 
  detect metal. A long sword, for instance, will go unno-
  ticed by a rust monster or a xorn. Any attended magic 
  items may, at the owner’s option, be affected by mask 
  metal to gain its benefit. Unattended, intelligent items 
  may also choose to be affected. Otherwise unattended 
  magic items are unaffected by this spell. 
  A metal object affected by mask metal remains hidden 
  even to spells, spell-like and supernatural abilities of 
  lower level than mask metal. If the detection spell or 
  ability is of the same level or higher than mask metal, 
  then a successful caster level check will reveal the metal 
  normally. 
  Mask metal offers no protection against spells or abili-
  ties that rust or otherwise destroy or damage metal ob-
  jects. 
   
  Metal Sense 
  School: Transmutation; Level: Alchemist 1, Bard 1, 
  Ranger 1, Sorcerer/Wizard 1, Summoner 1 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 hour/level 
  Saving Throw: None; Spell Resistance: No 
  The touched creature gains the ability to detect metals 
  by scent within 90 feet and is treated as trained in 
  Knowledge (dungeoneering) for purposes of identify-
  ing metals. A DC 10 Knowledge (dungeoneering) check 
  is sufficient to identify common metals and metal al-
  loys (iron, silver, bronze, etc.). A DC 15 check is re-
  quired to identify uncommon metals and alloys (cold 
  iron, electrum, platinum, etc.). A DC 20 check is re-
  quired to identify rare metals and alloys (mithral, ada-
  mantine, etc.). The GM determines the rarity of any 
  metal or alloy. 
  The touched creature is treated as having the scent ex-
  traordinary ability but only with respect to metals. As 
  such, the touched creature can use Survival to find or 
  follow tracks by smell, if what is being tracked carried 
  metal. 
   
  Morlock Squad 
  School: Transmutation (polymorph); Level: Bard 3, 
  Magus 3, Sorcerer/Wizard 3 
  Casting Time: 1 round 
  Components: V, S, M (one morlock tooth per target) 
  Range: Touch 
  Targets: You and up to 1 ally/3 levels 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless); Spell Re-
  sistance: Yes 
  You and up to 1 ally/3 levels (maximum of 5 allies) are 
  transformed into morlock-like caricatures of your-
  selves. While in this form, each target gains darkvision 
  60 ft. and scent, but also gains the light blindness 
  weakness. In addition, each target is treated as under 
  the effect of spider climb and gains the leap attack and 
  swarming abilities. When morlock squad ends, each af-
  fected target is fatigued for 1 minute. 
  Leap Attack (Ex) As a standard action, you may 
  make a single attack during a jump. You can make this 
  attack at any point along the course of the leap—the 
  start, the end, or while in mid-air. While jumping, you 
  do not provoke attacks of opportunity for leaving a 
  threatened square. 
  Light Blindness (Ex) Creatures with light blindness 
  are blinded for 1 round if exposed to bright light, such 
  as sunlight or the daylight spell. Such creatures are 
  dazzled as long as they remain in areas of bright light. 
  If morlock squad is cast underground, then, while each 
  affected target remains underground, it also gains the 
  swarming ability. 
  Swarming (Ex) Up to two affected targets can share 
  the same square at the same time. If two affected tar-
  gets in the same square attack the same foe, they are 
  considered to be flanking that foe as if they were in two 
  opposite squares. 
   
  Mummy’s Visage 
  School: Necromancy [fear, mind-affecting]; Level: 
  Cleric/Oracle 4, Sorcerer/Wizard 4 
  Casting Time: 1 round 
  Components: V, S, F (burial bandages) 
  Range: 30 ft. 
  Area: 30-ft. radius centered on you 
  Duration: 1 round/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  After wrapping the burial bandages around your head 
  you are imbued with a terrifying aura. A living creature 
  looking upon you must save or be paralyzed with fear 
  for 1d4 rounds; each round that it is paralyzed, on its 
  turn, it may attempt a new save as a full-round action 
  that does not provoke attacks of opportunity. Each 
  creature that saves or survives having been affected is 
  immune to the spell for its duration and to your future 
  castings of mummy’s visage for 24 hours. 
  If mummy’s visage is cast in a burial place (such as a 
  crypt or mausoleum), the DC for the save is increased 
  by +2. 
   
  Mushroom Meal 
  School: Transmutation; Level: Druid 0, Shaman 0, 
  Witch 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: One large or several small mushrooms 
  Duration: Instantaneous 
  34 
   
  
   
  Saving Throw: None; Spell Resistance: No 
  With a touch, you transform a single large mushroom, 
  several small mushrooms, or a portion of a very large 
  mushroom, in total weighing no more than 1 pound, 
  into nutritious food sufficient to provide one filling 
  meal for one Medium-sized creature. If the mushroom 
  you select had had the capacity to produce poison or 
  disease, if you are required to attempt a save by touch-
  ing the mushroom, then if you make your save, the 
  mushroom is rendered harmless. The mushroom does 
  not change in appearance, but its fibers transform 
  providing a suitable balance of nutrients to whatever 
  creature consumes it. More than one creature can 
  share the meal, and it will provide nutrients for each, 
  but, the creatures will only be as satisfied and nour-
  ished as they would by sharing a portion of a meal nor-
  mally suited for them. 
  Mushroom meal has no effect on plant creatures. 
   
  Near Death Experience 
  School: Necromancy [death, mind-affecting]; Level: 
  Cleric/Oracle 6 
  Casting Time: See text 
  Components: V, S, F/DF (a specially prepared coffin) 
  Range: See text 
  Target: One creature 
  Duration: See text 
  Saving Throw: See text; Spell Resistance: No 
  The proper subject of this spell is a cleric of a god of the 
  dead who seeks enlightenment about death. The sub-
  ject, dressed only in a simple cloth, enters a specially 
  prepared coffin or other container that can be ade-
  quately sealed. The coffin is then sealed while you re-
  main outside, casting the spell. Eventually, the air runs 
  out and the subject within begins to suffocate. Part of 
  the preparation of the coffin is knowing approximately 
  how long it takes for the air to run out for a creature 
  sealed inside. As the time approaches and you believe 
  the subject is near death, you continue to cast the spell, 
  praying to the god of death, asking for visions to be pro-
  vided to the subject within. 
  An hour later, you unseal the coffin and reveal the state 
  of the subject within. Normally, the subject has suffo-
  cated, completing that portion of the trial of the spell. 
  If you cast speak with dead the subject will normally 
  respond and will indicate whether she has had visions 
  and whether she wishes to be raised. If you cast raise 
  dead on the subject, within two hours of when you first 
  began casting near death experience then the subject 
  does not gain the 2 permanent negative levels normally 
  associated with that spell. (And, by tradition, the sub-
  ject of near death experience, as part of the ritual, pro-
  vides the diamond that is the material component for 
  that casting of raise dead.) 
  When the subject is revived, she is normally assumed 
  to be given several days of special attention. Others will 
  help record the visions, and special food and drink is 
  usually prepared for the ritual as well. 
  The subject of the spell has faced death alone and has 
  overcome death. The subject permanently gains a +2 
  insight bonus on saving throws against death attacks 
  and fear effects. 
   
