TEXT: 1
  H
  ellfire – the stuff of legends and nightmares. 
  Classically associated with the wrath of the 
  gods and the acrid scent of brimstone, hellfire 
  is also one of the background elements of hell and 
  the torments that await there. Hellfire represents a 
  common element of many fantasy stories and classic 
  mythologies, but has very little presence within the 
  Pathfinder Roleplaying Game. The Genius Guide to 
  Hellfire Magic adds hellfire as a new option for a 
  broad range of spellcasters, adding options for grim 
  antipaladins wielding hellfire scourges, determined 
  inquisitors calling down hellfire cages to imprison 
  their enemies, and even good-aligned clerics and 
  wizards drawing on the building blocks of hell to 
  fight for justice and honor – though facing constant 
  temptation to call upon more vile forces as they do so.
  So, what is hellfire? For purposes of this product, 
  hellfire is both a supernatural form of energy (which 
  is similar to, but not exactly the same as, the mystic 
  fires mortal spellcasters call upon to fuel such spells 
  as burning hands and fireball), and a planar material 
  (similar to magic force effects, such as those used to 
  create everything from a simple shield to a forcecage, 
  though not as resilient as force effects). Entire planes 
  of existence are composed largely of hellfire, where 
  it serves as both unescapable prison and endless 
  and unforgiving torment to the spirits and outsiders 
  consigned to those planes. Like the magic forces it is 
  similar to, hellfire can be conjured, evoked, and bound 
  into tools and defenses by mortals using powerful 
  spells.
  Hellfire is an important part of Hell and the Abyss, 
  and as a result of being exposed to its supernatural 
  heat, most demons and devils are either immune to 
  normal fire or extremely resistant to it. Many evil 
  outsiders have been so infused with hellfire that they 
  
  2
  can call upon less cosmic flames as natural 
  abilities, and their constant manipulations and 
  exposure have infected hellfire itself with a link 
  to the raw powers of evil.
  The hellfire DescripTor
  While it is closely associated with devils 
  and its use is frowned upon by many churches, 
  it’s important to note that hellfire magic is not 
  inherently evil. Indeed, many mythologies 
  describe hellfire as having been originally 
  created by gods of justice and judgment as a 
  divine tool to punish and imprison the forces of 
  evil. According to these views of the multiverse, 
  the planes of hell (and to a lesser extent the 
  Abyss) are filled with boiling supernatural 
  flame because the good-aligned forces of the 
  universe used that material to forge eternal 
  barriers to lock away fiends and evil gods. Thus 
  many worshipers of Good and Neutral gods 
  use hellfire magic in their own quests to defeat 
  and confine evil outsiders.
  However, all hellfire has a significant 
  potential for evil. If it was once the tool of gods 
  of judgment to use in the creation of planar 
  prisons, the inmates have long since taken 
  over the asylum. Hellfire has been infected by 
  timeless ages of contact with the most evil gods, 
  outsiders, and souls the universe has to offer. 
  While it is not inherently evil, it has become 
  an excellent medium for transmitting evil, and 
  is often the tool of choice of devils and evil 
  spellcasters. Some theologians even theorize 
  that the subversion of hellfire by the devils is 
  what led the non-evil gods to begin granting 
  their follows pure divine energy to smite foes, 
  and the “modern” version of flame strike was 
  one of the very first spells to be created to 
  replace the evil-infused hellfire spells.
  The Genius Guide to Hellfire Magic 
  introduces a new descriptor for spells, 
  hellfire, which indicates that a spell draws 
  upon the power of the fires of the outer 
  planes. Hellfire spells do not automatically 
  do fire damage, as some of these spells 
  focus on the mystic ability of hellfire to burn 
  souls, magic, or positive emotions rather 
  than char flesh and wood. Those hellfire 
  spells that do deal fire damage also have the 
  fire descriptor, but since the magic hellstuff 
  can deal all sorts of mayhem, some hellfire 
  spells instead have acid, electricity, or even 
  cold descriptors (to match the damage dealt 
  by that version of hellfire).
  Whatever the truth of the will of the gods 
  and the origins of hellfire, spells that draw 
  upon it aren’t automatically evil, but they 
  all can draw upon extra power in the form 
  of pure evil power. As a result, despite not 
  having the evil descriptor each hellfire spell 
  lists a bonus the spell receives if it is cast as 
  an evil spell. Any spellcaster with access 
  to hellfire spells always has the option of 
  casting them as evil spells, in which case 
  they count as having the evil descriptor for 
  all purposes. Because the link between evil 
  and hellfire is so strong, it is not possible to 
  research versions of hellfire spells that don’t 
  have the option of being cast as evil spells 
  except that good-aligned clerics and even 
  paladins can cast them. Further, casting a 
  hellfire spell as an evil spell slightly boosts 
  the overall potency of the supernatural 
  forces of the universe, and as a result counts 
  as an evil act. 
  This means good-aligned clerics can 
  learn and cast hellfire spells without putting 
  their alignment at risk, right up to the 
  moment they draw on its additional evil 
  power. At that moment, they suffer the same 
  consequences they would for committing 
  any evil act, and it’s up to the GM to decide 
  the result of such a choice. For a point of 
  comparison, the GM should consider what 
  the result would be if the cleric had allowed 
  an imp to run free in the material plane, free 
  of supervision. If a good-aligned cleric of 
  defense used an evil hellfire spell to save a 
  town full of infant innocents, but had to call 
  on hellfire’s evil power to do so, he should 
  be treated in the same way he would if he’d 
  allowed imps to aid in the defense, and 
  then run free afterward. In some cases, an 
  atonement may be required. In others, it may 
  be seen as a single aberrant act and proof 
  that even the best mortals aren’t perfect. 
  In case of repeated use of evil hellfire, an 
  alignment shift toward evil should be the 
  long-term consequence.
  For paladins, the consequences of 
  calling on evil hellfire are more immediate 
  and extreme. Casting an evil hellfire spell 
  is willfully committing an evil act, and the 
  paladin immediately loses all paladin spells 
  and class features. The paladin may be able 
  to regain his class features if he atones for 
  his violations (see atonement), as determined 
  by the GM.
  
