TEXT: Frog God 
  Games
  Sean Silva-Miramon (order #26599028)
  
  1
  Book of Lost Spells
  Authors: Faisal Abdullah, Scott Alvarado, Jose De La Puente Alvarez, 
  Antony Ball, Erica Balsley, Robert Baxter, David Best, Rick Bibeault, 
  Jeff Binder, Terje Erwing Bjelkholm, Christopher Bjork, N. E. Bloom, 
  Mario Boulanger, Ed Bourelle, Bret Boyd, Joseph Boyd, David Brohman, 
  Deirdre Brooks, Michelle Brooks-Nimmo, Glenn David Brown, 
  Christopher Bundy, Chris Campbell, Bernard Cana, Joseph Carriker, Jr., 
  Stephen Cheney, Casey W. Chrisofferson, Aaron Clancy, Casey C. Clark, 
  Bill Collins, Jim Collura, Wendy Connick, David S. Corcoran, Charles 
  Corley, Chad Coulter, Colin W. Cross, Mihael D’Andrea, Aaron Day, 
  David Ayala De Garay, Tom deMayo, David Dolph, Peter Donis, Sean 
  Duncan, Steven Ehrbar, Adam Eichelberger, Roosevelt T. Eldridge, Robert 
  N. Emerson, Dale Earnest, John D. Faugno, Guillerjo Sanchez Fernandez, 
  James Fischer, Brett Friley, Tom Frisby, Jason Fultz, James Garr, Brendan 
  Gasparin, Brian Giammalva, Michael Gill, Travis N. Gillespie, Kelly 
  Golden, Patrick Goulah, Skeeter Green, Scott Greene, Allan Grohe, Eric 
  Guindon, Bruce Gulke, C. J. Hammer, Jeff Harkness, Eric Harry, Lance 
  Hawvermale, Travis Hawvermale, Jess Heinig, Christopher Henry, Matt 
  Holman, Robert Holmberg, James Holt, Nathan Hook, Clifford Horowitz, 
  Richard Hughes, Ryan C. Houle, Conrad Hubbard, Stefan Huddleston, 
  C. Erich Hudson, Robert Hunter, Andrew Hurwitz, Ben Iglaur, Gabe 
  Ivan, Evan Jamieson, Eric Jansing, J. S. Johnson, Spike Y. Jones, Chad 
  Justice, Lysle Kapp, Ryan Karr, Shawn Kehoe, Christopher Kennedy, 
  Michael Koal, Alan I. Kravit, Al Krombach, George Krubski, John Kubisz, 
  Benjamin Lam, Jean Michel Lavarenne, Patrick Lawinger, Michael P. 
  Lazure, Clyde Lekel, Lizard, Rhiannon Louve, James Maliszewski, David 
  Mannes, Rob Mason, Matt McGee, Mike Mearls, Doug Meerschaert, 
  Krister Michl, Adam Silva Miramon, James Mishler, Ben Monk, Clinton 
  Clark Napper, Geoffrey T. Nelson, Scott Nimmo, Matt Noble, Robert 
  Olla, Pier Giorgio Pacifici, Michael Paddock, Lee Palmer, Dean Paolilo, 
  William Patterson, W. Jason Peck, E. A. Penna, Steve Peterson, Clark 
  Peterson, Kimberly Pino-DiGennaro, Anthony Pitman, Anthony Pryor, 
  Greg Ragland, Lawson Reilly, Stuart Renton, Darrell Ridley, Jeffrey 
  A. Robbins, T. Patrick Rooney, Aaron Rosenberg, Chris Ryan, Gary 
  Schafer, Michael Schell, Gary Schotter, Elias Scorsone, J. T. Scott, Jason 
  Scott, Daniel Shaefer, James Sharkey, Jr., Bryan R. Shipp, Christopher 
  Shiverdecker, Andrew Shockney, Dean Shomshak, Catrion Singfield, 
  Ethan Skemp, Richard Smith II, William D. Smith Jr., Andrew Snow, 
  Julian Soullard, John Henry Stam, Michael Strauss, Christina Stiles, 
  James Sverapa IV, Jeff Tabrum, Eric Tam, Laban Tatro, Jeff Taylor, Paul 
  Thompson, Lawrence Thurman, William H. Timmins, John D. Tolin, 
  Sean Treacy, Jason Treon, Kieran Turley, Ian Turner, Matt Tweedt, 
  Bradford Walker, Joe Walmsley, Greg Weatherford, Bill Webb, George 
  Trace Webster, David A. Wendt, Jeff Weskamp, Erik Lees White, Stewart 
  Wieck, James Wilbur, Brian Williams, Clifford Wolter, R.L. Wood, Wayne 
  Woodman, Jason B. Wyrick, Karlo Yeager, Fred Yelk, Jeffrey Yurkiw, 
  Bernardo Perez Zamorano
  Editors: Jeff Harkness, Erica Balsley, Karen Lockwood
  Layout, Typesetting: Charles A. Wright
  Cover Art: Feleipe Gaon
  Interior Art: Felipe Gaon, Brian LeBlanc, Llyn Hunter, Tom Biondillo, 
  D. Malachai Penney, Eric Lofgren, Jeremy McHugh, Mike Chaney
  Book of Lost Spells
  Frog God 
  Games
  © 2015 Frog God Gams, LLC, all rights reserved. 
  Product Identity: The following items are hereby identified as Frog God Games LLC’s Product 
  Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game 
  Content: product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered trademark clearly identified as Product Identity. 
  Previously released Open Game Content is excluded from the above list.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from 
  Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this 
  product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game 
  and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo  
  Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Sean Silva-Miramon (order #26599028)
  
  2
  Book of Lost Spells
  Table of Contents
  List of Spells by Class ..........................................................  p. 3 
  Spells in Alphabetical Order
  A ..................................  p. 10
  B .................................... p. 21
  C ................................... p. 34
  D ..................................  p. 52
  E ...................................  p. 66
  F ...................................  p. 75
  G ................................... p. 85
  H ..................................  p. 89
  I ...................................  p. 98
  J .................................. p. 104
  K .................................  p. 105
  L .................................. p. 106
  M .................................. p. 112
  N .................................. p. 121
  O .................................  p. 124
  P ..................................  p. 126
  Q.................................. p. 135
  R .................................. p. 137
  S ..................................  p. 145
  T .................................  p. 174
  U .................................. p. 181
  V .................................  p. 186
  W ................................  p. 188
  X ................................. p. 194
  Y .................................  p. 195
  Z .................................  p. 195
  Legal Appendix ...............................................................  p. 196
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  Art Director
  Charles A. Wright
  Abracapocus
  Skeeter Green
  Shadow Frog
  James Redmon
  FROG GOD GAMES IS
  Sean Silva-Miramon (order #26599028)
  
  3
  Book of Lost Spells
  Anti-Paladin
  Level 1
  Assassin’s Mark
  Sacred Watch
  Sanctified Reverie of Arms
  Level 2
  Commanding Air
  Fortify Armor
  Level 3
  Assassin’s Coin
  Corpse Armor
  Demon Flesh, Lesser
  Favor Servant
  Firm Ally
  Merge into Art
  Unholy Ice Axe
  Level 4
  Divine Sovereignty
  Holy Blazon
  Paean of the Unholy
  Share Spell Resistance
  Wall of Blood
  Zone of Ablation
  Bard
  Cantrips
  Alter Scent
  Decrypt
  Detect Charm
  Detune
  Dissonance
  Encrypt
  Flavor Shift
  Locate Water
  Pepper’s Purpose
  Purloin
  Song of Rejuvenation
  Unseen Attendant
  Level 1
  Acid Wind
  Bewitch
  Copy
  Detect Current
  Enhance Oration
  Find Oasis
  Flash of Light
  Forked Tongue
  Hives
  Little Tiger Feet
  Pilfer Sleep
  Quick Change
  Security from Fey
  Serpent’s Gaze
  Shadowsight
  Smooth Talker
  Sonic Shield
  Unchained Melody
  Level 2
  Babel’s Curse
  Barbaric Yawp
  Bead of Blazing
  Bug Bites
  Charged Missile
  Commanding Air
  Constant Heat
  Damage Morale
  Detect Illusion
  Disguise Magic Aura
  Fleet Feet
  Force Wave
  Ghostly Howl
  Harmony of Heroes
  Lucky Cloak
  Menacing Aura
  Pain of Giving
  Phantom Accompaniment
  Pungent Scent
  Reinforce Illusion
  Seduction
  Shadow Embrace
  Stupefy
  Taunt
  Testimony
  Triple Shot
  Tune of Passage
  Undetectable Charm
  Worst Luck
  Level 3
  Air of Nobility
  Association
  Babble
  Blade Song
  Cacophony
  Cone of Silence
  Curse of Horror
  Dancer’s Grace
  Dread Scream
  Earthen Concealment
  Empathic Wave
  Instant Fluency
  Message, Greater
  Mundane Dweomer
  Musical Mural
  Player Instrument
  Precision of Arms
  Resonant Imbalance
  Reverence
  See the Ephemeral
  Solar Window
  Sound Worm
  Spell Legs
  Spiteful Image
  Unfasten
  Wailing Dirge
  Level 4
  Bait
  Bead of Blasting
  Crystal Wail
  Cut to the Chase
  Elephant’s Strength
  Empathic Wave, Other
  Frost Shards
  Fugue
  Harmonic Discord
  Harmony of the Gods
  Maligned Performance
  Mark of the Dancer
  Paean of Greater Glory
  Paper Tigers
  Paranoid Flight
  Primal Beat
  Song of the Eagle
  Subsume Knowledge
  Unchained Melody, Greater
  Voice of Confession
  Level 5
  Charm Person, Mass
  Cone of Silence, Greater
  Confounding Battlefield
  Crew with the Dead
  Dance of Seduction
  Devouring Darkness
  Discordant Chorus
  Euphoric Ecstacy
  Interrogation
  Mantle of Dread
  Naïveté
  Player, Instrument, Greater
  Reverent Crowd
  Shattering Cry
  Song of Sanctuary
  Song of Vengeance
  Striking Likeness
  Violent Scream
  Wail of Fate
  Level 6
  Charismatic Shield
  Dancer’s Grace, Mass
  Death’s Imposition
  Deep Stupor
  Giant’s Potency
  Harmonious Dissolution
  Illusory Illusion
  Lost Wanderer
  Nymph’s Aura
  Pocket Paradise
  Revelation Field
  Song of Healing
  Cleric/Oracle 
  Orisons
  Bleeding Plague
  Detect Charm
  Heraldic Fox
  Heraldic Owl
  Heraldic Sphinx
  Resistance to Fear
  Sonic Strike
  Thicken
  Level 1
  Animate Skeleton
  Animate Zombie
  Aquatic Entangle
  Archer’s Blessing
  Avert Attack
  Battle Guidance
  Battle Widsom
  Bubble Net
  Buoyancy
  Call Upon Faith
  Charm Snakes
  Cloud Burst
  Decorate Object
  Destroy Water
  Detect Balance
  Detect Current
  Detect Disease
  Detect Land
  Detect Life
  Empathic Resonance
  Find Oasis
  Grant Insight
  Halt Aging
  Heraldic Mastiff
  Heraldic Ox
  Hives
  Liar’s Remorse
  Mercurial Smite
  Necrotic Feast
  Nervous Tension
  Otter’s Grace
  Protection from Undead
  Putrefy Food and Drink
  Reduce Nausea
  Refine
  Sacred Symbol
  Sacred Watch
  Security from Fey
  Sense Fey
  Sense the False Form
  Sonic Boom
  Spiritual Trance
  Touch of Luck
  Level 2
  Air Forge
  Annul
  Anointed
  Arbitrary Spell
  Augment Skeleton
  Balance the Mind
  Blessed Harvest
  Blessed Watchman
  Blessing of the Dawn
  Bolster Mental Fortitude
  Boost Potency
  Bug Bites
  Cat’s Eye
  Chanting
  Charnel Stench
  Commanding Air
  Damage Morale
  List of Spells by Class
  Sean Silva-Miramon (order #26599028)
  
  4
  Book of Lost Spells
  Death’s Rest
  Detect Curse
  Divine Lock
  Dolphin Fins
  Energetic Burst
  Faerie Ward
  Find Corpse
  Flame of Chaos
  Fortify Armor
  Frostfire
  Glowing Bones
  Green Water
  Grim Harvest
  Heraldic Horse
  Heraldic Lion
  Immunity to Fear
  Lifebread
  Lightning Bug
  Luck of the Saints
  Menacing Aura
  Nap
  Negative Energy Armor
  Pain of Giving
  Precision of Arms
  Protection from Paralysis
  Protective Shield
  Radiance
  Sandbody
  Slur
  Speed Undead
  Summon Dust Devil
  Swim
  Thorn Snare
  Truthful Words
  Undetectable Charm
  Willful Transformation
  Wound Reading
  Wyvern Guard
  Level 3
  Air Breathing
  Angel’s Cloak, Lesser
  Animal Agent
  Archer’s Grace
  Babble
  Blessed Warmth
  Blood Geyser
  Bone Armor
  Call Lesser Demon
  Choose Fate
  Corpse Armor
  Cure / Cause the Bends
  Curse of Horror
  Curse of Light
  Delay Death
  Demon Flesh, Lesser
  Discern Lycanthrope
  Divine Mantle
  Donor
  Expunge Shadow
  False Death
  Farstrike
  Fire Gills
  Godly Patronage
  Health Transfer
  Heat Flesh
  Heraldic Lamb
  Lucky Cloak
  Magic Circle Against Spirits
  Magic Circle Against 
  Undead
  Mass Berserk
  Mind Link
  Muck
  Nature’s Repast
  Nature’s Strength
  Ooze Bolt
  Protection from Oozes and 
  Slimes
  Random Pain
  Rebound
  Remove Nausea
  Restore the Dead
  Retribution
  Searing Projectile
  Solar Spear
  Speak with Objects
  Squeaking Floor Alarm
  Torment
  Umbral Touch
  Vigor
  Walk in the Moonlight
  Whisper Wind
  Wine Fount
  Wise Defense
  Level 4
  Air Sphere
  Assume the True Form
  Aura of Tsathogga
  Babel’s Curse
  Bladelust
  Chanting, Greater
  Curse of Life
  Desert Refuge
  Divine Communion
  Elephant’s Strength
  Empathic Wave
  Exorcise
  Fiery Blast
  Firm Ally
  Force Corporeality
  Heraldic Leopard
  Improved Senses
  Instant Fluency
  Iron Core
  Light Control
  Lock Form
  Mortal Mask
  Mucus Mask
  Multiple Shot
  Mystic Seal
  Null the Soothing Touch
  Profane Link
  Righteous Cloak
  Snakes into Staves
  Solar Window
  Staves into Snakes
  Stonefast
  Subsume Knowledge
  Twig Torture
  Watery Blood
  Level 5
  Angel’s Cloak
  Aspect Tattoo
  Blessing of the Forge
  Cloak of Serpents
  Clot
  Comrades in Arms
  Corrupt Water
  Cut to the Chase
  Dark Empowerment
  Demon Flesh
  Divine Charge
  Earthen Snare
  Empathic Wave, Other
  Forest Home
  Heraldic Bear
  Hounds of Hell
  Inflict Lycanthropy
  Infuse Shadow
  Interrogation
  Intimate Knowledge
  Invigorate
  Mark of the Archer
  Mark of the Tactician
  Necrotic Touch
  Paranoid Flight
  Projectile Link
  Reverence
  Skull Bomb
  Slime Bucket
  Slow Aging
  Spellchain Grounding
  Tracker’s Gaze
  Transfer of Vigor
  Unholy Glare
  Vigor, Improved
  Vile Vintage
  Wail of Fate
  Level 6
  Arcane Proscription
  Augment Skeleton
  Black Exhalation
  Call the Heart
  Death Gaze
  Divine Communion, Other
  Ebon Water
  Extract Life
  Giant’s Potency
  Healing Draught
  Heraldic Wolf
  Imbue Passion
  Invigorating Touch
  Life Shot
  Lightning Storm
  Lost Wanderer
  Mortal Mask, Forced
  One with the Earth
  Revelation Field
  Song Barrier
  Steal Breath
  Torrent
  Level 7
  Acid Blast
  Agitate Crowd
  Bound Hearts
  Charismatic Shield
  Chill of Evil
  Contamination
  Create Crypt Thing
  Create Iceberg
  Dancing Daggers
  Death Bringer
  Disassemble
  Dedicated Shield
  Divine Intervention
  Dolphin Fins, Mass
  Elemental Cloak
  Enrich Soil
  Greater Curse
  Heraldic Boar
  Mark of Exile
  Nature’s Support
  Plague
  Purple Haze
  Reverent Crowd
  Sacred Aegis
  Sanguine Creatures
  Scorching
  Symbol of Discord
  Symbol of Hopelessness
  Unbound Shot
  Wither Limb
  Level 8
  Arcane Proscription, Greater
  Assault of Stone
  Blazing Blood
  Blindness/Deafness, Mass
  Dedicated Masses
  Divine Assimilation
  Elemental Infusion
  Enslave
  Godsblood
  Heraldic Hydra
  Heraldic Tortoise
  Impart Strength
  Luna’s Glare
  Primeval Seal
  Solar Flare
  Soul Strike
  Strength of the Wyrm
  Xenophobic Rage
  Level 9
  Annihilate Soul
  Bound Souls
  Curse of the Ancient Mariner
  Disable
  Divine Inspiration
  Exact Task
  Heraldic Phoenix
  Heraldic Wyrm
  Hide the Soul
  Immunity to Energy
  Musical Mimicry
  Phoenix Cloak
  Projectile Link, Greater
  Reverence, Overwhelming
  Sanguine Protectors
  Unhallowed Dagger
  Druid 
  Orisons
  Binding Sap
  Daze Animal
  Divining Rod
  Drench
  Pepper’s Purpose
  Quell the Wild
  Resistance to Fear
  Shield Open Flame
  Sean Silva-Miramon (order #26599028)
  
  5
  Book of Lost Spells
  Sonic Strike
  Spark of Flame
  Thicken
  Level 1
  Affect Normal Fog
  Animal Auditory
  Aquatic Entangle
  Archer’s Blessing
  Bee Sting
  Blend Into background
  Boost Potency
  Bubble Net
  Bug Bites
  Buoyancy
  Call of the Wild Companion
  Charm Snakes
  Chlorophyll
  Claws of the Beast
  Cloud Burst
  Constant Heat
  Destroy Water
  Detect Balance
  Detect Current
  Detect Disease
  Detect Land
  Earthen Blast
  Empower Companion
  Feather Step
  Find Oasis
  Hives
  Ice Shards
  Little Tiger Feet
  Otter’s Grace
  Pattern Grass
  Predict Weather
  Pummel
  Putrefy Food and Drink
  Quill Skin
  Rat’s Nose
  Sacred Symbol
  Sandbody
  Security from Fey
  Sense Fey
  Signal Flare
  Sonic Boom
  Tree Ladder
  Woodland Shriek
  Level 2
  Animal Ocular
  Augment Flames
  Bait
  Bestow Speech
  Blessed Harvest
  Branch Assault
  Cat’s Eye
  Catnip
  Cavewalker
  Charge
  Chatterwild
  Commanding Air
  Curse of Light
  Desert Refuge
  Dolphin Fins
  Dust to Dust
  Earth Ear
  Energetic Burst
  Essence of the Wild
  Eyes of the Hawk
  Forgebane
  Frost Snap
  Frostfire
  Grim Harvest
  Headwind
  Icy Hammer
  Identify Tracks
  Immunity to Fear
  Jungle Cry
  Keen Ears
  Leaf Fall
  Leaf Tide
  Lightning Bug
  Luck of the Saints
  Melt
  Molten Strike
  Moon Servant
  Nature’s Aura
  Nature’s Repast
  Net
  Open Trail
  Pollen Cloud
  Radiance
  Rebound
  Regenerate Plant Life
  Rooted in Place
  Rush of Wind
  Scent Mask
  Serpent’s Gaze
  Silent Hunter
  Silver Lance
  Soul of the Beast
  Starlight
  Stench of Death
  Stick Servant
  Sticky Tongue
  Summon Dust Devil
  Swift Vessel
  Thorn Snare
  Tremorsense
  Trip
  Wolf’s Hearing
  Wolf’s Howl
  Wound Reading
  Level 3
  Air Breathing
  Animal Agent
  Animal Mask
  Animal Scout
  Archer’s Grace
  Armor of the Serpent
  Chrysalis
  Dire Rage (Companion)
  Discern Lycanthrope
  Earth Bust
  Earthen Concealment
  Exile from Nature
  Eye of Ice
  Eyes of the Hawk, Greater
  False Death
  False Tracks
  Farstrike
  Fire Gills
  Frost Shards
  Halt Plant
  Hornet Wall
  Improved Senses
  Locust Leap
  Lucky Cloak
  Moonbeam
  Mud Slam
  Nature’s Strength
  Protection from Pressure
  Spyworm
  Steam Bolt
  Totemic Transformation
  Undulating Earth
  Volley of Thorns
  Weather Calming
  Level 4
  Absorption
  Animate Roots
  Bladelust
  Bramble Armor
  Charged Touch
  Charm Animal, Mass
  Control Temperature
  Corrupt Water
  Earthen Wave
  Enliven Wood
  Forest Home
  Iceform
  Illusionary Forest
  Infinite Knowledge
  Mark of the Archer
  Muck
  Plant Portal
  Quicksand
  Ravenous
  Snakes into Staves
  Solar Lens
  Staves into Snakes
  Tattoo Object
  Transform Boulder to Pebble
  Transform Pebble to Boulder
  Vines of Binding
  Level 5
  Air Sphere
  Animal Mask, Greater
  Arcane Obstruction
  Aspect Tattoo
  Blades of Bone
  Cloak of Serpents
  Cut to the Chase
  Death Spores
  Earth Shift
  Earthen Snare
  Enrich Soil
  Gutsprout
  Inner Storm
  Invigorating Touch
  Kiss of the Nereid
  Lightning Wheel
  One with the Earth
  Prey’s Scent
  Ray of Desiccation
  Snare Vessel
  Submerge
  Torrent
  Transfer of Vigor
  Transmute Water to Acid
  Vengeful Environs
  Vile Vintage
  Watery Blood
  Level 6
  Acorn Grove
  Advance the Years
  Bead of Iron
  Black Exhalation
  Blades of Jade
  Blight Fog
  Blood of the Hydra
  Change Dust to Water
  Change Water to Dust
  Create Cave
  Divine Burden
  Dolphin Fins, Mass
  Ebon Water
  Elemental Cloak
  Elemental Scimitar
  Fangstorm
  Ice Sled
  Landslide
  Lost Wanderer
  Nature’s Support
  Plant Aura
  Quash Summoning
  Serpent Hands
  Solar Fury
  Words of Thunder
  Level 7
  Acid Blast
  Acid Swamp
  Animate Stone
  Assault of Stone
  Contamination
  Deep Freeze
  Divine Disconnection
  Electrical Storm
  Elemental Infusion
  Establish Foundation
  Plague
  Revelation Field
  Scorching
  Level 8
  Chariot of Fire
  Darken Forest
  Deny Succor
  Mark of Exile
  Mass Polymorph
  Tranquil Grove
  Level 9
  Arcane Censure
  Creation’s Fury
  Establish Land
  Hide the Soul
  Immunity to Energy
  Plant Enlightenment
  Ravaging Fire
  Rimeshatter
  Storm’s Fury
  Wither Limb
  Sean Silva-Miramon (order #26599028)
  
  6
  Book of Lost Spells
  Paladin
  Level 1
  Aura of Valiance
  Avert Attack
  Battle Guidance
  Battle Wisdom
  Call Upon Faith
  Cloth of Honorable Melee
  Detect Charm
  Detect Disease
  Divine Beacon
  Energetic Burst
  Holy Infusion
  Immunity to Fear
  Luck of the Saints
  Mercurial Smite
  Protection from Undead
  Reduce Nausea
  Sacred Symbol
  Sacred Watch
  Security from Fey
  Unfettered Steed
  Level 2
  Anointed
  Blade of Light
  Blessed Watchman
  Chanting
  Commanding Air
  Fortify Armor
  Protective Shield
  Reinvigorate
  Righteous Conviction
  Sanctified Reverie of Arms
  Undetectable Charm
  Vigil of Enlightenment
  Willful Transformation
  Level 3
  Angel’s Cloak, Lesser
  Blessed Warmth
  Favor Mount
  Heraldic Bear
  Holy Fire Hammer
  Invigorating Touch
  Magic Circle Against Spirits
  Magic Circle Against 
  Undead
  Mighty Steed
  Remove Nausea
  Vigor
  Weapon of Retribution
  Wings of Heaven
  Wise Defense
  Level 4
  Bare the Soul
  Chanting, Greater
  Circle of Divine Censure
  Comrades in Arms
  Divine Beacon’s Answer
  Divine Charge
  Divine Sovereignty
  Hand of Judgment
  Health Transfer
  Holy Blazon
  Invigorate
  Iron Core
  Iron Judgment
  Mark of the Tactician
  Merciful Soul
  Paean of the Holy
  Peacebinding
  Rebound
  Righteous Cloak
  Share Spell Resistance
  Silver Shield
  Zone of Ablation
  Ranger
  Level 1
  Animal Auditory
  Archer’s Blessing
  Bewildering Tracks
  Binding Sap
  Blend Into background
  Boost Potency
  Bug Bites
  Camouflage
  Charm Snakes
  Daze Animal
  Detect Disease
  Divining Rod
  Empower Companion
  False Tracks
  Feather Step
  Hound’s Scent
  Identify Tracks
  Jungle Cry
  Little Tiger Feet
  Locate Water
  Message Cache
  Open Trail
  Otter’s Grace
  Pattern Grass
  Pilfer Sleep
  Predict Weather
  Quell the Wild
  Rat’s Nose
  Sacred Symbol
  Sacrificial Armor
  Security from Fey
  Sense Fey
  Sense the False Form
  Shadowsight
  Signal Flare
  Spark of Flame
  Swirling Leaves
  Tree Ladder
  Tremorsense
  Wolf’s Hearing
  Level 2
  Animal Mask
  Animal Ocular
  Animal Scout
  Bestow Speech
  Biting Blade
  Catnip
  Charged Missile
  Chatterwild
  Dire Rage (Companion)
  Dust to Dust
  Earth Ear
  Earthen Concealment
  Eye of Ice
  Eyes of the Hawk
  Fleet Feet
  Hunter’s Insight
  Keen Ears
  Leaf Fall
  Moon Servant
  Nature’s Aura
  Nature’s Repast
  Scent Mask
  Shifter’s Bane
  Silent Hunter
  Touch of Luck
  Triple Shot
  Wolf’s Howl
  Wound Reading
  Level 3
  Animal Agent
  Archer’s Grace
  Axe of Destruction
  Bait
  Desert Refuge
  Discern Lycanthrope
  Essence of the Wild
  Eyes of the Hawk, Greater
  Forgebane
  Improved Senses
  Nature’s Strength
  Smart Arrow
  Soul of the Beast
  Spectral Archers
  Stick Servant
  Unstoppable Tracker
  Level 4
  Animal Mask, Greater
  Assume the True Form
  Blood of the Hydra
  Charm Animal, Mass
  Commanding Presence
  Frost Shards
  Illusionary Forest
  Mark of the Archer
  Plant Portal
  Tattoo Object
  Totemic Transformation
  Track Magic
  Vengeful Environs
  Sorcerer/Wizard 
  Abjuration
  Cantrips
  Repel Dirt
  Resistance to Fear
  Shield Open Flame
  Level 1
  Anchor
  Avert Attack
  Protection from Undead
  Restraining Order
  Security from Fey
  Level 2
  Bolster Mental Fortitude
  Desert Refuge
  Faerie Ward
  Fiery Shield
  Frame
  Immunity to Fear
  Protection from Paralysis
  Scent Mask
  Sigil of Darkness
  Level 3
  Arcane Shield
  Blackout
  Cone of Silence
  Frame Other
  Glass House
  Magic Circle Against Spirits
  Magic Circle Against 
  Undead
  Protection from Oozes and 
  Slimes
  Protection from Pressure
  Sigil of Fire
  Sigil of Sleep
  Level 4
  Arcane Lens
  Bastion
  Bead of Luck
  Charge
  Frame, Greater
  Lock Form
  Mark of Ownership
  Sigil of Poison
  Stonefast
  Level 5
  Arcane Shield, Greater
  Bead of Iron
  Cone of Silence, Greater
  Demon Flesh
  Frame Other, Greater
  Mystic Fortification
  Mystic Negation
  Spellcaster’s Refusal
  Spellchain Grounding
  Level 6
  Quash Summoning
  Revelation Field
  Spell Inhibitor
  Spiritbreaker
  Level 7
  Containment Orbs
  Divine Disconnection
  Primeval Seal
  Volley Spell
  Level 8
  Destined Doom
  Restore True Form
  Level 9
  Arcane Censure
  Hide the Soul
  Immunity to Energy
  Conjuration
  Cantrips
  Purloin
  Sean Silva-Miramon (order #26599028)
  
  7
  Book of Lost Spells
  Level 1
  Acid Wind
  Bubble Net
  Coat of Arms
  Gossamer Webbing
  Hives
  Mucilage
  Razorfield
  Web Orb
  Level 2
  Bug Bites
  Frost Shards
  Gallows Tree
  Gaze Mirroring
  Icy Hammer
  Ironshot
  Net
  Ooze Bolt
  Silver Lance
  Soul Shield
  Spirit Cartographer
  Triple Shot
  Yellow Smoke
  Level 3
  Aerial Pilot
  Binding Chains
  Blinding Ash
  Call Lesser Demon
  Explosive Cloud
  Foggy Flying Carpet
  Rain of Missiles
  Water Double
  Level 4
  Abiding Webs
  Air Bridge
  Aura of Tsathogga
  Creeping Eye
  Endless Abyss
  Gallows Grove
  Instant Exit
  Mucus Mask
  Rainbow Spear
  Spectral Archers
  Steam Cloud
  Steel Butterflies
  Vermin Swarm
  Weather Calming
  Level 5
  Air Sphere
  Dark Empowerment
  Divine Burden
  Earthen Snare
  Kiss of the Nereid
  Rainbow Staff
  Summon Shadow
  Swarm of Abyssal Beetles
  Level 6
  Cold Fog
  Create Cave
  Ice Sled
  Landslide
  Words of Thunder
  Level 7
  Air Bridge, Personal
  Crawling Chaos
  Dancing Daggers
  Establish Foundation
  Magma Eruption
  Raise Island
  Summon Hell Hounds
  Level 9
  Curtain of Fire
  Establish Land
  Tendrils of Night
  Divination
  Cantrips
  Decrypt
  Detect Charm
  Itemize
  Locate Water
  Level 1
  Detect Current
  Detect Disease
  Detect Land
  Find Oasis
  Forecast
  Know the Mark
  Locate Fish
  Sense Fey
  Sense the False Form
  Shadowsight
  Track the Charm
  Level 2
  Combat Mind
  Detect Curse
  Detect Illusion
  Precision of Arms
  Prowess of the Prophet
  Speak with Objects
  Level 3
  Discern Lycanthrope
  Link Perception
  See the Ephemeral
  Sigil of Seeing
  Whisper Wind
  Level 4
  Circle of Scrying, Minor
  Instant Fluency
  Piercing Vision
  Portrait
  Prophet’s Eye
  Remember Seas
  Subsume Knowledge
  Level 5
  Mystic Bond
  Level 6
  Piercing Vision, Greater
  Level 7
  Mystic Bond, Greater
  Level 8
  Circle of Scrying, Greater
  Enchantment
  Cantrips
  Befuddle
  Pepper’s Purpose
  Pilfer Sleep
  Level 1
  Battle Insight
  Farsighted
  Malicious Intent
  Nearsighted
  Serpent’s Gaze
  Smooth Talker
  Twitch
  Level 2
  Character Flaw
  Commanding Air
  Damage Morale
  Dream Speaker
  Helpless Grief
  Hesitate
  Insomnia
  Lustful Gaze
  Sneeze
  Taunt
  Testimony
  Wakefulness
  Worst Luck
  Level 3
  Air of Nobility
  Association
  Bad Luck
  Bait
  Lucky Cloak
  Malicious Intent, Greater
  Mass Berserk
  Level 4
  Fire Fascination
  Megalomania
  Paranoid Flight
  Ravenous
  Level 5
  Charm Person, Mass
  Euphoric Ecstacy
  Fugue
  Mantle of Dread
  Naïveté
  Touch of Madness
  Weaken Outsider Will
  Level 6
  Dance of Seduction
  Death’s Imposition
  Deep Stupor
  Shroud of Slumber
  Level 7
  Chaos
  Control Lycanthrope
  Dream Thief
  Interdiction
  Symbol of Discord
  Symbol of Hopelessness
  Xenophobic Rage
  Evocation
  Cantrips
  Fire Bolt
  Fire Touch
  Frost Touch
  Shock Touch
  Spark
  Spark of Flame
  Level 1
  Bead of Blazing
  Copy
  Dragon’s Gauntlet
  Earthen Blast
  Fiery Grasp
  Fire Burst
  Flaming Bolt
  Flash of Light
  Frostfire
  Ice Shards
  Impressive Blow
  Molten Strike
  Push
  Rock Bolt
  Subdual Ray
  With the Wind
  Level 2
  Arcane Anchor
  Barbaric Yawp
  Blinding Flare
  Blood Geyser
  Boarding Plank
  Death March
  Delude
  Ethereal Strike
  Farstrike
  Flame of Chaos
  Flames of Darkness 
  Flameswell
  Force Wave
  Frost Snap
  Ghostly Throttle
  Leaf Fall
  Rush of Wind
  Signal Flare
  Smothering Cloud
  Spectral Sail
  Undertow
  Level 3
  Arcane Spear
  Billow the Sail
  Breath of the Dragon
  Cacophony
  Chaos Bolt
  Electromagnetic Storm
  Hard Water Blast
  Infuse Weapon
  Sand Blast
  Shadow Bolt
  Solar Window
  Steam Bolt
  Undulating Earth
  Violent Scream
  Wall of Water
  Whirlwind of Gore
  Level 4
  Arcane Sacrifice
  Bead of Blasting
  Bead of Frost
  Bubble Goop
  Sean Silva-Miramon (order #26599028)
  
  8
  Book of Lost Spells
  Deflect Ram
  Dig
  Enduring Missiles
  Fiery Blast
  Flame Spiral
  Flames of Purification
  Lightning Wheel
  Scalding Sea
  Slimeball
  Umbral Shield
  Level 5
  Dark Curtain
  Devouring Darkness
  Nullifying Cloak
  Shattering Cry
  Solar Fury
  Level 6
  Create Iceberg
  Fangstorm
  Fiery Constrictor
  Lightning Storm
  Scorching
  Level 7
  Acid Storm
  Ebon Lightning
  Forceful Crush
  Liquid Fire
  Mangling Foot
  Searing Flash
  Shield of Crackling Fire
  Level 8
  Ebonflame
  Electrical Storm
  Harmonious Dissolution
  Ice Geyser
  Raise Shipwreck
  Spirit Disk
  Level 9
  Conflagration
  Multiple Contingency
  Rimeshatter
  Scintillating Doom
  Storm of Vitriol
  Wrack the Mind
  Illusion
  Cantrips
  Flavor Shift
  Quell the Wild
  Level 1
  Bewitch
  Blend Into background
  Inverted Compass
  Muddy Appearance
  Level 2
  Blindfold
  Disguise Magic Aura
  Enhance Oration
  Menacing Aura
  Pungent Scent
  Reinforce Illusion
  Umbral Images
  Undead Alteration
  Level 3
  Animal mask
  Battle Double
  Mundane Dweomer
  Seduction
  Spiteful Image
  Level 4
  Distance Distortion
  Judicious Silence
  Maligned Performance
  Mass Arboreal Illusion
  Paralyze
  Level 5
  Animal mask
  Umbral Weapon
  Level 6
  Confounding Battlefield
  Illusory Illusion
  Illusory Setting
  Judicious Invisibility
  Level 7
  Time Acceleration
  Time Deceleration
  Level 8
  Luna’s Glare
  Umbral Twin
  Level 9
  Quicken Assassin
  Necromancy
  Level 1
  Animate Skeleton
  Animate Zombie
  Commune With Shade
  Debilitate
  Grave-Touched Weapon
  Halt Aging
  Level 2
  Augment Skeleton
  Blood Bath
  Charnel Stench
  Death Rattle
  Death’s Rest
  Ethereal Blade
  Ghostly Howl
  Glowing Bones
  Interrogate the Dead
  Negative Energy Armor
  Safeguarded Slumber
  Spirit Blast
  Level 3
  Bone Trap
  Corpse Armor
  Cure / Cause the Bends
  Delay Death
  Donor
  False Death
  Finger Missile
  Heat Flesh
  Hemophilia
  Infirmity
  Life Leech Weapon
  Ray of Paralysis
  Resist Channeling, Lesser
  Silver Bones
  Soul Shatter
  Umbral Strike
  Umbral Touch
  Level 4
  Bloodburn
  Feed Summoned Creature
  Iron Bones
  Mind Carve
  Ray of Desiccation
  Restore the Dead
  Twig Torture
  Zombify Self
  Level 5
  Blades of Bone
  Blood Purge
  Bloody Tentacles
  Bone Blight
  Clot
  Deathly Gaze
  Ethereal Blast
  Ethereal Blast
  Extract Life
  Grim Resilience
  Heat Bone
  Mark of Fire
  Mark of Ice
  Necrotic Touch
  Resist Channeling
  Skull Bomb
  Slow Aging
  Wail of Fate
  Level 6
  Adamantine Bones
  Augment Skeleton, Mass
  Black Exhalation
  Crew with the Dead
  Curse of Infirmity
  Death Gaze
  Ebon Water
  Mark of Ooze
  Negative Energy Mantle
  Shade Swarm
  Spilling of Blood
  Transform Zombie
  Level 7
  Blindness/Deafness, Mass
  Chain Enervation
  Cone of Decay
  Create Crypt Thing
  Obliterate Soul
  Progressive Curse
  Resist Channeling, Greater
  Shadowflesh
  Soul Strike
  Level 8
  Annihilate
  Contamination
  Dark Geyser
  Death Bringer
  Deny Succor
  Devour Essence
  Greater Curse
  Life Leech
  Plague
  Shadowstaff
  Umbral Storm
  Zephyr of Death
  Level 9
  Heart Rip
  Unhallowed Dagger
  Transmutation
  Cantrips
  Alter Normal Fires
  Alter Scent
  Burden
  Encrypt
  Ferment
  Shadow Distortion
  Level 1
  Affect Normal Fog
  Biting Blade
  Buoyancy
  Camouflage
  Caustic Spittle
  Cloud Burst
  Dead Man’s Hands
  Decorate Object
  Engrave
  Etch Stone
  Fiery Cloth
  Fist of Stone
  Flame Water
  Fresh Seal
  Friendly Form
  Lasting Breath
  Little Tiger Feet
  Morph the Shadow
  Quick Change
  Regalia
  Sharpen the Edge
  Shroud the Shadow
  Slow Draw
  Tree Ladder
  Trigger Sigil
  Level 2
  Augment Flames
  Blunt the Edge
  Brittle
  Burn the Sight
  Buttress
  Charged Missile
  Constant Heat
  Dragon Scales
  Dragon Wings
  Engraving, Mutable
  Eyes of the Hawk
  False Gold
  Fleet Feet
  Sean Silva-Miramon (order #26599028)
  