  A spell like near death experience is designed to intro-
  duce flavor to a campaign. The subject of the spell is 
  intended to be a PC, and the caster is most likely a 
  higher-level NPC affiliated with the same church. The 
  GM has an opportunity to design the particular ele-
  ments of the rituals before and after the planned death, 
  and to create an engaging narrative containing the vi-
  sions to be revealed. These visions should offer oppor-
  tunities for adventure for the PC. 
   
   
   
  Necromantic Bulwark 
  School: Abjuration; Level: Bard 1, Cleric/Oracle 1, 
  Druid 1, Inquisitor 1, Paladin 1, Shaman 1, Sor-
  cerer/Wizard 1 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 minute/level 
  Saving Throw: None; Spell Resistance: No 
  The touched creature is protected against spells from 
  the necromancy school. The target is immune to 0-level 
  spells from that school. Against other spells from the 
  necromancy school, the target receives a resistance bo-
  nus to saves: +4 v. 1st level, +2 v. 2nd level, +1 v. 3rd or 
  higher level. 
  Necromantic bulwark only protects against spells 
  (whether they come directly from a caster or from a 
  scroll, wand or other magic item). If a creature has a 
  special ability that duplicates a spell but is not itself a 
  spell, necromantic bulwark provides no resistance. 
  If the caster (or the one producing the spell from an 
  item) is undead, then treat the spell as if it were one 
  level lower than it actually is (so a 1st level necromancy 
  spell cast by a vampire sorcerer would be treated as a 
  0-level spell and therefore the target of necromantic 
  bulwark would be immune to that spell). 
   
  Only the Dead May Speak 
  School: Illusion (glamer); Level: Bard 4, Cleric/Ora-
  cle 4, Sorcerer/Wizard 4, Witch 4 
  Casting Time: 1 round 
  Components: V, S 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 40-ft.-radius emanation centered on a creature, 
  object, or point in space 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates; see text or none (ob-
  ject); Spell Resistance: Yes; see text or no (object) 
  This spell duplicates the effect of a silence spell except 
  as noted here. Undead creatures, creatures that are 
  dead, and creatures that can currently speak with un-
  dead or the dead can speak normally with one another. 
  Any creature that is not undead, dead, or able to speak 
  with undead or the dead is unable to converse nor-
  mally. 
  The spell automatically fails if the caster does not meet 
  one of the conditions allowing it to speak within the 
  35 
   
  
   
  area even if the caster is not within the area when the 
  spell is cast. 
   
  Paralyzing Bloodspray 
  School: Conjuration (creation); Level: Bard 4, Magus 
  4, Sorcerer/Wizard 4 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of ghorazagh blood) 
  Range: 20 ft. 
  Area: Cone-shaped burst 
  Duration: See text 
  Saving Throw: Fortitude partial; see text; Spell Re-
  sistance: No 
  You create a spray of blood filled with enzymes that 
  causes living creatures struck by it to become affected 
  as by the slow spell on a failed save; this effect lasts for 
  1 round/level. On the following the round you may, as 
  a standard action, create another spray of blood caus-
  ing the same effect (this does not require a second cast-
  ing of paralyzing bloodspray but it is treated as a spell 
  for other purposes, such as provoking attacks of oppor-
  tunity). If you do not produce a spray of blood on the 
  round following the first spray, you lose the ability to 
  produce a second spray by this casting. 
  Any creature slowed by any spray produced by any 
  casting of paralyzing bloodspray that fails another 
  save against any spray produced by any casting of par-
  alyzing bloodspray is paralyzed for 1d6 rounds. 
   
  Pebble Pummel 
  School: Evocation [air, earth]; Level: Bloodrager 1, 
  Druid 1, Magus 1, Shaman 1, Sorcerer/Wizard 1, Witch 
  1 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a pebble) 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 30 ft. high) 
  Duration: 1 round 
  Saving Throw: Reflex half; see text; Spell Re-
  sistance: Yes 
  You produce a whirlwind containing thousands of peb-
  bles spinning in the wind, dealing creatures and objects 
  in the area 1d6 points of nonlethal bludgeoning dam-
  age +1 point per caster level (maximum +5), or half-
  damage on a successful Reflex save. On a failed save, 
  creatures are also dazzled for 1 round. 
  The whirlwind picks up existing light-weight objects. If 
  there is dust, sand, or pebbles in the area, they are 
  scooped up and become part of the whirling mass. 
  Casting pebble pummel in a sandy area such as at a 
  beach, or in an underground area where there is sub-
  stantial rubble, doubles the area, doubles the dice dam-
  age of the spell and increases the save DC by +1. 
   
  Pin to the Earth 
  School: Transmutation; Level: Druid 5, Sor-
  cerer/Wizard 5 
  Casting Time: 1 standard action 
  Components: V, S, M (a pebble-sized lump of lead) 
  Range: Long (400 ft. + 40 ft./level) 
   
   
  Plague of Wights 
   
  Target: One creature with the earth subtype 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates; Spell Re-
  sistance: Yes 
  You cause the metals and minerals in the target’s body 
  to magically become much heavier for the duration. 
  Such creatures are slowed per the slow spell. The ex-
  cess weight slows the creature’s actions and reactions, 
  causing a -4 penalty to both its Strength and Dexterity 
  scores. Flying creatures suffer a -10 penalty to Fly 
  checks. 
  If pin to the earth is cast on a creature while it is un-
  derground, it loses its ability to travel through ground 
  by whatever means it normally would have to travel 
  through ground. 
   
  Plague of Wights 
  School: Necromancy [evil]; Level: Cleric/Oracle 8, 
  Sorcerer/Wizard 8 
  Casting Time: 4 hours 
  Components: V, S, M (a clay pot filled with grave dirt, 
  a black onyx or opal worth at least 200 gp per wight 
  created, a scroll of desecrate and a scroll of enervation 
  which are read during the casting) 
  Range: 60 ft. 
  Targets: One humanoid corpse/3 levels 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  You infuse humanoid corpses in range with negative 
  energy and they rise as if they had been produced by 
  the create spawn ability of a wight. Like such spawn, 
  these suffer a -2 penalty on all d20 rolls and checks, as 
  well as -2 hp per HD. They are under your command 
  and remain enslaved until you die, at which point they 
  lose their penalties and become full-fledged and free-
  willed wights. They do not possess any of the abilities 
  they had in life. Your control is not telepathic, though 
  36 
   