  3
  Characters who serve neutral gods 
  (whether the characters themselves are also 
  neutral, or are good servants of neutrally-
  aligned divine forces), should have slightly 
  more leeway in regard to falling back on 
  the evil boost hellfire can provide, but 
  even they face alignment change with 
  persistent or regular use of such power. It’s 
  not reasonable to hold such characters to 
  the same standards as paladins, but a GM 
  should remind players that choose to toy 
  with the evil side of hellfire that casting such 
  spells, no matter the justification, qualifies 
  as a knowing and willful evil act, if only a 
  minor one. Cosmologically speaking, devils 
  as a whole gain in power when mortals call 
  on the evil augmentation of hellfire, even if 
  there’s no sign of such fiendish advancement 
  near the spellcaster, and allowing the forces 
  of evil to profit in order to gain a small 
  augmentation to a spell is evil.
  Of course, the ambiguous nature of 
  hellfire ties into many common tropes 
  and storylines for fantasy fiction and 
  mythology. The power of evil is supposed 
  to be seductive, and giving players extra 
  power they can have, for free, at the cost 
  of committing a cosmologically evil act is a 
  good way to introduce those subtle tropes 
  without players feeling tricked or trapped. 
  Hellfire spells are designed to match the 
  power of their associated spell levels even 
  when cast without the extra power granted 
  by evil, they just move into the upper reaches 
  of each levels’ effectiveness when that extra 
  power is added. Good- and neutral-aligned 
  characters that choose to take these spells 
  are not penalized for not invoking the power 
  of evil. Though evil characters do receive an 
  extra benefit, the spells stand on their own 
  without it. Non-evil characters are simply 
  given access to the temptation to allow evil 
  to spread and grow elsewhere in return for 
  making their lives easier right now.
  And that temptation is, after all, one of 
  the roots of all evil. 
  hellfire spells By class
  Alchemist spells
  4th level spells
  Penance Skull: Gain extra damage against 
  those who violate your alignment’s ethos.
  AntipAlAdin spells
  1st level spells
  Fiend Barbs: Cover armor or clothes in 
  sharp spikes.
  Hellfire Armament: 
  Create 
  a 
  melee 
  weapon out of hellfire.
  2nd level spells
  Chastising Lash: Create a 15-ft.-long 
  weapon of hellfire that cuts, burns, and 
  dismays your foes.
  3rd level spells
  Fiend Barbs, Greater: Cover armor or 
  clothes in big flaming spikes.
  Lake of Fire: Create a 30-ft.-radius pit that 
  deals 2d6 fire and 2d6 acid damage.
  4th level spells
  Forbidding Chains: Bind a creature in 
  hellfire, hindering its movement and magic 
  abilities.
  Hellfire Armament, Mass: Create 1 melee 
  weapon/2 levels out of hellfire.
  Nightmarish Transport: Imbue a steed or 
  vehicle with hellfire-fueled movement powers.
  Penance Skull: Gain extra damage against 
  those who violate your alignment’s ethos.
  
  4
  BArd spells
  1st level spells
  Fashion Sinister Trifle: Spin the stuff of hellfire 
  into a minor, mundane object.
  4th level spells
  Penance Skull: Gain extra damage against 
  those who violate your alignment’s ethos.
  cleric/OrAcle spells
  1st level spells
  Fashion Sinister Trifle: Spin the stuff of hellfire 
  into a minor, mundane object.
  2nd Level Spells
  Fiend Barbs: Cover armor or clothes in sharp 
  spikes.
  3rd level spells
  Chastising Lash: Create a 15-ft.-long weapon 
  of hellfire that cuts, burns, and dismays your 
  foes.
  Lake of Fire: Create a 30-ft.-radius pit that 
  deals 2d6 fire and 2d6 acid damage.
  Nightmarish Transport: Imbue a steed or 
  vehicle with hellfire-fueled movement powers.
  4th level spells
  Fiend Barbs, Greater: Cover armor or clothes 
  in big flaming spikes.
  Forbidding Chains: Bind a creature in hellfire, 
  hindering its movement and magic abilities.
  Penance Skull: Gain extra damage against 
  those who violate your alignment’s ethos.
  5th level spells
  Perdition’s Wrath: Fire 1 bolt/round that 
  deals 2d6 acid, 2d6 electricity, and 2d6 fire 
  damage.
  6th level spells
  Forge Hellfire: Use hellfire to duplicate 
  25% of the effect of a lower-level conjuration 
  spell.
  7th level spells
  Forbidding Chains, Mass: Bind one 
  creature/2 levels in hellfire, hindering its 
  movement and magic abilities.
  8th level spells
  Forge Hellfire, Greater: Use hellfire to 
  duplicate 75% of the effect of a lower-level 
  conjuration spell.
  Pocket Hell: Create an up to 10-ft.-
  square/level burning prison impervious to 
  teleportation and divination.
  inquisitOr spells
  1st level spells
  Fiend Barbs: Cover armor or clothes in 
  sharp spikes.
  Hellfire Armament: 
  Create 
  a 
  melee 
  weapon out of hellfire.
  2nd level spells
  Fashion Sinister Trifle: Spin the stuff of 
  hellfire into a minor, mundane object.
  3rd level spells
  Chastising Lash: Create a 15-ft.-long 
  weapon of hellfire that cuts, burns, and 
  dismays your foes.
  Fiend Barbs, Greater: Cover armor or 
  clothes in big, flaming spikes.
  Lake of Fire: Create a 30-ft.-radius pit that 
  deals 2d6 fire and 2d6 acid damage.
  Penance Skull: Gain extra damage against 
  those who violate your alignment’s ethos.
  Nightmarish Transport: Imbue a steed 
  or vehicle with hellfire-fueled movement 
  powers.
  4th level spells
  Hellfire Armament, Mass: Create 1 melee 
  weapon/2 levels out of hellfire.
  5th level spells
  Forbidding Chains: Bind a creature in 
  hellfire, hindering its movement and magic 
  abilities.
  Perdition’s Wrath: Fire 1 bolt/round that 
  deals 2d6 acid, 2d6 electricity, and 2d6 fire 
  damage.
  6th level spells
  Forge Hellfire: Use hellfire to duplicate 
  25% of the effect of a lower-level conjuration 
  spell.
  mAgus spells
  1st level spells
  Fiend Barbs: Cover armor or clothes in 
  sharp spikes.
  Hellfire Armament: 
  Create 
  a 
  melee 
  weapon out of hellfire.
  2nd level spells
  Fashion Sinister Trifle: Spin the stuff of 
  hellfire into a minor, mundane object.
  