  9
  Book of Lost Spells
  Glide
  Ignite
  Keen Ears
  Leaf Tide
  Melt
  Rat’s Nose
  Rooted in Place
  Slur
  Stupefy
  Swift Vessel
  Swim
  Tracer
  Unbalance
  Level 3
  Babble
  Babel’s Curse
  Blade Song
  Charged Touch
  Essence of the Wild
  Eye of Ice
  Eyes of the Hawk, Greater
  Message, Greater
  Mud Slam
  Pain of Giving
  Reshape Metal
  Shadow Tendril
  Soften Wall
  Solid Footing
  Spell Kill
  Unfasten
  Unluck
  Weeping Wounds
  Level 4
  Arcane Retribution
  Bladelust
  Chronal Healing, Lesser
  Control Temperature
  Corpulent Bloat
  Desail
  Earth Bust
  Earthen Wave
  Elephant’s Strength
  Fill the Sails
  Fluid Form
  Force Corporeality
  Fumble
  Hard Water Weapons
  Iceform
  Improved Senses
  Ironrope
  Mortal Mask
  Mystic Seal
  Purifying Bath
  Quicksilver Vault
  Rescind Protection
  Shadow Form
  Shadowbind
  Submerge
  Tattoo Object
  Totemic Transformation
  Transfer of Vigor
  Transform Boulder to Pebble
  Transform Pebble to Boulder
  Transmute Water to Acid
  Treacherous Blow
  Warrior’s Touch
  Level 5
  Absorb Object
  Blood Blade
  Corrupt Water
  Cut to the Chase
  Enliven Wood
  Hovership
  Lower Spell Resistance
  Memento
  Mystic Sapper
  Reinstate Spell
  Snare Vessel
  Spirit Doll Enchantment
  Unyielding Durability
  Vile Vintage
  Level 6
  Advance the Years
  Blade Bond
  Breach Defenses
  Change Dust to Water
  Change Water to Dust
  Chilling Gaze
  Claws of Digging
  Dust of Death
  Farvision
  Giant’s Potency
  Glass Window
  Inflict Lycanthropy
  Mind Meld
  Mortal Mask, Forced
  Ogre’s Visage
  Strength of the Earth
  Synaptic Disturbance
  Tenacious Blade
  Transparent Steel
  Umbral Smash
  Level 7
  Acid Swamp
  Burning Rain
  Chronal Displacement
  Chronal Healing, Greater
  Crystal Transformation
  Deep Freeze
  Icebreaker
  Reinstate Spell, Greater
  Serpent Hands
  Sleep of Power
  Level 8
  Elemental Infusion
  Fusing of Bones
  Glass into Iron
  Impart Strength
  Outside of Time
  Reversal
  Strength of the Wyrm
  Level 9
  Dual Mind
  Eternal Sleep
  Ogre’s Transformation
  Solar Eclipse
  Sean Silva-Miramon (order #26599028)
  
  10
  Book of Lost Spells
  Abiding Webs 
  School conjuration (creation); Level sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, F (spider and a bit of webbing frozen in 
  amber)
  Range medium (100 ft. + 10 ft./level)
  Effect creates webs in a 20-ft. radius
  Duration permanent
  Saving Throw Reflex negates (see text); Spell Resistance yes
  This spell acts exactly like the 2nd-level web spell, except that it 
  swarms with thousands of tiny harmless spiders that repair and replace 
  damaged sections with supernatural speed and efficiency. Abiding webs 
  are permanent, and the spiders within them need neither food nor air to 
  survive for centuries.The spiders are creations of the spell and cannot be 
  targeted by any attack. They are continually replenished by the magic of 
  the abiding web, and exist as long as the spell does. If a section is burned 
  or cut away, the spiders repair a 5-foot square of the abiding web each 
  round, making the webs’ destruction nearly impossible without magical 
  assistance.The webs can be permanently destroyed only by magical fire 
  attacks that are capable of engulfing the entire area of webbing, or by a 
  dispel magic.
  Absorb Object 
  School transmutation; Level sorcerer/wizard 5
  Casting Time 1 hour
  Components V, S, M (the item to be melded, seven drops of 
  the host’s blood, a bit of gauze and 100 gp in various ritual 
  items that are consumed in the casting)
  Range touch
  Target one creature and one object (up to 1 lb. and up
   to 1/2 cubic ft.)
  Duration permanent (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  When this spell is cast, a small object of up to a pound in weight 
  sinks harmlessly into the flesh of the target, hiding it from sight. In this 
  way, a magic ring, amulet or other small item can be secured within 
  a host and still provide the benefit as if it were being worn. Melded 
  objects no longer count toward the limits on magic items a character 
  can wear; however, only one object may be melded into a living host 
  at any one time.
  Items secured with a host are detectable as a faint magical aura and 
  by a warping of the flesh at the location at which the item is merged 
  with the body. The spell maintains the melding without disturbing the 
  host’s biological functions, making the spell’s duration the lifespan of 
  the recipient. The melded object can be removed forcibly from its host 
  by the use of break enchantment, limited wish, miracle or wish spell, 
  which causes the host 2d6 points of damage as the object is ejected 
  from his flesh. The mage who cast the spell originally may also dis-
  pel the effect to harmlessly cause the melded object to rise out of the 
  subject’s body.
  Absorption 
  School transmutation; Level druid 4
  Casting Time 1 round
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude, see text; Spell Resistance yes
  You cause any liquid carried by a creature to dry up. The spell 
  affects potable waters as well as potions, although magical potions get 
  a saving throw to resist the effect. Potions carried by a creature can use 
  that creature’s Fortitude saving throw bonus or their own, whichever is 
  better. While the spell instantly dries up water carried by a character, it 
  can destroy only a limited number of magic potions. Potions destroyed 
  are limited to those whose total spell levels are less than half the level 
  of the spell’s caster. For example, a 7th-level caster can destroy a potion 
  of mage armor (1st-level), and a potion of barkskin (2nd-level) but is 
  unable to destroy any more potions. Which potion is affected first should 
  be determined randomly. The target of the spell knows that something 
  has happened to the liquids in his possession but does not know which 
  potions, if any, might be ruined until he takes the time to examine all of 
  his vials. The spell cannot be used against a living creature or plant to dry 
  up its blood or other biological fluids.
  Acid Blast 
  School evocation [acid]; Level cleric/oracle 7, druid 7, 
  sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  Acid blast releases a bolt of caustic acid from your hands that extends 
  outward in a cone. The roiling waves of acid do not harm any creatures 
  or objects in the area that you wish to exclude from damage. Any other 
  creature within the area takes 1d6 points of acid damage per caster level 
  (maximum 15d6).
  Acid Storm 
  School evocation [acid]; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a few drops of acid)
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius circle
  Duration 1 round/level
  Saving Throw Reflex half; Spell Resistance yes
  This spell brings a caustic downpour of acid into the area of effect. 
  Creatures within the area are coated with acid and take damage each 
  round as shown on the table below.
  Round
  Damage
  1–3
  1d12
  4–6
  1d10
  7+
  1d8
  A creature receives a Reflex save on the first round. If successful, 
  that creature takes only half damage each round for the duration of 
  the spell. A creature affected can take a full round action to rinse the 
  acid off using water or another liquid. This action provokes an attack 
  of opportunity.
  Spells in Alphabetical Order
  Sean Silva-Miramon (order #26599028)
  
  11
  Book of Lost Spells
  Acid Swamp 
  School transmutation; Level druid 7, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a small vial of acid)/DF
  Range medium (100 ft. + 10 ft./level)
  Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./
  level (S)
  Duration concentration +1 round/level (see text)
  Saving Throw none (see text); Spell Resistance no
  This spell transforms a normal body of water into a pool of thick bub-
  bling acid, blackish and opaque, that smells of sulfur. Anyone splashed by 
  the acid takes 1d6 points of acid damage per round; if totally immersed, the 
  damage is 10d6 per round. If the acid reaches only to the waist, the damage 
  is 5d6 per round. The murk is too thick to see through, and the fumes given 
  off inflict 1 point of Constitution damage on anyone within 5 feet of the acid 
  pool; a successful DC 15 Fortitude save negates this ability damage. Char-
  acters inhaling the fumes must succeed on a second Fortitude save 1 minute 
  later or take another 1d4 points of Constitution damage.
  If this spell is cast on a body of running water such as a river, the effects 
  last only two rounds before the acid is washed downstream and diffused.
  Acid Wind 
  School conjuration [acid]; Level bard 1, sorcerer/wizard 1
  Components V, S, M (a dried lemon peel)
  Casting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Area one 5 ft. square
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance no
  You call forth a breeze full of stinging acid droplets from your 
  outstretched hand that deal 1d6 points of acid damage per 3 caster levels 
  (max 3d6) to everything in the target square. The acid quickly loses its 
  potency, leaving behind a sticky, wet film of water.
  Acorn Grove 
  School conjuration (creation); Level druid 6
  Casting Time 1 standard action
  Components V/S/M (1 acorn for each tree grown)
  Range close (25 ft. + 5 ft./2 levels)
  Target 6 acorns +1 acorn/2 levels
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  You cause acorns affected by this spell to take root and grow into adult trees 
  where you throw them. The acorns must land in fertile earth for the spell to be 
  effective. Once the spell is cast, you must throw the acorns as a group using a 
  move action. Full-grown trees spring up where the acorns land and take root. 
  These trees remain for 1 hour per caster level, after which they shrink back 
  into their original seeds over a period of 1 minute. You may enchant 6 acorns 
  plus 1 acorn for every 2 caster levels above 9th. You have a special bond with 
  this grove while it exists, and all spells you cast in the grove are at an effective 
  +1 caster level. The grove can be used to provide cover or obstacles, and trees 
  within the grove can be animated. Animated trees lose their animation and 
  shrink into an acorn if the spell ends before any spell animating them.
  Adamantine Bones 
  School necromancy; Level sorcerer/wizard 6
  Casting Time 1 full round
  Components V, S, M (1 lb. of adamantine per skeleton)
  Range close (25 ft. + 5 ft./21evels).
  Target skeletons with total HD equal to 1 HD/level
  Duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  One or more skeletons within range with total HD equal to 1 HD per 
  caster level gain DR 10/adamantine. This DR stacks with the skeleton’s 
  normal DR.
  Advance the Years 
  School transmutation; Level cleric/oracle 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a lock of an elderly person’s hair)
  Range touch
  Target 1 creature
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell causes magical, permanent aging in the target. All of the 
  normal effects of aging apply (e.g. ability score adjustments) as if the 
  target had aged those years naturally. On a failed save, the target ages 
  1d10 years.
  Aerial Pilot 
  School conjuration; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a piece of string and a bit of wood)
  Range maximum of 150 ft. from caster
  Area see text
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell produces a being similar in all respects to an unseen servant, yet 
  it has only a single purpose: to steer a vessel and navigate competently. The 
  pilot follows simple instructions on matters of a ship’s bearing. The Strength 
  of the aerial pilot is equivalent to that of the caster only for the action of 
  steering a vessel, while it is equal to an unseen servant for everything else. 
  An aerial pilot has a +6 bonus in whatever skill is required to operate the 
  vehicle (Pathfinder Roleplaying Game Ultimate Combat, “Vehicles”).
  Affect Normal Fog 
  School transmutation; Level druid 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a tiny candle and a small horn that is 
  not consumed)
  Range medium (100 ft. + 10 ft./level)
  Area 50 cubic ft./level
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance no
  This spell allows a caster to manipulate a normal fogbank. The fog can 
  be made into a thick, obscuring mass of watery vapors that limit normal 
  sight to 5 feet. The spell can alternately be used to thin away an existing 
  fogbank to allow for easier sight and clear navigation. Only normal, 
  naturally occurring fog can be affected; any magically created fog is not 
  subject to this spell.
  Agitate Crowd 
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level cleric/oracle 7
  Casting Time 10 minutes
  Components V, S, DF
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  Range close (25 ft. + 5 ft./2 levels)
  Target all persons within range who can hear you
  Duration 1 hour/level (see text)
  Saving Throw Will negates; Spell Resistance yes
  This spell enables you to sway a large group of people to your ser-
  vice to accomplish a specific goal. You achieve this effect by speaking 
  emphatically to the subjects for 10 minutes, attempting to enflame their 
  emotions in favor of a cause or purpose or against a person, place or 
  thing and stating clearly the specific goal you wish to achieve. Examples 
  of possible speech themes might be: “The Academy of Wizards is evil 
  and corrupt and must be destroyed; follow me, and we will raze it to the 
  ground,” or “The prince’s castle is in danger; come with me, and we 
  will defend it against all attackers.” The subjects of the spell must be 
  able to hear you, and only those who can understand the language you 
  are speaking are affected by the spell. The stated goal does not have to 
  be one that would normally be viewed favorably by those listening; the 
  magic of the spell overcomes alignment and other normal restrictions on 
  behavior. Of course, if you compel people to actions they would normal-
  ly view unfavorably, they may be quite angry when the spell wears off!
  At the end of the 10-minute casting time, all potential targets of the 
  spell must make a Will save or be compelled to follow your orders for 
  the duration of the spell, so long as you personally lead them and all of 
  your words and actions are clearly directed toward the goal you have 
  specified. No morale checks or other determinations of the crowd’s ac-
  tions are required, so long as you fulfill the above conditions; if you 
  violate them, however, the spell ends instantly. The spell also ends when 
  the stated goal is achieved or when its normal duration expires. Those 
  who succeed on the Will save are unaffected by the magic; their re-
  sponse to your words is determined normally by their alignment and 
  general beliefs and by their specific reaction to you. These people may 
  still, of their own accord, choose to help you; of course, they may also 
  be moved to oppose you.
  Air Breathing 
  School transmutation; Level cleric/oracle 3, druid 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a sliver of copper)/DF
  Range touch
  Target living creatures touched
  Duration 2 hours/level; see text
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Air breathing allows water-breathing creatures to breathe air freely. 
  Divide the duration evenly among all the creatures you touch. The spell 
  does not make creatures unable to breathe water.
  Air Bridge 
  School conjuration (creation); Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a tiny wooden model bridge)
  Range medium (50 ft. + 5 ft./level)
  Effect one air bridge
  Duration 10 minutes +1 minute/2 levels
  Saving Throw none; Spell Resistance no
  You create an invisible bridge to walk across. This bridge is wide 
  enough for you plus 1 person per 2 caster levels, and connects whatever 
  two points that you select, provided they are within the bridge’s maxi-
  mum length (25 feet + 5 feet/2 levels). Although the bridge is not visi-
  ble, it does have substance — rain strikes it rather than passing through, 
  and flour or dust could be used to coat it. Anyone can walk across this 
  bridge while it exists.
  Air Bridge
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  Air Bridge, Personal 
  School conjuration (creation); Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a miniature wooden model bridge 
  and a scrap of white silk)
  Range medium (50 ft. + 5 ft./level)
  Effect one air bridge
  Duration 10 minutes +1 minute/level
  Saving Throw none; Spell Resistance no
  As with the spell air bridge, except that you designate who is able to 
  use it. For anyone not selected, the bridge has no substance. 
  Air Forge 
  School transmutation; Level cleric/oracle 2
  Casting Time 1 standard action
  Components S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect 9 cubic ft. of air
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  You give a patch of air immense heat, as if that spot were an actual forge. 
  You can hold metal up in that area to soften it just as a real forge would, and 
  then work the metal appropriately. No one else can feel the heat or use it, 
  and only items placed there by the caster are affected. The forge is initially 
  large enough to hold up to 5 pounds of metal (a longsword or battleaxe) 
  and doubles in size for every two caster levels. Note that the forge is insub-
  stantial — anything placed within it must be held in place or it falls to the 
  ground. This spell, along with a portable anvil, greatly lessens the difficulty 
  for a craftsman to make repairs to equipment in the field.
  Air of Nobility 
  School enchantment; Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a blank gold signet ring and a piece of 
  the target’s clothing, flesh, or hair)
  Range 10 ft.
  Target one person
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance no
  This spell creates an aura of nobility around the target, to the point of 
  intimidating others. The subject gains a +10 circumstance bonus to Diplo-
  macy, Intimidate, and Sense Motive checks.
  Air Sphere 
  School conjuration (creation) [air]; Level cleric/oracle 4, 
  druid 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a smokestick)
  Range close (25 ft. + 5 ft./2 levels)
  Effect One 10-ft.-diameter sphere
  Duration 1 hour +1 hour/level
  Saving Throw none; Spell Resistance no
  This spell creates a 10-foot-diameter pocket of pure, fresh air. The 
  pocket has a semipermeable surface; it allows persons to enter and leave 
  its area, but water, vapors, gasses, etc. cannot enter the sphere. Physical 
  objects such as arrows or thrown weapons may pass into the sphere. 
  Strong winds (over 25 mph) disrupt this spell as if a dispel magic had 
  been cast at the sphere. Pressure from being deep underwater does not 
  affect the sphere.
  The air remains pure and clean for the duration of the spell. Up to five 
  Medium creatures may be contained in the sphere at one time.
  Alter Normal Fires 
  School transmutation; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area one Medium size or smaller fire
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You cause an existing fire of Medium or smaller size to reduce in size 
  and light to that of a tindertwig or to increase in brightness (but not size) 
  to that of a light spell. Reducing a fire cuts fuel consumption in half 
  (therefore a torch or lantern affected by this spell burns twice as long), and 
  increasing a fire doubles the fuel consumption (a torch or lantern burns 
  half as long as normal). Heat output is not affected by this spell, only the 
  brightness and light intensity.
  Alter Scent 
  School transmutation; Level bard 0, sorcerer/wizard 0
  Casting Time 1 action
  Components V, S, F (handkerchief or letter scented in 
  perfume)
  Range touch
  Target object touched or any one creature
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  The target’s scent is changed to any other of the caster’s choice. The 
  scent lasts for the duration of the spell and can be removed only with a 
  successful dispel magic. The scent can be anything that the caster wishes, 
  either pleasant or offensive. This effectively gives a –1 or +1 enhancement 
  modifier to the target’s Charisma score. A creature whose scent is changed 
  by this spell is harder to track with the Scent ability, adding +5 to the 
  tracking DC.
  Anchor 
  School abjuration; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a small bit of iron and a piece of string)
  Range 1 ship
  Area see text
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  This spell maintains a ship’s position against currents, holding ships 
  weighing up to 10 tons per caster level.
  Angel’s Cloak 
  School abjuration [good]; Level cleric/oracle 5
  Components V, S, DF; Casting Time 1 standard action
  Range touch
  Target creature touched
  Duration 1 min./level or until discharged
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell functions as lesser angel’s cloak, except angel’s cloak grants 
  the subject damage reduction 10/silver and evil for the duration of the spell.
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  Angel’s Cloak, Lesser 
  School abjuration [good]; Level cleric/oracle 3, paladin 3
  Components V, S, DF; Casting Time 1 standard action
  Range touch
  Target creature touched
  Duration 1 min./level or until discharged
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You temporarily imbue a creature with the goodness and purity of an 
  angel, granting damage reduction 5/silver and evil for the duration of the 
  spell. Once the spell prevents a total of 10 points of damage per caster 
  level (maximum 100 points), it is discharged. This spell cannot be cast on 
  evil creatures.
  Animal Agent 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 3, druid 3, ranger 3
  Casting Time 1 standard action
  Components V, S, M (a morsel of food the animal likes)
  Range close (25 ft. + 5 ft./21evels)
  Target one Tiny animal
  Duration 1 day/level
  Saving Throw none; Spell Resistance yes
  Similar to the spell animal messenger, this spell allows for more com-
  plicated instructions to be given to any Tiny animal. Whereas in animal 
  messenger the animal can be instructed to go only to a certain location, 
  this spell allows for up to three steps of instructions to be mentally im-
  pressed upon the animal. The normal use is for the animal to: 1) go to a 
  place, 2) wait for something to happen, and then 3) return to some place 
  (most likely where the caster is or expects to be). All the other details of 
  animal messenger apply to this spell.
  Animal agent works only on animals with an Intelligence of 1 or 2.
  Animal Auditory 
  School divination; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, M (appropriate animal, not consumed 
  during casting) 
  Range personal
  Target you
  Duration 1 min./level (D)
  By holding your ears and concentrating, you can hear through the 
  ears of an animal (companion or other) that regards you as friendly 
  or helpful. The animal must willingly agree with your request. The 
  animal acts as a scout or spy, allowing you to hear exactly what the 
  animal hears or interprets (in the case of bats or dolphins). Of course, 
  the animal does not always follow exact requests and may be distracted 
  by instinct, hunger or other factors. Unfortunately, your mind is not 
  able to interpret sounds that you would not normally be able to hear. 
  This means one cannot use a bat’s sonar to map a dark cave or locate 
  enemies in darkness.
  Animal Mask 
  School illusion [glamer]; Level druid 3, ranger 2, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, M (a tuft of fur)/DF
  Range personal
  Target you
  Duration 10 min./level
  You take on the appearance of a member of any one species of animal 
  or magical beast of 5 HD or less, but only to members of that species. 
  You must select the type of animal or monster (specific species such as a 
  lion rather than a general category such as a cat) when casting the spell. 
  All creatures of that species perceive you as one of their own kind and 
  also receive a sense of familiarity as if you were one of their pack (if the 
  creatures have a pack mentality) or one of their peers. This spell does not 
  guarantee safety among the creatures in question — you may find yourself 
  challenged as a rival for mates or food, for instance — but such challenges 
  are no more severe than they would be for a genuine rival beast.
  Animal Mask, Greater 
  School illusion (glamer); Level druid 5, ranger 4, sorcerer/
  wizard 5
  Casting Time 1 standard action
  Components V, S, M (two tufts of fur from different animals)/
  DF
  Range personal
  Target you
  Duration 1 hour/level
  This spell functions like animal mask, save that the duration is greater, 
  and the spell affects all animals and magical beasts of 5 HD or less. Each 
  creature sees you as one of its own, so if you were to encounter a worg 
  leading a pack of wolves, the worg would see you as another worg, but the 
  wolves would see you as another wolf.
  Animal Ocular 
  School divination; Level druid 2, ranger 2
  Casting Time 1 standard action 
  Components V, S, M (appropriate animal, not consumed 
  during casting)
  Range personal
  Target you
  Duration 1 min./level (D)
  By shutting your eyes and concentrating, you see through the eyes of an 
  animal (companion or other) that regards you as friendly or helpful. The 
  animal must willingly agree with your request. The animal acts as a scout 
  or spy, allowing you to see exactly what the animal views. Of course, the 
  animal does not always follow exact requests and may be distracted by 
  instinct, hunger or other factors. The most common uses are a circling bird 
  scanning the surrounding landscape or a mouse peering behind doors or 
  exploring otherwise inaccessible areas.
  Animal Scout 
  School enchantment (charm) [mind-affecting]; Level druid 
  3, ranger 2
  Casting Time 1 standard action
  Components V, S, M (a small piece of food and a stick that 
  you throw)
  Range medium (100 ft. + 10 ft./level)
  Target one Fine, Tiny or Small animal
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance yes (harmless)
  You charm an animal into scouting for you. You must give the creature 
  a simple task such as “Find out what is on the other side of that hill.” The 
  animal does its best to accomplish what you ask, returning before the spell 
  ends. If it cannot accomplish the task before the spell ends, it returns to 
  give you a brief reason why. It does not attack others or knowingly put 
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  itself in danger and can only interpret what it sees based on its limited 
  intelligence (see below). If you give it a task that forces it to go into an area 
  that it knows or realizes is inherently dangerous, the spell automatically 
  fails. A forest fire, for example, is inherently dangerous. A battlefield is 
  too. An area where a wolf prowls occasionally is not. The animal does not 
  travel farther than 2 miles from its home territory.
  For the duration of the task, the animal scout gains +4 to its Intelligence. 
  It gains no new languages or additional ability to communicate, but you 
  may gain higher quality information upon its return by using spells such 
  as speak with animals.
  Animate Roots 
  School transmutation; Level druid 4
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Area 15-ft.-radius spread
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You animate the roots of nearby trees, turning them into grappling 
  weapons. While this spell can be cast only in a forested area or in an area 
  near several large trees, it is a powerful spell when used properly. Roots 
  in the area of effect reach out of the earth as far as 10 feet to grapple all 
  opponents in the area. The roots are treated as size Large, have a Strength 
  of 19, and have a base attack bonus equal to the caster’s level. The roots 
  thus have a CMB of 5 + caster level and a CMD of 15 + caster level. 
  Creatures in the area, or entering the area, are subject to an immediate 
  grapple check. Once successfully grappled, the root squeezes its victim 
  and pulls them into the earth. With every successful grapple check, the 
  root does 1d4+4 points of nonlethal damage. Any victims brought to 
  unconsciousness are dragged beneath the earth where they suffocate and 
  die if not rescued within 10 rounds. The roots can be attacked, and have 
  an AC of 16, 20 hp each, hardness 4, and acid, fire, and cold resistance 
  10. Unfortunately, every attack against a root stands a 50% chance of 
  hurting the person grappled by it instead. Once freed from a root by either 
  destroying it or succeeding at a grapple check, the target has one round to 
  flee the area of the moving roots before a new root moves in to attempt to 
  grapple him again.
  Animate Skeleton 
  School necromancy [evil]; Level cleric/oracle 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V, S, M (you must prepare a salve worth at 
  least 10 gp per HD of the skeleton and rub it on each corpse 
  you intend to animate)
  Range touch
  Targets one or more corpses touched
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell turns the bones of dead creatures into undead skeletons that 
  follow your spoken commands. For each caster level you possess, you can 
  animate one skeleton that has a CR of 1 or less.
  The skeletons can follow you, or they can remain in an area and attack any 
  Animate Roots
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  creature (or just a specific kind of creature) entering the place. They remain 
  animated until they are destroyed. A destroyed skeleton can’t be animated again.
  The skeletons you create remain under your control indefinitely. No 
  matter how many times you use this spell, however, you can control only 
  a number of skeletons equal to your caster level at one time. If you exceed 
  this number, all the newly created creatures fall under your control, and 
  any excess skeletons from previous castings become uncontrolled. You 
  choose which creatures are released. If you are a cleric, any undead you 
  might command by virtue of your power to command or rebuke undead do 
  not count toward the limit. A skeleton can be created only from a mostly 
  intact corpse or skeleton. The corpse must have bones. If a skeleton is 
  made from a corpse, the flesh falls off the bones.
  Animate Stone 
  School transmutation; Level druid 7
  Casting Time 1 standard action
  Components V, S, M (a few small chips of stone)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one Large rock/three caster levels or all rocks within 
  range; see text
  Duration 1 round/level or 1 hour/level; see text
  Saving Throw none; Spell Resistance no
  You imbue inanimate stones with mobility and a semblance of life. 
  Each animated stone then immediately attacks whomever or whatever you 
  initially designate as though it were an animated object of the appropriate 
  size category. You may animate one Large or smaller stone, or an 
  equivalent number of larger stones, per three caster levels. A Huge stone 
  counts as two Large stoness, a Gargantuan stone as four, and a Colossal 
  stone as eight. You can change the designated target or targets as a move 
  action, as if directing an active spell. 
  Use the statistics for animated objects.
  Animate stone cannot affect creatures made of earth or stone, or that 
  have the earth subtype.
  Animate Zombie 
  School necromancy [evil]; Level cleric/oracle 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V, S, M (you must bathe each corpse in a bath 
  of special salts. The salts must be worth at least 10 gp per HD 
  of the zombie)
  Range touch
  Targets one or more corpses touched
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell functions like the animate skeleton spell, but animates the corpses 
  as zombies rather than skeletons. A zombie can be created only from a mostly 
  intact corpse. The corpse must be that of a creature with a true anatomy.
  Annihilate  
  School necromancy [death]; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (the heart of a chaotic evil creature 
  which you consume while casting this spell)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  You snuff out the life force of one living creature within range. If the target’s 
  Fortitude saving throw succeeds, it instead takes 10d6 points of damage 
  (which may be enough to kill the target anyway). The only way to restore life 
  to a creature slain by this spell (when the target either fails its save or takes 
  enough damage to kill it) is to use true resurrection, a wish, or miracle, each of 
  which must be cast by someone with a higher caster level than you.
  Annihilate Soul 
  School necromancy [death]; Level cleric/oracle9
  Casting Time 1 full round
  Components V, S, M (a masterwork glass figurine worth at 
  least 20,000 gp, which is smashed on the ground as the spell 
  is cast), DF
  Range close (25 ft.+ 5 ft./21evels)
  Target one living creature
  Duration Instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  Annihilate soul is a powerful spell that slays its target and scatters its soul 
  to make resurrection extremely difficult. On a failed save, the target’s soul is 
  shattered into 2d6 “spirit shards” which then fly off across a 10-mile radius, 
  taking up residence in random life forms. Humanoids or other intelligent life 
  forms absorb the shards before baser life forms. Any form of resurrection of 
  the deceased is impossible until all the fragments of the soul are collected.
  Each “soul bearer” is unaware that he is now a bit more than he was. 
  There may be some strange dreams, odd fragments of the victim’s memo-
  ries or subtle compulsive habits to act in ways similar to the deceased, but 
  nothing more. True seeing reveals a soul bearer plainly. Other informa-
  tion-gathering spells, if used cleverly, may likewise reveal whether some-
  one has a spiritual guest at the discretion of the GM. If a soul bearer dies, 
  the soul shard it carried jumps to another living creature within 10 miles.
  In order to resurrect someone slain with annihilate soul, all the soul 
  bearers must be gathered into a single area no more than 10 square feet 
  per bearer, then a wish or miracle must be cast to rejoin the spirit shards. 
  Finally, true resurrection must be cast to bring the body to life. If true 
  resurrection is not cast within an hour, the spirit shards scatter once more.
  Annul 
  School abjuration; Level cleric/oracle 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Annul is the neutral-aligned version of consecrate and desecrate. This 
  spell allows you to counter the effects of either of those spells. The target-
  ed area is no longer considered holy or unholy, and is no longer dedicated 
  to its patron god; spellcasters can cast without penalty or bonus here, re-
  gardless of affiliation, and the undead are unaffected. Although this spell 
  is not as useful as the spells that it counters (which, of course, also counter 
  each other), it requires less in the way of expensive components, and is 
  also considered less of an offensive act than either.
  Anointed 
  School abjuration; Level cleric/oracle 2, paladin 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You provide a +2 luck bonus to one type of save (Fortitude, Reflex or 
  Will) for the target. This spell overlaps and does not stack with subsequent 
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  castings, but a second casting would grant the bonus to a different save 
  type once the first spell’s duration ends. If you fail a saving throw where 
  the bonus granted by this spell applies, you may choose to reroll the save 
  by ending this spell as a free action. You must accept the result of the 
  second roll.
  Aquatic Entangle 
  School transmutation; Level druid 1, cleric/oracle 1
  Casting Time 1 standard action
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Area 40-ft.-diameter spread
  Duration 1 minute/level
  Saving Throw Reflex (see text); Spell Resistance yes
  This spell is an aquatic version of the druid spell entangle. It calls forth 
  sea grasses and seaweed to snare swimmers and underwater travelers. 
  Small ships can also be caught in the area of effect.
  Any target caught in the area of effect suffers a –2 penalty to attack 
  rolls, –4 to Dexterity, and cannot move. An entangled creature attempting 
  to cast a spell must succeed on a Concentration check (DC 15 + spell 
  level), or lose the spell. The target may attempt a DC 20 Strength check or 
  Escape Artist check to escape the entanglement. A successful save allows 
  the target to move at half speed out of the area. A ship caught must be 
  smaller than 30 feet in length, and to escape, the navigator of the vessel 
  must succeed on a successful DC 20 check using whichever skill or ability 
  is required to pilot the vessel (Pathfinder Roleplaying Game: Ultimate 
  Combat, “Vehicles”).
  Arbitrary Spell 
  School transmutation [chaotic]; Level cleric/oracle 2
  Casting Time 1 standard action
  Components V, S, M (a shard from a broken mirror and a tuft 
  of fur from a black cat)
  Range close (25 ft. + 5 ft./2 1evels)
  Target one creature
  Duration one action (see text)
  Saving Throw Will negates; Spell Resistance yes
  The first important action the subject attempts after the spell affects him 
  is treated as if the player or GM rolled a natural 1. It wouldn’t affect an at-
  tempt to juggle balls out of boredom, but it would affect an attempt to jug-
  gle balls when the subject must impress the king or be executed. It always 
  affects attack rolls if the subject is in real combat (not practice sessions). 
  Note that the spell’s effect only applies to actions the victim of the spell 
  initiates, so die rolls for saving throws, initiative rolls or other reactionary 
  or passive rolls are not affected, nor do they “use up” the spell’s effect.
  Arcane Anchor 
  School evocation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (miniature anchor made of wood, 
  stone, or metal)
  Range close (25 ft. + 5 ft./2 levels)
  Target one boat of 50 ft. length or less
  Duration 1 hour/level (D)
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  You magically anchor a boat of your choosing. The vessel acts as if 
  a heavy anchor has been dropped in that location, and does not stray no 
  matter how strong the winds or current are around it. You can release the 
  spell upon command. The only other ways to get the boat moving again 
  are to break the spell or to wait for the duration to expire. 
  Arcane Censure 
  School abjuration; Level druid 9, sorcerer/wizard 9
  Casting Time 1 full round
  Components V, S, M (a single diamond of at least 1,500 gp 
  value)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  If the target fails his Will save, arcane censure prevents him from cast-
  ing any spell or using any spell-like or supernatural ability for l round/
  caster level.
  Arcane Lens 
  School abjuration; Level sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (a glass lens worth at least 100 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect creates magical lens 10 ft. in diameter/level (60 ft. 
  max)
  Duration 1 turn/2 levels
  Saving Throw none; Spell Resistance no
  This spell creates a large circular lens, 10 feet in diameter per caster 
  level. The caster can see through the lens and freely cast spells through 
  it, while the other side protects him as if he had total cover. Arcane lens 
  essentially blocks line of effect from certain spells originating from the 
  side opposite the caster. Spells of 4th level and lower that are cast from the 
  front of the lens are completely blocked. Spells that are cast from behind 
  the lens, or area effect spells whose center of effect is behind the lens, 
  affect the caster normally.
  Arcane Obstruction 
  School abjuration; Level druid 5
  Casting Time 1 full round
  Components V, S, DF
  Range 50 ft.
  Target 50-ft. radius centered on caster
  Duration 1 minute/level
  Saving Throw none; Spell Resistance yes
  Within a 50-foot radius of the caster, the casting time of all arcane spells 
  and spell-like abilities is increased. Quickened spells require a standard ac-
  tion; spells that require a standard action instead require a full-round action; 
  and spells that require 1 full round or more have their casting times doubled. 
  The globe of energy created by arcane obstruction moves with the caster.
  Arcane Proscription 
  School abjuration; Level cleric/oracle 6
  Casting Time 1 round
  Components V, S, M (eight gold discs worked with arcane 
  symbols, costing 100 gp), DF
  Range 10 ft.
  Area 10 ft./level radius emanation from caster
  Duration 10 min./level
  Saving Throw none; Spell Resistance yes
  You imbue the surrounding area with such a strong divine presence 
  that arcane magics have difficulty functioning properly. The air seems to 
  crackle slightly, the way it does just before a major storm, and everything 
  within the barrier glitters as if coated with gold dust. Spellcasters within 
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  the area suffer a spell failure chance of 50% for any arcane spells cast 
  while in this area. The spell has no further effect on arcane spells that are 
  successfully cast within the area, or on arcane spells that were already cast 
  before the caster entered the arcane proscription area of effect.
  Arcane Proscription, Greater 
  School abjuration; Level cleric/oracle 8
  Casting Time 1 round
  Components V, S, M (eight gold discs worked with arcane 
  symbols, costing 500 gp), DF
  Range 10 ft.
  Area 10 ft./level radius emanation from caster
  Duration 10 min./level
  Saving Throw none; Spell Resistance yes
  As arcane proscription, but the chance of arcane spell failure in the area 
  is raised to 95%.
  Arcane Retribution 
  School transmutation [fire]; Level sorcerer/wizard 5
  Casting Time 1 action
  Components V, S, M (pinch of ash from a cremated 
  spellcaster)
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft. radius spread
  Duration concentration +1 round/level (D)
  Saving Throw Fortitude half; Spell Resistance yes
  Any arcane spellcaster casting a spell within this spell’s area of effect 
  suffers 1d6 points of fire damage per spell level. Spells of 0 level cause 
  only 1 point of fire damage. This spell does not affect divine spellcasters.
  Arcane Sacrifice 
  School evocation [force]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 round/level (D) and Instantaneous (see text)
  Saving Throw Reflex half; Spell Resistance yes
  The spell allows the caster to sacrifice prepared spells (if he prepares 
  spells) or unused spell slots (if he is a spontaneous caster) to create bolts 
  of pure magical force. Although this spell generally does less damage than 
  evocation spells of the same level, it allows an arcane caster to convert 
  non-damaging spells into attacks in times of desperation. The arcane ener-
  gy the wizard has stored through preparing spells or that the sorcerer holds 
  innately is cannibalized into arcane energy in its purest form and released 
  in a blast of destructive force that is blue-white in nature and totally silent. 
  The blast deals 1d6 points of damage per spell level sacrificed to create the 
  bolt. The caster may power any single bolt with no more than his caster 
  level in spell levels to a maximum of 15 spell levels. The target of the 
  mystic bolt gets a Reflex save for half damage. The bolts are composed of 
  magical force, and they affect ethereal and incorporeal targets.
  Upon casting, the wizard selects which prepared spells he is sacrificing 
  to fuel this spell, and sorcerers likewise determine which remaining spell 
  slots they are sacrificing. Arcane sacrifice itself does not count toward the 
  spells that fuel the bolt. Any extra spell levels sacrificed are disregarded 
  for determining the strength of the bolt. For example, a 9th-level wizard 
  casts arcane sacrifice, sacrificing tongues and hold person which are both 
  3rd-level spells. The wizard would then deal 6d6 points of damage for 
  having sacrificed 6 levels of spells.
  The duration of the bolts is instantaneous like other evocation damage 
  spells. Arcane sacrifice itself may be continued up to one round per level 
  of the caster, and the caster may sacrifice additional spells to generate one 
  new bolt each round. The spell ends at its stated duration, when the caster 
  dismisses it or when the caster uses any other spell normally.
  Arcane Shield 
  School abjuration; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level
  You summon your power to protect you from outside magic. You gain 
  spell resistance of 10 (or your existing spell resistance increases by +5) 
  against any spells specifically targeting you. Spells that affect targets indi-
  rectly, such as a fireball (which strikes an area of effect), are not affected 
  by this shield.
  Arcane Shield, Greater 
  School abjuration; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one shield
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  As arcane shield, but you place the spell upon a shield. The shield’s 
  user gains spell resistance equal to 10 + your caster level or his existing 
  spell resistance increases by +5, whichever is greater. The shield’s wielder 
  also gains a +2 bonus on any saving throw against spells that target him 
  for as long as this spell is active. If targeted by multiple spells in a round, 
  this bonus only applies to the first spell that targets him.
  Arcane Spear 
  School evocation [force]; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a miniature wooden spear)
  Range close (25 ft. + 5 ft./21evels)
  Target one creature
  Duration instantaneous
  Saving Throw Will partial (see text); Spell Resistance yes
  The spell creates a shining spear of pure magical energy that the caster 
  throws as a ranged touch attack at any one target. If the arcane spear 
  hits, the target suffers 1d6 points of damage per the caster’s level (maxi-
  mum 10d6). Further, the arcane spear drains 1 randomly determined pre-
  pared spells of 2nd level or lower from victims who are capable of casting 
  spells. These spells are lost as if they had been cast, and they can be re-
  gained normally. The draining effect also applies to monsters with spells 
  or spell-like abilities that have a specified number of times per day that 
  they can be used. In the case of spell-like abilities, each prepared spell that 
  the arcane spear drains takes away one usage of a spell-like power for one 
  day, provided that the spell is 2nd level or lower. For sorcerers, bards, and 
  others who do not prepare spells, the arcane spear drains one (randomly 
  determined) unused spell slot for the day. A successful Will saving throw 
  negates the spell-draining effect.
  The arcane spear is a force effect, and it may strike ethereal creatures.
  Archer’s Blessing 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 1, druid 1, ranger 1
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  Casting Time 1 standard action
  Components V, S
  Range 50 ft.
  Area the caster and all allies within a 50-ft. burst, centered 
  on the caster
  Duration 1 min./level
  Saving Throw none; Spell Resistance yes (harmless)
  Archer’s blessing guides your allies’ bows, slings, and thrown weapons 
  and helps them track down foes. Each ally gains a +1 insight bonus on 
  all ranged attack rolls and a +2 insight bonus on Survival checks to track.
  Archer’s blessing counters bane’s effect on ranged attacks (and only 
  ranged attacks).
  Archer’s Grace 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 3, druid 3, ranger 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You grant the target an extra measure of skill in attacking distant op-
  ponents with ranged weapons. The target gains a +3 insight bonus on all 
  attacks with ranged weapons. The target also suffers only half penalties 
  due to range increments for the spell’s duration.
  Armor of the Serpent 
  School transmutation; Level druid 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 10 min./level
  Your skin transforms to snake scales, granting you a natural armor bo-
  nus to AC equal to +2 for every three caster levels, up to a maximum of 
  +10 at 15th level. These scales replace the normal texture of your skin 
  rather than hardening it, and does not stack with existing natural armor 
  bonuses you may have.
  Aspect Tattoo 
  School transmutation; Level cleric/oracle 5, druid 4 
  Casting Time 1 hour
  Components V, S, M (a special ink worth at least 200 gp)
  Range touch
  Target creature touched
  Duration permanent
  Saving Throw none (harmless); Spell Resistance yes (harmless)
  You tie a portion of a willing animal’s energy and abilities into a tattoo 
  that you place on the target’s skin. This permanent tattoo grants a special 
  power once per day derived from the animal upon which it is based. A 
  creature can have only one aspect tattoo; any attempt to add additional 
  aspect tattoos ends in failure. The powers of the tattoo are drawn from the 
  animal, and are made from a special ink made with materials worth no 
  less than 200 gp. 
  The animal chosen must be a willing participant in the spell, as must 
  the recipient. The caster, or another individual, must communicate with 
  the animal to obtain its consent. Attempting to cast the spell without the 
  willing participation of the animal results in automatic failure.
  Each tattoo grants a particular ability or enhancement 1/day for a 
  limited duration and can be activated by the wearer as a free action. The 
  possible tattoos and the abilities they bestow are listed below:
  Badger: Allows the wearer to go into battle frenzy (+2 to attack and 
  damage rolls, –1 AC) for 20 rounds.
  Bear: When a bear tattoo is activated, the wearer receives a +8 
  enhancement bonus to his Strength score for a period of 20 rounds.
  Cheetah: Grants the wearer a +4 enhancement bonus to Dexterity and a 
  20 feet/round enhancement to his movement rate for 20 rounds.
  Panther: Grants the wearer a +15 bonus to all Stealth checks for 5 
  minutes. 
  Note: The GM may add other animals and abilities to the list above.
  Assassin’s Coin 
  School conjuration (summoning); Level antipaladin 3
  Casting Time 1 standard action
  Components V, S, M (a coin, which returns to the caster 
  when used)
  Range touch
  Target one gold or platinum coin
  Duration permanent (until discharged) [D]
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  The material component of this spell is a coin that you have received in 
  payment for a service rendered. Once you cast this spell, you must return 
  the coin to the person who paid it to you. When they wish to contact 
  you, they must throw the coin into the air and call out the name you gave 
  them. The coin vanishes, and reappears in your pocket, giving you a brief 
  mental image of the person who wishes your services. No message may be 
  conveyed by this spell. Any individual may have only one of these coins 
  from the same caster in his possession.
  Assassin’s Mark 
  School transmutation [evil]; Level antipaladin 1
  Components V, S; Casting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Target a body slain by your own hand
  Duration instantaneous
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  When cast on a victim you have killed within the last round, the wound 
  from your killing blow (or another of your choice) instantly reshapes into 
  a mark, tattoo or symbol of your choice. It is automatically identified as 
  your mark. When you first learn this spell, you select the mark it creates. 
  You cannot change the mark once chosen without extreme magical means 
  (such as a wish or miracle).
  Assault of Stone 
  School conjuration (creation); Level cleric/oracle 8, druid 7
  Casting Time 1 action
  Components V, S, M (handful of pebbles), DF
  Range long (400 ft. + 40 ft./level)
  Area one 10-ft. cube/level (S)
  Duration 1 round/level (D)
  Saving Throw Reflex partial; Spell Resistance no
  Stones and boulders rain down on the caster’s foes. The rocks inflict 
  1d6 points of bludgeoning damage per level (15d6 maximum). A success-
  ful Reflex save halves the damage. In addition, the stones pile up where 
  they fall for the spell’s duration and can temporarily trap the slow or care-
  less. Stones created by this spell vanish when its duration expires.
  Any creature that fails its Reflex save is considered pinned until the 
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  spell ends, unless the creature succeeds on a DC 20 CMB check or a DC 
  25 Escape Artist check.
  Association 
  School enchantment [mind-affecting]; Level bard 3, 
  sorcerer/wizard 3
  Casting Time 1 hour
  Components V, S, M (a sketch of the target and a sketch of 
  the item to be associated with him)
  Range close (20 ft. + 5 ft./21evels)
  Area 50-ft.-radius circle + 5 ft./2 levels
  Duration 1 day + 1 day/3 levels
  Saving Throw none; Spell Resistance yes
  You select an animal (for example, a lion) or image (such as a shining 
  sword) or ideal (such as honor) and associate that with a specific individual. 
  Everyone within range associates that person with that animal, image, or 
  ideal whenever they hear the person’s name or see the person, for as long as 
  the spell lasts. A positive association increases the starting attitude of those 
  around the affected target by one step. Likewise, a negative association de-
  creases the starting attitude of onlookers by one. Multiple castings stack, 
  increasing or decreasing the starting attitude by one step with each casting.
  This can be a subtle way to influence a group: By planting an associa-
  tion that links a lord to wickedness or a serpent, the caster can undermine 
  morale in that lord’s dominion for days. Friendly advisors become indif-
  ferent, for example, and unfriendly rivals become hostile.
  Assume True Form 
  School transmutation; Level cleric/oracle 4, ranger 4
  Casting Time 1 standard action
  Components V, S, M (a sprig of wolfsbane), DF
  Range personal
  Area 20-ft.-radius emanation from caster
  Duration 1 round/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  The spell works on all creatures with the shapeshifter subtype, or crea-
  tures using spells, supernatural, extraordinary or spell-like abilities to as-
  sume other shapes. Targets within the area of effect who fail their Forti-
  tude save are forced into their natural form while they remain within the 
  spell’s area of effect. Targets who fail their saving throw also suffer 1d4 
  hit points of damage per caster level (maximum 10d4) each time the spell 
  effect causes them to assume their natural shape.
  Augment Flames 
  School transmutation [fire]; Level druid 2, sorcerer/wizard 2
  Components V, S, M (ordinary fire the size of a campfire or 
  larger)
  Casting Time 1 action
  Range long (400 ft. + 40 ft./level)
  Target one fire source up to a 20-ft. cube
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes (object)
  Augment flames turns a regular fire into a cone-shaped blast of fire. The 
  spell requires a fire at least the size of a small campfire to act as the cone’s 
  point of origin. The size of the cone is 5 feet per caster level, while the 
  direction of the cone is determined by the caster. Each creature caught in 
  the path of the flames is dealt 2d4 points of fire damage unless a successful 
  Reflex save is made, in which case the creature takes only half damage.
  The cone of fire ignites combustibles and damages objects in the area. 
  If the damage caused to an interposing barrier shatters or breaks through 
  it, the cone of fire may continue beyond the barrier if the area permits; 
  otherwise, it stops at the barrier just as any other spell effect does.
  Assault of Stone
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  Augment Skeleton 
  School necromancy; Level cleric/oracle 2, sorcerer/wizard 2
  Casting Time 1 round
  Components V, S, M (a pinch of crushed bone)/DF
  Range touch
  Target undead skeleton touched
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  By touching a single undead skeleton, you grant it a +4 natural armor 
  bonus to its AC. This bonus stacks with any existing natural armor bonus 
  the skeleton may have.
  Augment Skeleton, Mass 
  School necromancy; Level cleric/oracle 6, sorcerer/wizard 6
  Casting Time 1 minute
  Components V, S, M (a pinch of crushed bone)/DF
  Range touch
  Targets one or more undead skeletons
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell functions like augment skeleton, except that mass augment 
  skeleton affects a number of skeletons with a combined HD no greater 
  than twice your caster level. You must touch each skeleton during the 
  casting that is to be affected.
  Aura of Tsathogga 
  School conjuration (creation) [acid]; Level cleric/oracle 4, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a small piece of a bombardier beetle)
  Range personal
  Target you
  Duration 1 round/level (D)
  A swirling vapor of greenish mist engulfs your body, protecting you 
  from acid attacks and dealing acid damage to your foes. Any creature 
  striking you with its body or with a handheld weapon deals normal 
  damage, but takes 1d6 points of acid damage. Likewise, the attacker’s 
  weapon takes 1d6 points of acid damage.
  Additionally, you can deal 1d6 points of acid damage by making a 
  successful touch attack against a foe. While this spell is in effect, you 
  have resistance to acid 10.
  Aura of Valiance 
  School abjuration; Level paladin 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level
  Your aura of courage ability becomes more effective in protecting your 
  allies from fear. Whenever an ally within its radius is subjected to a fear 
  effect requiring a saving throw, they may make two saving throws instead 
  of one, and use whichever is higher. Additionally, when an ally who has 
  already succumbed to a fear effect that allowed a saving throw comes 
  within your aura of courage, they may make another saving throw. In both 
  of the above situations, the +4 morale bonus on saving throws against fear 
  effects, which an aura of courage normally bestows, still applies.
  Avert Attack 
  School abjuration; Level cleric/oracle 1, paladin 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level or until discharged
  Saving Throw none (harmless); Spell Resistance no (harmless)
  You grant the subject a +5 deflection bonus to AC against the next attack 
  that targets it. Whether the attack succeeds or not, the spell is triggered 
  and the effect ends.
  Axe of Destruction 
  School transmutation; Level ranger 3
  Casting Time 1 round
  Components DF, M (an axe that is not harmed in the 
  casting)
  Range touch
  Target axe touched
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  You imbue an axe with destructive power over animated objects. You 
  may use any type of axe, but no other weapon or tool may be affected. The 
  axe ignores hardness and deals an extra 2d6 points of damage to objects for 
  the duration of the spell. Axe of destruction is particularly effective against 
  animated objects, but does not overcome other damage reductions unless 
  the axe already meets those requirements. A normal axe imbued with this 
  spell is not considered magical for the means of DR/magic. The axe does not 
  have any additional abilities against creatures other than animated objects.
  Babble 
  School transmutation; Level bard 3, cleric/oracle 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration permanent (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  The subject becomes unable to produce intelligible speech. Besides the 
  obvious effects, an affected spellcaster cannot cast any spells with verbal 
  components. This spell can be removed by dispelling it as normal, or by 
  remove curse or break enchantment.
  Babel’s Curse 
  School transmutation; Level bard 2, cleric/oracle 4, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, M (a small clay model of a ziggurat, which 
  shatters when the verbal component is pronounced)/DF
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  This spell causes the creature touched to be unable to speak and understand 
  any language; all communication is gibberish and to the affected creature, 
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  all communication sounds like gibberish. Verbal communication of any 
  kind is impossible for the affected creature. If the creature is a spellcaster, it 
  cannot cast any spells requiring a verbal component. Likewise, it cannot use 
  any magic item or device requiring a command word.
  Babel’s curse counters or dispels tongues and can be countered by or 
  dispelled by tongues.
  Bad Luck 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 3
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 living creature
  Duration see text
  Saving Throw Will negates; Spell Resistance yes
  You bind magical energies around your target’s being that makes them 
  unlucky at virtually everything they do. Although transient, this enchantment 
  is potentially deadly to anyone failing their Will save. Those afflicted with 
  this curse are forced to make two rolls for their saving throws, always using 
  the worst roll. This lasts until they have rolled for a number of saving throws 
  equal to your caster level at the time of casting the spell.
  Bait 
  School enchantment (compulsion); Level bard 4, druid 2, 
  ranger 3, sorcerer/wizard 3
  Casting Time 1 action
  Components V, S, M (small mundane item)
  Range close (25 ft. + 5 ft./2 levels)
  Target person who sees it first (see below)
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance no
  When this enchantment is placed upon a mundane item, the first person 
  who sees it must make a Will save. Failure makes the victim experience an 
  overwhelming desire to possess the enchanted item, causing him to move 
  immediately toward it, ignoring all dangers. While under the influence of this 
  spell, the victim is considered flat-footed and fights at a −4 attack penalty.
  Balance of the Mind 
  School enchantment (compulsion) [lawful, mind-affecting]; 
  Level cleric/oracle 2
  Casting Time 1 full round
  Components V, S, M (a blindfold and a small set of scales)
  Range touch
  Target one creature
  Duration 1 hour/level (D)
  Saving Throw none (see below); Spell Resistance no
  Balance of the Mind temporarily alters a willing subject’s alignment to 
  lawful neutral and removes all emotional attachments or biases the subject 
  may have. The subject also receives a +4 competence bonus to saving 
  throws versus mind-affecting magic for the duration of the spell. All de-
  cisions the subject makes while under the spell’s influence are under the 
  spirit and letter of the law, and the subject is incapable of showing favorit-
  ism. With this spell active, its subject can fairly judge the actions of even 
  his most hated enemy.
  Barbaric Yawp 
  School evocation [sonic]; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./21evels)
  Area cone
  Duration Instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  When the caster releases his barbaric yawp, all creatures (of 6 or fewer 
  HD) in a cone area in front of the caster must make a Fortitude saving 
  throw or be stunned for one round. A stunned creature drops everything 
  held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity 
  bonus to AC (if any).
  Bare the Soul 
  School enchantment (compulsion) [mind-affecting]; Level 
  paladin 4
  Casting Time 1 round
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 living creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You compel the target of the spell to reveal the truth. They must answer 
  truthfully any question asked of them, and cannot refuse to answer. 
  Although they must answer questions, they are not required to provide 
  additional information above and beyond the limits of the question(s). 
  Extremely broad questions can be answered vaguely. You may ask 1 
  question/round.
  Bastion 
  School abjuration; Level sorcerer/wizard 4
  Casting Time 1 hour
  Components V, S, M (a one-inch square of granite, a similar 
  cube of marble, and a diamond worth at least 75 gp)
  Range touch
  Target one structure, 20 square ft./2 1evels
  Duration permanent
  Saving Throw none; Spell Resistance no
  This spell is designed to strengthen buildings. When cast, a soft glow 
  spreads from your hands and flows across the wall until it envelops the en-
  tire structure. The glow is then absorbed into the building, leaving behind 
  a faint, permanent sparkle to the stone, wood, brick or clay. The material’s 
  hardness increases by 5, and its hit points are doubled. This is a permanent 
  effect, and the target can receive the spell only once.
  Battle Double 
  School illusion (shadow); Level sorcerer/wizard 3
  Casting Time 1 action
  Components V, S, F (a prism)
  Range close (25 ft. + 5 ft./2 levels)
  Effect superimposes a spectral copy of the caster on the 
  caster
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  Upon casting this spell, a spectral copy of the caster is superimposed on 
  his person. The spectral image follows the movements of the caster with 
  a slight delay, creating a strange swaying effect. Whenever the affected 
  wizard or sorcerer strikes out toward an enemy within the spell’s range, 
  the phantasmal copy instantly moves within striking distance of the target 
  to deliver the blow.
  While under the influence of this spell, the caster can make melee at-
  tacks against any visible creature within range. The copy acts as if using 
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  the same weapons and attacks as the original, and can deliver touch spells. 
  Making an attack with the spectral duplicate is a standard action and pro-
  vokes attacks of opportunity.
  Battle Guidance 
  School divination; Level cleric/oracle 1, paladin 1
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 3 rounds (see text)
  You are granted temporary, intuitive insight into your opponent’s ac-
  tions during your next two attacks. You gain a +10 insight bonus on your 
  next two melee attack rolls. Additionally, neither of these two blows is 
  subject to the miss chance that applies to attackers trying to strike a con-
  cealed target. The spell’s effects end once you make two attacks or after 
  three rounds pass, whichever comes first.
  Battle Insight 
  School enchantment; Level sorcerer/wizard I
  Casting Time 1 full round
  Components V, S, M (small looking glass)
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The subject of this spell gains the ability to see a number of possible 
  outcomes, thus enabling her to predict when combat is to begin and her 
  opponents’ likely actions. She receives a +5 bonus to her initiative for the 
  spell’s duration. If cast once combat begins, the targeted creature’s initiative 
  score is increased by +5; it takes its normal turn on the round it receives this 
  bonus, but on the following round it acts on its new initiative score.
  Battle Wisdom 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 1, paladin 1
  Casting Time 1 standard action
  Components V, S, DF
  Range 50 ft.
  Area The caster and all allies within a
   50-ft. burst, centered on the caster
  Duration 1 min./level
  Saving Throw none; Spell Resistance yes (harmless)
  Battle wisdom fills your allies with battle insight and the wisdom to 
  perform tasks better. Each ally gains a +1 insight bonus on melee attack 
  rolls and a +2 insight bonus on Wisdom-based skill checks. Battle wisdom 
  counters bane’s effect on melee attacks (melee attacks only).
  Bead of Blasting 
  School evocation [sonic]; Level bard 4, sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (a bead carved from a bone, horn, 
  or ivory of any magical sonic creature, including high-level 
  bards)
  Range medium (100 ft. + 10 ft./level)
  Area 5-ft. radius
  Battle Double
  Sean Silva-Miramon (order #26599028)
  