  
   
  when you speak they understand you, regardless of the 
  language you speak. Even if vocal communication is 
  impossible, they do not attack you. 
  While the wights created by plague of wights are under 
  your command, each wight counts as a 3 HD creature 
  for purposes of determining how many undead you 
  may command with feats like Command Undead or 
  spells like control undead or command undead. You 
  do not need to have the Command Undead feat or be 
  using control undead, command undead, or a similar 
  spell to control the wights created by plague of wights 
  though they do count against your totals if you do use 
  such feats or spells to attempt to control or command 
  undead. 
  If another individual attempts to take control of a wight 
  you’ve created with plague of wights you gain a +4 on 
  your opposed Charisma check. A wight wrested from 
  your control becomes a free-willed wight if its current 
  controller is killed, it no longer obeys your orders and 
  may attack you. 
  The scroll of desecrate read during the casting does not 
  actually cast desecrate in the area, nor would casting 
  desecrate in the area modify the effectiveness of plague 
  of wights. 
  If you remain underground (which here would include 
  remaining in a grave) throughout the casting of the 
  spell, you may create one additional wight and each 
  wight created suffers a penalty of only -1 hp per HD. 
  You may cast plague of wights repeatedly. If you do so 
  while some wights from previous castings are currently 
  under your control, each currently controlled wight re-
  duces the number of targets you can affect by 1. How-
  ever, the ability to create one additional wight granted 
  by casting the spell underground remains, even if the 
  number of available targets is zero. There is, therefore, 
  theoretically no limit to the number of such wights you 
  may produce. However, for each casting, you must pro-
  vide all the material components even if each casting 
  produces only the 1 additional wight. 
  If the number of wights simultaneously under your 
  control through castings of plague of wights exceeds 
  your level, you gain 1 negative level. You gain 1 addi-
  tional negative level per every 3 additional wights un-
  der your control thereafter. These negative levels can-
  not be removed except by returning the number of 
  wights under your control to your level or lower. 
   
  Powers of the Dracolisk 
  School: Transmutation (polymorph); Level: Alche-
  mist 6, Magus 6, Sorcerer/Wizard 7 
  Casting Time: 1 round 
  Components: V, S, M (a dracolisk scale, tooth or 
  claw) 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  Saving Throw: Reflex half or Fortitude negates; see 
  text; Spell Resistance: Yes 
  As you cast powers of the dracolisk your head trans-
  forms and takes on the frightening appearance of a dra-
  colisk’s head. While your head is in this form you have 
  both a breath weapon and a gaze attack. Your gaze at-
  tack functions only when you choose to actively target 
  a creature; creatures merely looking at you are not af-
  fected. Your breath weapon is useable every 1d4 
  rounds. Both the gaze attack and breath weapon re-
  quire a standard action to use. 
  The breath weapon is a 60-foot line of acid that causes 
  1d6 acid damage/level (maximum 15d6) allowing a Re-
  flex save for half damage. The gaze attack turns one 
  creature within 30 feet to stone it fails a Fortitude save; 
  every 24 hours it is allowed a new Fortitude save until 
  it recovers. 
  You cannot cast spells requiring a verbal component 
  while powers of the dracolisk is in effect. 
   
  Ravage the Undead 
  School: Evocation [good]; Level: Cleric/Oracle 4, 
  Paladin 3 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Melee weapon touched 
  Duration: 1 round/level 
  Saving Throw: None; Spell Resistance: No 
  You channel holy power into your weapon which then 
  acts as a +2 undead bane weapon (+2 enhancement 
  bonus on attack and damage rolls, extra 2d6 damage 
  against undead opponents). The spell is automatically 
  canceled 1 round after the weapon leaves your hand. 
  You cannot have more than one ravage the undead 
  weapon at a time. 
  If this spell is cast on a magic weapon, the powers of 
  the spell supersede any that the weapon normally has, 
  rendering the normal enhancement bonus and powers 
  of the weapon inoperative for the duration of the spell. 
  This spell is not cumulative with bless weapon or any 
  other spell that might modify the weapon in any way. 
  This spell does not work on artifacts. A masterwork 
  weapon's bonus to attack does not stack with an en-
  hancement bonus to attack. 
  If you cast this spell in a place of the dead (crypt, grave-
  yard, etc.) then the duration is 1 minute/level instead 
  and the enhancement increases by +1 per 3 levels above 
  5th (maximum of +5). 
   
  Read Darkscript 
  School: Divination; Level: Antipaladin 1, Bard 1, 
  Cleric/Oracle 1, Druid 1, Inquisitor 1, Magus 1, Paladin 
  1, Ranger 1, Shaman 1, Sorcerer/Wizard 1, Summoner 
  1, Witch 1 
  Casting Time: 1 standard action 
  Components: V, S, F (a dark crystal) 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  This spell works as read magic except that it only per-
  mits you to read such writings as were produced by 
  darkscript (see darkscript). 
   
  37 
   
  
   
  Roper’s Discourse 
  School: Enchantment (compulsion) [language-de-
  pendent; mind-affecting]; Level: Bard 4, Sor-
  cerer/Wizard 4 
  Casting Time: 1 standard action 
  Components: V, S, M (a roper’s tooth) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Up to 1 creature/level; no two of which can 
  be more than 30 ft. apart 
  Duration: 10 minutes/level 
  Saving Throw: Will negates; see text; Spell Re-
  sistance: Yes 
  Targets of the spell failing their saves fall into ponder-
  ous discussions with one another on topics of death, re-
  ligion, and the cruelties of life. If only one target fails 
  its save, it carries on this discussion with itself. All such 
  affected creatures are fascinated, and will continue to 
  engage in these debates, preferring to do so over all 
  other activity. An obvious threat temporarily breaks 
  the fascination, though the compulsion to discuss such 
  matters persists so that if the threat is contained, elim-
  inated or otherwise overcome, the targets will return to 
  the debate, once again becoming fascinated by the de-
  bate. 
  Creatures with 5 or more ranks in Knowledge (religion) 
  are particularly compelled by the spell, for them, the 
  DC of the save is increased by +2. 
   
  Rotting Touch 
  School: Transmutation [poison]; Level: Alchemist 4, 
  Bloodrager 4, Magus 4, Sorcerer/Wizard 4 
  Casting Time: 1 standard action 
  Components: V, S, M (1 vial of violet venom) 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  Saving Throw: Fortitude partial; see text; Spell Re-
  sistance: No 
  Two twisting, writhing violet fungus tentacles sprout 
  from your body (usually from the upper back or shoul-
  ders). If your clothing or armor prevents their move-
  ment, they remain tucked within. Otherwise, they ex-
  tend around or above you and move about, much like a 
  tail, in your space. 
  You have limited control over the tentacles but never-
  theless gain a tentacle attack with 10-ft. reach. Each 
  round, on your turn, you may make a single attack with 
  these tentacles as a standard action. Regardless of the 
  number of attacks you are normally permitted to make 
  in a round, if you attack with the tentacle attack, you 
  may only make one such attack in a round. Though you 
  are not proficient with this attack, it is a melee touch 
  attack. If you hit, it causes 1d4 damage (plus 1/2 your 
  Strength modifier) and, if you touch a target’s flesh, the 
  target must make a Fortitude save or the flesh begins 
  to rot exceedingly quickly causing 1d2 Str and 1d2 Con 
  damage. This is a poison effect. 
  Despite your lack of proficiency, you may make attacks 
  of opportunity with these tentacles. 
   