  5
  3rd level spells
  Chastising Lash: Create a 15-ft.-long 
  weapon of hellfire that cuts, burns, and 
  dismays your foes.
  Fiend Barbs, Greater: Cover armor or 
  clothes in big flaming spikes.
  Nightmarish Transport: Imbue a steed 
  or vehicle with hellfire-fueled movement 
  powers.
  4th level spells
  Hellfire Armament, Mass: Create 1 melee 
  weapon/2 levels out of hellfire.
  Lake of Fire: Create a 30-ft.-radius pit that 
  deals 2d6 fire and 2d6 acid damage.
  Penance Skull: Gain extra damage against 
  those who violate your alignment’s ethos.
  5th level spells
  Forbidding Chains: Bind a creature in 
  hellfire, hindering its movement and magic 
  abilities.
  Perdition’s Wrath: Fire 1 bolt/round that 
  deals 2d6 acid, 2d6 electricity, and 2d6 fire 
  damage.
  6th level spells
  Wall of Brimstone: Conjure a wall of 
  burning rock.
  pAlAdin spells
  1st level spells
  Fiend Barbs: Cover armor or clothes in 
  sharp spikes.
  Hellfire Armament: 
  Create 
  a 
  melee 
  weapon out of hellfire.
  2nd level spells
  Chastising Lash: Create a 15-ft.-long 
  weapon of hellfire that cuts, burns, and 
  dismays your foes.
  3rd level spells
  Penance Skull: Gain extra damage against 
  those who violate your alignment’s ethos.
  4th level spells
  Forbidding Chains: Bind a creature in 
  hellfire, hindering its movement and magic 
  abilities.
  Hellfire Armament, Mass: Create 1 melee 
  weapon/2 levels out of hellfire.
  Lake of Fire: Create a 30-ft.-radius pit that 
  deals 2d6 fire and 2d6 acid damage.
  Nightmarish Transport: Imbue a steed 
  or vehicle with hellfire-fueled movement 
  powers.
  sOrcerer/WizArd spells
  1st level spells
  Fashion Sinister Trifle: Spin the stuff of 
  hellfire into a minor, mundane object.
  Hellfire Armament: 
  Create 
  a 
  melee 
  weapon out of hellfire.
  2nd level spells
  Fiend Barbs: Cover armor or clothes in 
  sharp spikes.
  3rd level spells
  Chastising Lash: Create a 15-ft.-long 
  weapon of hellfire that cuts, burns, and 
  dismays your foes.
  
  6
  Lake of Fire: Create a 30-ft.-radius pit that deals 
  2d6 fire and 2d6 acid damage.
  Nightmarish Transport: Imbue a steed or vehicle 
  with hellfire-fueled movement powers.
  4th level spells
  Fiend Barbs, Greater: Cover armor or clothes in 
  big flaming spikes.
  Forbidding Chains: Bind a creature in hellfire, 
  hindering its movement and magic abilities.
  5th level spells
  Perdition’s Wrath: Fire 1 bolt/round that deals 
  2d6 acid, 2d6 electricity, and 2d6 fire damage.
  6th level spells
  Forge Hellfire: Use hellfire to duplicate 25% of 
  the effect of a lower-level conjuration spell.
  Wall of Brimstone: Conjure a wall of burning 
  rock.
  7th level spells
  Forbidding Chains, Mass: Bind one creature/2 
  levels in hellfire, hindering its movement and 
  magic abilities.
  8th level spells
  Forge Hellfire, Greater: Use hellfire to duplicate 
  75% of the effect of a lower-level conjuration spell.
  Pocket Hell: Create an up to 10-ft.-square/level 
  burning prison impervious to teleportation and 
  divination.
  summOner spells
  1st level spells
  Fashion Sinister Trifle: Spin the stuff of hellfire 
  into a minor, mundane object.
  3rd level spells
  Chastising Lash: Create a 15-ft.-long weapon 
  of hellfire that cuts, burns, and dismays your 
  foes.
  Lake of Fire: Create a 30-ft.-radius pit that 
  deals 2d6 fire and 2d6 acid damage.
  4th level spells
  Forbidding Chains: Bind a creature in hellfire, 
  hindering its movement and magic abilities.
  5th level spells
  Wall of Brimstone: Conjure a wall of burning 
  rock.
  6th level spells
  Forge Hellfire: Use hellfire to duplicate 25% 
  of the effect of a lower-level conjuration spell.
  Witch spells
  1st level spells
  Fiend Barbs: Cover armor or clothes in 
  sharp spikes.
  2nd level spells
  Fashion Sinister Trifle: Spin the stuff of 
  hellfire into a minor, mundane object.
  Hellfire Armament: Create a melee weapon 
  out of hellfire.
  3rd level spells
  Fiend Barbs, Greater: Cover armor or clothes 
  in big flaming spikes.
  Forbidding Chains: Bind a creature in hellfire, 
  hindering its movement and magic abilities.
  4th level spells
  Chastising Lash: Create a 15-ft.-long weapon 
  of hellfire that cuts, burns, and dismays your 
  foes.
  Penance Skull: Gain extra damage against 
  those who violate your alignment’s ethos.
  5th level spells
  Hellfire Armament, Mass: Create 1 melee 
  weapon/2 levels out of hellfire.
  Lake of Fire: Create a 30-ft.-radius pit that 
  deals 2d6 fire and 2d6 acid damage.
  Nightmarish Transport: Imbue a steed or 
  vehicle with hellfire-fueled movement powers.
  6th level spells
  Forbidding Chains, Mass: Bind one creature/2 
  levels in hellfire, hindering its movement and 
  magic abilities.
  7th level spells
  Forge Hellfire: Use hellfire to duplicate 25% 
  of the effect of a lower-level conjuration spell.
  8th level spells
  Wall of Brimstone: Conjure a wall of burning 
  rock.
  9th level spells
  Forge Hellfire, Greater: Use hellfire to 
  duplicate 75% of the effect of a lower-level 
  conjuration spell.
  Pocket Hell: Create an up to 10-ft.-
  square/level burning prison impervious to 
  teleportation and divination.
  