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  Book of Lost Spells
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  When evoking this spell, you place a musical note to a bead, either by 
  singing or playing an instrument, then toss the bead at the targeted area 
  where it explodes with concussive force. Those in the radius affected by 
  the spell take 3d8 points of damage. Furthermore, those in the area of 
  effect who fail their Reflex save are deafened for 2d6 rounds.
  Bead of Blazing 
  School evocation [force]; Level bard 2, sorcerer/wizard 1
  Casting Time 1 action
  Components V, S, M (a handful of loose clear glass or crystal 
  beads)
  Range medium (100 ft. + 10 ft./level)
  Target up to three opponents within a 5-ft. radius
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  You infuse a handful of small beads with magical force. The number of beads 
  infused is 1d3 per caster level, up to a maximum of 10d3. The beads then fly 
  from unerringly from your hand to strike the targets, inflicting one point of dam-
  age for every bead infused. Cover and concealment reduce the damage to half; 
  improved cover and concealment reduce the damage to one-quarter.
  Bead of Frost 
  School evocation [cold]; Level sorcerer/wizard4
  Casting Time 1 action
  Components V, S, M (a cobalt blue glass bead)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 10-ft. radius
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  You create a chilling missile from a bead that produces a blast of frost 
  damage if you succeed with a ranged touch attack. The cold damage is 1d4 
  points of damage per caster level, to a maximum of 10d4.
  Bead of Iron 
  School abjuration; Level druid 6, sorcerer/wizard 5
  Casting Time 1 action
  Components V, S, M (an iron bead strung on an oxen-hide 
  thong)
  Range personal
  Target you
  Duration 10 minutes/level or until discharged.
  While the bead is worn, you gain a +4 bonus to his AC and damage re-
  duction of 10/adamantine. Once 10 points of damage per caster level have 
  been prevented, the spell ends and the bead becomes a normal object again.
  Bead of Luck 
  School abjuration; Level sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (a bead embellished with some icon of 
  luck or chance)
  Range personal
  Target you
  Duration 1 round/level
  Once the bead is charged, you must keep it somewhere on your per-
  son, otherwise the spell fails. Whenever a 1d20 roll is required during the 
  spell’s duration, you may roll two dice and take the most-favorable result.
  Bee Sting 
  School conjuration; Level druid 1
  Casting Time 1 standard action
  Components V, S, M (a bumblebee’s stinger)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one or more creatures, no two of which can be 
  more than 30 ft. apart
  Duration instantaneous
  Saving Throw Fortitude partial (see text); Spell Resistance no
  This spell strikes its targets with a nasty stinger, as if from a very large 
  bee. You create one stinger for every three caster levels you possess 
  (minimum one, maximum 6 at 18th level). Each bee sting inflicts 1 point 
  of piercing damage, as if from a magical weapon for the purposes of 
  overcoming damage reduction. If this damage is not somehow negated 
  (such as by damage reduction), the subject is poisoned with weak venom 
  that inflicts 1 Con/1 Con damage as its initial and secondary effect, with a 
  Fortitude save allowed at the spell’s save DC to negate it. The damage and 
  venom from multiple stings is cumulative, though a subject saves only 
  once even if subjected to several stings by a single casting.
  Befuddle 
  School enchantment; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one person
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  The target becomes confused, and loses his train of thought. Note that 
  this spell does no real damage, does not affect the target’s intelligence, 
  and does not negate the target’s next action — it simply erases the current 
  thought. It does not prevent the thought from reoccurring. For example, if 
  a lady sees someone running from her husband’s room with a dagger, this 
  spell compels her to forget that image. But if the person with the dagger is 
  still visible a second later, she’ll wonder about it all over again. Similarly, 
  an opponent in combat may forget what strike he was planning, but still 
  realizes he’s in combat and attack on his next action. The spell’s effects 
  end on the target’s next action, so you must be quick to make certain that 
  something forgotten isn’t instantly remembered.
  Bestow Speech 
  School transmutation; Level druid 2/ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target animal companion
  Duration 10 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  Bestow speech may be cast only on your companion creature. Your 
  companion creature gains the ability to speak any single language you 
  know. The creature may converse with others that share this common 
  language. The spell does not increase Intelligence, so the animal speaks 
  from its point of view and knowledge.
  Bewildering Tracks 
  School transmutation; Level ranger 1
  Casting Time 1 standard action
  Components V, S
  Range personal or touch
  Sean Silva-Miramon (order #26599028)
  
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  Book of Lost Spells
  Target you or a Large or smaller creature touched
  Duration 10 minutes/level
  Saving throw None or Will negates (Harmless); Spell 
  Resistance yes (harmless)
  You assign a natural animal or humanoid track to yourself or the 
  creature touched. The new tracks must be that of a creature within one 
  size class of the target creature. Thus a horse (Large) can be made to leave 
  tracks of a human (Medium) or a hill giant (Huge) or anything in between. 
  Those trying to track someone leaving bewildering tracks suffer a –10 
  circumstance penalty to their Survival skill checks and are 50% likely 
  to go in the wrong direction before losing the trail if they fail their skill 
  check for tracking.
  A true seeing spell shows the false tracks for what they are, and magical 
  means of tracking such as unstoppable tracker can counter bewildering 
  tracks.
  Bewitch 
  School illusion; Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 10 min./level
  This spell makes you appear more likable, more attractive, and easier 
  to talk to and deal with. You gain a +4 circumstance bonus on Bluff and 
  Diplomacy checks for the duration of the spell.
  Billow the Sail 
  School evocation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (scrap of sailcloth)
  Range close (25 ft. + 5 ft./2 levels)
  Target one ship
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  This spell provides wind for a boat’s sails, even on a calm day. The 
  wind is not felt anywhere else, and blows in the direction you desire, 
  without weakening or shifting, for the duration of the spell. The continual 
  favorable wind increases the speed of any sailing ship by 25% for the 
  duration of the spell.
  Binding Chains 
  School conjuration (summoning); Level sorcerer/wizard 3
  Casting Time 1 action
  Components V, S, M (a single hooked chain from a torture 
  chamber)
  Range 100 ft. + 10 ft./level
  Effect 4 chains + 1 chain/three caster levels, all within a 5-ft. 
  area
  Duration 1 round/level
  Saving Throw Reflex negates; Spell Resistance no
  This spell causes hooked chains to explode from the ground and latch 
  onto a single victim. Four chains, plus one chain for every three caster 
  levels, immediately spring into action. Each chain has a reach of 10 feet, 
  AC 18, hardness 5, and 1 hp/caster level. The binding chains cannot be 
  targeted by any spell that does not inflict damage.
  The victim is allowed a Reflex saving throw to avoid the chains. If the 
  save is successful, the chains remain in place until the spell’s duration 
  expires. Anyone entering the spell’s area of effect must immediately make 
  a Reflex saving throw or suffer the effects detailed below.
  In the case of failure, the unfortunate target suffers damage as the chains 
  rend into her body, causing 1d6 points of piercing damage per chain. Ad-
  ditionally, the victim is considered grappled by the chains.
  In each subsequent round, a held character may try to wrestle free as if 
  attempting to break free from a normal grapple. The chains have a CMB 
  of 20 plus 1 per additional chain.  A successful check results in the char-
  acter breaking free from the chains; a failed save deals the spell’s damage 
  to the target again as the chains dig into its flesh. Chains can be destroyed 
  to help in freeing a held character. Each chain that is destroyed lowers 
  the CMB of the binding chains by l point. When only four chains remain, 
  each destroyed chain lowers the effective combined CMB of the chains 
  by 5 points.
  Binding Sap 
  School transmutation; Level druid 0, ranger 1
  Casting Time 1 standard action
  Components V, S, M (lichen or bracken)
  Range personal
  Target you
  Duration concentration
  Saving Throw Fortitude (harmless); Spell Resistance yes 
  (harmless)
  For as long as the caster concentrates, any desired portion of her skin 
  sticks to wooden surfaces as though glued in place. The caster can change 
  the locations so affected to free one hand after the other for purposes of 
  climbing. The spell makes climbing easier but slower because of the extra 
  concentration required. The character gains a climb speed equal to his 
  normal ground speed, with the subsequent +8 bonus on Climb checks for 
  having a climb speed.
  If the character moves at a leisurely pace (1/2 the normal climbing 
  speed), no Concentration check is necessary. If the character is moving 
  faster than that, the character must succeed on a DC 15 Concentration 
  check with every Climb check in order to move. Note that a single hand 
  or foot does not have enough surface area to support a character’s entire 
  weight by itself. If a character is foolish enough to try hanging from a 
  ceiling or wall by one hand, his weight tears the skin off his hand for 1d4 
  points of damage (plus any falling damage that might result).
  Biting Blade 
  School transmutation; Level ranger 2. sorcerer/wizard 1
  Casting Time 1 action
  Components V, S, F (the weapon)
  Range touch
  Target weapon touched
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  This spell may be cast only on slashing or piercing weapons to cause 
  them to bite deeper into an opponent’s flesh. This effectively raises the 
  weapon’s damage die by one size for the duration of the spell using the 
  normal rule for weapon die type advancement. Thus a dagger that nor-
  mally inflicts 1d4 points of damage would inflict 1d6, while a greatsword 
  would inflict 3d6 points of damage instead of its regular 2d6. A weapon 
  that inflicts 1d12 points of damage inflicts 3d6 points of damage when 
  affected by this spell.
  Black Exhalation 
  School necromancy; Level cleric/oracle 6, druid 6, sorcerer/
  wizard 6
  Casting Time 5 minutes
  Components V, S, M (a piece of flesh from a plague victim)
  Range close (25 ft. + 5 ft./2 1evels)
  Area cone
  Sean Silva-Miramon (order #26599028)
  
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  Book of Lost Spells
  Duration 1 round/level (Discharge)
  Saving Throw Fortitude negates; Spell Resistance yes
  The caster exhales a cone-shaped cloud of deadly spores. Those in the 
  cloud’s area of effect must succeed on a Fortitude save or suffer 1d3 points 
  of Intelligence drain as the spores spread through the brain and nervous 
  system. Victims must make a Fortitude save each subsequent round up to 
  the spell’s maximum duration or continue to lose Intelligence. The cloud 
  is infectious only on the round that it is discharged.
  Blackout 
  School abjuration; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a small smoky quartz crystal that is 
  dashed to the ground and shattered while casting)
  Range close (25 ft. + 5 ft./2 levels]
  Area 20-ft. radius
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  You create an area that looks like shifting shadows to anyone with 
  darkvision. Anyone looking through the area of a blackout with darkvision 
  cannot see into or past the area of this spell. Normal light sources are not 
  blocked by this spell, however, and it does not interfere with normal or 
  low-light vision or any other senses. Like darkness, this spell may be cast 
  on an object.
  Blade Bond 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 action
  Components V, S, M (a shard of a blade and a ball of tar)
  Range personal
  Target you
  Duration1 round/levelSaving Throw special (see below); Spell 
  Resistance no
  When this spell is cast, the caster’s body becomes capable of ab-
  sorbing any metal weapons that strike it. If the caster is hit by any kind 
  of metal weapon, the wielder of the weapon must succeed on a Reflex 
  save or have her weapon instantly absorbed into the caster’s body, 
  wrenching it from her grasp and inflicting no damage on the caster. 
  If the weapon is magical, the wielder receives an enhancement bonus 
  to his save equal to the weapon’s magical enhancement bonus (with 
  market price modifiers included; see the Pathfinder Roleplaying Game 
  Core Rulebook).
  A caster can hold up to 10 Small or Tiny weapons; a Medium weapon 
  counts as two Small or Tiny weapons, and a Large weapon counts as three 
  for purposes of absorption. If this limit is reached, further attacks incur 
  damage normally.
  The caster can expel all weapons inside him at will, but he cannot expel 
  specific weapons. If the spell’s duration expires and the caster still has 
  weapons inside him, all those weapons are expelled and fall to the ground 
  around him. Likewise, if the caster dies, all weapons are released from his 
  body. No matter how many weapons the caster absorbs, those weapons do 
  not hinder or impair his movement or abilities in any way.
  Blade of Light 
  School evocation; Level paladin 2
  Casting Time 1 action
  Components V, S, DF
  Range personal
  Target you
  Blade Bond
  Sean Silva-Miramon (order #26599028)
  