   
   
  Sanctify Earth 
   
  Sanctify Earth 
  School: 
  Conjuration 
  (healing) 
  [good]; 
  Level: 
  Cleric/Oracle 9, Druid 9, Shaman 9 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a 20,000 gp diamond) 
  Range: 60 ft. 
  Area: 60-ft. burst, centered on you 
  Duration: Permanent and instantaneous; see text 
  Saving Throw: None and Will half; Spell Re-
  sistance: Yes 
  38 
   
  
   
  This spell releases a burst of pure, cleansing and sus-
  taining energy from the positive energy plane into the 
  soil and land around you. Dead bodies (both those al-
  ready here and those buried here in the future) in this 
  area cannot be made undead except by magic more 
  powerful than sanctify earth. 
  All plants in the area, or sustained by having their roots 
  in the area, thrive, producing abundantly unless sanc-
  tify earth is dispelled. 
  Against undead creatures, the spell deals 1d8 points of 
  damage per caster level (maximum of 20d8); against 
  non-undead, evil-aligned creatures, the spell deals 1d6 
  points of damage per caster level (maximum of 20d6). 
  In both cases, a Will save halves the damage. Corporeal 
  undead destroyed by the spell are immediately purified 
  into wholesome soil; the corporeal bodies of non-un-
  dead, evil-aligned creatures destroyed by the spell can-
  not be animated, raised or resurrected while those bod-
  ies remain in the area. 
  All food and liquids produced by plants in the area are 
  affected as if purify food and drink had been cast upon 
  them. The land itself here cannot be harmed by magic 
  unless it is more powerful than sanctify earth (e.g. a 
  wish cast through an artifact or a spell cast by a deity). 
  If sanctify earth is cast underground, the area of effect 
  is 90 ft. and the burst penetrates and permeates solid 
  rock in all directions. 
   
  Scream in the Light 
  School: Evocation [sonic]; Level: Alchemist 2, Bard 
  2, Magus 2, Sorcerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a few ounces of powdered 
  shrieker) 
  Range: Touch or 30 ft.; see text 
  Target: One creature or object 
  Duration: 1 round/level 
  Saving Throw: See text; Spell Resistance: No 
  You trace a small sigil on the target with the powdered 
  shrieker. Whenever the target creature or object is 
  within 10 feet of a light source, its body gives off a pierc-
  ing shriek. Creatures within 30 feet of the source of the 
  shrieking take 1d4 sonic damage each round they’re ex-
  posed; a successful saving throw each round negates 
  the damage. Any creature that has taken sonic damage 
  from scream in the light is deafened for 1d4 rounds. 
  If you attempt to cast scream in the light on an unwill-
  ing creature you must succeed on a melee touch attack 
  or the spell fails. 
  Scream in the light must be cast at least 10 feet from 
  any light source, otherwise the spell fails. 
   
  Slayer’s Advantage 
  School: Necromancy; Level: Antipaladin 2, Blood-
  rager 2, Magus 2, Sorcerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, F (a scrap of a dark slayer’s tat-
  tered clothing) 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  Saving Throw: None; Spell Resistance: No 
  Whenever you damage a flat-footed foe or a foe you are 
  flanking with a melee touch spell that does damage, the 
  spell does an additional 1d6 points of damage and you 
  gain an equal amount of temporary hit points. These 
  temporary hit points last for a maximum of 1 hour. 
   
  Smooth Surface 
  School: Transmutation [earth]; Level: Bard 0, 
  Cleric/Oracle 0, Druid 0, Inquisitor 0, Magus 0, 
  Shaman 0, Sorcerer/Wizard 0, Summoner 0, Witch 0 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One 5-ft.-square area/level (S) 
  Duration: 1 hour/level 
  Saving Throw: None; Spell Resistance: Yes 
  You cause one small area of ground covered in rubble, 
  broken rock, or other bits of earthen debris to be 
  cleared. Small pebbles, stones, bits of sand, etc., are 
  merged into the surface. Fissures, splits and other 
  small deviations are seamlessly merged into a smooth 
  surface. Bits of debris weighing more than a pound are 
  unaffected. Organic matter such as leaves or branches 
  are similarly unaffected, as are creatures of any type. 
  When the spell ends, the area returns to its condition 
  prior to the spell (or as close as possible to that state). 
  If more than one 5-ft.-square area if smoothed, each 
  such area must be adjacent to at least one other such 
  area. 
  If the area had been slippery or was difficult terrain or 
  required a skill or ability check to safely navigate due 
  to the conditions or circumstances of rock, stone, or 
  earthen debris, that condition is suspended while the 
  spell is in effect. 
   
  Speak with Bugs 
  School: Enchantment (compulsion) [curse, mind-af-
  fecting]; Level: Bard 3, Sorcerer/Wizard 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a cricket) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Permanent 
  Saving Throw: Will negates; see text; Spell Re-
  sistance: Yes and no; see text 
  Your target failing her save believes that insects and 
  other such vermin are trying to communicate with her. 
  Slowly at first, the victim begins hearing voices, usually 
  high-pitched and quiet, that are difficult to identify 
  (she may hear “There are orcs nearby” and turn to see 
  no one there). At some point, she will discover an ant 
  or spider or other single vermin speaking clearly to her 
  in a language she knows. The curse may manifest in 
  ways that are very compelling to the target, for exam-
  ple, if the target speaks multiple languages, she may tell 
  others “Oh yes, spiders speak elven and ants speak 
  halfling, and this makes complete sense because….” 
  And, in her experience, what she hears spiders saying 
  may only come through to her in elven. 
  39 
   
  
   
  No one else, of course, can confirm the target’s experi-
  ence because the bugs aren’t really communicating 
  with the target (it is left to the GM’s discretion to deter-
  mine what the target hears and whether it has any 
  value). And, if anyone else does have the capacity to 
  communicate with vermin, the information received by 
  the target of this spell and that other individual will 
  vary. Eventually, the target may lose friends and be-
  come angry with others, because she is convinced of the 
  veracity of the claims being made by the bugs. When 
  this manifests, usually within 2d6 days, she must suc-
  ceed at another Will save or gain the paranoia insanity. 
  The curse bestowed by this spell cannot be dispelled, 
  but it can be removed with a break enchantment, lim-
  ited wish, miracle, remove curse, or wish spell. 
  If the target of the spell is underground or anywhere 
  where such vermin are plentiful, each save DC is in-
  creased by +2, and the onset of paranoia typically oc-
  curs within 1d4 days. 
   