  7
  hellfire spell DescripTions
  chAstising lAsh
  School 
  conjuration 
  [emotion, 
  hellfire]; 
  Level antipaladin 2, cleric/oracle 3, magus 
  3, inquisitor 3, paladin 2, sorcerer/wizard 3, 
  summoner 3, witch 4
  Casting Time: 1 round
  Components: V, S
  Range: 15 ft.
  Effect: flexible metal lash wreathed in 
  hellfire
  Duration: 1 minute/level
  Saving Throw: Will partial (see text); Spell 
  Resistance: yes
  You create a writhing, burning lash 
  of black chain, linked bones from a spine, 
  or twisted metal cable. Attacks with this 
  chastising lash are melee weapon attacks. 
  The weapon has 15 feet of reach, and may 
  attack targets adjacent to you as well as 
  those at range. Because of its tendency to 
  coil and snap about of its own accord, only 
  one attack of opportunity can be made with 
  the chastising lash each round. The lash 
  deals 1d6 points of damage, + 1 point of fire 
  damage per two caster levels (maximum 
  +10). A target you strike with a chastising 
  lash must make a Will save or be engulfed 
  with emotions of worry at the idea of 
  attacking you. If it fails this save, it suffers a 
  penalty to attack rolls made against you for 
  1 round. The penalty is -1/5 caster levels.
  The chastising lash can be wielded as any 
  one weapon the caster is proficient with, 
  benefitting from any feats or abilities the 
  caster has with that weapon. For example, an 
  antipladin with Weapon Focus (longsword) 
  could cast chastising lash and wield it as 
  a longsword, gaining the benefit of his 
  Weapon Focus feat to attacks made with the 
  lash. The caster may change what weapon 
  he wields his chastising lash as a free action 
  at the beginning of his turn.
  If cast as an evil spell, the chastising lash 
  grants a +2 bonus to CMB checks for disarm 
  and trip attacks made with it.
  FAshiOn sinister triFle
  School: 
  conjuration 
  (creation)[hellfire]; 
  Level: bard 1, cleric/oracle 1, inquisitor 2, 
  magus 2, sorcerer/ wizard 1, summoner 1, 
  witch 2
  Casting Time: 1 minute
  Components: V, S
  Range: 0 ft.
  Effect: 
  unattended, 
  non-consumable, 
  non-magical object up of to 10 lbs +1 lb./level
  Duration: 10 minutes/level (D)
  Saving Throw: none; Spell Resistance: no
  As hellfire was once used to construct 
  entire outer planes of existence, you call 
  upon its base building blocks to fashion a 
  minor, mundane item. You may create any 
  single piece of non-consumable, inanimate, 
  mundane equipment you are reasonably 
  familiar with that has a cost no greater than 
  2 gp/caster level and a weight no greater 
  than 10 lbs. + 1 lb./caster level. The item 
  is of typical quality, and made of typical 
  mundane materials. You cannot use this to 
  create alchemical materials, foodstuff, or 
  anything that is normally expended in its use 
  (including ammunition).
  Regardless of its actual construction, the 
  item will show signs of its origins. It looks 
  to be made of charred, blackened material 
  (normally pitted iron, burned wood, or baked 
  bone), and is etched with images of devils, 
  fiery pits, and spiked chains. A DC 5 Appraise 
  or Spellcraft check reveals its true nature as a 
  temporary object created by a spell, of no real 
  value. Attempting to use any created object as a 
  material component causes the spell to fail.
  If cast as an evil spell, the caster treats his 
  caster level as being 2 higher for determining 
  the gp and weight limit of the items that can be 
  created.
  
  8
  minOr creAtiOn vs. FAshiOn 
  sinister triFle
  Because an important part of the idea 
  behind hellfire is the ability to make things 
  with it (and the “cool factor” of a powerful 
  mage presenting a hellish spade to help dig 
  a hole or sleeping in a blackened, smoldering 
  bedroll), the fashion sinister trifle spell was 
  created to give access to minor equipment that 
  could prove useful, but is unlikely to change 
  the course of an adventure. However, there 
  already exists a 4th level spell able to produce 
  temporary objects—minor creation— and it 
  is limited to only items of wood or cloth and 
  requires Craft checks for complex objects. 
  This forces us to ask, is a 1st level spell that 
  can create a temporary suit of studded leather 
  balanced against a spell 3 levels higher that 
  requires a skill check to even attempt making a 
  suit of leather armor without the studs?
  Looking at minor creation, we see it is actually 
  a significantly more powerful spell, despite 
  having a few limitations. With a volume limit 
  of 1 cubic foot per level, and no cap on the cost 
  of items created, minor creation can be used 
  to create small boats, rope bridges, battering 
  rams, and all sorts of large, heavy items that 
  can have a major impact on the course of a 
  game (not to mention the possibility of creating 
  food, which will last for hours, or trying to sell 
  9 cubic feet of silk, which may or may not be 
  easily identified as temporary). With that in 
  mind, we feel secure adding the much less 
  useful fashion sinister trifle as a 1st-level spell.
  Fiend BArBs
  School: transmutation [hellfire]; Level: antipaladin 
  1, cleric/oracle 2, inquisitor 1, magus 1, paladin 1, 
  sorcerer/wizard 2, witch 1
  Casting Time: 1 standard action
  Components: V, S, DF
  Range: touch
  Target: armor or outfit touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless, object); 
  Spell Resistance: yes (harmless, object)
  You cause one suit of armor or one clothing 
  outfit to sprout spikes of red metal and broken bone, 
  wreathed in hellfire. A creature wearing the armor 
  or outfit is treated as having armor spikes and a 
  spiked gauntlet, and being proficient with using 
  them as weapons. Attacks made with the spikes are 
  treated as an attack from a magic weapon for 
  purposes of bypassing DR. Additionally, the 
  fearsome appearance of the spikes grants the 
  wearer a +5 enhancement bonus to Intimidate 
  checks made to demoralize foes.
  If cast as an evil spell, the spikes are 
  particularly jagged and sharp, gaining a +1 
  enhancement bonus to damage.
  Fiend BArBs , greAter
  School: transmutation [fire, hellfire]; Level: 
  antipaladin 3, cleric/oracle 4, inquisitor 3, 
  magus 3, paladin 3, sorcerer/wizard 4, witch 3
  Range: close (25 ft. + 5 ft./2 levels)
  Duration: 1 hour/level
  This spell functions like fiend barbs, except 
  the armor spikes and spiked gauntlet deal 
  damage as if they were one size larger. At 
  caster level 7th the spikes also gain the flaming 
  special weapon quality. At caster level 11th 
  level they also gain the flaming burst special 
  weapon quality.
  If cast as an evil spell, the spikes are 
  particularly jagged and sharp, gaining a +1 
  enhancement bonus to damage. Additionally, 
  half the fire damage done by the flaming or 
  flaming burst properties may be acid damage, 
  at the caster’s discretion (in which case the 
  spell gains the acid descriptor).
  FOrBidding chAins
  School conjuration (creation)[fire, hellfire]; 
  Level antipaladin 4, cleric/oracle 4, inquisitor 
  5, magus 5, paladin 4, sorcerer/wizard 4, 
  summoner 4, witch 3
  Casting Time: 1 standard action
  Components: V, S
  Range: Medium (100 ft. +10 ft./level)
  Target: one creature
  Duration: 1 round/level
  Saving Throw: Reflex partial, Will partial (see 
  text); Spell Resistance: yes
  You fling burning chains of hellfire at one 
  creature, wrapping it in scorching barbed links 
  of iron, bone, and stone. These chains impede 
  the target’s movement, and leach away its 
  mystic power. The target must make a Reflex 
  save, and a Will save. If it fails the Reflex 
  save, it is entangled. If it fails the Will save, it 
  cannot cast any spells, or use any spell-like or 
  supernatural abilities. If it fails at both saving 
  throws, it also takes 1d6 fire damage each 
  round. If it succeeds at both saving throws, the 
  chains dissipate.
  