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  Book of Lost Spells
  Duration 5 minutes/level
  Saving Throw none; Spell Resistance no
  This spell creates a weightless blade of pure light the same size and 
  shape as a longsword. A paladin armed in this fashion cannot be disarmed 
  by a foe. The blade deals damage as a +1 longsword, +2 vs. evil creatures. 
  The blade also produces illumination as per the light spell.
  Blade Song 
  School transmutation; Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target bladed weapon touched
  Duration 1 round/level
  Saving Throw Fortitude negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  You imbue a single bladed weapon you touch with a magical aura 
  that causes the weapon to emit a cacophonic blast of sound whenever it 
  successfully strikes a target. Any creature hit by the imbued weapon takes 
  an additional 1d6 points of sonic damage.
  Bladelust 
  School transmutation; Level cleric/oracle 4. druid 4, 
  sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (one drop of the caster’s blood)
  Range touch
  Target weapon touched
  Duration 1 day + 1 round/level (see below)
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  Bladelust can be cast on any slashing or piercing weapon. The spell 
  lies dormant until the weapon inflicts damage or until the next sunrise, at 
  which point the spell is discharged without effect. If the weapon inflicts at 
  least 1 point of damage against a living creature before that time, however, 
  the spell is activated.
  Once activated, the weapon gains a limited, feral intelligence and a lust 
  to shed more blood. Every 5 points of damage that the weapon inflicts 
  grants a +1 morale bonus to attack and damage rolls up to a maximum of 
  +5 for l round/caster level. Since this is a morale bonus, it stacks with any 
  enhancement bonuses the weapon may have and any morale bonuses the 
  wielder may have, but is not considered a magical bonus for the purposes 
  of damaging creatures with damage reduction. In addition, any non-evil 
  creature struck by a blade affected by bladelust must succeed on a Will 
  save or suffer a morale penalty of –2 on attacks made against the blade’s 
  wielder due to the aura of glee emanating from the weapon when it draws 
  blood. These effects last 1 round/level of the caster, after which the spell 
  ends.
  If dispel magic is cast on a bladelust weapon wielded by someone other 
  than the caster, the weapon may receive a saving throw if its wielder wish-
  es to avoid the spell’s effects. Weapons with the holy special ability un-
  der the effect of bladelust must make a Will saving throw each time they 
  slay a living enemy or become unholy. Similarly, intelligent weapons with 
  non-evil alignments must make a Will saving throw for each living being 
  killed while under this spell or have their alignments shift one step toward 
  neutral evil. These effects can be eliminated by a remove curse spell.
  Blades of Bone 
  School necromancy; Level druid 5, sorcerer/wizard 5
  Casting Time 1 action 
  Components V, S, M (a small piece of bone whittled into a 
  blade)
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The target of this spell sprouts long, sharp spurs of bone all over his 
  body. The target deals 2d6 points of piercing damage (critical x2) with a 
  successful grapple attack. Anyone who successfully grapples the subject 
  takes the same amount of damage
  Blades of Jade 
  School transmutation; Level druid 6
  Casting Time 1 standard action
  Components S, M
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft. radius
  Duration 10 min./level
  Saving Throw Reflex special (see text); Spell Resistance no
  You imbue green leaves, petals and blades of grass with the sturdiness 
  of steel and a razor-sharp edge. Plants are unharmed and return to normal 
  after the spell ends. Visual inspection is unlikely to reveal the altered 
  nature of the plants (DC 35 Perception or DC 25 Knowledge [nature]) 
  but a Perception check (DC 30, calm; DC 22, light breeze; DC 15, high 
  winds) might reveal the tiny metallic jingling of the clashing leaves or 
  blades of grass.
  Traversing the maze of razor-sharp blades inflicts damage dependent 
  on the terrain. Short grass deals 1d6 points of damage for every 5 feet 
  traveled. Creatures passing through the area must succeed on a Reflex 
  save or suffer injuries to their legs and feet (movement reduced to one-
  third for 24 hours, Heal check [DC = spell DC] to dress and heal sooner). 
  Thick underbrush and tall grass are a more serious threat. Moving through 
  such an area results in 3d6 points of damage for every 5 feet traversed in 
  addition to injury to the feet and legs (as above). A victim surrounded by 
  foliage or leaves at the time of spellcasting suffers 6d6 points of damage 
  in addition to the potential penalties of moving through the area. 
  Plants affected by blades of jade are immune to other spells altering 
  plant growth, movement, or maturity such as leaf fall, entangle, or plant 
  growth, and any plants already under the effects of such spells cannot be 
  affected by blades of jade.
  Blazing Blood 
  School transmutation; Level cleric/oracle 8
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more 
  than be 20 ft. apart
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  You transform a portion of the blood of one or more creatures into a 
  blazing fluid that burns them from the inside. Affected creatures take 1d4 
  points of fire damage per caster level (maximum 20d4). If the creature has 
  ingested wine or other alcohol within the past hour, the damage is raised 
  to 1d6 points of fire damage per caster level (maximum 20d6).
  Creatures that have no blood, such as undead (other than vampires) or 
  constructs, are immune to this spell.
  Bleeding Plague 
   
  School necromancy; Level cleric/oracle 0
  Casting Time 1 full round
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  Book of Lost Spells
  Components V, S, DF
  Range 100 ft.
  Target one random creature + one creature/level
  Duration variable (see spell effect)
  Saving Throw Fortitude negates (symptoms only, see text); 
  Spell Resistance yes (see text)
  Upon casting, bleeding plague randomly selects a victim from those 
  individuals within 100 feet who have not prayed at a shrine or temple 
  dedicated to the god of pestilence in over a week. If no such targets are 
  within range, the spell fails.
  If the target fails her saving throw, she develops the disease’s symp-
  toms after one hour. The symptoms disappear 24 hours later and result in 
  1 point of damage at the 18-hour mark if they have not been arrested by 
  then. Symptoms can be arrested \by appropriate curative magic (which 
  also stops the contagious nature of the disease in the victim cured).
  A victim becomes a carrier of the bleeding plague, whether her saving 
  throw or spell resistance succeeds or fails. The next physical contact that 
  the victim has with another individual passes the disease to that individ-
  ual. This new target individual must make his own saving throw to resist 
  the spell’s effects and also becomes a carrier.
  Bleeding plague continues passing from person to person in this fashion 
  until a number of people have been subjected to it equal to the caster level 
  plus one. 
  Any given individual cannot be victimized by this spell more frequent-
  ly than once per month and, in any case, cannot fall prey to the same 
  casting more than once. If a carrier dies before passing the sickness on 
  to another victim, the victim’s corpse is still considered contagious. 
  This spell is only granted by gods of pestilence and disease.
  Blend Into Background 
  School illusion (glamer); Level druid 1, ranger 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components S, M (a lizard tail that is swallowed)
  Range personal
  Target you
  Duration 1 hour/ level (D)
  The spell adds +1 per caster level (max +10) to any Stealth check for 
  the duration of the spell. The spell alters the caster’s appearance, including 
  her equipment, so that she blends into whatever background sits behind 
  her.
  Blessed Harvest 
  School transmutation; Level cleric/oracle 2, druid 2
  Casting Time 1 full round action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area 1 acre/level
  Duration 1 year
  Saving Throw none; Spell Resistance no
  You bless a field, granting it unusual growth and prosperity. The crops 
  within the area of effect grow especially healthy and well, raising the po-
  tential productivity of the field by one-third over the course of the next 
  year.
  Blessed Warmth 
  School abjuration; Level cleric/oracle 3, paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched (see text)
  Duration 10 min./level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  You draw a shaft of shimmering light down on the creature touched, 
  granting it resistance to cold 10. For every level above 7th, you can create 
  another shaft of light to ward another creature (maximum of 14 shafts at 
  20th level). Warded creatures must remain within 20 feet of you or they 
  lose the benefit of this spell and the shaft of light warding them winks out 
  (though you can create another shaft to protect the creature if it moves 
  back within range).
  Note: Blessed warmth overlaps (and does not stack with) protection 
  from energy (cold) and resist energy (cold).
  Blessed Watchman 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 2, paladin 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target living creature touched
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You grant the target a +4 sacred bonus on Perception checks and a +2 
  sacred bonus on Will saves to resist charms, compulsions, and mind-
  affecting effects. Additionally, the subject cannot be surprised and may 
  act normally on a surprise round in combat.
  Blessing of the Dawn 
  School abjuration; Level cleric/oracle 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Area The caster and all allies within a 50-ft. 
  burst, centered on the caster
  Duration 1 min./level
  Saving Throw none; Spell Resistance yes (harmless)
  Blessing of the dawn counters all spells with the darkness descriptor 
  and prevents further darkness spells from being cast within its radius. Ad-
  ditionally, those within the spell’s radius receive a +2 insight bonus on 
  Heal checks.
  Blessing of the Forge 
  School transmutation; Level cleric/oracle 5
  Casting Time 1 standard action
  Components V, S, M (two small gold talismans shaped like a 
  hammer and anvil, worth no less than 250 gp)
  Range personal
  Target you
  Duration 1 round/level
  You can call on your affinity with constructed items to ask them not to 
  harm you. Any forged or crafted items are at –4 on attack rolls to hit you, 
  and deal only half damage to you if they successfully hit. Natural objects, 
  such as a tree branch being used as a club, are not subject to the spell’s 
  effects.
  Blight Fog 
  School necromancy; Level druid 6
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  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect 20 ft. radius gray cloud that moves away from the 
  caster
  Duration 1 round/level
  Saving Throw Fortitude partial; see text; Spell Resistance yes
  You call forth a thick gray cloud of deadly mist designed specifically 
  to kill off plants. Normal plants wither and die within 5 rounds of being 
  touched by the mist as it sucks the life energy out of them, leaving their 
  desiccated husks behind. Plant-type creatures suffer wracking pain as their 
  life force is drawn out into the cloud and suffer 1d6 points of damage for 
  every 5 caster levels (maximum 4d6). When initially called forth, the gray 
  mist is a 20-foot-radius cloud that reaches 20 feet high and moves away 
  from the caster at 10 feet per round. A moderate wind (11+ mph) disperses 
  the cloud in 4 rounds while a strong wind (21+ mph) easily dissipates the 
  cloud in a single round. This necromantic mist is specifically designed to 
  work against plants; all other creature types are immune to the effects, 
  although the mist does provide concealment equal to a fog cloud spell.
  Blindfold 
  School illusion (figment); Level sorcerer/wizard 2
  Casting Time 1 full round
  Components V, S, F (spirit doll marked to the target, see spirit 
  doll enchantment spell)
  Range long (400 ft. + 40 ft./level)
  Target one creature that is marked by the spirit doll focus
  Duration 1 day/level (D) (see below)
  Saving Throw Will partial; Spell Resistance yes
  By covering a spirit doll’s (see spirit doll enchantment) head with ei-
  ther hand or cloth, the target is blinded. The effect lasts as long as the 
  doll remains covered, up to the spell’s maximum duration. If the doll is 
  uncovered, the spell ends immediately. If the target’s save succeeds, he is 
  not blinded but is instead dazzled (–1 to attack) for a number of rounds 
  equal to the caster’s level.
  Blinding Ash 
  School conjuration (creation); Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (ashes from a fire or hearth)
  Range close (25 ft. + 5 ft./2 levels)
  Effect 30-ft.-diameter and 20-ft.-high cloud
  Duration 1 round/level
  Saving Throw none (see text); Spell Resistance no (see text)
  Ash, cinders and smoke rise into a great cloud that obscures vision and 
  heats the air within it. Once created, the cloud is stationary. This spell 
  functions like obscuring mist except that fire spells do not burn off the 
  mist. Water and cold-based spells such as cone of cold or sleet storm clear 
  out the smoke and ash, however. Anyone within the cloud takes 2d6 points 
  of fire damage each round. Affected creatures may attempt a Reflex save 
  for half damage. Spell resistance applies normally to the fire damage. This 
  spell does not function underwater.
  Blinding Flare 
  School evocation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a masterwork arrowhead and a bit of 
  tinder)
  Range 10 ft.
  Target one missile weapon
  Duration 1 round + 1 round/3 levels
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  This spell focuses upon an arrow, javelin or other missile weapon. Once 
  the spell is cast, the weapon in question glows slightly. Either at the height 
  of its arc or when it strikes its target (your choice), the weapon suddenly 
  erupts into a burst of light, as if a star had appeared from nowhere. Anyone 
  looking at the weapon, or within 30 feet of it, must succeed on a Will save 
  or be blinded for one round. If the weapon misses its target, the spell goes 
  off when it strikes the ground.
  Blindness/Deafness, Mass 
  School necromancy; Level cleric/oracle 8, sorcerer/wizard 7
  Target one creature/level, no two of which can be more 
  than 30 ft. apart
  This spell functions like blindness/deafness, except that mass blindness/
  deafness affects multiple opponents.
  Blood Bath 
  School necromancy; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M
  Range long (400 ft. + 40 ft./level)
  Area one creature
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  This gruesome spell causes blood to spurt from the target’s eyes, ears, 
  nose, and mouth, dealing 1d6 points of damage per level of the caster 
  (max 8d6). The victim is allowed a Fortitude save for half damage. This 
  spell is unable to affect creatures without blood, though the GM may 
  rule that other bodily fluids (such as the ichor of an ooze) constitutes that 
  creature’s “blood.”
  Blood Blade 
  School transmutation; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one bladed weapon touched
  Duration 1 min./level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  By touching a bladed weapon (such as a spear, sword, dagger, or the 
  like), you imbue it with the wounding special quality for the duration of 
  this spell. For more information, see the wounding special quality in the 
  Pathfinder Roleplaying Game Core Rulebook. You cannot cast this spell 
  on a weapon that already has the wounding special quality.
  Blood Geyser 
  School evocation [acid]; Level cleric/oracle 3, sorcerer/
  wizard 2
  Casting Time 1 action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-by-20-ft. square
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes (harmless)
  Casting this spell causes a geyser of blood to erupt from the ground, 
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  spraying all within a 20-foot-by-20-foot area. The blood, filled with the 
  hatred of the defeated, burns as if it were a powerful acid, causing 1d6 
  points of acid damage per 2 caster levels, up to a maximum of 10d6.
  Blood of the Hydra 
  School conjuration [creation]; Level druid 6, ranger 4
  Casting Time 1 standard action
  Components V, S, M (a drop of snake’s blood and a drop of 
  snake’s venom)
  Range touch
  Target one slashing or piercing weapon or five slashing or 
  piercing projectiles (all of which must be in contact with 
  each other at the time of casting)
  Duration 1 minute/level
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell conjures forth a deadly poison that can be applied to edged 
  melee weapons or ammunition. The poison automatically deals 1d4 points 
  of Constitution damage per round; one successful Fortitude save negates 
  the effect. A melee weapon magically retains sufficient poison for up to 
  five successful strikes. At the end of the spell’s duration, any venom that 
  remains on the weapon or projectiles loses its supernatural potency.
  As the venom is magically delivered, you do not run the usual 5% risk 
  of poisoning yourself.
  Blood Purge 
  School necromancy; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a few drops of blood and a tiny glass 
  tube)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  This spell violently disgorges blood from the body of the subject, 
  dealing 2d6 points of Constitution damage to the target (half that amount 
  if the target makes a successful Fortitude save). Creatures without blood 
  (such as oozes, undead, plants, and so on) are unaffected by this spell.
  Bloody Tentacles 
  School necromancy [evil]; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (handful of dirt from a strangled man’s 
  grave)
  Range close (25 ft. + 5 ft./2 levels)
  Target all corpses and dying creatures in range
  Duration 1 hour/level
  Saving Throw Fortitude negates; Spell Resistance yes
  When this spell is cast, all corpses and dying creatures (those below 0 
  hit points and disabled) in the spell’s area are affected. Dying creatures 
  are allowed a Fortitude save to avoid the spell’s effects, but slain creatures 
  are not. Those affected by the spell have all the blood drawn from their 
  bodies (killing all those still alive), forming horrible tentacles of clotted, 
  red, black blood. These tentacles always remain in contact with the bodies 
  from which they are drawn, lashing out and flailing at the caster’s foes. 
  One tentacle is created per affected corpse, up to a maximum of 1 per 
  Bloodburn
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  caster level. No more than 20 tentacles can ever be created by this spell. 
  Each tentacle is 10 feet long (Large) and has the same saving throws as 
  the creature from which it was created. Each has AC 15, l hp per HD of 
  the creature from which it was drawn plus 1 hp per 2 caster levels, half 
  the base attack bonus of its host creature, and a Strength of 19 (use these 
  statistics to calculate a tentacle’s CMB and CMD). It is immune to spells 
  that do not cause damage, except for disintegrate, dispel magic, and those 
  spells that can affect water or blood.
  Each round that a tentacle is not already grappling someone, starting 
  the round after it appears, it makes a slam attack against a single oppo-
  nent within reach, dealing 1d6 points of damage and making a grapple 
  attack as a free action. If the tentacle succeeds in its grapple attack, it 
  deals no further damage but begins to drown the target (see the Pathfinder 
  Roleplaying Game Core Rulebook, “Water Dangers”). As described in the 
  rules, the target can hold his breath for a number of rounds equal to twice 
  his Constitution and may attempt to break the grapple every round. If he 
  fails, he must begin to make Constitution checks as described.
  Bloodburn 
  School necromancy; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a pinch of sulfur), F (the exposed blood 
  of the subject)
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration 1d4+2 rounds
  Saving Throw Fortitude negates; see text; Spell Resistance 
  yes
  Bloodburn allows you to ignite the exposed blood of one creature, 
  turning its flowing blood into hellish flames. The target must have been 
  wounded within the last 1 minute by a piercing or slashing weapon, and 
  the wound cannot have been treated by any cure spell or healing magic or 
  “dressed” with a Heal check or this spell has no effect. 
  The subject takes 2d6 points of damage each round from blood loss as 
  the magical flames draw blood out of the creature to use for fuel. Half of 
  this damage is fire damage. The target must succeed on a Fortitude save 
  each round to negate the fire damage for that round. Creatures without 
  blood (such as oozes, undead, plants, and so on) and creatures immune 
  to fire are unaffected by this spell as their blood simply cannot be burned.
  Blunt the Edge 
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range 10 ft.
  Target one weapon
  Duration 1 round +1 round/3 levels
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  This spell blunts the edge of a piercing or slashing weapon. The weapon 
  gains the broken condition and its damage die is decreased to the next 
  lowest type (1d8 to 1d6, 1d6 to 1d4, and so on). Only magical weapons 
  receive a saving throw against the effect; a weapon possessing the keen 
  property receives a +4 circumstance bonus to the save. Keen edge count-
  ers and dispels this spell.
  Boarding Plank 
  School evocation [force]; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range see text
  Area see text
  Duration 5 minutes/level
  Saving Throw none; Spell Resistance no
  This spell creates a shimmering board of force, 4 feet in width and 
  stretching up to 25 feet long. The board keeps itself level at all times and 
  can support a weight of up to a ton and a half (3,000 pounds) before it 
  collapses.
  Casting this spell requires you to touch either the ship or where it is to 
  dock and mentally extend the board to its destination.
  Bolster Mental Fortitude 
  School abjuration; Level cleric/oracle 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a small gold or silver circlet worth at 
  least 5 gp)/DF
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The creature touched gains a +4 resistance bonus on saving throws 
  against all mind-affecting spells and effects.
  Bone Armor 
  School necromancy; Level cleric/oracle 3
  Casting Time 1 standard action 
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 10 min./level or until discharged
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  You strengthen the bones of a single creature you touch. The subject 
  gains DR 5/piercing or slashing. Once the spell prevents a total of 10 
  points of damage per caster level (maximum 100 points), it is discharged. 
  Creatures without bones (such as oozes and plants) do not gain any benefit 
  from this spell.
  Bone Blight 
  School necromancy [evil]; Level sorcerer/wizard 5
  Casting Time 1 standard action 
  Components V, S, M (a few drops of aqua regia and a bit of 
  powdered bone)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration see text
  Saving Throw Fortitude negates (see text); Spell Resistance 
  yes
  The subject contracts a supernatural curse known as bone blight that 
  strikes immediately (no incubation period). See the sidebar for information 
  on bone blight. The DC noted is for subsequent saves (use this spell’s 
  normal save DC for the initial saving throw).
  Bone Blight
  Bone blight is a supernatural curse that causes an afflicted creature’s 
  bones to deteriorate at an alarming rate. In the final stages of the disease, 
  the victim’s skull and spine collapse, killing it. Successful saves do not 
  allow the victim to recover (though they do prevent damage normally). 
  Creatures without bones (oozes, plants) and incorporeal creatures are 
  immune to the effects of bone blight.
  Unlike normal diseases, bone blight continues until the victim reaches 
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  Strength 0 and Constitution 0 (and dies) or is cured as described below. 
  Bone blight is a powerful curse, not a natural disease. While afflicted 
  with bone blight, a character does not heal damage (ability or hit points) 
  naturally. Also, any bludgeoning attack doubles its critical threat range 
  against an afflicted character. Further, a character attempting to cast any 
  conjuration (healing) spell on a creature afflicted with bone blight must 
  succeed on a DC 20 caster level check, or the spell has no effect on the 
  afflicted character.
  To eliminate bone blight, the curse must first be broken with break 
  enchantment or remove curse (requiring a DC 20 caster level check for 
  either spell), after which a caster level check is no longer necessary to cast 
  healing spells on the victim, and the bone blight can be magically cured 
  as any normal disease.
  An afflicted creature that dies of bone blight collapses into a mound of 
  quivering flesh.
  Type curse and disease—spell; Fort DC as the spell; onset 
  instant; frequency 1/day; effect 1d4 Strength, 1d4 Con; cure —
  Bone Trap 
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 standard action 
  Components V, S, M (a pinch of dust taken from a defeated 
  wight or vampire)
  Range touch
  Target one skull touched
  Duration permanent until discharged (D)
  Saving Throw see text; Spell Resistance yes
  You place this spell on a single skull or other large bone taken from the 
  skeletal remains of a Medium or smaller creature. When the skull or bone 
  is touched, a blast of red and violet negative energy fills the area within 
  a 10-foot radius around the spell’s center. The negative energy deals 1d4 
  points of damage per caster level (maximum 10d4). Anyone within 10 feet 
  of the skull is entitled to a Reflex save for half damage. The bone used is 
  destroyed by the blast.
  Boost Potency 
  School transmutation; Level cleric/oracle 2, druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target 1 plant or creature touched/level
  Duration 1 minute/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  This spell increases the DC for any of the target’s natural poisons by 1 
  per two caster levels (minimum 1). This spell can be cast only on a living 
  plant or animal that produces a natural poison of some type.
  Bound Hearts 
  School enchantment; Level cleric/oracle 7
  Casting Time 1 hour
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target two creatures
  Duration 1 year
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You place two people into a psychic bond. Each person becomes per-
  petually aware of the other’s location, well enough to find the other even 
  when blindfolded, and their physical and emotional condition at any time. 
  This knowledge does not give any information about the subject’s sur-
  roundings — if she is chained in a prison, for example, the other subject 
  of the spell knows only where she is and that she is despondent and weak 
  but unharmed. The two subjects must be within the spell’s range when it 
  is cast, but after that the link persists at any distance.
  A person can be under the effects of only one bound hearts spell at any 
  given time; it is not possible for more than two people to be simultaneous-
  ly linked by this spell.
  Bound Souls 
  School enchantment; Level cleric/oracle 9
  Duration 1 year/level
  As bound hearts, except of longer duration. In addition, if the two sub-
  jects are married, they each receive a +2 morale bonus on Sense Motive 
  checks and Will saving throws when within 60 feet of one another.
  Bramble Armor 
  School conjuration (creation); Level druid 4
  Components V, S, M (a shorty, thorny vine)
  Casting Time 1 action
  Range touch
  Target one creature
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  A multitude of tough wooden vines with iron-hard thorns spring from 
  the caster’s hands and wrap themselves around the target, providing the 
  target with a +5 armor bonus. Bramble armor is considered medium ar-
  mor with a +4 maximum Dexterity bonus, a –4 skill check penalty, and a 
  25% arcane spell failure chance. The armor weighs 15 pounds.
  The thorny vines also make it difficult to hit the wearer without dam-
  age. On each successful melee attack against the target, the attacker must 
  succeed on a Reflex save at the spell’s DC or take 1d4 points of piercing 
  damage. Attackers using manufactured melee weapons with reach are un-
  affected by the thorns.
  Branch Assault 
  School transmutation; Level druid 2
  Casting Time 1 standard action 
  Components M, S
  Range medium (100 ft. + 10 ft./level)
  Effect one tree
  Duration 1 min./level
  Saving Throw none; Spell Resistance no
  You imbue one natural tree with the ability to attack creatures within its 
  reach (10 feet). The tree is immobile and can attack only creatures under 
  its branches. Once per round, the tree attacks at the caster’s base attack 
  bonus and deals 2d6 points of bludgeoning damage with a successful hit. 
  The tree ceases its attacks if it receives more than 30 points of damage 
  (hardness 4; AC 14).
  Breach Defenses 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 round
  Components V, S, M (one marble-sized ball of iron and a 
  bit of flesh or a few drops of blood from a creature with 
  damage reduction)
  Range close (25 ft. + 5 ft./2 levels)
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  Target one creature
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  Breach defenses negates the damage reduction of a creature whose 
  HD are not more than twice your caster level. This spell’s effect does not 
  affect a creature’s ability to overcome damage reduction using natural or 
  melee weapons (thus, while this spell would negate a bearded devil’s DR, 
  it would not affect its natural or melee weapons, which are considered 
  lawful-aligned and evil-aligned).
  Breach defenses has no effect on creatures with epic DR.
  Breath of the Dragon 
  School evocation [acid, cold, electricity, or fire (see text)]; 
  Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, M (see text)
  Range close (25 ft. + 5 ft./21evels) for cone or Medium (100 
  ft. + 10 ft./level) for ray
  Area cone or ray
  Duration Instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  Breath of the dragon allows the caster to spew forth a breath attack 
  similar in nature to that of a dragon’s breath weapon. There are five differ-
  ent forms of the spell, though the wizard need prepare the spell only once 
  and choose the variety of breath attack at the time of casting. Each form 
  requires different material components to successfully cast, while none of 
  the versions requires somatic components of any sort. 
  A character under the effect of a breath of the dragon spell may breathe 
  a cone of fire, cold or corrosive gas or a stream of acid or lightning. The at-
  tack inflicts 1d6 points of damage per level of the caster (maximum 10d6) 
  to all creatures within the attack’s area of effect. Note that the attack-
  er need not expel the entire attack at once; a 10th-level character could, 
  for example, breathe two 5d6 cones of fire or one 10d6 cone or five 2d6 
  cones. If a round passes with no attack, however, the remainder of the 
  spell’s effect is lost.
  Material Components: A small amount of dragon’s blood correspond-
  ing to the breath type being used. The blood is mixed with another com-
  ponent appropriate to the breath type: oil for fire, acid for acid, a frozen 
  liquid for cold, liquid chlorine for corrosive gas, and melted copper for 
  electricity. This mixture is drank on casting, causing the caster to lose 1 hit 
  point (no save) for every die of damage inflicted by the spell.
  Brittle 
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a drop of corrosive substance)
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 object (see text)
  Duration 1 round/level
  Saving Throw see text; Spell Resistance yes
  You reduce the hardness of an object by 5. An animated object or one 
  in motion gets a Reflex save to negate the effect. If it is stationary or is not 
  animated, it gets no save. The spell can only affect an object with an area 
  of 15 feet square or smaller. If the object is larger (such as a wall), it only 
  affects a 15-foot-square area. 
  Bubble Goop 
  School evocation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a bit of tree sap or flesh from a mimic 
  that must be consumed during the casting)
  Range medium (100 ft. + 10 ft./level)
  Effect one or more bubbles
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance yes
  Bubble goop allows you to breathe forth one bubble per two caster 
  levels (maximum 6 bubbles at 12th level) that quickly float toward a 
  designated target. When a bubble contacts a solid surface or creature, 
  it pops and releases a sticky goo that quickly covers a 5-foot area or a 
  creature (a creature can attempt a Reflex save to avoid the goo). One 
  bubble can cover a Medium or smaller creature. For every size category 
  larger than Medium, one additional bubble is required to cover a creature. 
  If you release multiple bubbles, you can direct them to strike a single 
  creature or several creatures.
  A creature covered with goo takes a –2 penalty on attack rolls and 
  a –4 penalty to Dexterity and it can move only at half speed. A flying 
  creature must make a second Reflex save or be unable to fly (assuming it 
  uses its wings to fly) and fall to the ground. This spell does not function 
  underwater. Multiple bubbles that hit a single creature do not increase the 
  penalty on attack rolls or the penalty to Dexterity. 
  A creature can break free by dealing damage to the goo with a slashing 
  weapon. The goo has 10 hit points. For every additional bubble that strikes 
  a foe, increase the goo’s hit points by +3. A creature trying to scrape goo 
  off itself, or another creature assisting, does not need to make an attack 
  roll; hitting the goo is automatic, after which the creature that hit makes 
  a damage roll to see how much of the goo is scraped off. Once free, the 
  creature can move (including flying) at normal speed.
  A character capable of spellcasting who is bound by the goo must 
  succeed on a Concentration check (DC 15 + the level of the spell) to cast 
  a spell. The goo becomes brittle and fragile after 1 minute, cracking apart 
  and losing its effectiveness. An application of universal solvent dissolves 
  the goo immediately.
  Bubble Net 
   