  Sticky Mass 
  School: Conjuration (creation); Level: Bloodrager 3, 
  Magus 3, Sorcerer/Wizard 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of mimic slime) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Two adjacent creatures 
  Duration: Instantaneous; see text 
  Saving Throw: Reflex negates; see text; Spell Re-
  sistance: Yes 
  You create a thick, sticky mass between two adjacent 
  creatures that causes the two adjacent creatures to be-
  come stuck together. Each target failing its save is grap-
  pled. Eight ounces of strong alcohol or one dose of uni-
  versal solvent can be applied to dissolve enough of the 
  adhesive, sticky mass to free one creature, though ap-
  plying it requires a full-round action that provokes at-
  tacks of opportunity if two or more creatures are stuck. 
  The adhesive mass retains its stickiness for 5 rounds; 
  during this time, anyone attacking or otherwise making 
  contact with a creature grappled by contact with the 
  sticky mass must also save or become stuck. After 5 
  rounds, the sticky mass dissolves. 
  If a majority of creatures stuck together are knocked 
  prone, then all the creatures are knocked prone and are 
  also then stuck to the floor. Creatures may similarly be-
  come stuck to a wall or other surface. 
  Regardless of what some individual may be stuck to, a 
  successful Strength or Escape Artist check (same DC as 
  this spell), releases someone from being stuck to oth-
  ers, though that individual is still covered with enough 
  of the sticky mass to again become stuck to another 
  creature or surface. The check requires a standard ac-
  tion that provokes attacks of opportunity. 
  You may choose as your initial targets two creatures 
  that share the same space. 
  If both initial targets succeed on their saves, the sticky 
  mass appears in the space of one of those targets and 
  adheres to the floor or other objects in that space. 
   
  Stone Conduit 
  School: Evocation [earth, electricity]; Level: Blood-
  rager 4, Druid 4, Magus 4, Shaman 4, Sorcerer/Wizard 
  4 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a drop of mineral oil) 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Up to 1 creature/level 
  Duration: Instantaneous 
  Saving Throw: Reflex half; Spell Resistance: Yes 
  A pulse of electricity surges through you (causing you 
  no damage) and courses through stone and into the tar-
  gets you select, who must themselves be in contact with 
  stone. You do not have to be able to see the targets, but 
  you must be able to accurately identify their spaces 
  (you must have some way of knowing their exact loca-
  tion at the time the spell is cast). Because the electricity 
  passes through stone, it can pass through walls and 
  even solid rock, up to the range of the spell. The elec-
  tricity passes through not only stone, but any other 
  mineral, including any metals, between you and the 
  targets. The stone through which the electricity passes 
  does not have to be in any particular orientation (it 
  could travel from the floor into a wall, up the wall into 
  the ceiling, becoming the floor of another level, into yet 
  another wall, etc.), but there must be contiguous stone 
  or minerals between you and each target (a creature in 
  a cavern’s pond away from its sides and a creature atop 
  a wooden table, for instance, would not be valid targets 
  of the spell), six inches of intervening non-mineral ma-
  terial (water, leather, wood, air, etc.) will prevent the 
  electricity from reaching the target. 
  Each target suffers 1d4 electricity damage/level (to a 
  maximum of 10d4), half that with a successful save. If 
  a target of the spell is unaware of you, it is also stunned 
  for 1d4 rounds if it fails its save. 
  You must be in contact with stone of some form when 
  you cast this spell. If at least half of the terrain through 
  which the electricity travels between you and any target 
  is particularly conducive to electricity (i.e. within a cop-
  per mine, or through a dragon’s hoard of gold, as de-
  termined by the GM), the damage to that target is in-
  creased by +2 per die and the save DC is increased by 
  +2. 
  The electricity produced by stone conduit, unlike that 
  produced by lightning bolt, does not melt metals or set 
  fire to combustibles. 
   
  Stone Reading 
  School: Divination; Level: Druid 2, Ranger 2, 
  Shaman 2 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  Stone reading works similarly to tremorsense, grant-
  ing you the ability to pinpoint creatures within 30 feet 
  if the region between you and those creatures contains 
  contiguous stone. 
  40 
   
  
   
  If you are a druid with an earth nature bond, a ranger 
  with the favored terrain of mountains, underground or 
  the Plane of Earth, or a shaman with the stone spirit, 
  stone reading pinpoints creatures within 60 feet in-
  stead of 30 feet so long as there is contiguous stone be-
  tween you and the creature pinpointed and the dura-
  tion is 10 minutes per level instead of 1 minute per 
  level. 
  Some deities of earth or stone grant stone reading as a 
  2nd level cleric earth domain spell. 
   
  Strangling Grasp 
  School: Transmutation; Level: Alchemist 3, Blood-
  rager 3, Magus 3, Sorcerer/Wizard 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a choker’s claw) 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  Your non-dominant arm and hand transform into a 
  long, bizarre, clawed tentacle. You gain a +2 size bonus 
  to Strength. With this tentacle, you have a 10-ft. reach, 
  a claw attack (1d6 + Str plus grab) and the grab special 
  ability. The grab ability granted by strangling grasp al-
  lows you to grab creatures of size Large or smaller. If 
  you are particularly successful on a grab attack with 
  this tentacle (if your attack succeeds by 5 or more), 
  then you grab the neck of your target and it is strangled. 
  A creature strangled in this way cannot speak (and can-
  not cast spells requiring verbal components) but does 
  not lose its ability to breathe. If a creature’s neck is pro-
  tected, such as might be the case with certain kinds of 
  armors, you cannot strangle that creature. 
  If you cast strangling grasp while underground, then, 
  while you remain underground, you gain the supernat-
  ural ability to take an extra move action on your turn if 
  you also use your tentacle to attempt a claw attack on 
  that turn. The total number of such additional move ac-
  tions you may take is equal to your spellcasting ability 
  modifier. 
   
  Summon Dark Assassin 
  School: Conjuration (summoning) [evil, lawful, 
  shadow]; Level: Bard 6, Cleric/Oracle 6, Sor-
  cerer/Wizard 6, Summoner 5, Witch 6 
  Casting Time: 1 round 
  Components: V, S, F/DF (a black candle) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned svartalfar 
  Duration: 1 round/level (D) 
  Saving Throw: None; Spell Resistance: No 
  This spell functions as summon monster VI except that 
  it can only be used to summon 1 svartalfar (unless you 
  are a summoner in which case summon dark assassin 
  summons 1d3 svartalfars). 
   
  Summon Gelatinous Cube 
  School: Conjuration (summoning); Level: Sor-
  cerer/Wizard 4, Summoner 3 
  Casting Time: 1 round 
   
   
  Summon Gelatinous Cube 
   
  Components: V, S, M (a vial of gelatinous cube liq-
  uid) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned gelatinous cube 
  Duration: 1 round/level (D) 
  Saving Throw: None; Spell Resistance: No 
  This spell summons a gelatinous cube. It appears 
  where you designate and acts immediately, on your 
  turn. As it is non-intelligent, you are unable to com-
  municate with it and you cannot control it (though you 
  retain the ability to dismiss it). 
  If you summon a gelatinous cube underground, it gains 
  the Advanced Creature template. 
   