  9
  If cast as an evil spell, the chains can anchor 
  themselves to the target’s space when it fails its 
  Reflex save, preventing it from moving more 
  than 15 feet from that space as long as it is 
  entangled.
  FOrBidding chAins, mAss
  School conjuration (creation)[hellfire]; Level 
  cleric/oracle 7, sorcerer/wizard 7, witch 6
  Casting Time: 1 standard action
  Components: V, S
  Range: Medium (100 ft. +10 ft./level)
  Target: one creature/2 levels, no 2 of which 
  may be more than 30 ft. apart
  Duration: 1 round/level
  As forbidding chains, except as noted 
  above.
  FOrge hellFire
  School: conjuration [hellfire]; Level: cleric/
  oracle 6, inquisitor 6, sorcerer/wizard 6, 
  summoner 6, witch 7
  Casting Time: 1 standard action
  Components: V, S
  Range: see text
  Effect: see text
  Duration: see text
  Saving Throw: varies; see text; Spell 
  Resistance: varies; see text
  You use hellfire to shape semblances of 
  creatures, objects, or forces. Forge hellfire 
  can mimic any cleric, druid, inquisitor, 
  oracle, or witch conjuration (summoning) 
  or conjuration (creation) spell of 4th level 
  or lower. Because hellfire is difficult to force 
  into specific shapes, the duplicated effects 
  of such spells are only one-quarter (25%) 
  as strong as the real things. Spells that deal 
  damage deal only one-quarter (25%) damage 
  from the attack. If the spell duplicated has a 
  special effect other than damage, that effect 
  is only 25% likely to occur. An affected 
  creature is allowed any save that the spell 
  being simulated allows, but the save DC is 
  set according to forge hellfire’s level rather 
  than the simulated spell’s level. If the spell 
  simulated allows SR, then forge hellfire must 
  overcome a target’s SR to affect them.
  A 
  hellfire 
  creature 
  or 
  object 
  has 
  one-quarter the hit points 
  of a normal creature or 
  object of its kind and 
  deals one-quarter (25%) 
  normal 
  damage. 
  All 
  special abilities that do 
  not deal lethal damage 
  are only 25% likely to 
  work. (Roll for each 
  use and each affected 
  character 
  separately.) 
  Furthermore, 
  hellfire 
  creatures 
  and 
  objects 
  have AC bonuses that 
  are just one-quarter as 
  large. 
  Creatures 
  and 
  objects made of hellfire 
  appear to be constructed 
  of frameworks of bone 
  and 
  metal 
  twisted 
  together, and sheathed 
  in back and red flames. All hellfire creatures 
  have a minimum Intimidate bonus equal to 3 
  + HD.
  As most class spell lists are not categorized 
  by school, a character taking this spell may wish 
  to list a few likely spells to avoid spending time 
  flipping through options during game play. If 
  spell research must be done, it may be useful 
  to use the Spells Database at d20PFSRD.com 
  (found 
  at 
  http://www.d20pfsrd.com/magic/
  spells-db).
  If cast as an evil spell, forge hellfire can 
  also duplicate sorcerer/wizard conjuration 
  (summoning) or conjuration (creation) spells of 
  3rd level or less.
  
  10
  FOrge hellFire, greAter
  School: conjuration [hellfire]; Level: cleric/
  oracle 8, sorcerer/wizard 8, witch 9
  This spell functions like forge hellfire, except 
  that it duplicates cleric, druid, inquisitor, oracle, 
  or witch conjuration (summoning) or conjuration 
  (creation) spell of 6th level or lower. The hellfire 
  conjurations created deal three-quarters (75%) 
  damage, and non-damaging effects are 75% 
  likely to work. Furthermore, hellfire creatures 
  and objects have AC bonuses that are just 
  three-quarters as large.  Also all greater hellfire 
  creatures have a minimum Intimidate bonus 
  equal to 3 + HD and receive 
  If cast as an evil spell, forge hellfire can 
  also duplicate sorcerer/wizard conjuration 
  (summoning) or conjuration (creation) spells of 
  5th level or less.
  hellFire ArmAment
  School: conjuration (creation) [hellfire]; Level: 
  antipaladin 1, inquisitor 1, magus 1, paladin 1, 
  sorcerer/wizard 1, summoner 1, witch 2
  Casting Time: 1 standard action
  Components: V, S
  Range: 0 ft.
  Effect: one melee weapon
  Duration: 10 minute/level
  Saving Throw: none; Spell Resistance: no
  You create a melee weapon out of hellfire. 
  The weapon is the same size category you are, 
  and may be a heavy mace, morningstar, short 
  sword, shortspear, or spiked gauntlet (selected 
  when the spell is cast). If the weapon leaves your 
  hand for more than 1 round, it dissipates 
  and the spell ends. The weapon attacks and 
  deals damage as a melee weapon rather than 
  a spell (ignoring SR but having its damage 
  reduced by DR), though it counts as a magic 
  weapon for purposes of bypassing DR (but 
  gives no bonus to attack or damage rolls). 
  At 6th level, the weapon functions as a cold 
  iron weapon. At 11th level, the weapon can 
  be any 1-handed melee weapon with which 
  you are proficient (selected when the spell 
  is cast), and deals +1d6 damage against 
  elementals, outsiders, and creatures of the 
  extraplanar subtype.
  If cast as an evil spell, the weapon 
  is treated as masterwork (granting a +1 
  enhancement bonus to attack rolls).
  hellFire ArmAment, mAss
  School: conjuration (creation) [hellfire]; 
  Level: antipaladin 4, inquisitor 4, magus 4, 
  paladin 4. Witch 5
  Range: 10 ft.
  As hellfire armament, except you create 
  one such weapon per 2 caster levels, and 
  the weapons do not dissipate if they leave 
  your hand for more than 1 round. When 
  you cast the spell, you may choose to have 
  the weapons created appear in the hands of 
  willing creatures within range.
  lAke OF Fire
  School 
  conjuration 
  (creation)[acid, 
  fire, 
  hellfire]; Level antipaladin 3, cleric/oracle 
  3, inquisitor 3, magus 4, paladin 4, sorcerer/
  wizard 3, summoner 3, witch 5
  Casting Time: 1 standard action
  Components: V, S
  Range: long (400 ft. +40 ft./level)
  Area: cylinder (30 ft. radius, 20 ft. deep)
  Duration: 1 round/level
  Saving Throw: Reflex partial (see text); Spell 
  Resistance: yes (see text)
  You create an extradimensional pool of 
  acrid, burning fluid on a horizontal surface. 
  The lake of fire can appear on the ground (at 
  an incline of up to 45 degrees), on the surface 
  of a body of water, or even on the deck of 
  a ship. A creature in the area of the lake of 
  fire when it is cast is allowed a Reflex save 
  to avoid being caught in it, but once the lake 
  exists any creature entering it takes damage 
  each round.
  Creatures smaller than Huge must swim 
  to move within the lake of fire. Any creature 
  in the lake takes 2d6 fire damage plus 2d6 
  acid damage at the beginning of their turn, 
  and creatures that enter the lake of fire take the 
  same damage when they do so. You make a 
  caster level check the first time a creature with 
  SR is damaged by the pit. If the check fails, 
  the creatures takes no damage at any point 
  from the spell, but still must swim normally 
  to move through it.
  If cast as an evil spell, creatures damaged 
  by the spell take 1d6 fire and 1d6 acid damage 
  the round after leaving the lake of fire.
  