  School conjuration (creation); Level cleric/oracle 1, druid 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components S, M (palm-sized net)/DF
  Range medium (100 ft. + 10 ft./level)
  Target one Target creature or object
  Duration 1 round/level (D)
  Saving Throw Reflex negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  Bubble net causes a targeted underwater creature or object to be 
  wrapped in a magical net of air bubbles that rises to the water’s surface. 
  When successfully cast, bubble net immediately lifts the target toward 
  the surface of the water. The rate of ascent is quick, at 120 feet per round. 
  The bubble net equalizes pressure during the ascent so that creatures de-
  compress without getting the bends. Once the target reaches the surface, 
  the bubble net matches pressure with the surrounding water and no longer 
  propels the target upward but maintains the target at the surface for the 
  spell’s remaining duration.
  The bubble net is not restrictive in any way, so the target is able to swim 
  about as normal, but any attempt at descent only serves to counter some or 
  all of the 120 feet per round ascent, depending on the target’s swimming 
  speed. The spell does not interfere with attacks or other actions taken by 
  a target creature.
  The target of this spell cannot weigh more than 100 pounds per caster 
  level. Finally, the spell functions the same in liquid mediums other than 
  water.
  Bug Bites 
  School conjuration (creation); Level bard 2, cleric/oracle 2, 
  druid l, ranger 1, sorcerer/wizard 2
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  Casting Time 1 full round
  Components S, M (a small, biting insect)
  Range touch
  Target one sleeping creature
  Duration instantaneous
  Saving Throw special (see below); Spell Resistance yes
  Bug bites covers a single sleeping target head to toe in itchy insect bites, 
  inflicting a –1 penalty to all of the target’s rolls for the next 24 hours. The 
  bites disappear after that time. There is no saving throw, but since the spell 
  requires the caster to touch a sleeping target, the GM may determine that 
  the target receives a Reflex save in order to wake up and detect the caster.
  Buoyancy 
  School transmutation [water]; Level cleric/oracle 1, druid 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a small white ring)
  Range touch
  Target one creature touched
  Duration 10 minutes/level
  Saving Throw Fortitude (harmless); Spell Resistance yes
  Normally cast upon a drowning companion, buoyancy causes the target 
  to become lighter than the surrounding liquid. The target either rises to the 
  surface of any surrounding water (at a rate of 10 feet per round) or floats 
  on the surface of the water regardless of encumbrance or armor.
  The target is in no way granted any additional mobility or breathing 
  benefits while in the water. This spell only keeps the subject from 
  sinking.
  Burden 
  School transmutation; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one object (up to 1/2 lb. of weight per caster level)
  Duration 1 minute/caster level
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  This spell doubles the weight of the selected item. At 3rd level you 
  can increase the item’s weight by four times, and at 5th level you can 
  make it up to six times its original weight. The item’s other attributes 
  are unchanged, and the item is not damaged by its weight increase 
  (thus, a flimsy piece of cloth can become substantially heavier and can 
  still be just as easily torn, but it does not tear under its own enhanced 
  weight).
  Burn the Sight 
  School transmutation; Level sorcerer/wizard 2
  Casting Time 10 minutes
  Components V, S, F (spirit doll marked to the target and an 
  active light source, see spirit doll enchantment spell)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature that’s marked by the spirit doll focus
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  A light source such as a candle or torch is placed within six inches of 
  a spirit doll. This action grants the doll’s mark darkvision of 60 feet. As 
  with other spells, the distance between the doll and its mark are irrelevant, 
  unless one or the other enters a different plane.
  If the doll focus is ever separated from the light source or if the light fo-
  cus is extinguished, the spell ends prematurely. Once the spell’s duration 
  expires, it must be cast again to be effective.
  Burning Rain 
  School transmutation; Level sorcerer/wizard 7
  Casting Time 10 minutes
  Components V, S, M (a small vial of acid)
  Range long (400 ft. + 40 ft./level)
  Area 100-ft.-radius area, + 10 ft./level
  Duration 3 round +1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell works only when the sky is overcast. It transforms the rain-
  clouds above so that they drop acid instead of water. This burning rain 
  causes 2d6 points of damage per round to each target in the area of effect. 
  The acidic rain eats through wood, stone, and other materials as well, 
  ignoring half the structure’s hardness and inflicting 2d6 points of damage 
  per round.
  Buttress 
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 1evels)
  Target one object up to 1 cubic ft./level
  Duration 1 minute/level
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  This spell strengthens the object in question, making it less likely to 
  break — doubling the object’s hit points and increasing its hardness by 5. 
  This is most often used on lances to keep them from shattering. 
  Cacophony 
  School evocation [sonic]; Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area one 5-ft. square/level
  Duration instantaneous
  Saving Throw Fortitude negates (see text); Spell Resistance 
  yes
  Cacophony causes a clap of thunder to erupt in an area designated by 
  you when you cast this spell. Creatures in the area must make a successful 
  Fortitude save or be deafened for 1 minute per caster level. Brittle or 
  crystalline objects and creatures in the area of effect take 1d6 points of 
  sonic damage per caster level (maximum 10d6). A creature holding an 
  affected object can negate damage to them by making a successful Reflex 
  save.
  Call the Heart 
  School necromancy [death]; Level cleric/oracle 6
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./ 2 levels)
  Target one living creature
  Duration Instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  The target makes a Fortitude save. Failure results in death as the vic-
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  tim’s still-beating heart is torn from his chest to fly through the air into the 
  caster’s hand. A successful save still results in 4d6 points of damage +1 
  per caster level.
  Call Lesser Demon 
  School conjuration (calling); Level cleric/oracle 3, sorcerer/
  wizard 3
  Casting Time 10 minutes
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect one summoned demon of up to 5 HD
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  By casting this spell, you summon a demon of 5 HD or less. You do 
  not need to have the same alignment or general alignment as the demon 
  summoned. This spell was specifically created by a powerful demon prince 
  (some mention Demogorgon, others say Orcus) and allowed to pass into 
  the hands of mortal spellcasters to summon demons of corruption (see the 
  Tome of Horrors Complete for details on these demons) so they might 
  corrupt the caster and turn him toward chaos and evil.
  The target creature gets a Will save. If the save succeeds, the creature 
  resists the spell. If the save fails, the creature is immediately drawn to 
  your location. A demon subjected to this spell receives a penalty to its 
  save or SR roll based on the alignment of the caster and how far away 
  from chaotic evil the caster is. For each step that the caster is removed 
  from chaos (on the law-chaos axis), the demon receives a –1 penalty to 
  its save and SR roll. For each step that the caster is removed from evil 
  (on the good-evil axis), the demon receives a –1 to its save and SR roll. 
  These penalties stack. Thus, a demon summoned by a neutral evil caster 
  receives a –1 penalty to its save and SR roll (neutral is one step removed 
  from chaos on the law-chaos axis), while a demon summoned by a lawful 
  good caster receives a –4 penalty to its save and SR roll (+2 for lawful 
  and +2 for good). 
  You may ask the demon to perform one task for you, and the demon 
  may ask for some service in return (note that demons of corruption never 
  request anything in return, desiring only to use their whisper of madness 
  ability). The more demanding the task requested, the greater the return 
  favor asked by the summoned demon. This bargaining takes at least 1 
  round, so any actions by the demon begin the round after it arrives. If the 
  character agrees to the service, the demon performs the task the character 
  requested, reports back to the character afterward (if possible), and returns 
  to its home plane. The character is honor-bound to perform the return 
  favor. If the return favor is not completed as promised, the summoner is 
  visited by an appropriate number of demons to slay him and take his soul.
  Call of the Wild Companion 
  School evocation; Level druid 1
  Casting Time 1 action
  Components S, DF
  Range long (400 ft. + 40 ft./level)
  Target one animal
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  By casting this spell, a druid transmits a silent, one-word message to an 
  animal companion. The spell does not require line of sight. If the message is 
  the command “come,” the animal gains an intrinsic knowledge of the cast-
  er’s location at the time of casting. Only an animal companion or an animal 
  bonded to the caster by animal friendship can be the target of this spell.
  Call Upon Faith 
  School conjuration; Level cleric/oracle 1, paladin 1
  Casting Time 1 standard action
  Components V, S, DF
  Call Lesser Demon
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  Range personal
  Target you
  Duration 1 min./level or until discharged; see text
  You call upon your deity to assist you in a task you are facing. You 
  receive a +3 sacred bonus on any one ability check or skill check. Once 
  you attempt the skill or ability check, the spell expires (whether the check 
  succeeds or not).
  Camouflage 
  School transmutation; Level ranger 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (internal organs of a chameleon)
  Range touch
  Target creature touched
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  By changing the subject’s coloration to blend with that of its 
  surroundings, the subject gets a +10 enhancement bonus on Stealth 
  checks. The enhancement bonus increases to +20 at caster level 5th, and 
  to +30 (the maximum) at caster level 9th.
  Cat’s Eyes 
  School transmutation; Level cleric/oracle 2, druid 2
  Casting Time 1 standard action
  Components V, S
  Range personal or touch
  Target you or one creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You confer low-light vision on yourself or on one creature touched. 
  Low-light vision allows the subject (or yourself) to see objects twice as 
  far away under bright or shadowy illumination.
  Catnip 
  School enchantment (compulsion); Level druid 2, ranger 2
  Casting Time 1 standard action
  Components V, S, M (5 to 10 berries that are in season)
  Range close
  Target 10 berries
  Duration 1 minute/level
  Saving Throw special (see text); Spell Resistance no
  You infuse a handful of berries with the power to lure and intoxicate 
  animals. When you cast the spell, you determine which animal type the 
  berries work on and toss them where they can be found. Animals with scent 
  capabilities follow the aroma and unerringly seek them out and devour 
  them. Once eaten, the animals are reduced to a state equating drunkenness 
  and have the sickened condition for the remaining duration of the spell. 
  Sentient or awakened animals receive a saving throw to resist the lure of 
  the berries, but not to resist the sickened condition after consuming them.
  Caustic Spittle 
  School transmutation [acid]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (6 oz. of any sort of wine, consumed by 
  the caster upon casting)
  Range 10 ft.
  Target one creature
  Duration 1 hour/level or until discharged
  Saving Throw none; Spell Resistance yes
  The caster produces a small, viscous glob of potent acid and holds it 
  in his belly for the duration of the spell. The caster may spit the acid at 
  an opponent within 10 feet at any time as a ranged touch attack. A target 
  struck by the acid takes 1d6 points of acid damage +1 point per caster 
  level (maximum +20). The acid spit counts as a splash weapon. If the 
  caster does not spit out the acid before the duration runs out, he takes the 
  damage himself.
  Cavewalker 
  School transmutation; Level druid 2
  Casting Time 1 standard action 
  Components V, S, DF
  Range personal
  Target you
  Duration 10 minutes/level (D)
  This spell can be cast only in an underground environment. If the caster 
  leaves an underground environment while the spell remains in effect, the 
  spell ends prematurely.
  For the duration of the spell, you are adapted to an underground 
  environment. You gain darkvision (60 feet), but you also suffer from light 
  sensitivity. You also gain a +6 competence bonus to Climb and Acrobatics 
  checks made on natural, uncut, or unworked stone.
  Chain Enervation 
  School necromancy; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (the finger bone of a wight, which is 
  broken during the casting of the spell)
  Range medium (100 ft. +10 ft./ levels)
  Target one primary target, plus one secondary target/level 
  (each of which must be with 30 ft. of the primary target)
  Duration instantaneous
  Saving Throw none and Reflex (see text); Spell Resistance 
  yes
  You fire a bolt of negative energy at a primary target that then splits 
  and strikes nearby enemies. The negative energy suppresses the life force 
  of the targeted creatures. The caster must make a ranged touch attach 
  upon the primary target. Creatures can avoid the secondary bolts with a 
  successful Reflex save at a –4 penalty.
  If the attack misses the primary target, all the bolts fade harmless away. 
  If the attack succeeds, the primary target gains 1d4 negative levels. Lesser 
  bolts leap from the primary target to one additional opponent per level of 
  the caster. All adjacent opponents of the primary target gain 1 negative 
  level. All opponents must be within 30 feet of each other.
  If the subjects have as many negative levels as HD, they die. Each 
  negative levels bestows a –1 penalty to attack rolls, saving throws, 
  skill checks, ability checks, and effective level (for determining the 
  power, duration, DC, and other details of spells or spell-like abilities). 
  Additionally, a spellcaster loses one spell or spell slot from his or her 
  highest available. These negative levels stack.
  Assuming the subject survives, the negative levels return after a number 
  of hours equal to the caster level. Unlike enervation, if the duration 
  exceeds 24 hours either by a 24th-level caster or the use of a metamagic 
  feat, the negative levels have a chance of becoming permanent. A single 
  Fortitude DC versus the spell must be made after 24 hours to see if the 
  negative levels become permanent. See negative levels in the Pathfinder 
  Roleplaying Game Core Rulebook.
  Undead creatures struck by the bolts gain 1d6x5 temporary hit points 
  for 1 hour.
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  Change Dust to Water 
  School transmutation [water]; Level druid 6, sorcerer/wizard 
  6
  Casting Time 1 standard action
  Components V, S, M (a handful of dust, a seashell, and a 
  pinch of diamond dust worth at least 500 gp)/DF
  Range medium (100 ft. + 10 ft./level)
  Area up to two 10-ft. cubes/level (S)
  Duration permanent (see text)
  Saving Throw none; Spell Resistance no
  This spell transforms an area of dust or dirt into wholesome, fresh, 
  drinkable water. Magical dust or earth cannot be affected by this spell. 
  The depth of the water created cannot exceed 10 feet. A creature unable to 
  swim in the area sinks to the bottom and follows all rules for submersion 
  in water. Creatures large enough to walk on the bottom can wade through 
  the area at one-half their normal speed.
  This spell does not work on rock, stone, or the like and has no effect on 
  creatures formed of earth (such as earth elementals).
  The water remains until a successful dispel magic or change water 
  to dust spell restores its substance — but not necessarily its form. 
  Evaporation turns the water to normal dirt over a period of days. The 
  exact time depends on exposure to the sun, wind, and normal drainage.
  Change Water to Dust 
  School transmutation [earth]; Level druid 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a bit of seashell and powdered 
  diamond worth at least 500 gp)/DF
  Range medium (100 ft. + 10 ft./level)
  Area up to two 10-ft. cubes/level (S)
  Duration permanent
  Saving Throw none or Fortitude partial (see text); Spell 
  Resistance no
  This spell transforms normal water into fine dust. Any creature in the 
  water is allowed a Reflex save to escape before the area is turned to dust 
  (though only creatures that require water for survival, such as fish, suffer 
  any ill effects from the dust).
  If the body of water targeted is larger than the area affected by this spell, 
  the remaining water simply pours into the affected area to mix with the 
  dust and cause a silt-like mud to form on the surface in the area.
  If targeted against a water-based creature (one with the water subtype) 
  of Huge or smaller size, the spell kills the creature if it fails a Fortitude 
  saving throw. Even if the save succeeds, the creature takes 1d6 points of 
  damage per caster level (maximum 15d6).
  Change water to dust counters and dispels change dust to water.
  Chanting 
  School conjuration (creation); Level cleric/oracle 2, paladin 
  2
  Casting Time 1 standard action
  Components V, S, DF
  Range 30 ft.
  Area all allies and foes within a 30-ft. radius centered on you
  Duration concentration (up to 1 min./level)
  Saving Throw none; Spell Resistance no
  As long as you are chanting (maximum duration up to 1 minute per 
  caster level), you bring special favor upon your allies and bring disfavor 
  to your enemies. You and your allies gain a +1 luck bonus on attack rolls, 
  weapon damage rolls, saves, and skill checks while your foes take a –1 
  penalty on such rolls. You must chant in a clear voice. Any interruption 
  in your chanting, such as a failed Concentration check, a silence spell or 
  speaking or casting another spell, ends this spell. As an exception to the 
  general rule, the effects of this spell stack with those of a prayer spell if 
  cast by a cleric of your alignment and who worships the same deity as you.
  Chanting, Greater 
  School conjuration (creation); Level cleric/oracle 4, paladin 4
  This spell is identical to the chanting spell except that you and your 
  allies gain a +2 luck bonus on attack rolls, weapon damage rolls, saves, 
  and skill checks while your foes take a –2 penalty on such rolls. The bonus 
  from this spell does not stack with that gained from the chanting spell. 
  As an exception to the general rule, the effects of greater chanting stack 
  with those of a prayer spell if cast by a cleric of your alignment and who 
  worships the same deity as you.
  Chaos 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 7
  Components V, S, M (a small bronze disc and a small iron 
  rod)
  Targets All creatures in a 40-ft.-radius burst
  Saving Throw none and Will negates; see text; Spell 
  Resistance no and yes (see text)
  This spell functions as confusion, except as noted above. Only the 
  following creatures receive a Will saving throw to resist the effects of 
  this spell: barbarians, fighters, specialist wizards (enchanters), monsters 
  that have no supernatural or spell-like abilities and have an Intelligence 
  score of 4 or less, creatures with an Intelligence score of 21 or higher, and 
  creatures with more HD than the caster. Other creatures do not receive a 
  save to avoid the effects of chaos.
  Chaos Bolt 
  School evocation [chaotic, force]; Level sorcerer/wizard 3
  Casting Time 1 standard action 
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  You tap the realm of chaos and release a bolt of chaotic energy that 
  deals 1d6 points of damage per caster level (maximum 10d6) to your 
  target. A lawful-aligned creature receives a –4 penalty on its saving throw. 
  A chaotic-aligned creature receives a +4 bonus on its saving throw. The 
  bolt begins at your fingertips.
  Character Flaw 
  School enchantment; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components S
  Range touch
  Target one person
  Duration 1 minute + 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  The target of this spell becomes more unpleasant to those around him, 
  and grates on them more often, fraying their tempers and making it im-
  possible to influence them in any way he might desire (–10 to all Cha-
  risma-based checks). It is not that the target behaves any differently, but 
  everything he says and does rubs people the wrong way. This spell shifts 
  NPC attitudes toward the subject one step toward hostile for the duration 
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  of the spell. The subject may make a Diplomacy check to try to improve 
  their attitude (at the –10 penalty), but failure by more than 5 is likely to 
  worsen their attitude even further.
  Charge 
  School abjuration [electricity]; Level druid 2, sorcerer/wizard 
  4
  Casting Time 10 minutes
  Components V, S, M (a thin strand of copper wire wrapped 
  around a small piece of lodestone)
  Range touch
  Target object touched
  Duration permanent until discharged
  Saving Throw Fortitude half; Spell Resistance yes
  You protect a single item with a magical trap that releases an electrical 
  charge when anyone other than you touches it. The discharge deals 1d4 
  points of electrical damage +1 point per caster level (maximum +20). A 
  successful save halves the damage. The item protected by this spell is not 
  harmed by this discharge.
  A charged item cannot have a second closure or warding spell placed on 
  it. A knock spell does not bypass charge, although it can unlock any locks 
  or open the item; when the charged item is touched, however, the spell still 
  goes off. An unsuccessful dispel magic spell does not discharge the spell.
  You can use the charged object without discharging it, as can any 
  individual to whom the object was specifically attuned when cast. Attuning 
  a charged object to an individual usually involves setting a password that 
  you can share with friends.
  Note: Magic traps such as a charged trap are hard to detect and disable. 
  A rogue (only) can use the Perception skill to find a charged trap and 
  Disable Device to thwart it. The DC in each case is 25 + spell level (DC 
  27 for a druid’s charge or DC 29 for the arcane version).
  Charged Missile 
  School transmutation [electricity]; Level bard 2, ranger 2, 
  sorcerer/wizard 2
  Casting Time 1 action
  Components V, S, M (the arrow or bolt)
  Range touch
  Target 1 arrow
  Duration permanent until discharged
  Saving Throw none; Spell Resistance no
  You touch a single arrow or bolt, which then can be shot at a foe with 
  no risk to the archer. On a successful hit, in addition to normal damage, 
  the arrow inflicts 1d6+1 points of electrical damage per caster level, up 
  to a maximum of 10d6+10. If the arrow misses, the spell is wasted and 
  has no effect.
  Charged Touch 
  School transmutation [electricity]; Level druid 4, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, M (a spool of copper wire)/DF
  Range touch
  Target one creature (see text)
  Duration 1 round/level or until discharged
  Saving Throw Reflex negates (harmless) and Fortitude half; 
  Spell Resistance yes (harmless) and Yes
  When cast, charged touch enables the target’s body to store an elec-
  trical charge until the target makes an unarmed or metal weapon (that 
  can conduct the charge) melee touch attack on a victim, or until someone 
  touches the target with an unarmed or metal weapon strike. When one of 
  these events occurs, the victim automatically suffers 1d6 points of elec-
  trical damage per caster level (maximum 10d6). Damage is halved if the 
  victim makes a successful Fortitude save. The spell does not differentiate 
  between friend or foe, however, so the first person to touch the target is 
  affected. Blows from wooden weapons do not discharge the spell, nor 
  does the spell discharge if the target touches wooden or glass objects. If 
  the target touches large metal objects or water, the spell is discharged, 
  possibly damaging anyone else touching that body of water (see below) or 
  metal structure (GM’s discretion).
  If the spell is cast on a target who is underwater, the effect discharges 
  immediately, and everyone within 15 feet of the target who is also in the 
  same body of water is affected by the damage of the discharge (except the 
  spell’s target himself).
  Chariot of Fire 
  School conjuration (summoning) [fire]; Level druid 8
  Casting Time 10 minutes
  Components V, S, M (a small piece of wood, two holly 
  berries, and a source of fire at least as large as a torch)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect flaming chariot pulled by two fiery horses
  Duration 1 hour + 10 min./level
  Saving Throw none; Spell Resistance no
  Chariot of fire creates clap of thunder and roiling bank of smoke from 
  which a flaming heavy chariot drawn by 2 reddish-brown fiery horses 
  emerges (see Pathfinder Roleplaying Game Ultimate Combat, “Vehicles”). 
  The chariot has a base land speed of 70 feet per round and a fly speed of 
  140 feet per round with average maneuverability. The chariot can carry 
  you and up to 5 other Medium or smaller creatures that you designate (by 
  touch) during the casting. Creatures larger or smaller than Medium can be 
  designated. A Large creature counts as two Medium or smaller creatures. 
  Huge or larger creatures cannot board the chariot. Creatures other than 
  you and those you designate that come within 5 feet of or touch the chariot 
  or the horses take 2d4 points of fire damage per round they remain in the 
  area. While aboard the chariot, all passengers gain resistance to fire 10.
  You control the chariot verbally and can cause the horses to run, trot, 
  fly, turn, and so on. The chariot is a tangible manifestation and can be 
  damaged or attacked, as can the horses. See the sidebar for statistics 
  for the chariot and horses. The chariot and horses can be dismissed or 
  dispelled. In such a case, the spell ends, leaving the passengers unharmed 
  (unless of course they happen to be airborne when the spell disappears, in 
  which case they might take falling damage).
  Chariot of Fire
  Large land vehicle (Pathfinder Roleplaying Game: Ultimate 
  Combat, “Vehicles”)
  Squares 6 (10 ft. by 15 ft.; 5 ft. high) 
   
  AC 8; Hardness 10
  hp 80 (44)
  Base Save +1
   
  Maximum Speed twice the speed of the pulling creature(s); 
  Acceleration half the speed of the pulling creature(s)
  CMB +2; CMD 12
  Ramming Damage 1d8
   
  Propulsion muscle (pulled; 6 Medium creatures or 2 Large 
  creatures) 
  Driving Check Handle Animal or Profession (driver); the 
  caster may apply his wild empathy bonus to the check, if 
  applicable
  Forward Facing toward the creatures pulling the vehicle
  Driving Device reins
  Driving Space the two most forward squares of the chariot
  Decks 1
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  Fiery Horses (2)
  N Large magical beast (extraplanar, fire)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +6
  Aura heat (5 ft., 2d4 fire damage)
   
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 34 (4d10+12)
  Fort +7; Ref +5; Will +2
  DR 10/magic; Immune fire
   
  Speed 70 ft., fly 140 ft. (average)
  Melee 2 hooves +7 (1d6+4)
  Space 10 ft.; Reach 5 ft.
   
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
  Base Atk +4; CMB +9; CMD 20 (24 vs. trip)
  Feats Endurance, Run
  Skills Fly +4, Perception +6
  The chariot and horses can be dismissed or dispelled. In such a case 
  the spell ends, leaving the passengers unharmed (unless of course they 
  happen to be airborne when the spell disappears in which case they might 
  take falling damage).
  Charismatic Shield 
  School enchantment (charm) (mind-affecting); Level bard 
  6, cleric/oracle 7
  Casting Time 1 action
  Components V, S, F (a personal keepsake and phial of rare 
  perfume)/DF
  Range close (25 ft. + 5 ft./2 1evels)
  Area all foes within 50 ft.
  Duration 1 minute/level
  Saving Throw Will negates (see below); Spell Resistance no
  This spell has two primary effects. First, the caster gains a sacred bonus 
  to AC equal to her Charisma modifier. Second, opponents within 50 feet 
  of the caster cannot take any action to harm or impede her unless they suc-
  cessfully save against the spell. The DC is increased by +4 for individuals 
  who are attracted to those of the caster’s gender and general creature type 
  (i.e., animal, humanoid, etc.).
  Opponents must roll saving throws against this spell as soon as they 
  come within 50 feet of the caster. Those who fail their save are still affect-
  ed, even if they move farther than 50 feet from the caster. Creatures that 
  successfully save against this spell, however, need not make any further 
  saving throws. If the caster engages in offensive action against creatures 
  affected by the spell, the spell is broken only for those creatures that the 
  caster attacks. Otherwise, the caster is free to act as she wishes.
  Charm Animal, Mass 
  School enchantment (charm) [mind-affecting]; Level druid 
  4, ranger 4
  Casting Time 1 standard action 
  Components V
  Target one or more animals, no two of which can be more 
  than 30 ft. apart
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like charm animal, except that mass charm animal 
  affects a number of animals who’s combined HD do not exceed twice your 
  level, or at least one animal regardless of HD. If there are more potential 
  targets than you can affect, you choose them one at a time until you choose 
  a creature with too many HD.
  Chariot of Fire
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  Charm Person, Mass 
  School enchantment (charm) [mind-affecting]; Level bard 
  5, sorcerer/wizard 5
  Components V
  Target one or more creatures, no two of which can be more 
  than 30 ft. apart
  Duration one day/level
  This spell functions like charm person, except that mass charm person 
  affects a number of creatures who’s combined HD do not exceed twice 
  your level, or at least one creature regardless of HD. If there are more 
  potential targets than you can affect, you choose them one at a time until 
  you choose a creature with too many HD.
  Charm Snakes 
  School enchantment (charm) [mind-affecting]; Level cleric/
  oracle 1, druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Target one or more snakes, no two of which can be more 
  than 30 ft. apart
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like charm person or charm animal, except that 
  it only affects snakes. This spell affects a number of snakes whose 
  combined HD do not exceed twice your level. If there are more 
  potential targets than you can affect, you choose them one at a time 
  until you choose a creature with too many HD. Unfortunately, this 
  spell only affects snakes of the animal type. Snake-like creatures (such 
  as magical beasts, aberrations, outsiders, and so on) cannot be affected 
  by this spell.
  Charnel Stench 
  School necromancy; Level cleric/oracle 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a few internal organs taken from a 
  rotting corpse)/DF 
  Range 10 ft.
  Area 10-ft.-radius emanation centered on you
  Duration 1 round/level (D)
  Saving Throw none or Fortitude negates; Spell Resistance yes
  You exude a carrion stench that causes all living creatures (except you) 
  in a 10-foot-radius emanation to become sickened. This condition lasts as 
  long as the creature is in the area and for 1d4+1 rounds after it leaves. Any 
  creature that succeeds on its save but remains in the area must continue 
  to save each round on your turn. A neutralize poison spell removes the 
  effects from a sickened creature, and creatures immune to poison are 
  unaffected by the stench. 
  Chatterwild 
   
  School divination; Level druid 2, ranger 2
  Casting Time 1 standard action
  Components: V, S, M (something from a local bird or animal, 
  such as a feather, bone, or even animal droppings)
  Range touch
  Target one creature/level
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  All the creatures touched during the casting of this spell may henceforth 
  communicate with one another in the languages of the fauna native to 
  the area. Their shouts are heard as bird cries. Their conversation sounds 
  like the chattering of squirrels. No one but those touched during the cast-
  ing are able to decipher what’s being said without speak with animals or 
  tongues. The voices of those affected do not carry any farther than their 
  normal voices, but they can shout to one another even when in a forest of 
  enemies and stand little chance of raising the suspicions of others nearby.
  Anyone affected by the spell may choose to speak in her normal voice and 
  language instead of the animal sounds.
  Chill of Evil 
  School enchantment (charm) [evil, mind effecting]; Level 
  cleric/oracle 7
  Casting Time 1 standard action
  Components V, M (the preserved heart of a good creature)
  Range touch
  Target one living creature
  Duration 1 week
  Saving Throw Will Negates; Spell Resistance yes
  You fill the target with the deep chill of evil. This feeling extends 
  down the core of the target’s being, making him more paranoid as well as 
  stripping away their compassion and warmth for others.
  Often, this spell’s effects are manifested when normal deeds become 
  twisted perversions of the original intent. For example, a noble knight 
  afflicted by this spell may deem it necessary to not only eliminate his 
  opponent on the honorable field of battle, but also purify him through pain 
  and torture him to death. This spell also manifests its effects in other ways, 
  such as subtle smirks in response to grisly things.
  Those that know the target well can make a Sense Motive check (with 
  a –15 penalty due to the subtlety of the spell) to determine that he is under 
  the effect of a spell. The target essentially acts as if he is neutral evil, 
  thinking only of himself and his personal goals and ambitions. Characters 
  or creatures that are already evil are unaffected by this spell.
  This spell is most often used by evil clerics to cause paladins and good 
  clerics to fall from grace, at least during the duration of the spell, if not 
  longer. Once the spell expires, the target recalls all of the feelings and 
  actions he made during the prior week.
  Chilling Gaze 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 action
  Components V, S, M (a handful of ice or snow)
  Range close (25 ft. + 5 ft./2 levels)
  Target you
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
   Anyone who looks into the caster’s eyes must succeed on a Will save 
  or become paralyzed by supernatural chills (see Pathfinder Roleplaying 
  Game Core Rulebook, “Gaze Attacks”). This paralysis lasts 1d4 days, 
  though this time is decreased to one day if the victim is warmed in a 
  dwelling, bundled in furs, etc. The victim also suffers 2d10 points of 
  cold damage. Creatures of the cold subtype are immune to the chilling 
  paralysis of this spell, as are opponents protected by protection from 
  elements (cold).
  Chlorophyll 
  School transmutation; Level druid 1
  Casting Time 1 standard action
  Components V, S, M (a green leaf)
  Range personal
  Target you
  Sean Silva-Miramon (order #26599028)
  
  41
  Book of Lost Spells
  Duration 24 hours (D)
  Your skin takes on a green tint that allows you to draw energy from 
  the sun. While under this spell you do not need to eat and can survive 
  indefinitely while exposed to the sun, but you still require water and air. 
  Furthermore, while in direct sunlight you regain lost hit points at twice the 
  normal rate through normal rest.
  Choose Fate 
  School divination; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, M (two grains of salt and a rose petal)/DF
  Range touch
  Target living creature touched
  Duration see text
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The subject can roll twice any single roll he makes in this round or 
  the next and keep the better of the two results. The roll chosen must be a 
  single attack roll, skill check, saving throw, or ability check.
  Chronal Displacement 
  School transmutation; Level sorcerer/wizard 7
  Casting Time 1 hour
  Components V, S, M (intricate and accurate planetary 
  model worth at least 135,000 gp, requiring a Knowledge 
  [astronomy] check [DC 30] to construct properly, XP)
  Range touch
  Target one creature
  Duration 1 year/3 levels
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  (harmless)
  For the spell’s duration, the target is disconnected from time and does 
  not age. This state has several disadvantages, however. First, due to the 
  target’s displaced presence in time, he suffers a –4 penalty to all saves 
  versus magic that involve time or aging (such as speed aging).
  Secondly, time periodically “catches up” with the target, influencing 
  him adversely. Each day, there is a 5% chance that time slows for the tar-
  get for 24 hours. During this time, the target acts as if affected by a slow 
  spell. There is no save against this effect and SR does not apply.
  Chronal Healing, Greater 
  School transmutation; Level sorcerer/wizard 7
  Casting Time 1 full round
  Components V, S, M (a piece of amber worth at least 4,000 
  gp containing an insect carved into the shape of a sundial)
  Range touch
  Target living or dead creature touched
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes 
  (harmless)
  Greater chronal healing reaches back through time, creates a duplicate 
  of the target, and pulls it forward, displacing the current target. The caster 
  is able to reach back in time up to 1 round/2 levels to the point where 
  the target is least injured; if the target suffered injury or death before this 
  time, the spell fails. The target must then make a Fortitude save (DC 10 + 
  number of rounds displaced) or remain unconscious for a number of days 
  equal to 10 minus his Constitution modifier. At the end of that time, he is 
  restored to life and health as described below.
  If the Fortitude save succeeds, the target is then restored to the same 
  state as when she moved forward in time. In addition, the target is stunned 
  for a number of rounds equal to the number of rounds she was displaced 
  in time. Characters restored to life in this manner gain one permanent 
  negative level (or suffer 1 point of Constitution drain if the subject was 
  1st level). The target loses all memory of events that occurred between the 
  round she was displaced in time and the round the spell is cast.
  Chronal Healing, Lesser 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 full round
  Components V, S, M (small golden sundial worth at least 100 gp)
  Range touch
  Target a single living creature
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes 
  (harmless)
  This spell rapidly advances time for the body of one individual, allowing 
  him to heal as if he had rested for l day/2 caster levels. The caster may re-
  duce the number of days of the effect if desired. This heals l point of tempo-
  rary ability damage/day equivalent and hit points equal to the caster’s level/
  day equivalent. The spell’s major drawback is that the time-healed body 
  may suffer from hunger, thirst, or fatigue as a result of being sent forward 
  in time. If the subject is healed a number of days greater than his Constitu-
  tion bonus, he suffers the effects of hunger and thirst and be fatigued (see 
  the Pathfinder Roleplaying Game Core Rulebook, “Starvation and Thirst”).
  Chrysalis 
  School transmutation; Level druid 3
  Casting Time 10 minutes
  Components V, S, M (a cocoon from a butterfly)
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw none (see text); Spell Resistance no
  With this spell, you encapsulate a willing subject in a silky cocoon. 
  While within the chrysalis, the subject does not need to eat or drink and 
  heals as if he is receiving a full day’s rest each hour. Unfortunately while 
  healing, the subject is considered helpless and can do nothing while inside 
  the chrysalis. If awakened, the subject can break free of the chrysalis as a 
  full-round action, which provokes an attack of opportunity. The spell ends 
  when the subject is fully healed or when the duration expires.
  The subject inside the chrysalis retains rudimentary awareness of his 
  environment, and can make Perception checks with a –5 penalty to detect 
  movement and sound outside the chrysalis.
  The chrysalis has 1 hit point. If it is destroyed, the spell ends and the 
  subject is stunned for 1 round.
  Circle of Divine Censure 
  School abjuration; Level paladin 4
  Casting Time 1 standard action 
  Components V, S, F (a holy rune inscribed in silver or your 
  shield or armor)
  Range 30-ft. radius centered on the caster
  Duration 1 round/level
  Saving Throw Will half (see description); Spell Resistance yes
  You radiate a magical aura that damages any undead or evil outsiders 
  that come within 30 feet of you. Undead and evil outsiders take 2d6 points 
  of holy damage (Will save for half) every round they stay within your 
  radius of effect, and evil outsiders must succeed on a Will save to remain 
  within the radius after taking damage. This spell stacks with any other 
  “aura”-type abilities you may be using, and denies undead within its 
  radius the advantages of desecration.
  Sean Silva-Miramon (order #26599028)
  
  42
  Book of Lost Spells
  Circle of Scrying, Greater 
  School divination; Level sorcerer/wizard 8
  Casting Time one day or 10 minutes (see text)
  Components V, S, M (see text)
  Range see text
  Target several linked sigils of seeing
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell functions as does a minor circle of scrying, except that it 
  allows the caster to cast any spell of 4th level or less through the circle to 
  the location of the viewed sigil of seeing. Like minor circle of scrying, any 
  spell cast through a sigil of seeing connected to a greater circle of scrying 
  makes that rune flare visibly during the channeled spell’s casting time. 
  Spellcasters present at the location of the rune may attempt to counterspell 
  any spell cast through the rune. However, their Spellcraft checks to iden-
  tify the spell being cast have a +10 DC since casters at the location of the 
  rune cannot see the caster who is using the rune as a conduit.
  Range and similar effects of a spell cast through the greater circle are 
  calculated as if the caster were standing on the sigil of seeing he is cur-
  rently viewing. No spells with a range of touch may be cast through the 
  greater circle. In addition, unlike the minor circle of scrying, all detection 
  spells in effect on the caster function through the circle into the viewed 
  location.
  This powerful spell takes one day to cast if the circle is being created 
  or 10 minutes to cast if a previously placed, permanent circle is being 
  empowered.
  Casting a spell through the greater circle of scrying requires a Concen-
  tration check against DC 22 + the spell level being cast. Failure means the 
  spell intended to be cast through the circle fails and the spell is wasted. A 
  natural roll of 1 on this check results in the caster being stricken as per a 
  confusion spell (CL 15th). No save or spell resistance is allowed against 
  this confusion effect. No such roll is required to cast the trigger rune spell 
  through the greater circle of scrying.
  Material Components The same as for the minor circle of scrying, 
  except that four times the quantity of bone is required and four times the 
  gold piece value is needed to permanently inscribe the circle. Drawing the 
  complex and alien pattern of the greater circle of scrying requires an area 
  of no less than 20 feet by 20 feet.
  Circle of Scrying, Minor 
  School divination; Level sorcerer/wizard 4
  Casting Time 1 day or 1 minute (see text)
  Components V, S, M (see text)
  Range see text
  Target several linked sigils of seeing (see text)
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell creates a temporary magical circle linked to other sigils of 
  seeing that have been created by the same caster. The linked sigils of see-
  ing must have been placed before the casting of this spell, and they must 
  be designated when the spell is cast. The caster may designate a number 
  of sigils of seeing that he can view up to his Intelligence modifier. The 
  distance of the sigils of seeing from the circle is not a factor. The runes 
  may even be on other planes of existence.
  When the caster stands within the circle, he can view the location of any 
  of the linked sigils of seeing as if he or she were actually standing at the 
  location of the sigil. Switching between different viewpoints is a standard 
  action, and changing views to any vantage point of a sigil of seeing is a 
  move action. Minor circle of scrying then functions identically to scrying 
  through a sigil of seeing (see that spell description) with the exception 
  that the caster may also cast trigger rune on any previously placed rune in 
  sight of the caster while he is scrying. When used thus, the sigil of seeing 
  flares briefly but visibly when trigger rune is cast.
  The casting time for the spell depends on whether the circle is being 
  drawn anew or whether a previously placed, permanent circle is being em-
  powered (see material components, below). Drawing a new circle takes one 
  day. Empowering a previously placed, permanent circle takes 1 minute.
  Material Components: The basic runes and patterns of the circle must 
  be drawn in charcoal and sulfur or inscribed in silver. One pint of the cast-
  er’s blood (or the blood of a sacrificed intelligent victim) must then be 
  mixed with an ounce of powdered dragon bone or tooth or the powdered 
  bone of an outsider (costing a minimum of 250 gp per ounce). The resulting 
  paste must then be used to trace the most important runes with a brush of the 
  finest hair (worth a minimum of 50 gp). A permanently inscribed circle must 
  be made of inlaid silver at a cost of no less than 2,500 gp. The creator of a 
  permanently inscribed circle must succeed on a DC 12 Craft (stonework) 
  check to carve the intricate design when the circle is created. Failure means 
  that all components are lost and that the carving must be attempted again.
  Claws of the Beast 
  School transmutation; Level druid 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The subject’s hands transform into beastlike claws for the duration of the 
  spell. This grants the subject two natural attacks (claws) each round. The subject 
  can use both claws equally well in combat (i.e., there is no offhand penalty for 
  using both claws in the same round) and they count as primary attacks. Each 
  claw deals damage based on the subject’s size as shown in the table.
  Size
  Damage
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  3d6
  Claws of Digging 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 5 min. + 1 min./level
  Saving Throw none (harmless); Spell Resistance no (harmless)
  You transform your hands (or the hands of a creature touched) into 
  thick, wide claws that allow you to burrow through earth and stone. 
  The subject can burrow through earth at a speed equal to its land speed 
  and through stone or rock at one-quarter its base land speed. Burrowing 
  through earth leaves no tunnel, though the subject can dig at one-half 
  its base land speed to ensure that the passage remains open. Burrowing 
  through stone leaves a tunnel.
  Additionally, the subject can use the claws as natural weapons, gaining 
  two claw attacks that deal 2d4 + Str bonus each as primary attacks.
  Sean Silva-Miramon (order #26599028)
  
  43
  Book of Lost Spells
  Cloak of Serpents 
  School abjuration; Level cleric/oracle 5, druid 5
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level (D)
  A writhing, twisting, and hissing mass of snakes surrounds you, 
  protecting you from attacks and biting those that come near you. This 
  spell has two effects:
  First, you gain a +2 deflection bonus to your AC for the duration of the 
  spell.
  Second, the snakes surrounding you are at your command and attack 
  any creature that comes within 5 feet of you if you so desire. All the snakes 
  attack as a single monster and use your base attack bonus + your Strength 
  modifier. On a successful attack, the target takes 1d4 points of damage 
  and must succeed on a Fortitude save (DC 10 + 1/2 your caster level + 
  your Wis modifier) or take 1d8 points of Strength damage. One minute 
  later, another save (same DC) must be made to avoid another 1d8 points 
  of Strength damage. The target’s resistance or immunity to poison applies.
  You can attack or move normally (including casting other spells) while 
  this spell is in effect. You do not need to concentrate to maintain it.
  Clot 
  School necromancy; Level cleric/oracle 5, sorcerer/wizard 5
  Casting Time 1 round
  Components V, S, M
  Range touch
  Target one being
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  You cause a being’s blood to solidify inside its body, inflicting damage 
  on internal organs as blood flow slows. The being suffers 1d6 points of 
  damage per caster level (12d6 maximum). If a being suffers more than 50 
  total points of damage from a single casting of the spell, it must make a 
  separate Fort save or suffer 2d6 additional points of damage from internal 
  organ damage.
  Cloth of Honorable Melee 
  School abjuration; Level paladin 1
  Casting Time 1 round
  Components V, S, M (a piece of clothing cloth worn by the 
  paladin that is emblazoned with his god’s holy symbol), DF
  Range personal
  Target you
  Duration 2 rounds/level
  Saving Throw none; Spell Resistance no
  The cloth of honorable melee decreases chances to hit the paladin with 
  missile attacks, including spells that require ranged attack rolls (such as 
  ray of enfeeblement). The paladin gains a +1 deflection bonus to his AC 
  for every three caster levels. Additionally, the paladin gains a +1 compe-
  tence bonus to Reflex saving throws for every three caster levels versus 
  spell, spell-like or supernatural ranged attacks. 
  Cloud Burst 
  School transmutation; Level cleric/oracle 1, druid 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of silver dust)
  Range close (25 ft. + 5 ft./2 levels)
  Area 60-ft.-radius circle
  Duration 1 minute
  Saving Throw none; Spell Resistance no
  This spell collects existing water vapor in the atmosphere and releases it 
  as light rain, sleet, or snow for the duration of the spell. If the temperature 
  in the surrounding area is 90° F or higher, the duration doubles, except in 
  desert areas. In an area where the temperature is between 31° and 33° F, 
  the precipitation takes the form of sleet. At temperatures of 30° F or less, 
  the precipitation takes the form of snow. If cloud burst is cast on a Large 
  or larger fire source (such as a wall of fire), or if magical heat or fire (such 
  as a fireball or flame strike) is cast in the area of cloud burst, a cloud of 
  warm fog (treat as a fog cloud) billows through the area of effect for 3 
  rounds. If a cold-based spell or effect is used on an area soaked by cloud 
  burst (such as a cone of cold cast on rain-soaked ground), normal ice is 
  formed. Such ice remains for the duration of this spell if the temperature 
  is below 32° F; otherwise the ice melts normally when the temperature 
  rises above freezing.
  Coat of Arms 
  School conjuration (creation); Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M
  Range personal
  Target you
  Duration 1d4 rounds + 1 round/level
  You cast this spell upon your cloak or cape, at which time the garment 
  flashes with light and fourteen magical swords appear in a fanned array along 
  its width. You may select any one blade and remove it from the garment to 
  use in standard melee combat. The exact power of the weapon depends on 
  the caster’s level. All fourteen blades always appear, regardless of the caster’s 
  level, though a 1st-level caster has access only to the first and weakest blade, 
  while a 2nd-level caster has access to the first two blades, et cetera, all the 
  way to a caster of 14th level, who may select from any of the fourteen blades.
  If you are not proficient with the particular type of weapon you select 
  from the garment, you suffer the usual penalties in combat. You may use 
  a partial action to discard a chosen blade and select another at any time 
  during the spell’s duration, as long as you’re of sufficient level to use the 
  desired weapon; a discarded blade vanishes and may not be used until the 
  spell is cast again. Any weapon that leaves your hand vanishes in the same 
  manner, making it impossible to pass one of these weapons to an ally. The 
  following is a list of the garment’s advancement in regard to caster level.
  Level
  Type and 
  Name
  Bonus
  Special
  1
  dagger of 
  parrying
  +1
  +4 to hit on attempts to 
  disarm or strike opponent’s 
  weapon
  2
  short sword 
  of the 
  mariner
  +1
  +1d6 damage vs. aquatic 
  creatures
  3
  short sword 
  of purity
  +1
  +1d6 damage vs. 
  lycanthropes
  4
  falchion of 
  speed
  +1
  +4 on initiative rolls
  5
  rapier of 
  chivalry
  +1
  +4 when defending 
  unarmed member of 
  opposite sex1
  6
  rapier of 
  wounding
  +1
  victim bleeds as per 
  a weapon with the 
  wounding quality
  Sean Silva-Miramon (order #26599028)
  