  Terrify 
  School: Necromancy [emotion, fear, mind-affecting]; 
  Level: Bard 5, Shaman 6, Sorcerer/Wizard 6, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S, M (a bone from a spell-casting 
  undead) 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One living creature per two levels, no two of 
  which can be more than 60 ft. apart 
  Duration: Instantaneous; see text 
  Saving Throw: Will partial; Spell Resistance: Yes 
  Targets become overwhelmed by a sense of terror. The 
  urge to flee is so overwhelming that each creature im-
  mediately moves its speed in a random direction (this 
  movement does not provoke attacks of opportunity); 
  creatures unable to move cower instead. Creatures 
  with a bonus to saves against fear (by whatever means) 
  may choose not to move (though they remain over-
  whelmed). At the end of this movement (or, for those 
  with a bonus to saves versus fear, after their choice not 
  to move), each creature attempts a Will save. If the save 
  41 
   
  
   
  attempt succeeds by 5 or more, the creature is shaken 
  for 1d4 rounds; if the save attempt succeeds by less 
  than 5, the creature is frightened for 1d4 rounds. If the 
  save attempt fails by 4 or less, the creature is panicked 
  for 1d4 rounds. If the save attempt fails by 5 or more, 
  the creature is panicked for 1d4 rounds and the penal-
  ties on saving throws, skill checks and ability checks is 
  -4 instead of -2. 
  If a target of terrify is within 30 ft. of a burial area 
  (grave, sarcophagus, etc.) or within 30 ft. of an undead 
  creature whose CR is greater than the target’s HD, then 
  the save DC of terrify is increased by +2 (these two 
  modifiers stack). 
  Creatures immune to fear ignore all effects of terrify. 
   
  Tongues of the Crypt 
  School: Divination; Level: Alchemist 3, Antipaladin 
  3, Bard 3, Cleric/Oracle 3, Inquisitor 3, Summoner 3; 
  see text 
  Casting Time: 1 standard action 
  Components: V, M/DF (a bone dug from a grave) 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  You gain the ability to understand the communications 
  to and from undead creatures, regardless of what type 
  of interlocutors are involved. For example, whether the 
  creature giving commands is a human necromancer, a 
  draconic lich, or a wight of undetermined origin, if one 
  being is giving instructions to or receiving instructions 
  from undead beings, then, regardless of the language 
  being used by the speaker, you understand what is be-
  ing said and implied. Furthermore, you have the un-
  canny ability to intuit what unintelligent undead crea-
  tures are doing when they are carrying out commands 
  given to them. A Knowledge (religion) check allows you 
  to decipher, from the behaviors of those undead, the 
  meaning and instructions they’re obeying. The DC for 
  this check is 10 + the CR of the creature commanding 
  the undead. Alternatively, a Knowledge (arcana) check 
  may be used, but the DC is increased by +5. 
  You are treated as though trained in Linguistics with 
  respect to communications to and from undead crea-
  tures while you are under the effect of tongues of the 
  crypt. If you are already trained in Linguistics you add 
  +2 to any Linguistics checks made while the spell is in 
  effect if you are deciphering communications to or by 
  undead beings. 
  In addition, any creature with an Intelligence score 
  which you can understand via tongues of the crypt can 
  understand you. While this spell grants you no special 
  power to command those with whom you communi-
  cate, if you use command undead simultaneously with 
  tongues of the crypt you gain a +2 on your Charisma 
  checks to convince undead to carry out orders. 
  A witch with a plague patron may take tongues of the 
  crypt instead of contagion as her 6th level patron spell. 
  A wizard who specializes in necromancy may learn 
  tongues of the crypt as a 3rd level spell. 
   
   
   
   
  In some fantasy settings, when the dead speak, they do 
  so in a language unique to the dead. In these settings, 
  it’s entirely acceptable for all undead to also speak this 
  language. The speak with dead spell (and similar 
  spells) could then permit the caster to temporarily 
  communicate in that language. In some worlds, this 
  language is appropriately known as Cryptic. 
   
   
  Tunnel Glide 
  School: Transmutation [air, earth]; Level: Alchemist 
  2, Bloodrager 2, Druid 2, Ranger 1, Sorcerer/Wizard 2, 
  Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a bat’s wing) 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  You gain the ability to fly at a speed of 60 feet (or 40 
  feet if you wear medium or heavy armor, or if you are 
  carrying a medium or heavy load) whenever you are in 
  tunnels, halls, caves, or other enclosed areas. (In most 
  respects, treat tunnel glide as fly but restricted to func-
  tioning only while within 10 ft. of any two of walls, 
  floors or ceilings and as a personal rather than a touch 
  spell.) Tunnel glide does not grant you any special abil-
  ity to see in darkness or in other conditions typically 
  found in such passages so moving in this way could be 
  exceptionally hazardous. You can also use tunnel glide 
  to walk upside down on a ceiling or at a right angle 
  along a wall as if it were normal ground. 
  If you leave a region of sufficient walls, floors or ceil-
  ings meeting the conditions of the spell, you fall slowly 
  as described in the fly description when that spell ex-
  pires. However, your rate of descent is 60 feet per 
  round for 1d3 rounds. 
   
  Unwelcome Charisma 
  School: Necromancy [curse]; Level: Antipaladin 3, 
  Cleric/Oracle 3, Sorcerer/Wizard 4. Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M (grave dirt) 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 day/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  The target of unwelcome charisma gains a 20-foot-ra-
  dius emanation that attracts undead. Unintelligent un-
  dead within the aura will not attack the target and in-
  stead will act as if under a compulsion to remain near 
  the target (the target has no indication that this is the 
  case until it realizes the undead aren’t attacking). Intel-
  ligent undead receive a Will save against the effect (DC 
  10 + 1/2 target’s HD + target’s Cha modifier or spell-
  caster’s relevant ability modifier, whichever is higher). 
  If the intelligent undead saves, it acts normally but 
  treats the target as though the target were under the 
  effect of a sanctuary spell so long as the intelligent un-
  dead creature is within the emanation area. If the intel-
  ligent undead creature does not save, it will not attack 
  42 
   
  
   
  the target and acts as if under a compulsion to remain 
  near the target. Intelligent undead may attempt a new 
  save at the beginning of each of their turns. Undead 
  creatures outside the aura may attack the target with 
  spells, abilities or ranged weapons normally. 
  The target gains no special power to command or con-
  trol undead, and the undead acting as if under a com-
  pulsion to not attack and remain near the target do not 
  (as a result of this spell) understand or follow the or-
  ders of the target. Under most circumstances, undead 
  would attack the target’s allies normally (whether or 
  not the undead are within the emanation area). Un-
  dead under the influence of the necromantic power of 
  unwelcome charisma will follow the target relentlessly 
  to fulfill the need to remain near. If the target moves 
  away from the undead such that the undead creature is 
  no longer within the aura, the undead creature must 
  attempt a Will save at the start of its next turn, if it fails, 
  it remains attracted to the target if it can detect the tar-
  get and will attempt to move within the aura. If it suc-
  ceeds on this save it may act normally (though, acting 
  normally may mean that it detects and attempts to at-
  tack the target, meaning it gets within the aura and 
  then once again becomes subject to the aura). 
  You cannot cast unwelcome charisma on yourself (or a 
  creature directly affiliated with you such as a familiar, 
  animal companion, mount, pet, a creature you’ve sum-
  moned, etc.) though you could cast it on an ally. This 
  spell does not produce an actual compulsion nor is it a 
  mind-affecting effect. 
  The curse bestowed by this spell cannot be dispelled, 
  but it can be removed with a break enchantment, lim-
  ited wish, miracle, remove curse, or wish spell. 
   