  11
  nightmArish trAnspOrt
  School: 
  transmutation 
  (hellfire); 
  Level:  
  antipaladin 4, cleric/oracle 3, inquisitor 3, 
  magus 3, paladin 4, sorcerer/wizard 3, witch 5
  Casting 
  Time: 
  10 
  minutes 
  Components: V, S
  Range: touch
  Target: One steed or vehicle touched
  Duration: 
  10 
  minutes/level 
  (D) 
  Saving Throw: Fortitude negates (harmless); 
  Spell Resistance: yes (harmless)
  You infuse one steed (a creature trained 
  or designed specifically to be ridden) or 
  vehicle with the speed and power of hellfire. 
  The steed or vehicle takes on a hellish 
  appearance, with flames covering its hooves 
  (or paws, wheels, skids, et al), and patterns of 
  skulls and screaming, tormented souls over 
  the rest of its surface. The steed or vehicle 
  produces copious smoke and bright lights, 
  causing it (and any riders or passengers) to 
  take a -10 penalty to Stealth checks, and to 
  grant a +10 bonus to all skill checks made to 
  track it. The hellfire-infused transportation 
  gains the following powers according to 
  caster level. A steed’s or transport’s abilities 
  include those gained at lower caster levels. 
  5th 
  Level: 
  Steed’s 
  movement 
  rate 
  increased by +30 feet (to a maximum of 
  double) or a vehicle’s movement rate 
  increase by 20%.  The maximum carrying 
  capacity of either a steed or vehicle is 
  doubles.
  9th Level: The steed or vehicle can move 
  over sandy, muddy, or even swampy ground 
  without difficulty or decrease in speed. 
  11th Level: The steed or vehicle can use 
  water walk at will (as the spell, no action 
  required to activate this ability). The steed or 
  vehicle (but not riders or passengers) gains fire 
  resistance 10.
  13th Level: The steed or vehicle can use air 
  walk at will (as the spell, no action required to 
  activate this ability) for up to 1 round at a time, 
  after which it falls to the ground.
  15th Level: A steed can fly at its speed with 
  a bonus on Fly skill checks equal to your caster 
  level. A vehicle can use air walk at will (as the 
  spell, no action required to activate this ability) 
  for up to 10 rounds at a time, after which it falls 
  to the ground and cannot use the ability for a 
  number of rounds equal to how long it used air 
  walk.
  An antipaladin or paladin casting this spell 
  may only cast it on a bonded mount.
  If cast as an evil spell, when the steed or 
  vehicle makes a melee attack, it deals +1d6 fire 
  damage with each successful attack.
  penAnce skull
  School: abjuration [cold, electricity, hellfire, 
  language-dependent]; 
  Level: 
  alchemist 
  4, 
  antipaladin 4, bard 4, cleric/oracle 4, inquisitor 3, 
  magus 4, paladin 3, witch 4
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: 1 min./level (D)
  You infuse yourself with the condemning 
  nature of hellfire, which manifests as an 
  apparition of a burning skull in place of your 
  own head. As a move action, you can command 
  
  12
  one creature able to see and hear you to not 
  perform a specific act that violates the ethos of 
  your alignment. If the creature refuses (either 
  a stated intent to not abide by your demand, 
  or if it performs the proscribed action), you 
  gain bonuses to weapon attacks made against 
  the creature. You deal +1d6 damage, +1d6 for 
  every step of difference between the creature’s 
  alignment and yours. Half this damage is cold, 
  and half is electricity. You also gain a +4 bonus 
  to Will and Fortitude saving throws against 
  spells and abilities used by the creature.
  You may forbid multiple actions of the same 
  creature, or forbid actions to multiple creatures, 
  taking a move action for each.
  If cast as an evil spell, your first forbiddance 
  may be made as a swift action.
  perditiOn’s WrAth
  School: evocation [acid, electricity, fire]; Level: 
  cleric/oracle 5, inquisitor 5, magus 5, sorcerer/
  wizard 5
  Casting Time:1 round
  Components: V, S
  Range: short (25 ft. + 5 ft./2 levels)
  Targets: one or more creatures struck with a 
  ranged touch attack
  Duration: 1 min./level
  Saving Throw: none; Spell Resistance: yes
  Immediately upon completion of the spell, 
  and once per round thereafter, you may shoot a 
  bolt of seething hellfire as a ranged touch attack 
  at one target within range. On a successful attack 
  the bolt deals 2d6 acid, 2d6 electricity, and 2d6 
  fire damage to the target. If one of your attacks 
  scores a critical hit the hellfire burns into the 
  spirit of the target as well as its flesh. Rather 
  than deal double damage, the hellfire deals 
  normal damage and 1d6 Charisma damage.
  You need not fire a bolt of hellfire 
  immediately; 
  other 
  actions, 
  even 
  spellcasting, can be performed first. Each 
  round after the first you may use a standard 
  action (concentrating on the spell) to fire a 
  bolt. You may call a total number of bolts 
  equal to your caster level (maximum 12 
  bolts).
  If cast as an evil spell, on a critical hit the 
  bolt deals normal damage and 1d6 Int, Wis, 
  or Cha damage as the caster prefers.
  pOcket hell
  School: evocation [hellfire]; Level: cleric/oracle 
  8, sorcerer/wizard 8, witch 9
  Casting Time: 1 round
  Components: V, S, M (masterwork cold iron 
  weapon worth at least 330 gp)
  Range: close (25 ft. + 5 ft./2 levels)
  Area: barred cage or windowless cell up to one 
  10 ft. square per level
  Duration: 1 minute/level (D)
  Saving Throw: Reflex negates, Will partial 
  (see text); Spell Resistance: no
  This 
  spell 
  creates 
  an 
  immobile, 
  translucent prison composed of either bars 
  of hellfire or solid walls of hellfire (your 
  choice). Creatures within the area are caught 
  and contained unless they are too big to fit 
  inside, in which case the spell automatically 
  fails. The hellfire walls of the prison extend 
  into the Ethereal plane and block all 
  forms of dimensional travel, preventing 
  teleportation and other forms of astral 
  travel from providing a means of escape. 
  Divination spells do not pass through the 
  walls of a pocket hell, nor do spells designed 
  to pass information or messages (such as 
  dream and sending)
  Like a wall of force, a pocket hell resists 
  dispel magic, although a mage’s disjunction 
  still functions. The walls of a pocket hell 
  can be damaged by spells, weapons, and 
  supernatural abilities, but they have SR 
  equal to the caster’s level +10, Hardness 
  30, and a number of hit points equal to 20 
  per caster level. Contact with a sphere of 
  annihilation or rod of cancellation instantly 
  destroys a pocket hell. The interior of the 
  pocket hell can be any temperature from 
  the ambient heat of the local environment 
  up to 150 degrees Fahrenheit, as the caster 
  wills, and may be filled with heavy smoke. 
  (See the Pathfinder Roleplaying Game Core 
  Rulebook for the effects of extreme heat and 
  heavy smoke.)
  A pocket hell can be shaped as the caster 
  desires, but must conform to any terrain 
  it is cast within. Anything too large to be 
  completely encased by the prison must be 
  excluded from it. A creature that makes a 
  Reflex save against a pocket hell manages to 
  avoid being caught within it. A creature that 
  makes a Will save against a pocket hell can 
  successfully bypass the wall’s prohibitions 
  against planar travel, divination magic, and 
  communication spells, and takes no damage 
  from its environment or heat. The prison 
  can take one of two forms.
  