  44
  Book of Lost Spells
  Level
  Type and 
  Name
  Bonus
  Special
  7
  longsword 
  of frostbite
  +2
  +1d6 damage vs. 
  creatures with the fire 
  subtype
  8
  bastard 
  sword of 
  scorching
  +2
  +1d6 damage 
  vs. creatures with 
  regeneration
  9
  scimitar of 
  the sun
  +2
  shines with daylight, +1d6 
  damage vs. undead
  10
  dagger of 
  the magi
  +3
  +1d6 damage vs. martial 
  characters (any class with 
  a BAB equal to class level)
  11
  scimitar of 
  sand
  +3
  sand blast, 1/day (see spell 
  description)
  12
  longsword 
  of the sea
  +3
  may fight underwater 
  without combat penalties2
  13
  greatsword 
  of war
  +4
  +1d6 damage if used in 
  mass combat3
  14
  short sword 
  of severing
  +4
  critical hit severs head as 
  per vorpal weapon quality
  Notes to Table
  1. The GM remains the final arbiter, but usually the subject in need of 
  defense must be unarmed and in obvious danger from an attacker.
  2. You never suffer negative modifiers to your attack rolls when fighting 
  in water, whether you are partially or wholly submerged.
  3. The GM decides what constitutes mass combat, but it is always a 
  clash between opposing armies, town militias, or other groups of paid 
  soldiers, rather than a group of PCs fighting a gang of orcs.
  Cold Fog 
  School conjuration (creation) [cold]; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a pinch of powdered crystal or glass)/DF
  Range medium (100 ft. + 10 ft./level)
  Effect fog spreads in 20-ft. radius, 20 ft. high
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  Cold fog creates a billowing mass of icy and misty vapors similar to that 
  produced by a solid fog spell. Besides slowing creatures and obscuring 
  sight, this spell’s vapors are freezing cold. Each object or creature that 
  begins its turn in a space occupied by the cold fog takes 2d6 points of 
  cold damage.
  Combat Mind 
  School divination; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M
  Range personal
  Target you
  Duration 1 round/level
  Combat mind is a limited form of telepathy used during a combat 
  situation that allows the caster to read the thoughts of his opponent in 
  order to anticipate his moves. Unlike detect thoughts, combat mind does 
  not relay your opponent’s surface thoughts but rather his more subtle 
  subconscious thoughts that take over during combat. This spell grants you 
  the foreknowledge of your opponent’s upcoming attacks and defenses.
  Because you anticipate your opponent’s moves before he makes them, 
  you receive a +1 bonus to your AC in melee combat for the duration of the 
  spell. This bonus increases proportionally to the distance that separates 
  you from your opponent, as you have more time to react after “reading” 
  the incoming attack. Against ranged attacks of up to 10 feet away, you 
  receive a +2 AC bonus. This applies to the attacks from a single opponent 
  only. From distances between 11 and 20 feet, the AC bonus increases to 
  +3. Between 21 and 30 feet, the bonus reaches its maximum of +4.
  Commanding Air 
  School enchantment (compulsion) [mind-affecting]; Level 
  antipaladin 2, bard 2, cleric/oracle 2, druid 2, paladin 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (small wooden token carved in the 
  likeness of the sun or a lock of hair from a being with a 
  Charisma score of 18 or higher)/DF
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  The subject is better able to exert his will and personality. The spell 
  grants an enhancement bonus of 1d4+1 points to Charisma, adding the 
  usual benefits to ability and skill checks, as well as turning attempts, DCs 
  of spells (where applicable), etc. 
  An increased Charisma score may allow the subject to prepare more 
  spells. When commanding air’s duration ends, one random spell of the 
  same spell level is lost from preparation, as if it had been cast, for each 
  additional spell prepared by virtue of the recipient having a higher Cha-
  risma than normal.
  A creature cannot benefit from another casting of commanding air for 
  one week after receiving the spell.
  Commanding Presence 
  School transmutation [evil, lawful]; Level ranger 4
  Casting Time 1 full round
  Components V, S, M (a Medium larger sacrificial animal)
  Range personal
  Target you
  Duration 1 hour/level (0)
  Casters of commanding presence gain an enhancement bonus of 1d4+3 
  to Charisma. Additionally, if the caster chooses to dismiss the spell before 
  its duration expires, she may cast fear as a spell-like ability the following 
  round.
  Commune With Shade 
  School necromancy; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (wineskin full of fresh blood)
  Range 1 mile
  Target one spirit
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes
  It is sometimes necessary to contact the spirits of the dead for answers 
  that are not held by the living. This spell allows you to contact a specific 
  spirit of the dead by name, although it does not bring the spirit before 
  you. This spell is most useful in the Underworld, where the difficulties of 
  finding one shade among the hosts of dead are compounded by the realm’s 
  dangers (such as Cerberus). This spell conveys your call to the shade you 
  desire, and implies a sense of urgency. The shade is under no obligation to 
  respond, although most do so simply to break the eternal tedium of death. 
  The shade, if it chooses to answer your call, arrives within ten minutes if 
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  you are in the Underworld. It arrives within 24 hours if elsewhere.
  This spell can also be used to contact an intelligent undead creature 
  within range — for instance, contacting the spectre of a drowned sailor. 
  Note that this spell does not alter the subject’s personality or willingness 
  to help you; once the subject arrives, you must still negotiate with it as 
  usual. Most often, this spell is used to contact deceased family members 
  or loved ones, who are more inclined to help.
  Comrades in Arms 
   
  School transmutation; Level cleric/oracle 5, Paladin 4
  Casting Time 1 full round
  Components V, S, M (drop of blood of a dead hero of the 
  caster’s faith that died honorably), DF
  Range close (25 ft. + 5 ft./2 1evels)
  Target one creature per 3 caster levels
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Any targets affected by comrades in arms may donate a number of hit 
  points per round equal to the caster’s level to other targets of the spell 
  that are in the contributor’s line of sight. The contributor takes those hit 
  points as damage, while the recipient receives the hit points first as heal-
  ing and then as additional temporary hit points, up to a maximum of the 
  caster’s level. One point of Strength may be similarly donated, with the 
  contributor taking a temporary loss of Strength and the recipient gaining 
  a +1 Strength enhancement. Strength enhancements are cumulative, up to 
  a maximum bonus of half the caster’s level. Hit points are not returned to 
  the donor when the spell expires, but Strength returns to the donor. Tem-
  porary hit points are lost when the spell ends.
  Cone of Decay 
  School necromancy; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a pinch of dust and a carrion 
  beetle)/DF
  Range 60 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex half (see below); Spell Resistance yes
  Cone of decay creates a burst originating at your hand and extending 
  outward in a cone that deteriorates nonliving organic material in an instant. 
  The cone deals 1d6 points of damage per caster level to organic material. 
  The spell has no effect on living creatures, stone, metals, enchanted or 
  other non-degradable items. Creatures gain a Reflex save in order to avoid 
  damage to items carried. Unattended non-living organic matter crumbles 
  to dust and blows away in the wind. Wooden doors fall to sawdust, leaving 
  only metal hinges and nails, leather armor becomes brittle and crumbles, 
  and clothing rots into fine particles of lint within the area of effect of this 
  spell. Magic items are unaffected by this spell, but mundane items such 
  as backpacks, pouches, belts and straps are. Items held by these drop to 
  the floor.
  This spell is a particularly effective against corporeal undead and some 
  constructs. A cone of decay deals 1d6 points of damage per caster level 
  (maximum 15d6) to corporeal undead and constructs made of affected 
  materials.
  Cone of Silence 
  School abjuration; Level bard 3, sorcerer/wizard 3
  Casting Time 1 action
  Components V, S, F (a small tuning fork)
  Range personal or close (25 ft. + 5 ft./level)
  Target you or one creature
  Duration 10 minutes/level
  Saving Throw Reflex negates; Spell Resistance yes
  When a mage casts this spell, she creates an invisible mobile zone of si-
  lence all around her. The spell functions by bending all types of noise and 
  sound around the caster, yet still allows the caster to hear herself speak. 
  Because the spell stops all sound, it provides complete protection from all 
  sonic- and language-based attacks. Conversely, the envelope of the spell 
  prevents a protected mage from launching any sonic- or language-based 
  attacks but does not otherwise inhibit spellcasting. Unlike radius-effect si-
  lence spells, those around the caster can hear normally. Enveloped targets 
  are considered deafened (though they can hear themselves} and cannot 
  produce any sounds.
  If used to envelop another being, the target receives a Reflex saving 
  throw to negate the effect. If the saving throw fails, then the target is en-
  veloped and suffers from the above effects.
  Cone of Silence, Greater 
  School abjuration; Level bard 5, sorcerer/wizard 5
  Casting Time 1 action
  Components V, S, F (tuning fork)
  Range medium (100 ft. + 10 ft./level)
  Area hemisphere with radius of up to 1 ft./level or wall of 
  area up to one 10-ft. square/level
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance yes
  When a mage casts this spell, an invisible barrier is created that stops all 
  sounds from reaching those so protected. Greater cone of silence has two 
  options in the form that it takes, either creating a hemisphere or a wall in a 
  location specified by the caster. If a hemisphere is selected, then the caster 
  has the option of moving it at a rate of 10 feet per round. Furthermore, the 
  caster need not be in the spell’s area. If the wall option is selected, the wall 
  must completely seal off and separate the area into which it is cast. If the 
  area of the wall version cannot completely fill the space into which it is 
  cast, then sound escapes around it and the spell fails.
  Both versions of this spell function similarly to the lower level cone of 
  silence by bending all types of noise and sound away from it. Likewise, 
  both created barriers stop all normal sounds from passing from one side to 
  the other and also therefore provide for complete protection from all sonic- 
  and language-based attacks. Likewise, either version prevents a mage from 
  launching any sonic- or language-based attacks against an opponent on the 
  other side of the barrier, but it does not otherwise inhibit spellcasting.
  Conflagration 
  School evocation [fire]; Level sorcerer/wizard 9
  Casting Time 1 round
  Components V, S, M (a small wax doll and a pinch of dung)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Fortitude half; Spell Resistance yes
  Conflagration sets the subject on fire and deals 1d6 points of fire 
  damage/2 levels each round (maximum 12d6) for the duration of the spell 
  . Creatures within 10 feet of the subject take 2d6 points of fire damage 
  (Fortitude save for no damage). Flammables within 10 feet of the subject 
  likewise catch fire. The subject can move and fight normally (at least as 
  normally as a person on fire can), but cannot cast spells while ablaze.
  The conflagration can be controlled by fully immersing the subject in sand 
  or water. This reduces the damage to 1d4 points per round for as long as he 
  remains immersed. Dousing the subject with water or sand (including water 
  or sand created by spells) does not extinguish the fire and causes a cloud of 
  steam or burning dust to fill a 20-foot radius for 1 round, centered on the 
  subject. Creatures caught within the cloud take 1d6 points of fire damage.
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  Confounding Battlefield 
  School illusion (glamer); Level bard 5, sorcerer/wizard 6
  Casting Time 1 action
  Components V, S, M (a cracked prism)
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft. radius
  Duration concentration +1 round/2 caster levels
  Saving Throw Will disbelief; Spell Resistance yes
  Confounding battlefield causes every intelligent creature within a 30-
  foot radius of the caster to randomly take on the appearance of someone 
  else within that area. This illusion extends beyond just physical appear-
  ance to include items carried and the sounds of their voices. A successful 
  Will save causes onlookers to disbelieve the spell’s effects.
  Constant Heat 
  School transmutation; Level bard 2, druid 1, sorcerer/wizard 
  2
  Casting Time 1 action 
  Components V, S, F (fist-sized piece of igneous rock)
  Range touch
  Target 1 fist-sized piece of igneous rock
  Duration permanent
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  This spell enchants a piece of igneous rock to unlock some of the heat 
  that went into its creation, warming the surrounding area through convec-
  tion. When a fist-sized chunk of igneous rock is subjected to this spell, it 
  glows red-hot and radiates heat sufficient to warm a 20-cubic-foot area 
  to 70 degrees. If the rock is touched directly, it causes 1d4 points of fire 
  damage per round of contact. 
  Containment Orbs 
  School abjuration [force]; Level sorcerer/wizard 7
  Casting Time 1 action
  Components V, S
  Range personalTarget you
  Duration 1 minute/level (D)
  Saving Throw Reflex half; Spell Resistance yes
  This spell creates one force orb per 3 caster levels that can be used to 
  absorb certain spells. The type of orb is determined by the caster. The first 
  type absorbs transmutation spells, the second absorbs conjuration spells, 
  the third type absorbs enchantment spells, the fourth absorbs necromancy 
  spells, and the fifth absorbs evocation spells.
  Any spells of the appropriate type that are directed at the caster are 
  automatically absorbed by their corresponding orb. After an orb absorbs 
  a spell, the caster can cause it to explode to inflict 1d6 points of damage 
  per spell level on all targets in a 20-foot radius centered on the caster. The 
  caster is immune to this damage, but his allies are not. Rather than causing 
  it to explode, the caster may also cause the orb to discharge its absorbed 
  spell without effect, though this too destroys the orb. If the orbs have not 
  been charged or caused to explode at the end of the spell’s duration, they 
  vanish along with the absorbed spells.
  Contamination 
  School necromancy; Level cleric/oracle 7, druid 7, sorcerer/
  wizard 8
  Casting Time 1 action
  Components V, S
  Range touch
  Target living creature touched
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  The subject contracts 1d3 diseases that strike immediately (no incuba-
  tion period). The caster infects the subject with any disease allowed by the 
  GM, though a Fortitude save is allowed for each. For the next day, if un-
  cured, all living creatures that come within 20 feet must save against each 
  disease the subject carries. The individual disease, not the spell, affects 
  those failing their saves in this case. In order to rid the victim of this curse, 
  each disease must be individually cured by magical means.
  Control Lycanthrope 
  School enchantment (charm) [mind-affecting]; Level 
  sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, F (a small piece of polished moonstone)
  Range close (25 ft. + 5 ft./2 levels)
  Target up to 2 HD/level of lycanthropes, no two of which 
  can be more than 30 ft. apart
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  This spell enables you to command lycanthropes for a short period of 
  time (as if by charm monster). A lycanthrope, regardless of its current 
  shape (humanoid, hybrid, or animal) can be affected by this spell. You 
  command them by voice and they understand you, no matter what language 
  you speak. Even if vocal communication is impossible, the controlled 
  lycanthropes do not attack you. At the end of the spell, the subjects revert 
  to their normal behavior. Lycanthropes affected by this spell remember 
  that you controlled them and may seek revenge (i.e. chaotic, neutral, or 
  evil lycanthropes resent being controlled, while lawful, neutral, or good 
  lycanthropes may resent your control if you forced them to perform 
  questionable acts, and so on).
  Control Temperature 
  School transmutation; Level druid 4, sorcerer/wizard 4 
  Casting Time 1 standard action
  Components V, S
  Range 10 ft./level
  Area 10 ft.-radius circle/level, centered on you
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  You change the temperature in the local area. You can alter the 
  temperature, either up or down, by 10 degrees Fahrenheit per caster 
  level. Moving the temperature to extremes (either hot or cold) can have 
  detrimental effects on living creatures (see the Pathfinder Roleplaying 
  Game Core Rulebook for more information). The temperature continues 
  as you left it for the duration of the spell. Control weather counters and 
  dispels this spell.
  Copy 
  School evocation; Level bard 1, sorcerer/wizard 1
  Casting Time 1 round
  Components V, S, M (a drop of black ink), F (a blank page)
  Range touch
  Area one page or book
  Duration instantaneous
  Saving Throw Will negates (object, see text); Spell Resistance 
  yes (object)
  Copy enables you to make a perfect duplicate of any written or drawn 
  document (legal documents, letters, maps, and so on). To copy text, you 
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  simply hold a blank piece of parchment or paper over the object to be 
  duplicated during the casting. The amount of text that can be copied in a 
  single casting is limited to 10 pages.
  If the target being copied is currently in a creature’s possession, the 
  object receives a saving throw.
  Magical writings (such as scrolls) cannot be copied. Attempting to use 
  this spell to copy a spellbook results in pages of indecipherable code.
  Corpse Armor 
  School necromancy; Level antipaladin 3, cleric/oracle 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a humanoid or monstrous humanoid 
  corpse), DF
  Range personal
  Target you
  Duration 1 hour/level or special
  Saving Throw none; Spell Resistance no
  This spell allows the caster to create magical armor from the remains of a 
  dead humanoid or monstrous humanoid the same size as you or larger. The 
  caster must touch a corpse (the corpse can be fresh, rotting or even skeletal, 
  so long as enough of it remains that it could be animated via the animate 
  dead spell) and invoke the spell. The corpse then stands erect, embraces 
  the caster and begins to bend and twist, wrapping itself around the caster 
  to form a gruesome armor of bones and dead flesh. The armor grants a +2 
  enhancement bonus to the caster’s AC, 25 temporary hit points, a –1 armor 
  check penalty and a 5% arcane spell failure penalty. Damage dealt to the 
  caster is first removed from these temporary hit points. The spell ends either 
  when the duration expires or 25 points of damage are dealt to the armor. 
  Should the spell end normally, all remaining temporary hit points are lost. If 
  you cast this spell on a corpse larger than you, you gain no extra benefit; the 
  extra flesh and body mass simply sloughs away.
  A corpse affected by this spell disintegrates at the end of the duration, 
  and thus cannot later be the subject of this spell, or animated, raised, or 
  resurrected.
  Corpulent Bloat 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (handful of raw animal fat)
  Range close (25 ft. + 5 ft./ 2 levels)
  Target one creature
  Duration permanent
  Saving Throw Fortitude; Spell Resistance yes
  The target of corpulent bloat suddenly bloats into a horrific mockery of 
  itself. Non-magical belts, buckles, armor, clothes, shoes, and the like are 
  all destroyed by rapidly expanding rolls of flesh. The newly obese victim 
  quadruples in weight and girth, incurring extreme penalties to his physical 
  abilities: –4 to Strength, –6 to Dexterity, and a 50% penalty to all modes 
  of speed. Each month, the victim’s Constitution drops by 1 until the con-
  dition is cured. Like all such curses, corpulent bloat can be countered 
  with remove curse. Abilities cannot be reduced to less than 1 by this spell.
  Corrupt Water 
  School transmutation [water]; Level cleric/oracle 5, druid 4, 
  sorcerer/wizard 5
  Casting Time 1 round
  Components V, S, M (the venom of a spider or the tooth of a 
  viper)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Corpse Armor
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  Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./
  level (S)
  Duration 1 round/level (D)
  Saving Throw Fortitude negates or Fortitude half (see text); 
  Spell Resistance yes
  You change an area of water into a poisonous and toxic substance. 
  Creatures in the area or that enter the area while the spell is in effect must 
  succeed on a Fortitude save or be affected by the poison (see below).
  Creatures with the water subtype can be targeted with this spell and 
  take 1d6 points of damage per caster level (maximum 10d6). A successful 
  Fortitude save halves the damage.
  Corrupted Water: type contact; Fort DC 10 + spell level + caster’s 
  key ability; onset 1 round; frequency 1/minute for 5 minutes; effect 1d3 
  Con damage; cure 1 save.
  Crawling Chaos 
  School conjuration; Level sorcerer/wizard 7
  Casting Time 1 round
  Components V, S, F (an iridescent gem worth at least 5,000 
  gp that is not consumed)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 round/level
  Saving Throw varies (see text); Spell Resistance yes
  You conjure forth an incorporeal field of malign, chaotic energy that 
  appears next to you and moves inexorably toward the target of the spell. 
  The field appears as a field of barely visible energies five feet in diameter 
  that constantly shimmer and change.
  The chaos effect moves at a speed of 30 feet on your initiative, taking the 
  shortest possible path toward its target. As an incorporeal force, it may pass 
  through water and solid objects, though it cannot pass through force effects. On 
  any round when the chaos field moves or passes through a creature’s space, the 
  victim is subjected to a single random effect rolled from the table below.
  d100
  (d%) Result
  01–35
  Target takes 2d20 points of force damage, Reflex 
  save half
  36–50
  Target sustains 1d8 points of damage to a single, 
  randomly determined ability score (roll 1d6 to 
  determine which one); Fortitude save negates
  51–60
  Target is nauseated for one round; Will save 
  negates
  61–75
  The target is subjected to a targeted greater 
  dispel magic
  76–85
  Target is stunned for one round; Will save negates
  86–95
  Target is confused (as the spell) for one round; 
  Will save negates
  96–00
  Target is treated as if he has been targeted by 
  a rod of wonder (see the Pathfinder Roleplaying 
  Game Core Rulebook); save DCs where 
  appropriate are as per this spell
  The energy field cannot be harmed or damaged, for it is not a creature 
  or coherent force, but it can be dispelled. If the target moves beyond the 
  range of the spell the caster can redirect it as a free action.
  Create Cave 
  School conjuration (creation); Level druid 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range touch
  Area 1,000 cubic ft./level
  Duration permanent
  Saving Throw none; Spell Resistance no
  You create a cave in the selected cliff, mountain, or hill. This cave can 
  be up to 1,000 cubic feet per level, provided it fits within the selected 
  formation and leaves walls at least 10 feet thick (a hill that is only 40 
  feet around cannot accommodate a cave more than 30 feet deep). Once 
  created, the cave is permanent unless dispelled. This spell has no effect on 
  earth creatures. It cannot be used to create earthworks other than a small 
  cave or cavern, and can be used only on natural, unworked earth or stone.
  Create Crypt Thing 
  School necromancy [evil]; Level cleric 7, sorcerer/wizard 7
  Casting Time 1 hour
  Components V, S, M (a clay pot filled with grave dirt and a 
  black pearl worth at least 300 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target one corpse
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell allows you to animate a single Medium or Large corpse of 
  a creature 18 HD or less into a crypt thing (see The Tome of Horrors 
  Complete). This spell must be cast in the area the creature is to guard or it 
  fails. The corpse must be mostly intact and must be humanoid-shaped and 
  have a skeletal system or structure. Only one crypt thing is created with 
  this spell, and it remains in the area where it was created until destroyed.
  The black gem is placed inside the mouth of the corpse. When the 
  corpse animates, the gem is destroyed.
  Create Iceberg 
  School evocation [cold]; Level cleric/oracle 7, sorcerer/
  wizard 6
  Casting Time 1 round
  Components V, S, M (semi-precious gemstone worth at least 
  50 gp that is crushed and thrown into the ocean)
  Range medium (100 ft. + 10 ft./level)
  Area 50 cubic ft./level
  Duration permanent, see text
  Saving Throw none; Spell Resistance no
  This spell creates a huge chunk of ice out of ordinary seawater. Sufficient 
  seawater must be present to support an iceberg of corresponding size. 
  Unless the iceberg is in arctic conditions, it melts at a rate determined by 
  the GM, but usually 5 cubic feet per hour in temperate conditions.
  Creation’s Fury 
  School evocation; Level druid 9
  Casting Time 1 full round
  Components V, S, XP
  Range see text
  Area see text
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  This spell unleashes cataclysmic forces of nature over a vast area. The 
  area affected is an entire geographic region within sight of the caster, 
  such as a valley, the caverns beneath a mountain or a lake, from shore to 
  shore. If the geographical area is especially large (a great plain, an ocean, 
  etc.), then even this spell cannot affect it entirely. Assume a maximum 
  one-mile-radius area of effect centered on a point chosen by the caster. 
  However, in order to properly channel the massive energies this spell re-
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  Book of Lost Spells
  quires, the caster must be within the area of effect, if only at its periphery.
  The entire chosen region becomes a nightmare of natural disasters. 
  Scalding geysers erupt. Caverns collapse. Crevasses widen. All structures 
  and living beings within the area of effect sustain 1d6 points of damage 
  for every 5 levels of the druid (maximum 5d6). A Reflex save halves this 
  damage. The caster must save, too, for the chaos unleashed spares none. 
  Additionally, the caster must succeed on a Will save against her own DC 
  for this spell or be knocked prone and stunned for 2d6 rounds. A success-
  ful Will save reduces this time to 1d6 rounds.
  This spell is extremely taxing to cast even once, but future castings take 
  a continually greater toll on the caster. The caster automatically suffers 1 
  permanent negative level on each casting of this spell past the first.
  Creeping Eye 
  School conjuration (creation); Level sorcerer/wizard 4
  Casting Time 1 hour
  Components V, S, M (a miniature glass eye)
  Range touch
  Effect caster can see through all creeping eyes within 100 
  yards/level
  Duration permanent
  Saving Throw none; Spell Resistance no
  When casting this spell, one of the caster’s eyes gradually extrudes 
  from its socket until it pops loose to be replaced by another eye that has 
  grown from behind the original. The result is a diminutive, mobile, eye-
  like object that may animate its ganglia of trailing nerves to crawl 5 feet 
  per minute as long as the caster concentrates on the eye. The caster can 
  see whatever the eye can see, as if the caster herself were looking out from 
  the eye for as long as the eye is within the spell’s range from the caster. If 
  several such eyes are within range, the caster can choose which one she 
  sees through at any given moment. The eye is permanent, but a caster can 
  have only one eye active per level.
  If the eye is found or intercepted while traveling, it can be easily de-
  stroyed or captured. An identify spell cast upon a captured eye reveals the 
  name of the caster who created it. Destruction of a creeping eye causes 
  one point of damage to the caster, stuns her for 1d4 rounds and blinds her 
  for 1d6 minutes. If the caster has multiple eyes in existence, the caster is 
  aware which eyes have been destroyed.
  Crew with the Dead 
  School necromancy; Level bard 5, sorcerer/wizard 6
  Casting Time 10 minutes
  Components V, S, M (the bones or remains of at least 5 
  drowning victims)
  Range close (25 ft. + 5 ft./2 levels)
  Target one ship
  Duration 1 hour/level, concentration discharge (D)
  Saving Throw none; Spell Resistance no
  This spell summons a crew of undead servitors to sail or row a ship 
  for the caster. These undead automatically know how to crew the ship as 
  long as the caster maintains concentration. If concentration is broken, the 
  undead simply fail to do anything until the caster resumes concentrating 
  on directing their actions. A bard who casts this spell must direct the crew 
  through encouraging singing of sea shanties.
  Up to 5 undead crewmembers may be summoned per caster level. The 
  crew is treated as Medium skeletons with the additional ability of Profes-
  sion (sailor) +5.
  The crew does not fight or otherwise engage an enemy in combat, 
  though they can operate ballistae or catapults, firing such machinery as 
  1st-level warriors.
  Crystal Transformation 
  School transmutation; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a small crystalline dagger worth at 
  least 20 gpp that is shattered during the casting)
  Crystal Wail
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  Range touch
  Target one touched object of up to 2 cubic ft./level
  Duration permanent
  Saving Throw Will negates (object) or Fortitude half (see 
  text); Spell Resistance yes (object)
  You change one metal object into a crystalline, glasslike substance that 
  is more easily broken or damaged.
  You must succeed at a melee touch attack against the object to be 
  affected if it is worn or attended by a creature. If you succeed, one single 
  metal item is affected. Thus, you could affect a creature’s shield, but his 
  armor and weapon would be unaffected. Normal, non-magical items are 
  automatically affected, but attended or worn magic items receive a save 
  and use their own or the saves of the wearer, whichever is better.
  An item affected by this spell becomes brittle (hardness 1, 1 hp/inch of 
  thickness) and is easily shattered or broken. Artifacts and relics cannot be 
  affected by this spell.
  If you target a metallic creature with this spell, you must make a melee 
  touch attack. If the attack succeeds, the creature must make a successful 
  Fortitude save to resist the effects. Even if the save succeeds, the creature 
  takes 1d6 points of damage per caster level (maximum 10d6). 
  The effects of this spell are permanent and can be reversed only with a 
  wish, miracle, or greater magic. 
  Crystal Wail 
  School evocation [sonic]; Level bard 4
  Casting Time 1 standard action
  Components V, S
  Range 40 ft.
  Area 40-ft. radius centered on you
  Saving Throw Fortitude half; Spell Resistance yes
  Your piercing scream vibrates through the surrounding materials and 
  people, damaging almost everything within a 40-foot radius. Unattended 
  crystal or glass items take 1d6 points of damage/caster level (max 10d6) 
  with no saving throw while crystalline creatures or creatures receive a 
  Fortitude saving throw for half damage. All creatures in the area must 
  make a Fortitude save to avoid being deafened for 1d4 rounds. The sound 
  vibrations are so powerful that they can damage metal (2d6 points of 
  damage) and stone (3d6 points of damage) objects. The sound damage 
  ignores hardness. Held or carried metal and stone items are unaffected, 
  but structures such as walls or doors are damaged. You are unable to speak 
  or vocalize for 2 full rounds after casting this spell, leaving you unable to 
  cast any spells that have a vocal component (unless you have the Silent 
  Spell feat) or communicate verbally with your party.
  Cure / Cause the Bends 
  School necromancy; Level cleric/oracle 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one humanoid
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell causes its target to double over in pain from high-pressure gas 
  bubbles forced into his bloodstream, or cures said affliction as it occurs 
  naturally in divers. A target afflicted with the bends can suffers 1d8 points 
  of Constitution damage and is staggered for 1d4 hours.
  Curse of Horror 
   
  School enchantment (compulsion) [fear, language-
  dependent, mind-affecting]; Level bard 3, cleric/oracle 3
  Casting Time 1 full round
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration see text
  Saving Throw Will negates; Spell Resistance yes
  The victim must hear the caster’s voice as she pronounces the curse and 
  defines the object of the victim’s fear. If the saving throw fails, the victim 
  develops a powerful phobia of the named object. Whenever the victim 
  encounters the subject of his phobia, he must succeed on a Will save or be 
  panicked for as long as the subject is within 30 feet of him. For instance, 
  a person cursed to fear wide-open spaces would have to succeed on a Will 
  save to go outside for more than a few seconds. The phobia lasts until the 
  victim rolls a natural 20 on the saving throw or until other magic removes 
  the curse.
  Multiple castings of curse of horror do stack, although any casting that 
  would set up a contradictory phobia automatically fails. For example, a 
  victim already afraid of wide-open spaces cannot also be made claustro-
  phobic.
  Curse of horror automatically fails if the victim could not possibly 
  avoid the subject of his fear. Thus, a victim cannot be cursed to fear him-
  self or breathing or anything else whose avoidance would be suicidal. On 
  the other hand, a dark elf could be cursed to fear darkness; near-blindness 
  from living in constant bright light would greatly inconvenience a dark 
  elf, but not physically threaten her life.
  Curse of Infirmity 
  School necromancy; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a pinch of ground bone)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration Instantaneous or 1 minute/caster level
  Saving Throw Will partial (see below); Spell Resistance yes
  You reach out and magically drain the life force from one humanoid, 
  animal, or magical beast. The subject rapidly ages, advancing to the be-
  ginning of the next age category. Thus, an adult target is advanced to the 
  first year of middle age, a target in middle age is advanced to old, and an 
  old target is advanced to venerable. Targets that are already in the venera-
  ble age category die of old age if struck by this spell.
  Aging caused by this spell reduces Strength, Dexterity and Constitution 
  by the appropriate amounts (see the Pathfinder Roleplaying Game Core 
  Rulebook). Intelligence, Wisdom and Charisma scores are not affected, 
  nor are skills and memories. Targets who suffer no penalties from aging, 
  such as druids with the timeless body class ability, are not affected by this 
  spell unless pushed past venerable age.
  If the target succeeds on a Will save, the advanced age is only tempo-
  rary, lasting for 1 minute per caster level with a successful save. Other-
  wise, the effects are instantaneous and cannot be dispelled (though the 
  target may be restored to youth by the spells restore true form, limited 
  wish, wish or miracle).
  Curse of Life 
  School necromancy Level cleric/oracle 4
  Casting Time two full rounds
  Components V, S, M (diamond dust worth at least 2,500 gp)
  Range touch
  Target one dead creature (see text)
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You bring a willing creature back to life so long as he died within 
  24 hours. When the subject is brought back to life, he is at 1 hp from 
  death (thus a subject with a Constitution of 15 would be revived and 
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  be at –14 hp) and are stabilized. Unfortunately, the casting of this spell 
  taps into the negative energy plane, giving the creature brought back a 
  weak, necromantic aura that affects healing. This aura is revealed by 
  detect magic or similar divinations. This aura may be removed only by a 
  carefully worded wish or miracle spell, or if the target dies. 
  The necromantic aura forces the creature brought back to make a Will 
  save to resist all healing (curing) spells from this point forward. Another 
  drawback is the fact that the creature is unable to resist negative energy-
  based spells; for example, they are not allowed a saving throw against any 
  inflict spells.
  In addition to the effects above, the target also loses a level when curse 
  of life is cast. A creature can be restored to life only once with this spell.
  The target must be willing to return to life for this spell to function, 
  and although they may be willing, they do not know that curse of life is 
  being cast.
  Note: This spell can bring characters back to life that were killed by 
  death effects.
  Curse of Light 
  School enchantment (light); Level cleric/oracle 3, druid 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  You make the subject extremely sensitive to light. Abrupt exposure to 
  bright light (such as sunlight or a daylight spell and immediately after the 
  spell is successfully cast under these conditions) blinds the subject for 1d4 
  rounds. On subsequent rounds, they are dazzled as long as they remain in 
  a brightly lit area. Once adjusted to the light, the creature still suffers a –1 
  penalty to all attack, damage, and saving throw rolls.
  Curse of the Ancient Mariner 
  School transmutation; Level cleric/oracle 9
  Casting Time 1 hour
  Components V, S, M (a dead albatross), DF
  Range touch
  Target one creature
  Duration permanent
  Saving Throw none; Spell Resistance yes
  This ancient and powerful rite causes disastrous luck to befall the 
  captain of a sea vessel. The captain can never again safely sail the seas, 
  nor can he be a part of any crew on a seagoing ship.
  The target of this curse has the material component hung around his 
  neck, marking him as cursed. Placing the component around the neck 
  requires a successful CMB check against the CMD of the target. Success 
  means that the component has been placed around the neck; even if 
  removed immediately, the curse takes effect. From this point on, the target 
  can never safely set foot on a ship again. The effects of the curse can be 
  manifold; a colossal sea monster may come to attack the ship, terrible 
  weather may plague the ship until it is finally submerged, the ship itself 
  may simply begin to take on water and sink, etc. The GM is encouraged 
  to make up any curse that seems appropriate. In all cases, the curse at 
  the very least destroys the ship that the target boards. The effect can be 
  removed only with a wish or miracle.
  Curtain of Fire 
  School conjuration [fire]; Level sorcerer/wizard 9
  Casting Time 3 rounds
  Components V, S, M (a fire opal worth at least 25,000 gp)
  Range long (400 ft. + 40 ft./level)
  Effect moving 20-ft.-tall curtain of fire, 20 ft. long/level
  Duration 1 min./level
  Saving Throw Fortitude special (see text); Spell Resistance yes
  You bring into existence a curtain of flickering purple and pink flames 
  that burns the life out of everything it touches. The curtain moves in a 
  direction of your choice at a rate of 5 feet/round, consuming all organic 
  matter in its path. Once a direction is chosen, that is the direction the 
  curtain moves; it cannot move back over an area it has incinerated, as it 
  has no fuel to burn. 
  The flames themselves seem cool; the curtain puts out no heat as it 
  devours the very essence of life from the soil, plants, and materials it 
  passes through. All organic material coming into contact with the curtain 
  is treated as if struck by a disintegrate spell. Living creatures touching the 
  wall are also treated as if struck by a disintegrate spell with a Fortitude save 
  to avoid the effect (consult the disintegrate spell for details). Buildings 
  and items made from stone or metal are unharmed by this spell, but hiding 
  within a building is not a safe option as the magical fire can penetrate up 
  to 2 feet of stone or 2 inches of any metal to turn living matter into lifeless 
  ash. The magical fire burns life out of the very soil as well, extending its 
  horrid power to a depth of 5 feet beneath the surface of the earth.
  Areas struck by curtain of fire are easy to ascertain as they are nothing 
  but lifeless scars of black dust and sand unable to support any life.The 
  caster can cast this spell only once per week.
  Cut to the Chase 
  School transmutation [force]; Level bard 4, cleric/oracle 5, 
  druid 5, sorcerer/wizard 5
  Casting Time 1 action
  Components V, F (the weapon)
  Range touch
  Target 1 melee or natural weapon
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  The caster touches a melee or natural weapon such as a claw or a crea-
  ture’s teeth and suffuses it with raw magical force. So fortified, the weap-
  on cleaves easily through its targets and acquires the ghost touch trait 
  for the spell’s duration. The weapon ignores the hardness of inanimate 
  objects, doing damage directly to an object’s hit points. All attacks made 
  by a weapon affected by cut to the chase are resolved as touch attacks; 
  the target’s armor, natural armor, and shield bonuses are ignored, though 
  magical bonuses are not. The weapon’s wielder may attack incorporeal 
  targets without penalty.
  Damage Morale 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 2, cleric/oracle 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 1evels)
  Duration 10 minutes/level (D)
  Saving Throw Will negates; Spell Resistance yes
  The target receives a morale penalty to his Will saving throws equal to 2 + 
  the greater of the caster’s Wisdom or Intelligence modifier. Multiple castings 
  of damage morale by the same caster on the same target have cumulative 
  results. This penalty stacks with itself, but not any other morale penalties.
  Dance of Seduction 
  School enchantment (charm) [mind-affecting]; Level bard 
  5, sorcerer/wizard 6
  Casting Time 1 full round
  Components V, S
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  Range personal
  Area 25-ft. radius
  Duration 1 hour/level (see below)
  Saving Throw Will negates; Spell Resistance yes
  Through seductive and inviting body movements, the caster weaves a net 
  of fascination and desire, affecting some or all observers (caster’s choice) 
  as if by a charm person spell. A successful Will saving throw negates the 
  spell’s effect, but the caster’s Charisma modifier is added to the DC of the 
  spell’s saving throw. (For bards or sorcerers, it is effectively added twice.) 
  Anyone failing the saving throw is immediately enamored with the dancer, 
  and he does whatever she desires (within reason, as described under the 
  charm spell description). The spell is similar to mass charm, but is not as 
  effective, for its victims remain charmed only for the dance of seduction’s 
  listed duration. This period is usually more than enough time, however, for 
  the dancer to persuade the spell’s subjects to hand over large gifts or per-
  form various tasks. Unlike charm, victims of the spell rarely realize that 
  they were magically influenced, and they rarely object to giving the dancer 
  money or to any tasks that she set them to perform.
  Dancer’s Grace 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Through your song, you channel positive energy into your touch, grant-
  ing temporary hit points equal to 2d8 + caster level (to a maximum of 
  2d8+10 temporary hit points at caster level 10). This spell also makes the 
  target immune to fatigue effects for the spell’s duration. Finally, dancer’s 
  grace grants a +1 luck bonus on attack rolls while the spell is in effect.
  Dancer’s Grace, Mass 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more 
  than 30 ft. apart
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell functions like dancer’s grace, save that it affects multiple 
  subjects.
  Dancing Daggers 
   