  Unwitting Undead Ally 
  School: Necromancy [evil]; Level: Antipaladin 2, 
  Cleric/Oracle 3, Inquisitor 3, Sorcerer/Wizard 3 
  Casting Time: 1 immediate action 
  Components: V 
  Range: 5 ft. 
  Target: Adjacent undead creature 
  Duration: Instantaneous 
  Saving Throw: None or Will negates; see text; Spell 
  Resistance: No 
  You create a momentary unholy connection between 
  yourself and a nearby undead creature so that some of 
  your wounds from a single attack transfer to that crea-
  ture. When an attack (from a weapon, spell, special 
  ability or other means) that deals hit point damage, 
  ability damage, ability drain, level drain or death ef-
  fects would affect you, you redirect a portion of that 
  damage to an adjacent undead creature. You cannot 
  transfer more hit point damage to that creature than it 
  has hit points; if the damage is more than the undead’s 
  hit points, you suffer the damage that remains. If the 
  creature is resistant to some type of damage, then that 
  resistance applies first; if the creature is immune to 
  some type of damage then it absorbs all the damage 
  from that attack and you suffer none. 
  If the adjacent undead creature is unwilling, it may at-
  tempt a Will save to prevent the transfer. 
  Portions of attacks that do not cause damage (such as 
  an attack that knocks a creature prone in addition to 
  causing damage) affect you normally—the damage, or 
  some portion of it, is transferred, but the other effects 
  affect you. If the effect causes the damage, and you 
  would no longer be adjacent to the undead creature, 
  you cannot use this spell (for instance, if a spell pushes 
  you into an object, and you suffer damage when you 
  strike that object, you cannot use unwitting undead 
  ally even if there is an adjacent undead ally at the point 
  where you do suffer the damage). 
   
  Vampire Destroyer Weapon 
  School: Transmutation [acid, fire]; Level: Bard 6, 
  Magus 6, Paladin 4, Sorcerer/Wizard 6 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Target: Melee weapon touched 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless, object); 
  Spell Resistance: Yes (harmless, object) 
  Vampire destroyer weapon transforms the blade (or 
  other external surface) of the touched weapon such 
  that it glistens with magical silver, drips with magical 
  acid, and flashes with magical fire. The weapon acts as 
  a +3 vampire bane weapon (+3 on attack and damage 
  rolls, and an additional +2d6 damage against vampire 
  opponents) that also causes an extra +1d6 acid damage 
  and +1d6 fire damage on a hit, and overcomes 
  DR/magic and silver. These bonuses supersede what-
  ever other powers the weapon had, if it was a magical 
  weapon, for the duration of the spell. Against oppo-
  nents other than vampires, it is treated as a +1 weapon, 
  though the acid, fire, and silver properties of the 
  weapon still apply. 
  The spell ends 1 round after the weapon is released by 
  the person who was holding the weapon when you cast 
  the spell. You cannot have more than one vampire de-
  stroyer weapon in effect at the same time, and a 
  wielder cannot wield more than one vampire destroyer 
  weapon at a time. 
  This spell is not cumulative with any other weapon-
  modifying spell (such as magic weapon or holy 
  sword). This spell has no effect on artifacts. 
  The weapon altered by vampire destroyer weapon is 
  equally effective against any creature with the vampire 
  template and against vampire spawn. 
   
  Vampiric Curse 
  School: Enchantment (compulsion) [curse, emotion, 
  mind-affecting]; 
  Level: 
  Cleric/Oracle 
  6, 
  Sor-
  cerer/Wizard 6 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a vampire’s fang) 
  Range: Touch 
  Target: One humanoid 
  Duration: Permanent (D) 
  Saving Throw: Will negates; see text; Spell Re-
  sistance: Yes 
  43 
   
  
   
  You induce in the subject a belief that it has been 
  turned into a vampire, that he has yet to attain his full 
  powers, and that with subsequent feedings he will 
  claim those powers. While these insights occur sud-
  denly, the subject will construct a narrative to explain 
  why he only now has shared this with others. The sub-
  ject acquires a thirst for blood and a strong desire to 
  sleep in a coffin. 
  The subject gains a +6 enhancement bonus to his Cha-
  risma score but suffers a -4 penalty to his Wisdom 
  score. The subject gains a phobia of sunlight, garlic, 
  mirrors, running water, holy symbols and silver weap-
  ons. Whenever the subject is directly confronted with 
  any of those, he must make a Will save or be frightened. 
  While the subject cannot heal rapidly, and has no spe-
  cial resistance to cold or electricity, and has no super-
  natural ability to climb walls or turn gaseous, he be-
  lieves he does and will justify his choosing not to use 
  such abilities when circumstances seem to have sug-
  gested they should have been used. The subject will not 
  enter a residence uninvited; if the subject is forced to 
  enter a residence uninvited he will construct a story ex-
  plaining why he had been invited all along but had a 
  good reason to deny earlier that he was invited. The 
  subject gains no special powers if he does drink blood, 
  but if the subject heals afterward, or overcomes some 
  obstacle, he will construct an explanation to suggest 
  that the consumption of blood was part of the success 
  and that this is an indication that he’s getting closer to 
  his full powers. 
  The curse bestowed by this spell cannot be dispelled, 
  but it can be removed with a break enchantment, lim-
  ited wish, miracle, or wish spell. In addition, you can 
  lift the curse at any time, for whatever purpose you 
  choose. 
   