  13
  Barred Cage: This version of the spell 
  produces a prison made of bands of hellfire 
  for bars. The bands are a half-inch wide, with 
  half-inch gaps between them. Any creature 
  capable of passing through such a small 
  space can escape; others are confined within 
  the barred cage. You can’t attack a creature 
  in a barred cage with a weapon unless the 
  weapon can fit between the gaps. Even 
  against such weapons (including arrows 
  and similar ranged attacks), a creature in the 
  barred cage has cover. All spells and breath 
  weapons can pass through the gaps in the 
  bars.
  Windowless Cell: This version of the 
  spell produces a solid structure with no way 
  in and no way out. Solid walls of force form 
  its top, bottom, and all sides.
  A pocket hell can be made permanent 
  with the permanency spell, at a cost of 20,000 
  gp. If cast as an evil spell, a pocket hell can 
  include a single door, up to 20 feet square, 
  that opens and closes as the caster wishes, 
  to permit items and creatures to enter and 
  leave the prison.
  WAll OF BrimstOne
  School: conjuration (creation)[fire, hellfire]; 
  Level: magus 6, sorcerer/wizard 6, summoner 
  5, witch 8
  Casting Time: 1 standard action
  Components: V, S, M (a piece of scorched rock)
  Range: medium (100 ft. + 10 ft./level)
  Effect: hellfire wall whose area is up to one 
  5-ft. square/level; see text
  Duration: 1 minute/level
  Saving Throw: see text; Spell Resistance: no
  You cause a flat, vertical wall of hellfire-
  covered stone to spring into being. The wall 
  inserts itself into any surrounding nonliving 
  material if its area is sufficient to do so. The 
  wall cannot be conjured so that it occupies the 
  same space as a creature or another object. It 
  must always be a flat plane, though you can 
  shape its edges to fit the available space.
  A wall of brimstone is 1 inch thick per 
  three caster levels. You can double the wall’s 
  area by halving its thickness, or increase its 
  thickness by +50% by halving its area. Each 
  5-foot square of the wall has 30 hit points per 
  inch of thickness and hardness 20. A section 
  of wall whose hit points drop to 0 is breached. 
  If a creature tries to break through the wall with 
  a single attack, the DC for the Strength check is 
  25 + 2 per inch of thickness.
  Anyone coming into contact with the wall 
  takes 1d6 points of fire damage + 1 point per 
  caster level (no save). Even when the wall has 
  been broken through, a sheet of burning hellfire 
  remains, damaging those who touch it or cross 
  through it.
  If you desire, the wall can be created vertically 
  resting on a flat surface but not attached to the 
  surface, so that it can be tipped over to fall on 
  and crush creatures beneath it. The wall is 50% 
  likely to tip in either direction if left unpushed. 
  Creatures can push the wall in one direction 
  rather than letting it fall randomly. A creature 
  must make a DC 40 Strength check to push the 
  wall over. Creatures with room to flee the falling 
  wall may do so by making successful Reflex 
  saves. Any Large or smaller creature that fails 
  takes 10d6 points of damage while fleeing from 
  the wall. The wall cannot crush Gargantuan 
  and larger creatures.
  If cast as an evil spell, the wall can be created 
  as a vertical, unattached wall and automatically 
  tip over to fall in the direction the caster wishes 
  on the same round.
  