  School conjuration (summoning); Level cleric/oracle 7, 
  sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a dagger)
  Range medium (100 ft. + 10 ft./level)
  Target one or more creatures
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell conjures a dancing cloud of tiny daggerlike objects, one for 
  each of the caster’s levels (20 maximum). The caster immediately assigns 
  the daggers to any opponents within range, dividing them up as she pleas-
  es. The daggers immediately attack during the round summoned and con-
  tinue to attack on the caster’s action for the duration of the spell. Each 
  group of daggers attacks using the caster’s base attack bonus, with no 
  Strength modifier (the daggers are considered to be wielded with Str 10) 
  and a +4 size modifier to its attack roll. Upon a hit, each dagger inflicts 1d4 
  points of damage. The daggers are not considered to be magical weapons.
  Once assigned to an opponent, the dancing daggers do not stop attack-
  ing that opponent, even if he is slain. Daggers move 30 feet per round to 
  pursue their assigned prey. Any daggers assigned to opponents who move 
  beyond range from the caster float at the edge of the spell’s range like dogs 
  at the end of their leashes. As a standard action, the caster may reassign 
  any and all daggers to new opponents.
  Dark Curtain 
   
  School evocation [darkness]; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components S
  Range medium (100 ft. + 10 ft./level)
  Effect wall up to 10 ft. long/level or a sphere or hemisphere 
  with a radius of up to 5 ft. plus 1 ft./level
  Duration concentration +1 round/level (D)
  Saving Throw Reflex negates or none plus Fortitude negates 
  (see text); Spell Resistance yes
  A dark curtain cannot be seen through with any sort of vision, just as 
  described in the spell shadow shield. While dimension door and similar 
  spells bypass the curtain normally, anyone who attempts to physically 
  pass through it immediately sustains 3d6 + 1 hp/level (maximum +20) 
  of damage (no saving throw) and must also succeed on a Fortitude check 
  or gain one negative level. The negative level automatically fades in one 
  day, and there is no chance of it becoming permanent. If the spherical or 
  hemispherical construction of the wall is used to entrap a subject, then a 
  Reflex save means the subject was able to avoid imprisonment.
  Dark Empowerment 
  School conjuration (summoning) [evil]; Level cleric/oracle 5, 
  sorcerer/wizard 5
  Casting Time 1 full round
  Components V, S, F/DF (A small idol depicting a fiendish 
  creature)
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  The caster is imbued with the raw strength of an evil outsider, growing stron-
  ger, faster, and more powerful. The caster gains a +4 enhancement bonus to 
  Strength, Dexterity, and Constitution. While under the effects of the spell, the 
  caster deals unarmed damage as a monk of level equal to his caster level and 
  gains the benefits of the Improved Unarmed Strike feat. Furthermore, the caster 
  gains damage reduction 10/magic while under the influence of this spell.
  Each round that the spell is active, the caster must make a Will save. 
  The DC of this save varies depending upon the willpower of the being 
  summoned. Roll 1d6–l and add the result to the base DC of 15. This is the 
  DC of the caster’s Will saves. If the caster fails, the fiend then controls 
  the caster’s body for the duration of the spell and immediately attempts to 
  wreak as much havoc as possible, most often by compelling the caster to 
  attack his allies. The fiend can use the caster’s skills, feats, and abilities as 
  normal but has no access to the caster’s spells.
  Dark Geyser 
  School necromancy [evil]; Level sorcerer/wizard 8
  Casting Time 1 full round
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  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area 5 ft., and 30-ft. emanation
  Duration 2 rounds (see text)
  Saving Throw Fortitude, Reflex, and Will half; Spell Resistance yes
  The caster selects a single 5-foot-square area within range that acts as 
  the center of the spell. A small gate to an alternate plane opens, expelling 
  pure negative energy in a fountain of darkness, damaging anyone in its 
  area of effect.
  On the first round of the spell, the geyser’s energy deals 1d6 points of 
  negative energy damage per caster level (maximum 20d6) to everything 
  within 5 feet of the spell’s center. On the second round, the geyser’s area 
  of effect grows to a 30-foot radius, after which it collapses and the gate 
  vanishes. Undead affected by the geyser are healed of 1d6 points of dam-
  age per caster level (maximum 20d6), but cannot receive more hit points 
  than their maximum.
  Darken Forest 
  School transmutation; Level druid 8
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area 40-ft. radius
  Duration 1 round/level
  Saving Throw special, see text; Spell Resistance no
  You give the forest a dark and sinister air as you animate nearby trees to 
  attack living creatures in the area. Animated trees have the same statistics as 
  treants and fight as such in all respects but cannot animate other trees. You 
  animate 1d4 + 1/4 caster level treants with this spell. While they do not attack 
  you, the animated trees are not under your control and aggressively attack all 
  other living creatures in the area (including Medium or larger animals).
  The dark and angry powers you use to animate these trees gives the 
  whole area a sinister feel that all animals flee from immediately. Intelligent 
  creatures with less than 4 HD flee as if affected by a fear spell with no 
  saving throw while creatures with 5–8 HD can make a Will save against 
  the fear effect. Creatures above 8 HD are immune to the fear effect.
  Daze Animal 
  School enchantment (compulsion) [mind-affecting]; Level 
  druid 0, ranger 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of fur from an animal)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one animal of 4 HD or less
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  This enchantment clouds the mind of an animal with 4 or fewer Hit Dice 
  so that it takes no actions. Animals of 5 or more HD are not affected. A 
  dazed subject is not stunned, so attackers get no special advantage against it.
  Dead Man’s Hands 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (the withered hand of a humanoid or 
  monstrous humanoid corpse)
  Darken Forest
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  Range personal
  Target you
  Duration 1 round/level (D)
  You transform your hands into wicked, filthy, dirt-caked claws. You 
  gain a single natural attack each round that deals 1d6 points of damage at 
  your normal attack bonus. You can still deliver touch attack spells while 
  your hands are transformed.
  Death Bringer 
  School necromancy [evil]; Level cleric/oracle 7, sorcerer/
  wizard 8
  Casting Time 30 minutes
  Components V, S, F (a masterwork dagger made of bone 
  from a skeleton the caster previously animated)
  Range 1-mile burst
  Target see text
  Duration instantaneous
  Saving Throw see text; Spell Resistance yes
  Using a minor but ancient evil ritual, you stab yourself in the chest and 
  spread the pain over a wide area, bringing death to sleeping creatures as 
  far as a mile away. The bone dagger used in the casting of this spell always 
  strikes you as a critical hit, even if you would normally be immune to 
  critical hits, and deals an additional 2 points of Constitution damage while 
  leaving you stunned for 5 rounds.
  Sleeping creatures with fewer than 6 HD within a one-mile radius must 
  succeed at a Fortitude save with a DC equal to 10 + damage dealt or 
  die. Those that succeed, and sleeping creatures with more than 6 HD, 
  awaken suddenly as if from a nightmare that included the figure of Death 
  attempting to slay them.
  Death Gaze 
  School necromancy [evil]; Level cleric/oracle 6, sorcerer/
  wizard 6
  Casting Time 1 standard action
  Components V, S, M (two small marbles, the same color as 
  your eyes)
  Range 30 ft.
  Target one living creature/round
  Duration 1 round/level (D)
  Saving Throw none or Fortitude partial or Fortitude negates 
  (see text); Spell Resistance yes
  This spell changes the whites of your eyes to black and reshapes your 
  pupils into small white skulls. Each round this spell is in effect, one 
  creature within 30 feet that meets your gaze must succeed on a Fortitude 
  save or be affected as follows (depending on its HD).
  HD
  Effect
  6 or 
  more
  2d6 points of damage (Fortitude negates)
  3–5
  Death (2d6 points of damage on a successful save)
  2 or less
  Death (no save)
  If your gaze is reflected back on you (such as by a mirror, pool of 
  water, and so on), you take 2d6 points of damage with no saving throw. 
  At the end of this spell, you must succeed on a DC 10 Fortitude save or be 
  blinded for 1d6+4 hours.
  Death March 
  School evocation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft. radius spread
  Duration instantaneous (see text)
  Saving Throw Reflex half; Spell Resistance yes
  This spell brings forth a phantom drummer in a tattered military uniform 
  that appears much like an undead soldier. The drummer is a completely 
  incorporeal phantasm and has no ability to interact with anyone or 
  anything around it except as described in this spell. The drummer marches 
  methodically toward any target you designate, tapping out a death cadence 
  on its dilapidated drum. The drummer marches at a speed of 25 feet per 
  round. After one of two conditions is met, the drummer explodes as per 
  the fireball spell, dealing 1d4 points of damage per caster level to all 
  within a 20-foot-radius spread (max 10d4). The two conditions are
  (1) the drummer reaches the designated target, or;
  (2) the drummer reaches the spell’s maximum range. 
  If you denote a living creature as the target, the drummer follows 
  that target through all barriers and across all terrain until one of the two 
  trigger conditions is met. A marching drummer may be eradicated with a 
  successful dispel magic.
  Death Rattle 
  School necromancy; Level sorcerer/wizard 2
  Casting Time 1 action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration 1 round/level
  Saving Throw Fortitude partial; Spell Resistance yes
  Upon casting this spell, the caster exhales toward a target, sweeping it 
  with a gust of foul-smelling wind and draining the strength from its limbs. 
  This is considered a ray attack and requires a ranged touch attack to strike. 
  A target that fails its Fortitude save is exhausted for the spell’s duration. A 
  target that saves successfully instead is fatigued. Unlike normal exhaus-
  tion or fatigue, once the spell’s duration expires, the object is restored to 
  full vigor. This effect does not stack with any other sources of fatigue or 
  exhaustion.
  Death Spores 
  School conjuration (creation); Level druid 5
  Casting Time 1 action
  Components V, S, DF
  Range close (25 ft. + 5 ft./level)
  Effect cone extending out from the caster
  Duration 1 hour/level
  Saving Throw Fortitude negates; Spell Resistance no
  You exhale a cloud of fungal spores. 
  In 1d6 hours after a failed saving throw, the host experiences an itching, 
  burning sensation and loses 1 temporary point of Strength and Constitution 
  per hour. Purplish-black fungus oozes from the victim’s eyes and nose, and 
  his skin takes on a sickly pallor. Anyone who touches the host must succeed 
  on a DC 15 Fortitude save or also become infected. While infected, the 
  host emits a foul odor that attracts predators and causes them to attack him 
  immediately with a +1 bonus to their attack rolls and damage.
  A cure disease spell ends the infestation if the victim has lost less than half 
  his Constitution. After the host loses more than half, however, the cure disease 
  does not work unless it is cast immediately after a regeneration spell.
  Death’s Imposition 
   
  School enchantment (compulsion) [death, mind-affecting 
  — see text]; Level bard 6, sorcerer/wizard 6
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  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  The spell’s target falls to the ground unconscious unless she succeeds 
  on a Will save. This portion of declaration of death is mind-affecting mag-
  ic but is not death magic.
  Each round thereafter, until the spell ends, the victim is allowed an ad-
  ditional Will save with a cumulative +1 to the saving throw’s DC to realize 
  that she is still alive. Any successful saving throw immediately breaks the 
  spell. Anyone who spends a full-round action to awaken the victim lends 
  her a +4 bonus to her next Will save. The victim gets a similar bonus if 
  she is attacked or injured.
  If the victim is still under the spell’s influence by round 10, then she 
  must begin making Fortitude saves each turn as well, this time against DC 
  12 and escalating by +1 DC each round thereafter. If one of these saves 
  fails, the victim is so convinced she has died that her body shuts down and 
  she actually expires. This portion of declaration of death is considered 
  death magic.
  Death’s Rest 
  School necromancy [death]; Level cleric/oracle 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components S, M (a strip of cloth from a used shroud)/DF
  Range personal
  Target you
  Duration 1 round/level then 1 day/level (see text)
  When cast, death’s rest prepares you to enter the deathlike coma for 
  which the spell is named. You may choose to actually collapse into the 
  coma at any point within the next round/level (for example, the next time 
  you are injured). If you do not enter the coma before the 1 round/level 
  duration expires, the spell ends with no effect.
  Once you enter the coma, it can last for up to 1 day/level. You can 
  specify a shorter duration when casting death’s rest. When the duration 
  expires — and assuming your body hasn’t been eaten, burned, etc. — you 
  awaken and must succeed on a Fortitude saving throw or take 1d4 points 
  of Constitution damage. These points return in one day, and there is no 
  chance of this damage being permanent.
  While in the coma, you need no food, air or water. Your vital signs are 
  next to impossible to detect without magic (requiring a DC 28 Heal skill 
  check to detect). You are completely unaware of your surroundings, and 
  even your thought processes shut down. Wounds inflicted on your coma-
  tose body do not affect you until you wake up. If the wound is not a coup 
  de grace or similar action, your body suffers only half damage.
  Other people can also try to revive you early with a DC of 28 Heal 
  check. Failing the skill check means that you remain in a coma, while 
  success revives you, and you do not suffer Constitution loss.
  Finally, death’s rest can be cast with contingency. If so used, it can be 
  set to trigger the onset of the coma as soon as the contingency requirement 
  is met.
  Deathly Gaze 
  School necromancy; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (two jade “eyeballs” with a light spell 
  upon them. During the light spell’s duration, they must be 
  covered with a mixture of clay, silver dust and dirt from a 
  graveyard, and then the mixture is baked hard. A 400 gp 
  total value).
  Range personal
  Target you
  Duration 1 minute/level (D)
  You gain a gaze attack that affects only undead. When an undead crea-
  ture meets your gaze (a skeleton’s lack of eyes is no impediment) it must 
  succeed on a Fortitude save or take 2d12 points of damage and it cannot 
  use any special attacks or qualities related to the negative plane (such as 
  energy level drain or ability drain) for 1d3 rounds. If the saving throw is 
  successful, the damage is halved, and all powers remain intact.
  Debilitate 
  School necromancy; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a needle and a scrap of human flesh 
  or tendon)
  Range close (25 ft. + 5 ft./2 levels)
  Target one person
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  The target suddenly feels a shooting pain in his leg or arm (your choice) 
  and has difficulty moving that limb properly for the duration of the spell 
  — if a leg, movement is reduced to half, and if an arm, range increments 
  are halved for thrown items. Any rolls for actions that require the use of 
  that limb are made at a –4 penalty.
  Decorate Object 
  School transmutation; Level cleric/oracle 1, sorcerer/wizard 1
  Casting Time 1 minute
  Components S, DF
  Range touch
  Target one object (up to 1 lb./level)
  Duration instantaneous
  Saving Throw Will negates (item); Spell Resistance yes
  You can add detail to a crafted item, or alter existing details. Note that 
  this does not change the composition, size, or capabilities of any item — 
  you can etch runes into a blade, for example, but the symbols are purely 
  decorative and do not enchant the weapon or even change its quality (such 
  as making an item masterwork or removing masterwork quality).
  Decrypt 
  School divination; Level bard 0, sorcerer/wizard 0
  Casting Time 1 round
  Components V, S
  Range touch
  Target document touched
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  You gain insight into an encrypted message. This spell gives you a +10 
  circumstance bonus to any Linguistics skill checks to interpret or read a 
  document. This spell can be specifically used to counter the encrypt spell 
  and automatically removes encryption created by the spell (though this 
  doesn’t make the language it was written in any easier to interpret).
  Dedicated Masses 
  School necromancy; Level cleric/oracle 8
  Casting Time 1 standard action
  Components V, S, DF
  Range 30 ft.
  Target one person, humanoid or giant creature/level in a 
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  30-ft.-radius burst centered on you
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  This spell is similar to dedicated shield, except that everyone with-
  in range provides protection. When the spell is cast, all eligible targets 
  (humanoids or giants) within the target area who fail their saving throws 
  become linked to you. (Willing targets may choose to forego a save, of 
  course.) Those who subsequently enter the spell’s area of effect are not 
  targeted by the spell; only those within 30 feet of you at the time you cast 
  the spell are affected.
  Any hit point damage done to you is divided evenly (rounding down) 
  among all affected targets within range. If anyone in the crowd is reduced 
  to 0 hit points or below (whether from the absorbed damage, from wounds 
  of their own, or from some combination of the two), they are released 
  from the spell effects and subsequent damage to you is divided among the 
  survivors. If all subjects linked to you at the time of casting are reduced to 
  0 hit points or move beyond 30 feet of you, the spell ends.
  Dedicated Shield 
  School necromancy; Level cleric/oracle 7
  Casting Time 1 full round
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one person, humanoid or giant
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  You form a link between yourself and one other person that transfers 
  wounds done to you to that person. You take no damage from any wounds 
  or attacks that do hit point damage to you (including those dealt by spe-
  cial abilities); the damage is done to the spell’s target (who must be a 
  humanoid) instead. Forms of harm that do not do hit point damage are not 
  transferred by this spell. This spell ends when the subject moves out of the 
  spell’s range, or when the subject is reduced to 0 hit points.
  Deep Freeze 
  School transmutation Level druid 7, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a sliver of mirror that is consumed in 
  the casting)/DF
  Range touch
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  Upon finishing the spell, your hands are coated with a glacial rime. If 
  you succeed on a melee touch attack, the target must succeed on a For-
  titude save to avoid being frozen alive and encased completely in ice. If 
  the save is successful, the victim is still chilled to the bone and takes 5d8 
  points of cold damage.
  If the save is failed, the target freezes; every portion of his body turns 
  to solid ice. The character so frozen is still alive and enters a state of sus-
  pended animation as the temporal stasis spell until the ice melts and she 
  is restored to normal. Should the frozen victim be hit for more than 5 hit 
  points of damage, her form shatters, slaying her instantly.
  Deep Stupor 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 6, sorcerer/wizard 6
  Casting Time 1 action
  Components V, S, M (a pinch of green lotus dust)/DF
  Range medium (100 ft. + 10 ft./level)
  Target several creatures within a 50-ft. radius
  Duration 1 hour/caster level
  Saving Throw Will negates; Spell Resistance yes
  This spell puts 1d4 HD worth of creatures per caster level (maximum 
  20d4) to sleep. Creatures with the fewest HD are affected first. Among crea-
  tures with equal HD, those closest to the caster are affected first. Creatures 
  with 13 or more HD are not affected. Creatures put to sleep by this spell re-
  main asleep until the duration expires, or a successful dispel magic, greater 
  dispelling, limited wish, restoration or wish is used to awaken them.
  Deflect Ram 
  School evocation [force]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range 50 ft.
  Area see text
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  Used as a defense in seaborne combat, this spell deflects an oncoming 
  ship attempting to ram another vessel. Though the attacking ship might 
  still strike its target, the blow of its ram is “softened,” dealing no damage 
  to the target vessel. The spell is capable of diverting a vessel of 5 tons per 
  level of the caster. Vessels too large for the spell to handle are capable of 
  ramming normally.
  Delay Death 
  School necromancy; Level cleric/oracle 3, sorcerer/wizard 3
  Casting Time 1 standard action 
  Components V, S, M (a piece of stone from a tombstone or 
  a sliver of wood from a coffin), DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 min./level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The affected creature can continue to act, move, cast spells, and fight 
  without penalty at 0 or fewer hit points; i.e., the subject is not disabled 
  at 0 hit points and is not unconscious and dying at negative hit points. A 
  creature reduced to negative hit points equal to its Constitution still dies, 
  however. This spell does not prevent a creature from dying due to death 
  from massive damage or ability damage or drain.
  If this spell’s duration expires while the subject is at 0 or fewer hit 
  points, the creature is either disabled (if at 0 hit points) or is unconscious 
  and dying (fewer than 0 hit points).
  Note: The spell can be cast only on a subject with 1 or more hit points; 
  it has no effect on a creature already at 0 or fewer hit points.
  Delude 
  School evocation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 10 min./level
  You mask your true alignment from all forms of divination by 
  “borrowing” the alignment aura of one creature within 30 feet of you 
  when you cast this spell. The creature whose alignment you are borrowing 
  retains its original alignment (you are copying it, not stealing it) and must 
  have an Intelligence of 3 or higher or the spell automatically fails. If the 
  spell succeeds, you radiate the exact same alignment as the one you copied 
  for the duration of this spell.
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  Demon Flesh 
  School abjuration [evil]; Level cleric/oracle 5, sorcerer/
  wizard 5
  This spell functions as lesser demon flesh, but grants the subject damage 
  reduction 10/cold iron and good for the duration of the spell.
  Demon Flesh, Lesser 
  School abjuration [evil]; Level antipaladin 3, cleric/oracle 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a bit of flesh from a demon)/DF
  Range touch
  Target creature touched
  Duration 1 min./level or until discharged
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The creature touched gains damage reduction 5/cold iron and good for 
  the duration of the spell. Once the spell prevents a total of 10 points of 
  damage per caster level (maximum 100 points), it is discharged.
  Deny Succor 
  School necromancy; Level druid 8, sorcerer/wizard 8
  Casting Time 1 full round
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 day/level
  Saving Throw Will negates; Spell Resistance yes
  Deny succor is a powerful curse that prevents all forms of healing, mag-
  ical or otherwise, for the duration of the spell. If the target fails its Will 
  save, the spell prevents the recovery of hit points and ability damage by 
  any means. All cure spells and spells with the healing descriptor automati-
  cally fail when directed at the target, and the target cannot recover damage 
  through natural healing, use of the Heal skill, or use of the fast healing or 
  regeneration abilities.
  Desail 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a tiny candle)
  Range medium (100 ft. + 10 ft./level)
  Area one sail of a ship
  Duration 10 minutes/level
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell allows a caster to destroy one mainsail of one target ship. The 
  size of the sail is unimportant, but only one sail is affected per casting. 
  The sail simply ceases to exist for the duration of the spell. The loss of 
  a mainsail reduces the speed of the target vessel by 25% (see Pathfinder 
  Roleplaying Game: Ultimate Combat, “Vehicles”). This spell has no 
  effect on vehicles that do not have sails.
  Desert Refuge 
  School abjuration; Level cleric/oracle 4, druid 2, ranger 3, 
  sorcerer/wizard 2
  Casting Time 1 action
  Components V, S, M (a pinch of desert sand)
  Range touch
  Target creature touched
  Duration 24 hours
  Saving Throw none; Spell Resistance no
  Desert refuge surrounds the target with an aura that maintains a con-
  stant temperature of 70 degrees Fahrenheit and protects him from the 
  blazing heat of the day and the freezing cold of the night. It also shields 
  the user from the effects of exposure to sun and wind, but not from objects 
  propelled by the wind such as sand blown by a sandstorm.
  Destined Doom 
  School abjuration; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range 10 ft.
  Target one person
  Duration permanent
  Saving Throw none; Spell Resistance yes
  This spell lets you influence the target’s ultimate fate. You designate 
  a specific person, a type of weapon, a type of creature (whether animal 
  or monster), or a location. The targeted individual is at –3 AC against all 
  attacks by the specified person, weapon, or creature, or in the specified 
  location. He also takes an additional 1d6 points of damage from each suc-
  cessful attack by that doom or in that location.
  Destroy Water 
  School transmutation [water]; Level cleric/oracle 1, druid 1
  Components V, S
  Casting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Effect up to 2 gallons of water/level
  Duration instantaneous
  Saving Throw none (see text); Spell Resistance yes
  This spell destroys (dries up) up to 2 gallons of water per caster level, 
  including magical water, but excluding magic potions. You can target a 
  water creature with this spell. Creatures with the water subtype take 1d4 
  points of damage per caster level from this spell (5d4 max). A successful 
  Fortitude save negates the damage.
  This spell counters or dispels create water and can be countered or 
  dispelled by create water.
  Note: This spell can’t destroy water within a creature. Water weighs 
  about 8 pounds per gallon. One cubic foot of water contains roughly 8 
  gallons and weighs about 60 pounds.
  Detect Balance 
  School divination; Level cleric/oracle 1, druid 1
  Casting Time 1 standard action
  Components V, S, DF
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 10 min./level (D)
  Saving Throw none; Spell Resistance no
  You sense the aura of neutral creatures. The amount of information 
  revealed depends on how long you study a particular area or subject.
  1st Round: Presence or absence of neutral auras.
  2nd Round: Number of neutral auras (creatures, objects, or spells) in the 
  area and the strength of the strongest neutral aura present. If you are of any 
  neutral alignment, and the strongest neutral aura’s strength is overwhelming 
  (see below), and the HD or level of the aura’s source is at least twice your 
  character level, you are stunned for 1 round and the spell ends.
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  3rd Round: The strength and location of each neutral aura. If an aura 
  is outside your line of sight, then you discern its direction but not its exact 
  location.
  Aura Strength: The strength of a neutral aura is determined by how far 
  away from true neutral the target’s alignment components are, as given on 
  the following table:
  Alignment
  Strength
  True Neutral
  Strong
  LN, CN, NE, NG
  Moderate
  LE, CG
  Weak
  LG, CE
  No aura
  Each round, you can turn to detect balance in a new area. The spell 
  can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead, or 3 feet of wood or dirt blocks it.
  Detect Charm 
  School divination; Level bard 0, cleric/oracle 0, paladin 1, 
  sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 min./level (D)
  Saving Throw none; Spell Resistance no
  You determine whether a creature is under the effects of a charm person 
  or charm monster spell. You can determine the exact spell with a DC 20 
  Knowledge (arcana) check.
  The spell can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  Detect Current 
  School divination; Level bard 1, cleric/oracle 1, druid 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 1/3 of a mile/3 levels
  Area see text
  Duration concentration up to 2 minutes/level (D)
  Saving Throw none; Spell Resistance no
  By using the spell, you can determine the direction and speed of any 
  current of water, be it freshwater or saltwater. You know the direction and 
  speed of the current over an area extending to your maximum range.
  Detect Curse 
  School divination; Level cleric/oracle 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Area cone-shaped emanation
  Duration concentration, up to 1 min./level (D)
  Saving Throw Fortitude negates (object); Spell Resistance 
  yes (object)
  You can determine whether a creature, object (including magical items), 
  or area is affected by a curse. You can determine the exact type of curse 
  and its effects with a DC 20 Knoweledge (arcana) check.
  This spell does not function when used on an artifact. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead, or 3 feet of wood or dirt blocks it. If the item touched has a 
  curse invoked by touching it, you immediately know about the curse while 
  possibly being affected by it.
  Detect Disease 
  School divination; Level cleric/oracle 1, druid 1, paladin 1, 
  ranger 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area a 5-ft. cube
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You determine whether a creature, object, or area has been diseased 
  or is diseased. You can determine the exact type of disease with a DC 20 
  Heal check.
  The spell can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  Detect Illusion 
  School divination; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 min./level (D)
  Saving Throw none; Spell Resistance no
  You detect illusions cast by someone with a lower caster level than 
  you. If the caster level is equal to your own, you must make a caster level 
  check (1d20 + caster level) versus the save DC of the spell. The amount 
  of information revealed depends on how long you study a particular area 
  or subject.
  1st round: Presence or absence of illusions.
  2nd round: Number of different illusions.
  3rd round: The location of each illusion.
  This spell tells you only that illusions are present, not exactly what 
  those illusions are, but knowledge that illusions are present gives you 
  an automatic +4 circumstance bonus to any saving throws required to 
  disbelieve the illusion(s).
  Detect Land 
  School divination; Level cleric/oracle 1, druid 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 1 mile/level
  Area see text
  Duration concentration up to 2 minutes/level (D)
  Saving Throw none; Spell Resistance no
  This spell automatically locates any and all islands and continents 
  within the spell’s range. Such landfalls must be above the surface of the 
  water. Only the direction of the land is known, not other features such as 
  size or terrain type.
  Detect Life 
  School divination; Level cleric/oracle 1
  Casting Time 1 standard action
  Components V, S, DF
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  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Using this spell, you determine whether a creature is alive or dead. A 
  creature in a coma, trance, suspended animation, or even masked by a 
  false death spell can be detected by this spell. This spell does not work on 
  undead or creatures that were never alive (such as constructs).
  The spell can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  Detune 
  School transmutation; Level bard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one instrument
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  Detune causes a single instrument within range to lose its tuning, giving 
  performance checks with it a –4 modifier. Re-tuning an instrument takes 
  1d4 full rounds.
  Devour Essence 
  School necromancy; Level sorcerer/wizard 8
  Casting Time 1 round
  Components V, S
  Range touch
  Target one corpse
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You consume the essence of a recently deceased creature (one that has 
  died within the last 24 hours). You gain some of the general knowledge 
  of the creature whose essence you devour. Although you gain no 
  particular skills, feats, spells, or spell-like abilities, you do gain their 
  general geographic knowledge, and some of the general experiences 
  and memories of some of the individuals they knew. You knowledge is 
  deep enough to provide a +10 circumstance bonus (that stacks with other 
  bonuses) to Disguise and Bluff skill checks while pretending to be that 
  person. Until you are slain, the deceased creature cannot be brought back 
  to life by any means.
  Devouring Darkness 
  School evocation; Level cleric/oracle 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft. radius
  Duration instantaneous (see text)
  Saving Throw Reflex half (see text); Spell Resistance yes
  You create a blast of negative energy that damages living creatures and 
  leaves behind an area of darkness. Living creatures within the area of 
  effect suffer take 1d6 points of negative energy damage per caster level 
  of damage (10d6 max; Reflex save for half) and leaves behind an area of 
  darkness equal to that left by a deeper darkness spell for 1 round/caster 
  level. As a negative energy-based spell, undead within the area of effect 
  are healed instead of damaged and creatures protected against negative 
  energy damage suffer no ill effects.
  Devouring Darkness
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  Creatures slain by a devouring darkness spell rise in 1d4+2 rounds as a 
  shadow. The newly risen shadow is not under the caster’s control and is as 
  likely to attack its creator as it is any other nearby creatures.
  Dig 
  School evocation [earth]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Area up to one 10-ft. cube/2 levels (S)
  Duration permanent or 1 round/level (see text)
  Saving Throw see text; Spell Resistance no
  This spell allows you to excavate earth, sand, or mud for one round 
  per caster level in an area equal to one 10-foot cube per two caster levels. 
  Each round this spell is in effect, you can expand an existing hole or start 
  a new one.
  While digging, the earth removed from the area is scattered evenly 
  around the hole. If you excavate a hole deeper than 20 feet, it has a 15% 
  chance of collapsing. The chance the hole collapses increases by +5% for 
  every 5 feet beyond 20 feet unless it is somehow braced or supported.
  You can use this spell to tunnel through earth. If the tunnel is longer 
  than 10 feet, it has a 30% of collapsing (+5% for every 5 feet beyond 30 
  feet), unless the tunnel is braced or supported.
  Alternately, you can target a single earth creature with this spell (a 
  creature with the earth subtype or one from the Elemental Plane of Earth). 
  Against earth creatures, this spell deals 4d6 points of damage (Fortitude 
  save for half).
  Note: You cannot use this spell to open a hole beneath an existing object 
  or creature. You can however, tunnel underneath a creature or object and 
  cause a hole to appear in the space (or spaces) it occupies.
  Dire Rage (Companion) 
  School transmutation; Level druid 3/ranger 2
  Casting Time 1 standard action
  Components V, S, M
  Range touch
  Target animal companion
  Duration 1 round/level (D)
  Saving Throw Will Negates (harmless); Spell Resistance yes
  You tap into the unbridled primeval heritage that dwells deep within 
  the animal. Dire rage may be cast only on your companion creature. The 
  animal takes on a feral appearance and its muscles throb with adrenaline. 
  Dire rage releases its prehistoric nature, imbuing the animal with ferocity 
  and physical prowess. The animal temporarily gains a +6 bonus to Strength, 
  a +6 bonus to Constitution, and a +3 morale bonus on Will saves, but it 
  takes a –2 penalty to Armor Class for the duration of the spell. The increase 
  in Constitution increases the animal’s hit points by 3 points per hit dice, 
  but these hit points go away at the end of the spell when its Constitution 
  score drops back to normal. (These extra hit points are not lost first the way 
  temporary hit points are.) While under the effects of dire rage, an animal 
  cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except 
  for Acrobatics, Escape Artist, and Intimidate). When the spell ends, the 
  animal reverts to normal and is considered fatigued as its body readjusts.
  Disable 
  School necromancy; Level cleric/oracle 9
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration Instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  Disable removes all but 1d4 hit points from the target creature and per-
  manently reduces all of its ability scores to 3. This damage cannot be 
  healed by normal means; only a combination of heal and greater resto-
  ration, or more powerful magic, can restore the target’s hit points and abil-
  ities. If the target is undead, the spell heals all but 1d4 hit points of damage 
  to the target, similar to a harm spell, and restores any ability damage the 
  target has suffered.
  Disassemble 
  School transmutation; Level cleric/oracle 7
  Casting Time 1 standard action
  Components S, DF
  Range touch
  Target one object (up to 10 lbs./level)
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  You are able to find and exploit the joints in any object through magical 
  means. At your touch, an object simply falls apart, back to its original 
  components — a sword separates into a blade, handle, guard, and pom-
  mel, while a chariot would collapse into nails and wood. Objects made of 
  a single piece of wood, metal or stone are not affected by this spell. Note 
  that the pieces themselves are not harmed — a disassembled sword could 
  be reassembled and would function just as well as before. Magical objects 
  that are subject to disassemble lose their magical nature, although they can 
  be enchanted again if the pieces are reassembled. This spell affects only 
  inanimate objects, and therefore does not affect constructs.
  Discern Lycanthrope 
  School divination; Level cleric/oracle 3, druid 3, ranger 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a bit of fur or flesh from a lycanthrope), 
  DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more 
  than 30 ft. apart
  Duration concentration, up to 1 round/level (D)
  Saving Throw Will negates; Spell Resistance no
  Each round you concentrate on one subject, who must be within range. 
  You know if the subject is a lycanthrope or not, regardless of its current 
  shape (humanoid, hybrid, or animal). You can determine the exact type of 
  lycanthrope with a DC 20 Knowledge (local) check.
  Each round you may concentrate on a different subject. 
  Discordant Chorus 
  School evocation; Level bard 5
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area 60-ft.-radius emanation
  Duration 1 round/level (D)
  Saving Throw Will partial; Spell Resistance yes
  You create powerful strains of music from thin air that interfere with 
  conversation. Nothing less than a shout can be heard over the power of 
  the music. It is impossible to cast any spells that require verbal spell 
  components within the area of effect; the power of the music interferes 
  with the magical harmonies embedded in the incantation. Finally, targets 
  in the area that do not succeed at a Will saving throw take 1d4 points of 
  temporary Wisdom damage each round they remain in the spell’s area 
  of effect.
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  Disguise Magic Aura 
  School illusion (glamer); Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, M (the remains of a shattered, used or 
  destroyed magic item)
  Range touch
  Target one magic item
  Duration 24 hours (D)
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  You disguise a magic item’s aura to appear stronger or weaker than it 
  really is. An object’s magic aura may be shifted to be one category stronger 
  or weaker than the item’s actual aura rating, as outlined in detect magic. 
  (Faint magic auras may be made to appear non-magical.) At 6th level, you 
  may disguise the aura to be two categories different. At 12th level, you may 
  change it by three, and at 17th level, you may alter it by up to four categories. 
  Artifacts cannot be made to appear less than faintly magical by this spell.
  Dissonance 
  School transmutation; Level bard 0
  Casting Time 1 action
  Components S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration single performance
  Saving Throw none
  Spell Resistance yes (harmless)
  The victim suffers a –1 penalty to his next Perform check.
  Distance Distortion 
  School illusion (glamer); Level sorcerer/wizard 4
  Casting Time 1 round
  Components V, S, M (a lump of soft clay and a pinch of 
  stone from an earth elemental)
  Range medium (100 ft. + 10 ft./level)
  Area one 10-ft. cube/level (S)
  Duration 1 hour/level
  Saving Throw Will disbelief (if interacted with); Spell 
  Resistance no
  You can make an area up to one 10-foot cube per caster level appear to 
  be longer or shorter, wider or narrower than it actually is. This doubles or 
  halves (your choice) the time it takes to travel across the affected area. For 
  example, a 10th-level caster could alter a 10-foot-high, 10-foot-wide and 
  100-foot-long corridor so it seems to be either 20 feet wide by 20 feet high 
  by 200 feet long or 5 feet wide by 5 feet high by 50 feet long. All affected 
  dimensions must be collectively reduced or expanded. You cannot, for 
  example, reduce the width and height of a corridor and expand its length.
  This spell includes audible, visual, tactile, and olfactory elements. It 
  cannot disguise, hide, or add creatures (though creatures within the area 
  might hide themselves within the illusion just as they can hide themselves 
  within the real location).
  True seeing reveals the true dimensions of the affected area.
  Note: This spell can be cast only in an area composed of or surrounded by 
  earth, dirt, or similar material (such as a corridor in an underground cave).
  Divine Assimilation 
  School transmutation [fear]; Level cleric/oracle 8
  Casting Time 1 full round
  Components V, S, DF
  Range personal
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  A cleric must concentrate and commune with his god intensely for one 
  full round before this spell takes effect. Once in effect, the cleric experi-
  ences several changes in his appearance, behavior and abilities. After the 
  spell runs its course, the cleric is fatigued and must rest in order to recover.
  The exact nature of the changes that the cleric undergoes depends upon 
  the alignment of his patron deity. All effects are in addition to the cleric’s 
  normal abilities and limitations. All Will saves required in the descriptions 
  below are made at a difficulty class per this spell.
  Lawful Good Deities
  The cleric is infused with the god’s powers of nobility and justice. He 
  grows taller, straighter, and the fire of righteousness burns in his eyes. The 
  cleric gains a +2 AC bonus and a + 2 bonus to all attack and damage rolls, 
  as well as +1 hit points per level, for the duration of the spell. The cleric 
  can automatically detect evil for the duration of the spell and is considered 
  to have just cast dispel evil once a successful casting of divine assimila-
  tion is completed, receiving that spell’s benefits and powers. The cleric 
  gains a +2 bonus to the DC of his channel energy ability, if any. Chaotic 
  evil enemies of the cleric’s deity who can see the cleric must succeed on a 
  Will save or be affected as by a fear spell.
  Neutral Good Deities
  The cleric’s mien softens, and his eyes reflect infinite mercy and kind-
  ness. A pale radiance surrounds him, telling all that he bears the blessings of 
  the Redeemer. As a free action, up to 3 times during the duration of divine 
  assimilation, the cleric may radiate healing energy to his allies, the effects of 
  which duplicate healing circle. In addition, enemies who wish to attack the 
  cleric directly or even use hit point damaging area effect spells that would 
  include the cleric in their radius, must succeed on a Will save each round or 
  be unable to do so. Such enemies can still choose another target or attack 
  method that round. Neutral evil enemies of the cleric’s deity who can see the 
  cleric must succeed on a Will save or be affected as by a fear spell.
  Chaotic Good Deities
  The cleric is bathed in a green radiance, and his features grow earthier. 
  His skin begins to resemble tree bark, and his hair transforms into leaves. 
  The cleric gains a +4 morale bonus to attacks with bows, and he may 
  cast dominate animal and control plants twice each during the duration of 
  divine assimilation. Any animals or plants that attempt to attack the cleric 
  must succeed on a Will save or lose interest and wander away. Lawful evil 
  enemies of the cleric’s deity who can see the cleric must succeed on a Will 
  save or be affected as by a fear spell.
  Lawful Neutral Deities
  The cleric’s face grows stem and impassive. His overall demeanor is se-
  vere, and his raiment becomes muted, almost gray. The cleric gains a +3 bo-
  nus to AC and may inherently detect chaos. The cleric may cast protection 
  from chaos, dispel chaos and order’s wrath once each during the duration 
  of divine assimilation. Chaotic neutral enemies of the cleric’s deity who can 
  see the cleric must succeed on a Will save or be affected as by a fear spell.
  Chaotic Neutral Deities
  The cleric’s form grows indistinct, and the colors of his garments swirl 
  and change. He becomes a living embodiment of disorder and chaos. The 
  distortion grants the cleric a +2 luck bonus to all rolls. The cleric may 
  inherently detect law and may cast protection from law, dispel law and 
  chaos hammer once each, while divine assimilation is in effect. Lawful 
  neutral enemies of the cleric’s deity who can see the cleric must succeed 
  on a Will save or be affected as by a fear spell.
  Lawful Evil Deities
  The light of burning villages flickers in the cleric’s eyes, and an expres-
  sion of unrelenting bloodlust spreads across his face. The cleric gains a +2 
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  AC bonus and a +2 morale bonus to all attack and damage rolls. Further, 
  the cleric receives the benefits of divine power for the duration of divine 
  assimilation, and if the cleric wields a mace or scepter, it is affected as 
  though by magic weapon for the duration of divine assimilation. All law-
  ful evil creatures and characters in sight of the cleric and the cleric himself 
  gain a +2, bonus to all Will saving throws due to the cleric’s fearless, in-
  spirational demeanor. Chaotic good enemies of the cleric’s deity who can 
  see the cleric must succeed on a Will save or be affected as by a fear spell.
  Neutral Evil Deities
  The cleric’s face grows haggard and shadowy. He grows hunched and 
  mad-eyed. The cleric gains a +2 bonus to all saving throws and to AC. For 
  the duration of divine assimilation, the cleric can make touch attacks as if 
  he had cast chill touch. In addition, the touch attack may also deliver in-
  sanity on one successful touch attack of the cleric’s choice and confusion 
  on any two successful touch attacks. The cleric cannot deliver confusion 
  and insanity on the same touch attack. Additionally, each round, good-
  aligned creatures or characters who wish to attack the cleric must succeed 
  on a Will save or be too overcome with revulsion to do so. Such enemies 
  can still choose another target or attack method that round. Neutral good 
  enemies of the cleric’s deity who can see the cleric must succeed on a Will 
  save or be affected as by a fear spell.
  Chaotic Evil Deities
  The cleric’s skin grows red, and his eyes glow like lava. His body seems 
  to grow squatter but more powerful. The cleric gains a +2 AC bonus and 
  a +4 bonus to damage. He is surrounded by a fire shield (warm version), 
  as though he had cast it when he cast divine assimilation. As a free action, 
  up to three times during the duration of divine assimilation, the cleric may 
  radiate pain to his enemies, the effects of which duplicate circle of doom. 
  Lawful good enemies of the cleric’s deity who can see the cleric must 
  succeed on a Will save or be affected as by a fear spell.
  Divine Beacon 
  School abjuration; Level paladin 1
  Casting Time 1 round
  Components V, S, M (a source of illumination), DF
  Range 1 mile/level squared
  Target you
  Duration 1 day
  Saving Throw none; Spell Resistance yes (harmless)
  A paladin casts this spell upon herself, which “arms” the beacon for 
  one full day. Should the paladin suffer certain circumstances, the beacon 
  activates. When the beacon is active, it takes a specific color depending 
  upon the paladin’s trouble. The circumstances that initiate a beacon and 
  the colors the beacon assumes are: 
  Color
  Condition
  Red
  Falling unconscious due to combat.
  Orange
  Falling unconscious but not due to combat.
  Yellow
  Critical hunger or thirst where the paladin 
  begins to suffer damage or penalties.
  Blue
  Paladin triggers the effect voluntarily.
  White
  Paladin’s death.
   