  Weeping Walls 
  School: Conjuration (creation) [water]; Level: Druid 
  1, Sorcerer/Wizard 1, Witch 1 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of water) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Stone wall; see text 
  Duration: 10 minutes/level 
  Saving Throw: None; Spell Resistance: No 
  Water begins weeping from somewhere behind the 
  wall you target. You select a region on the wall no larger 
  than one 5-ft. square + one 5-ft. square/3 levels (a 6th 
  level caster creates an area up to three 5-ft. squares in 
  total area). The first round that the spell is in effect, the 
  wall begins to glisten; during the second round, the wa-
  ter begins seeping down the wall, albeit slowly. After 
  one minute, there is a steady but slow stream of water 
  moving over the face of the wall. Whether this water 
  pools or drains away depends entirely upon the sur-
  faces and humidity in the area. If there is a narrow 
  walkway between an upward and a downward preci-
  pice, the water from the weeping wall could create a 
  hazard for anyone attempting to navigate the walkway. 
  The water seeping through the wall and rolling down 
  its face never moves quickly enough to produce a cur-
  rent that would impede even a Diminutive creature (a  
   
   
  Wrest Skeleton 
   
  mouse couldn’t be swept away, though an unfortunate 
  flea could be challenged). The water is potable but dif-
  ficult to collect. The seeping water is never fast enough 
  to produce much sound, it is as hard to hear as a bow 
  being drawn (Perception DC 25). 
  Weeping walls has no effect if cast upon a magical wall, 
  though it will still work on a wall created by magic 
  (such as from a wall of stone spell). 
  If weeping walls is targeted on an underground surface 
  with natural stone or earthen matter behind it, the du-
  ration is tripled. 
   
  Wrest Skeleton 
  School: Necromancy [evil]; Level: Cleric/Oracle 5, 
  Sorcerer/Wizard 5 
  Casting Time: 1 standard action 
  Components: V, S, M (see text) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature with an internal skeleton 
  Duration: Concentration up to 1 round/level 
  Saving Throw: Fortitude partial and Will partial; see 
  text; Spell Resistance: Yes 
  You attempt to wrest control of the skeleton within a 
  living creature. Unlike a compulsion, this is not a mind-
  affecting effect, though the target of the spell will re-
  quire concentrated effort to maintain control of its 
  body if you gain control over its skeleton. When wrest 
  skeleton is cast, the target must attempt a Fortitude 
  save as you call to the bones within its body to listen to 
  your commands. If the target succeeds on this save, you 
  fail to gain control but the target is dazed for 1 round 
  by the effort. If the target fails this save, then it is 
  shaken until the spell ends, and, for the duration of the 
  44 
   
  
   
  spell, each round at the start of your turn it must suc-
  ceed on a Will save or you can compel it to act. 
  Each round that the target fails this Will save, you have 
  limited control over the target’s bodily actions. You 
  may direct the body’s skeleton to move up to half its 
  normal speed, to make a single melee attack within its 
  reach, to remain still, to lie prone, or to engage in any 
  similar act. You cannot cause the body to use any of its 
  offensive special abilities. You cannot compel the body 
  to engage in more than one such action per round (i.e. 
  you cannot compel it to move up to a target and attack 
  that target in the same round). If you attempt to make 
  an attack with the target’s body, the attack roll is your 
  Base Attack Bonus plus one-half the target’s positive 
  Strength modifier (you don’t have full control over the 
  target’s muscles) plus the target’s size modifier. Addi-
  tional modifiers due to magic and other influences may 
  apply as well. If you hit with the attack, the target’s 
  Strength modifier, if positive, is treated as half normal 
  for purposes of damage. Whatever choice you make re-
  quires concentration and takes a standard action. If 
  you fail to maintain this concentration at any point, the 
  spell ends and the target is freed. 
  The target’s skeleton carries out your spoken com-
  mands almost as if it were an animated skeleton under 
  your control. The skeleton responds regardless of the 
  language you speak; however, the commands only 
  work if the bones can hear you (you’d lose command if 
  the space between you and the target were blocked by 
  a well-placed silence spell, for instance). 
  If the creature’s level or HD are higher than yours, it 
  gains a +1 to its save for every 2 levels or HD it has 
  above yours. 
  If the target of the spell is in a place of the dead (crypt, 
  graveyard, etc.), then the DC of the saves are increased 
  by +2. 
   
  Xorn Form 
  School: Transmutation (polymorph); Level: Alche-
  mist 5, Magus 5, Sorcerer/Wizard 5 
  Casting Time: 1 standard action 
  Components: V, S, M (a claw or tooth from a xorn) 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  Saving Throw: None or Will negates; see text; Spell 
  Resistance: No 
  You take on the form of a xorn. You gain a +4 size bo-
  nus to Strength, a +4 natural armor bonus, all-around 
  vision, darkvision 60 ft., DR 5/bludgeoning, resist 5 
  cold, electricity and fire, and three claw attacks (1d4 + 
  Str). In addition, you gain the ability to obtain nutri-
  ents from eating earth, stone and metal (one pound of 
  such material provides you the nutritional equivalent 
  of a large meal). 
  While in the form of a xorn, you have a powerful drive 
  to eat gems and valuable metals. Should you wish to 
  pursue those drives, you gain a +8 on Appraise and 
  Perception checks when you are using them to detect 
  and evaluate metals and gems. However, when you 
  begin consuming gems or valuable metals you must 
  succeed at a Will save or be fascinated while you eat. 
  While you are underground in this form you also gain 
  tremorsense 60 ft., the earth glide extraordinary abil-
  ity, and a burrow speed of 20 ft. 
   
  Zombie’s Resilience 
  School: Abjuration; Level: Alchemist 2, Bloodrager 
  2, Cleric/Oracle 2, Inquisitor 2, Magus 2, Sor-
  cerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a bit of skin from a zombie), 
  DF 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  You gain DR 5/slashing and a +4 on all saves against 
  mind-affecting and sleep effects. 
   
  Zombie Touch 
  School: Necromancy; Level: Bloodrager 1, Magus 1, 
  Sorcerer/Wizard 1 
  Casting Time: 1 standard action 
  Components: V, S, M (cloth or flesh from a zombie) 
  Range: Touch 
  Target: Living humanoid touched 
  Duration: 1d4+1 rounds 
  Saving Throw: Fortitude negates; Spell Re-
  sistance: Yes 
  With a brief exposure to negative energy, this spell al-
  lows you to render staggered a single living humanoid 
  for the duration of the spell with a successful melee 
  touch attack provided the target also fails its Fortitude 
  save. 
   
   
   
  45 
   
  
   
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  Reference Document Copyright 
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  Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary Gygax and 
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  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: 
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  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
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  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: 
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  Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich 
  Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa 
  Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and 
  Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn 
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, 
  Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, 
  Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, 
  Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim 
  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Russ Taylor, and Stephen Townshend. 
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike 
  Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael 
  Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Inc.; Authors: James Jacobs 
  and Russ Taylor. 
  Anger of Angels. © 2003, Sean K Reynolds. 
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. 
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, Robert J. Schwalb. 
  The Book of Hallowed Might. © 2002, Monte J. Cook. 
  Monte Cook's Arcana Unearthed. © 2003, Monte J. Cook. 
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason 
  Peck, Jeff Quick, and Sean K Reynolds. 
  Skreyn's Register: The Bonds of Magic. © 2002, Sean K Reynolds. 
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors: 
  John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, 
  Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! 
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax. 
   
  101 Subterranean Spells Copyright 2015 Steven D. Russell; Authors David Paul 
  
  Rite Publishing Presents 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By Steven D. Russell  
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/101 Series/101 Subterranean Spells.pdf