  14
  new class opTions
  With the addition of the hellfire descriptor 
  and hellfire spells, it’s only natural that some 
  spellcasting classes have more fire-related 
  class options. However, in keeping with the 
  ancient and mysterious nature of hellfire, only 
  a few new options are presented below -- the 
  hellfire domain (and exalted domain), and a 
  few hellfire-related major and grand hexes. 
  Expanding hellfire into too many bloodlines, 
  schools of specialization, or class abilities makes 
  it too common and accessible to maintain its 
  status as an exotic and dangerous force that 
  only the brave (or foolhardy) are willing to risk 
  invoking.
  hellFire dOmAin
  The hellfire domain was once common 
  among worships of gods of punishment, 
  vengeance, and justice. Most gods and religions 
  have long since stopped playing with the risky 
  nature of hellfire, as good gods do not wish 
  to tempt their followers, and evil gods do not 
  wish to equip their minions with so effective a 
  weapon against evil outsiders, but a few clerics 
  of older gods with small, nearly extinct cults still 
  gain the power to call on the original energy of 
  divine wrath.
  Hellfire Bolt (Sp): As a standard action, you 
  can unleash a scorching bolt of hellfire from 
  your outstretched hand. You can target any 
  single foe within 30 feet as a ranged touch 
  attack with this bolt of hellfire. If you hit the foe, 
  the bolt deals 1d4 points of damage + 1 point 
  for every two cleric levels you possess. Half this 
  damage is fire, and half is acid. You can use this 
  ability a number of times per day equal to 3 
  + your Wisdom modifier.
  Hellfire Weapon (Su): At 8th level, you can 
  give a weapon touched the ability to strike 
  as a cold iron weapon, and the flaming burst 
  special weapon quality. The weapon retains 
  these abilities for 1 round per level. You can 
  use this ability once per day at 8th level, and 
  an additional time per day for every four 
  levels beyond 8th.
  Domain Spells: 1st—hellfire armaments, 
  2nd—fiend barbs, 3rd—lake of fire, 4th—
  forbidding chains, 5th—perdition’s wrath, 
  6th—forge hellfire, 7th—wall of brimstone, 
  8th—pocket hell, 9th—gate.
  hellFire dOmAin, exAlted
  Even rarer than the hellfire domain is 
  the exalted hellfire domain, an ancient but 
  extremely powerful cleric tradition that 
  dates back to the earliest religions and 
  cults. The exalted hellfire domain was once 
  the primary tool of mortal agents of the 
  gods who ruled over, trained, or punished 
  outsiders in the name of their god. 
  A character that normally receives 
  two domains may decide to instead take 
  just the exalted hellfire domain. For more 
  information on exalted domains, see The 
  Genius Guide to Exalted Domains of Light and 
  Lore, The Genius Guide to Exalted Domains of 
  Storms and Savagery, or The Genius Guide to 
  Exalted Domains of War and Ruin.
  The exalted hellfire domain grants the 
  following powers:
  Exalted Hellfire Bolt (Sp): At 1st level the 
  cleric gains this ability, which works like 
  hellfire bolt, but range is close (25 feet + 5 
  feet/2 cleric levels) and damage is 1d8 points 
  of damage + 1 point for every two cleric 
  levels you possess.
  Burn Through (Su): At 6th level the cleric 
  can use hellfire to burn through the mystic 
  resistance possessed by powerful eldritch 
  creatures. This acts as an exalted hellfire 
  bolt, but if the bolt successfully damages a 
  target any SR it has is reduced by 1 for one 
  minute. This effect increases to reducing the 
  target’s SR by 2 at 12th level, and to reducing 
  it by 3 at 20th level. The effects of multiple 
  burn through attacks on the same target do 
  not stack (even if they are from different 
  sources). Each use of burn through counts 
  as two uses of exalted hellfire bolt.
  Exalted Hellfire Weapon (Su): At 8th level 
  the cleric gains this ability, which works 
  like hellfire weapons except when the cleric 
  is wielding a weapon augmented by this 
  ability and scores a critical hit, he may 
  expend a use of his exalted hellfire bolt to 
  reduce the target’s SR as if he has struck it 
  with the burn through ability.
  Domain Spells
  The exalted hellfire domain has the same 
  domain spells as the normal hellfire domain. 
  However, it also grants the ability to channel 
  stored spell energy into those domain spells 
  to cast them without having prepared them. 
  The cleric can “lose” any prepared cleric 
  spell to cast any domain spell of the same 
  spell level or lower from his exalted hellfire 
  
  15
  domain spell list spontaneously. The ability 
  to cast hellfire domain spells spontaneously 
  is in addition to the standard cleric ability 
  to cast cure or inflict spells spontaneously. 
  Clerics with the exalted hellfire domain 
  also still receive one spell slot per spell level 
  (other than 0) to prepare a spell from their 
  exalted domain spell list.
  new wiTch opTions
  While most gods have long since 
  stopped making hellfire a major part of their 
  follower’s methods, the shadowy and poorly 
  understood beings that serve as witches’ 
  patrons seem less reticent to grant hellfire 
  powers to their agents. Though still not 
  common, hellfire-fueled hexes are far from 
  unknown among more powerful witches, 
  and are especially valued by witches who 
  frequently oppose extraplanar creatures.
  neW mAjOr hex
  Planar Torment (Su): You can unleash a 
  bolt of pure hellfire upon your enemies. As 
  a standard action you may make a ranged 
  touch attack against a target within 30 feet. 
  On a successful attack, you deal 5d6 points 
  of damage to the target. Half this damage 
  is acid, and half is fire. If the target is of the 
  extraplanar subtype, there is no limit to how 
  many times each day you can use this power 
  against it. Each time after the first you hit a 
  target without the extraplanar subtype in 
  the same 24 hour period, the hex deals 1d6 
  less damage.
  neW grAnd hexes
  Hellfire Gate (Su): The witch can use 
  hellfire to forge a gate between planes. 
  Forging the gate takes 1 minute. The gate 
  itself is a circular hoop or disk from 5 to 20 
  feet in diameter (witch’s choice) oriented in 
  the direction the witch desires when it comes 
  into existence (typically vertical and facing 
  the witch). It is a two-dimensional window 
  looking into the plane the witch specified when 
  forging the gate, and anyone or anything that 
  moves through is shunted instantly to the other 
  side. This functions much like a plane shift spell, 
  except that the gate opens precisely at the point 
  the witch desires (a conjuration creation effect). 
  Deities and other beings who rule a planar 
  realm can prevent a hellfire gate from opening 
  in their presence or personal demesnes if they 
  so desire. Travelers need not join hands with 
  the witch--anyone who chooses to step through 
  the portal is transported. A hellfire gate cannot 
  be opened to another point on the same plane; 
  the hex works only for interplanar travel.
  The witch must concentrate to hold open a 
  hellfire gate, or else the interplanar connection 
  is severed. The witch may maintain hellfire 
  gates for no more than 1 round/level each day, 
  those these need not be consecutive rounds.
  Scion of Hellfire (Su): The witch can infuse 
  her other magic attacks with the powerful 
  of hellfire. Any time the witch deals hit point 
  damage with a spell or hex, she may decide 
  to make the damage fire damage, half acid 
  damage and half fire damage, or half electricity 
  damage and half fire damage. If she deals acid, 
  electricity, or fire damage with a spell, the spell 
  gains the damage type as a descriptor.
  Special Thanks to my main playtesting 
  groups: The Shadow Slayers: Carl Gilchrist, 
  John Menzie, Lj Stephens. The Explorers of 
  Suerbak Kak Dalbaz: Ian Allen, Marc Curlee, 
  Lj Stephens.
  
  16
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  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 Combat. © 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.
  The Genius Guide To: Hellfire Magic. Copyright 2012, Super Genius Games. Author: Owen K.C. Stephens
  Designer:
  Owen K.C. Stephens
  Editor:
  Jeremy Miller
  Art:
  Redpeggy, Lin Bo, Rick Hersey,
  Sina Kasra, Shaman Stockart
  Contents ©2012 Super Genius Games
  Graphic Design and Typesetting:
  R. Hyrum Savage 
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Magic/The Genius Guide to Hellfire Magic.pdf