  The divine beacon lasts until the paladin dismisses it or for one full day 
  after the paladin dies.
  The divine beacon can be seen high in the sky over the area where the 
  paladin is located. No matter how far underground or underwater the pal-
  adin may be, the beacon appears in the sky above. Only other paladins are 
  able to see the beacon and only if they are within the spell’s range. Normal 
  conditions of visibility still apply, so rain, mist, fog or magical conditions 
  may block the beacon from other paladins’ lines of sight. However, at lev-
  el 10, paladins have a 10% chance to “see” the beacon spiritually and are 
  able to “see” the beacon in the sky regardless of conditions. The chance to 
  perceive the beacon in this way increases by 10% per level above 10. The 
  beacon takes the form of the paladin’s symbol, although this becomes less 
  clear the farther away a paladin is from a beacon.
  The components of this spell include a brief ritual that involves the pala-
  din holding some source of light — usually a small candle, but even a match 
  is sufficient — above her head while she utters a brief prayer to her god. The 
  god’s holy symbol must be present when the paladin casts this spell.
  Divine Beacon’s Answer 
  School transmutation [teleportation]; Level paladin 4
  Casting Time 1 round
  Components V. S, DF
  Range special
  Target one paladin (see text)
  Duration Instantaneous
  Saving Throw none; Spell Resistance yes (harmless)
  A paladin may cast this spell upon herself, or she may cast this spell 
  on another paladin (but only if the other paladin has witnessed the divine 
  beacon in question). Any and all items or objects the paladin is carrying 
  are teleported along with her to the side of the distressed paladin, but no 
  other living creatures (including mounts, for example) may be teleported.
  There is no room for the spell to go wrong in terms of where the teleport-
  ing paladin is relocated; in this sense the spell works like greater teleport. 
  In addition, the paladin appears in the nearest safe point to her comrade.
  The casting of this spell involves uttering a prayer while placing one’s 
  hand over one’s eyes, as if looking for something far off in the distance.
  Divine Burden 
  School conjuration [force]; Level druid 6, sorcerer/wizard 5
  Casting Time 1 action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft.-radius burst
  Duration 1 minute/level
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell targets all divine spellcasters within range. All those affected 
  must succeed on a Fortitude save or be treated as if heavily encumbered.
  Divine Charge 
  School evocation; Level cleric/oracle 5, paladin 4
  Casting Time 1 action
  Components V, DF
  Range personal
  Target you
  Duration 1 round/4 levels or until discharged
  Saving Throw none; Spell Resistance no
  After this spell is cast, the caster’s next charge attack is imbued with a furi-
  ous burst of divine power. The caster can charge four times his normal move 
  (instead of double) and can make one attack of opportunity against every foe 
  in his path at a +4 circumstance bonus. Those who take damage from the char-
  ger must succeed on a DC 15 Reflex save or be knocked prone and stunned 
  for 1 round. The caster does not provoke attacks of opportunity while moving.
  Divine Communion 
  School divination; Level cleric/oracle 4
  Casting Time 1 standard action
  Components V, S, M (1,000 gp worth of sacrifices), DF
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  Range personal
  Target you
  Duration 1 minute/level
  You channel your god, who can then speak with those present. This works 
  only when the god chooses to communicate with them directly. This is not 
  a mere question-and-answer session — the deity can converse fully. The 
  spell does not guarantee that the god is helpful, or honest, but if the spell 
  works, it is because the deity chooses to allow it, which means he may be 
  in a benevolent mood — or simply a playful one. Unfortunately, you cannot 
  hear what is said while channeling and do not remember any of it afterward.
  Divine Communion, Other 
  School divination; Level cleric/oracle 6 
  Components V, S, M (5,000 gp worth of sacrifices), DF
  Range touch
  Target one person
  Saving Throw Will negates; Spell Resistance yes
  This spell is similar to divine communion, except that you may desig-
  nate another person for your deity to speak through, thus allowing you to 
  participate in the conversation (if any).
  Divine Disconnection 
  School abjuration; Level druid 7, sorcerer/wizard 7
  Casting Time 1 full round
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Target one divine spellcaster
  Duration concentration
  Saving Throw Willpower negates; Spell Resistance yes
  Divine disconnection impedes all contact that a target creature possess-
  es with his deity by temporarily cutting the conduit through which such 
  powers flow. Upon a successful casting, the target is entitled to a Will 
  save. If he fails, the victim is unable to cast any divine spell or use any 
  spell-like or supernatural ability that is of divine nature, such as channel 
  energy. Paladins, clerics, rangers and druids are adversely affected, and 
  paladins in particular lose a good amount of their special abilities. 
  The innate abilities of outsiders are not affected by this spell, because 
  they carry the spark of divinity within themselves. However, an outsider’s 
  divine spells are still gifted to them by the deity they represent, and they 
  are subject to being disconnected.
  The caster of divine disconnection must maintain constant concentra-
  tion in order to maintain the spell. When the concentration lapses, for 
  whatever reason, the victim’s divine connection returns.
  Divine Inspiration 
  School conjuration (creation); Level cleric/oracle 9
  Casting Time 1 action
  Components V, S, DF
  Range 100 ft.
  Target All allies of the same faith within a 100-ft. radius
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance no
  All those within the spell’s area of effect who worship the same god 
  as the caster receive a +4 luck bonus to attack, damage, saves, and skill 
  checks for the spell’s duration.
  Divine Intervention 
  School abjuration; Level cleric/oracle 7
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 10 minutes/level
  Saving Throw Will negates; Spell Resistance yes
  You create a web of divine energy around a selected individual, saturat-
  ing his aura with the power of your god. The target gains spell resistance 
  equal to 10 + your level against divine spells cast by followers of gods 
  other than your own; the target cannot voluntarily lower or forego this 
  spell resistance. If the target is a divine spellcaster devoted to a rival god, 
  he cannot access his domain spells (if any) and has a 50% chance of spell 
  failure on every spell due to the interference. All spells aimed at the target 
  by a divine spellcaster who follows your own god, however, perform as if 
  the caster were 2 levels higher. 
  Divine Lock 
  School abjuration; Level cleric/oracle 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target the door, chest, or portal touched, up to 30 sq. ft./
  level in size
  Duration permanent
  Saving Throw none; Spell Resistance no
  A divine lock is an arcane lock variant employed by divine spellcasters. 
  The spell is cast upon a door, chest, or portal by carving or tracing the 
  deity’s symbol (or some variant thereof) on a suitable surface. The caster 
  and those of the caster’s religion can freely pass the lock without affecting 
  it; otherwise, a door or object secured with divine lock can be opened only 
  by breaking in or by a successful dispel magic spell. A knock spell does 
  not remove a divine lock, but it can bypass it for a number of rounds equal 
  to the level of the caster.
  The divine lock can also be dispelled by a follower of a different religion 
  if he expends one use of his channel energy ability. This functions as if the 
  caster had cast a targeted dispel magic on the door.
  Add 10 to the normal DC to break open a door or portal affected by 
  this spell.
  Divine Mantle 
  School abjuration; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target personal or one creature of the same religion
  Duration 2 rounds/level
  Saving Throw Will negates; Spell Resistance no
  This spell operates similarly to the spell sanctuary, but with the distinc-
  tion that a divine mantle does not break if the creature it protects directly 
  attacks another. Whether the protected creature attacks or not, anyone who 
  wishes to do direct harm to the creature protected by divine mantle (includ-
  ing melee or ranged attacks or targeted spells but not area of effect spells 
  such as fireball) must succeed on a Will save. Success means the attacker 
  may act normally and need not save again in order to continue attacking the 
  protected creature. Failure means the attacker loses the action(s) committed 
  to the attack and may not attack the protected creature at all that round. 
  However, the attacker may attempt another save the next round.
  Divine Sovereignty 
  School enchantment (compulsion) [mind-affecting]; Level 
  antipaladin 4, paladin 4
  Casting Time 1 round
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  Components V, S, DF
  Range personal
  Target you
  Duration 1 hour/level (D)
  For the duration of the spell, all creatures with 4 HD or fewer within 
  300 feet view you as their legitimate ruler and obey you as they would 
  their sovereign king. Because this spell affects only how you are viewed 
  by onlookers, and does not directly control their behavior, lawful creatures 
  tend to be much more obedient than chaotic creatures. Paladins use this 
  spell to nullify the influence of illegitimate, evil rulers over innocent 
  populace while antipaladins use this to usurp rule and use unwitting 
  people to their own end. Using this spell to overrule a legitimate ruler is 
  an unlawful act and against the paladin code of conduct.
  Divining Rod 
  School divination; Level druid 0, ranger 1
  Casting Time 1 standard action
  Components M (a forked stick)
  Range touch
  Area 1 mile/level
  Target one object (forked stick)
  Duration 1 hour/level (D)
  You call upon the spirits of the woodland to guide you to water, natural 
  shelter, or food. By casting divining rod upon a forked stick, you request 
  simple knowledge from the nature spirits to lead you to water, natural 
  shelter or grown food. The rod points in the direction of the objective of 
  the spell. The rod does not necessarily lead you safely past dangers or 
  obstacles, but just shows a direct path to the requested necessity. The rod 
  may sense the location only if the objective is with in radius of the spell. 
  The rod reveals nothing else. Divining rod may only direct to uncultivated 
  palatable vegetation if provisions are requested. The rod detects water 
  underground if the source is only within 10 feet.
  Dolphin Fins 
  School transmutation; Level cleric/oracle 2, druid 2
  Casting Time 1 standard action
  Components V, S, F (wooden statuette of a dolphin)
  Range close
  Target touched creature
  Duration 2 minutes/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You grant upon a creature the ability to feel at home within the water. 
  The hands and feet of the target become webbed, and he is able to see 
  underwater as normal. All Swim skill checks are made at +8 for the 
  duration of the spell. This spell does not provide the ability to breathe 
  underwater, only the ability to swim more effectively.
  The target of the spell must be in the water already for the spell to take 
  effect.
  Dolphin Fins, Mass 
  School transmutation; Level cleric/oracle 7, druid 6
  Casting Time 1 standard action
  Components V, S, DF
  Range close
  Target one creature/level, no two of which may be more 
  than 30 ft. apart
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Functions as the spell dolphin fins except it affects one creature per 
  caster level.
  Donor 
  School necromancy; Level cleric/oracle 3, sorcerer/wizard 3
  Casting Time 1 round
  Components V, S, M (a needle)/DF
  Range touch (see text)
  Target two creatures, both of which can be no more than 10 
  ft. apart (see text)
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  By means of this spell, you can transfer hit points from yourself or a 
  donor creature to another creature. The donor must be within 10 feet of 
  the subject. If the donor is unwilling, you must succeed at a melee touch 
  attack. You can serve as the donor, but cannot be the recipient of this 
  spell’s effects.
  For every hit point you drain from the donor, you transfer an equal 
  amount to the subject. Using this spell, you can drain and transfer a total 
  number of hit points equal to your caster level.
  Dragon’s Gauntlet 
  School evocation [force]; Level sorcerer/wizard 1
  Casting Time 1 action
  Components V, S, F (a thick, clawed glove made from a 
  lizard of at least Medium size)
  Range personal
  Target you
  Duration discharge (up to 1 round/caster level maximum)
  Saving Throw none; Spell Resistance yes
  Your primary hand is sheathed in a special dragon’s claw. This magi-
  cal “gauntlet” can then be used to make a single melee touch attack for 
  1d6 points of base damage plus 1 point of damage/caster level (maximum 
  +10). This additional damage replaces any Strength modifier that the cast-
  er already possesses. This bonus can be added to the caster’s effective 
  Strength for purposes of damaging inanimate objects. For example, a 
  10th-level sorcerer with a Strength of 10 could invoke dragon’s gauntlet, 
  granting an effective +10 on Strength checks for the purpose of battering 
  a locked door. The spell does not impede arcane spellcasting, but it does 
  preclude the use of any armed attacks with the affected hand. If the strike 
  is not used during the spell’s duration, dragon’s gauntlet is discharged 
  without effect.
  Dragon Scales 
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 full round
  Components V, S, M (reptile scale)
  Range personal
  Target you
  Duration 8 hours
  Saving Throw none; Spell Resistance no
  Your skin hardens, turning the shade and texture of a dragon’s hide, 
  granting +3 natural armor bonus to AC for the spell’s duration. Unlike 
  mundane hide armor, dragon scales causes no armor check penalty, ar-
  cane spell failure chance, or speed reduction.
  Dragon Wings 
  School transmutation: Level sorcerer/wizard 2
  Casting Time 1 action
  Components V, S, M (preserved bat wing)
  Range personal
  Target you
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  Duration concentration (1 hour/level maximum)
  Saving Throw none; Spell Resistance no
  Great wings each as long as your body burst from your shoulders. 
  They rip through clothing but cannot appear if you are wearing armor 
  (armor crafted with openings for the wings can be used, however, but 
  the cost and limitations of such armor should be determined by the 
  GM). The wings allow flight at your base movement rate with average 
  maneuverability. The magically strengthened wings can carry up to the 
  caster’s maximum load, using normal encumbrance rules.
  The wings resemble wings of a dragon that matches your alignment 
  (thus a lawful good caster grows gold dragon wings, while a chaotic evil 
  caster grows red dragon wings).
  Dread Scream 
  School enchantment (compulsion) [fear, mind-affecting]; 
  Level bard 3
  Casting Time 1 standard action
  Components V, S
  Range 40 ft.
  Area 40-ft. cone
  Duration 1 round/level
  Saving Throw Will partial; Spell Resistance yes
  You create sound vibrations in a 40-foot-cone burst that gives 
  creatures a deep feeling of dread. Creatures failing their Will save are 
  panicked for the duration. Those that succeed remain so uneasy that 
  they are shaken and have a –2 penalty on all future Will saves against 
  fear effects for the duration.
  Although this spell is based on sound, it is vibrations from the sound 
  that cause the fear effect. Deaf or deafened creatures are not immune, 
  but they do receive a +4 circumstance bonus to their Will saves.
  Dream Speaker 
  School enchantment (compulsion) [mind effecting]; Level 
  sorcerer/wizard 2
  Casting Time 1 minute
  Components V, S, F
  Range close touch
  Target one sleeping creature
  Duration 10 minutes (see text)
  Saving Throw Will negates/harmless (see text); Spell 
  Resistance yes
  You touch a sleeping creature and whisper questions quietly into its 
  ear. If the target fails its initial Will save, it answers the questions in an 
  equally quiet whisper (not heard beyond 5 feet) in their native language. 
  A creature that makes its initial saving throw simply rolls away from the 
  caster and continues sleeping. While the answers are never lies or direct 
  trickery, the target can make a second Will save to avoid divulging 
  special secrets or hidden plans. If this save is successful, it awakens 
  immediately with no memory of the questioning; on a failed save, the 
  target answers.You can ask one question/level. This spell does not work 
  on creatures with an Intelligence score less than 3 nor does it grant any 
  means to understand the language spoken by the target. It can’t be cast 
  more than once on a single target in a 24-hour period.
  Dream Thief 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 7
  Casting Time 1 minute
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Dread Scream
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  Duration 1 day/level (D)
  Saving Throw Will negates; Spell Resistance yes
  This spell steals the dreams from the subject’s mind each time he sleeps. 
  So long as the subject is affected by this spell, it does not gain the benefits 
  of a good night’s sleep. The subject does not regain hit points or heal 
  ability damage, does not regain lost spells, and functions as if fatigued. 
  Creatures that do not sleep (such as undead and constructs) cannot be 
  affected by this spell. Elves, however, can be. The effective penalty to 
  ability scores does not stack from day to day.
  Drench 
  School conjuration; Level druid 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./level)
  Target one object or creature up to size Large
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance yes
  With a gesture upwards, you conjure a sudden freezing-cold downpour 
  on the designated target, dealing 1 point of nonlethal damage (0 if they 
  make a Reflex save.) This spell is usually used to quench small fires and 
  can instantly quench a natural fire that is less than 5 feet in diameter.
  Dual Mind 
  School transmutation; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (a masterwork platinum mirror studded 
  with diamonds and valued at least 5,000 gp)
  Range personal
  Target Self
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  For the duration of this spell, a wizard or sorcerer divides his conscious-
  ness into two entities that are both capable of normal mental activity. Ba-
  sically, the caster doubles his normal actions except where his actions 
  would be limited to having only one body and one mouth. The caster may 
  move and cast a spell at the same time with each of his minds directing 
  one of the actions, but if the caster takes a move action while his second 
  mind is casting a spell, he must make a Concentration check at DC 15 + 
  spell level to succeed at the casting.
  For example, a wizard under the effect of dual mind might move his 
  normal rate while casting magic missile with his second mind. The magic 
  missile would require a Concentration check at DC 16. Then, in the sec-
  ond part of the same round, his first mind, which directed the move, might 
  cast haste, while his second mind took its move action. The haste would 
  necessitate a Concentration Check at DC 18.
  The wizard could not, however, cast both spells and then try to take two 
  move actions, since he would be attempting to perform actions that re-
  quired his one physical body and mouth to perform two different functions 
  simultaneously. Since haste and magic missile have verbal and somatic 
  components, the wizard cannot perform both castings simultaneously. 
  Because his consciousness is divided and unfocused while under the 
  effects of this spell, the caster receives a –4 circumstance penalty to saves 
  versus mind-affecting spells and effects.
  Dust of Death 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 round
  Components V, S, M (a pinch of sand and crushed hemlock)
  Range touch
  Area a few ounces of sand
  Duration 1 hour
  Saving Throw Fortitude negates (see text); Spell Resistance no
  This spell transforms a few ounces of normal sand into a deadly poison 
  for the duration. If the sand is then consumed (say because it was placed 
  in a foe’s drink or sprinkled on its food), the imbiber must succeed on a 
  Fortitude save or be affected by the poison (see below).
  Dust of Death: type ingested; Fort DC 10 + spell level + caster’s key 
  ability; onset 1 minute; frequency 1/minute for 6 minutes; effect 1d4 Con 
  damage; cure 1 save. 
  Dust to Dust 
  School necromancy; Level druid 2, ranger 2
  Casting Time 1 action
  Components V, S, M, (fine powder made of exotic dried 
  seeds worth at least 250 gp)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  Non-animated corpses that the caster touches are instantly turned into 
  a fine dust. The corpse can then no longer be magically animated or oth-
  erwise become undead. Dust to dust does not interfere with resurrection. 
  A non-animated corpse gets no saving throw. The spell has no effect on 
  living matter. If the spell is cast upon a skeleton, zombie, ghoul, or any 
  other corpse that has been raised as undead, the target must succeed on a 
  Fortitude save. If it fails, it is instantly turned into dust, as detailed above. 
  If it succeeds, it suffers 1d4+1/level (maximum +10) points of damage. If 
  the spell inflicts enough damage to destroy the undead corpse, the corpse 
  turns to a fine dust and can no longer be animated or raised again as de-
  tailed above. If the spell does not inflict enough damage to destroy the 
  undead corpse, the spell has no further effect.
  Earth Burst 
  School transmutation; Level druid 3, sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (piece of volcanic rock)
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft. radius
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  To cast earth burst, you must be able to touch the ground — any natural 
  earthen surface is sufficient, including stone (but not including worked 
  stone such as a path, stairs, or a floor). When the spell is cast, a furrow 
  of displaced earth 5 feet across races toward the target area and explodes 
  in a 30-foot radius of stone shrapnel and dirt. Anyone standing atop the 
  furrow as it passes underfoot must succeed on a Reflex save or be knocked 
  prone. Anyone caught in the blast itself takes 4d6 damage + 1 per caster 
  level (max +10) and is automatically knocked prone. A Reflex save halves 
  damage and allows the victim to remain on his feet.
  Earth Ear 
  School divination; Level druid 2, ranger 2
  Casting Time 1 standard action
  Components S
  Range personal
  Target you
  Area 100-ft. radius
  Duration 1 round/caster level
  You place your ear to the ground in an effort to determine the location 
  and size of creatures moving above or beneath the surface of the ground. 
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  With a successful Perception check (DC 15 + 1 per 5 feet of distance) you 
  can determine the size, distance and direction of creatures walking on the 
  ground or traveling beneath it due to the vibrations they create. A separate 
  Perception check is required for each creature.
  Earth Shift 
  School transmutation (teleportation); Level druid 5
  Casting Time 1 full round
  Components V, S, DF
  Range personal
  Target you
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  When casting this spell, you choose a location within 300 feet that you 
  have either traveled through or can see. The ground appears to swallow 
  you at your original location and then expel you at the specified location. 
  If you are on anything other than natural terrain (i.e., a floor, stairs, a boat, 
  etc.) at the time of casting, the spell fails. If anything other than natural 
  terrain occupies the destination point, the spell fails.
  Earthen Blast 
  School evocation [earth]; Level druid 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 15 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  A cone of earth, rock, and dirt shoots from your fingertips. Any creature in 
  the area of the blast takes 1d4 points of damage per caster level (maximum 
  5d4). If the creature fails its Reflex save, it is stunned for 1 round.
  Earthen Concealment 
  School transmutation; Level bard 3, druid 3, ranger 2
  Casting Time 1 full round
  Components V, S, M (small bit of soft clay)/DF
  Range close (25 ft. + 5 ft./21evels)
  Effect Wall, 6 in. thick. 5 ft. wide, 2 ft. high
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell can be cast on any wooden or earthen surface, and causes a 
  section of ground to reshape itself into a low wall that is 6 inches thick, 5 
  feet wide, and 2 feet high. This is enough to provide cover to a Medium 
  creature, improved cover to a Small creature, or total cover for creatures 
  of size Tiny or smaller. The earthen concealment provides cover only 
  against foes on the opposite side of the wall.
  Any attacks against the screen itself automatically hit and can cause it 
  damage. The screen is considered to be a construct with respect to its im-
  munities. Regardless of the terrain from which it was formed, the screen has 
  hardness equal to one-half the caster’s level and a number of hit points equal 
  to half the caster’s current hit points. If the screen is reduced to zero hit 
  points or is targeted by a spell that reshapes or destroys earth or stone (such 
  as transmute rock to mud or a stone shape), the spell ends immediately. The 
  screen returns to its natural state when it is destroyed or when the spell ends.
  Earthen Snare 
  School conjuration; Level cleric/oracle 5, druid 5, sorcerer/
  wizard 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target single creature
  Duration 1 round/level
  Saving Throw Reflex negates; Spell resist No
  You conjure a small planar trap that opens beneath the target creature 
  (which must be Large or smaller) that creates a burst of suction pulling 
  the target creature into a spherical containment cell of the same height 
  and width as the longest dimension of the trapped creature. A successful 
  Reflex save avoids the trap completely. Rogues may add their trap sense 
  modifier to this save. A trapped creature can attempt to break the walls 
  of its enclosure to force the spell to end early (Hardness 8, hp equal to 
  caster); otherwise it must simply wait for the spell to end. Once the spell 
  ends, the victim is violently ejected from the earth and takes 8d6 points of 
  physical damage and ends up prone in the spot it originally occupied. If 
  the space it was in is occupied, it is shunted in a random direction to the 
  closest open square.
  As a magical, quasi-planar opening, spells such as ethereal jaunt, 
  teleport, dimension door, or related spells don’t function. The earth snare 
  can be dispelled normally from either the inside or outside, ending the 
  spell as above.
  Earthen Wave 
  School transmutation [earth]; Level druid 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M
  Area 5 ft. line, 30 ft. long
  Duration instantaneous
  Saving Throw Reflex (see text); Spell Resistance no
  You strike the earth with enough magical force to send a wave through 
  the ground away from you in a straight line. The 5-foot-wide line extends 
  as far as 30 feet, potentially knocking anyone in the area off their feet. 
  Creatures within the area take 5d6 points of physical damage from the 
  flying rock and soil and must succeed at a Reflex save to remain standing. 
  Those that fail their save are knocked prone.
  Creatures with the earth subtype are not knocked prone by this spell 
  and take only half damage. This spell can be cast only in an area of natural 
  stone or earth; it does not function on worked stone.
  Ebon Lightning 
  School evocation [electricity, chaotic]; Level sorcerer/
  wizard 7
  Casting Time 1 action
  Components V, S, M (500 gp worth of small gem stones)
  Range medium (100 ft. + 10 ft./level)
  Area 5 ft. wide to medium range (100 ft. + 10 ft./level), or 10 
  ft. wide to 50 ft. wide + 5 ft./caster level
  Duration instantaneous
  Saving Throw Reflex half, Will negates (see text); Spell 
  Resistance no
  In most respects, ebon lightning duplicates the effects of the more fa-
  miliar lightning bolt spell. As with the lightning bolt spell, the target suf-
  fers 1d6 points of electricity damage per level of the caster, but in the case 
  of ebon lightning, the maximum damage is 20d6. Additionally, a spell-
  caster struck by ebon lightning loses 1d6 random spell slots instantly if he 
  fails a Will save. The spells lost disappear as if cast.
  Ebon Water 
   
  School necromancy; Level cleric/oracle 6, druid 6, sorcerer/
  wizard 6
  Casting Time 1 standard action
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  Components V, S, F (bone of an undead creature and two 
  pieces of smoked glass)/DF
  Range medium (100 ft. + 10 ft. per level)
  Area 8 cubic ft. of water per level
  Duration 1 round per level
  Saving Throw Fortitude half (see text); Spell Resistance yes
  You imbue a patch of water with negative energy for a limited time. 
  Each action you spend concentrating on the dark water allows you to 
  move the fetid liquid 10 feet through any greater body of water. You may 
  take other actions and come back to concentrate on moving the dark water 
  as you please for the duration of the spell. On each of your turns, the dark 
  water also moves based on any current that exists within the larger body 
  of water of which it is part.
  Any other living creature that comes into contact with the dark water 
  suffers 1d6 points damage for every 2 levels of the caster (maximum 8d6) 
  per round it is in contact with the stuff. A successful Fortitude save halves 
  the damage taken. In addition, any living creature in contact with dark 
  water for more than 10 rounds or that drinks any of the vile liquid must 
  succeed on a Fortitude saving throw or suffer one level of energy drain.
  If cast upon a creature from the Plane of Water, the creature gets a For-
  titude save to avoid instant destruction.
  Ebonflame 
  School evocation [fear, fire]; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components S
  Range medium (100 ft. + 10 ft./level)
  Target one subject
  Duration 1 round/level (D) (maximum 25 rounds)
  Saving Throw Fortitude negates (see text); Spell Resistance 
  yes (harmless, see text)
  Each round, the subject must succeed on a Fortitude saving throw 
  against this spell or take 1d10 points of damage. Likewise, victims with 
  spell resistance roll every round to prevent the spell effects for that round. 
  A single success on a saving throw or spell resistance does not negate the 
  ebonflame; that can be accomplished only at the will of the caster or by a 
  successful dispel magic.
  In addition to the damage, the spell causes a mind-affecting fear effect 
  in its victim. On any round during which the spell’s victim takes damage, 
  she must also succeed on a Will save versus this spell’s DC. Victims who 
  fail their Will save are considered to be cowering (no Dexterity adjust-
  ment to AC, opponents have +2 to attack rolls on victim, victim does not 
  move). Such a subject is not able to take any action (melee, spellcasting, 
  etc.) except to fruitlessly attempt to douse the flames by rolling on the 
  ground and swatting at them. 
  Once targeted, the ebonflame stays on its victim for the spell’s duration. 
  Only a dimension door, teleport or the like separates the victim from the 
  ebonflame. Additionally, the spell does not function underwater, but bursts 
  back into effect for any amount of its remaining duration when the victim 
  is not completely submerged.
  Electrical Storm 
  School evocation [electricity]; Level druid 7, sorcerer/wizard 
  8
  Casting Time 1 standard action
  Components V, S, M (a bit of fur, powdered steel, and an 
  amber, crystal, or glass rod)
  Range medium (100 ft. + 10 ft./level)
  Electromagnetic Storm
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  Area burst, centered on you, with a radius of 100 ft. + 10 ft./
  level
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  You release a powerful burst of electricity in all directions away from 
  you. Each creature within the area takes 1d6 points of electrical damage 
  per caster level (maximum 20d6).
  The electrical storm sets fire to combustibles and damages objects in 
  its path. It can melt metals with a low melting point such as lead, gold, 
  copper, silver, or bronze. If the damage caused to an interposing barrier 
  shatters or breaks through it, the burst may continue beyond the barrier if 
  the spell’s range permits; otherwise, it stops at the barrier just as any other 
  spell effect does.
  Electromagnetic Storm 
  School evocation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (one lb. of iron filings, which the caster 
  flings in the direction of the spell’s area of effect)
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft. radius emanation
  Duration 1 round/level
  Saving Throw Reflex half; Spell Resistance yes
  You create a whirling storm of strongly magnetized iron filings. Elec-
  tromagnetic storm has three effects. First, it causes 1d10 points of damage 
  per round to anything caught within the area of effect. A Reflex save rolled 
  each round halves the damage for that round if it is successful.
  Second, any attempts to use magnetism within the area of effect (to 
  navigate, for example) are spoiled by the storm’s intense magnetic field 
  unless the opposed magnetic field is generated by a higher level spell than 
  electromagnetic storm.
  Third, any electrical currents (magical or otherwise) that pass within 60 
  feet of the electromagnetic storm are drawn into it, causing anyone within 
  the storm to take whatever damage the electricity would normally deal. 
  For example, a 6th-level wizard casts lightning bolt within 60 feet of an 
  electromagnetic storm. The bolt is drawn into the storm, and it terminates 
  there, causing 6d6 points of damage to everyone within it.
  If the area of effect of a pillar of attraction/repulsion overlaps the area 
  of an electromagnetic storm, the storm is dissipated.
  Elemental Cloak 
  School transmutation; Level cleric/oracle 7, druid 6
  Casting Time 10 minutes
  Components V, S, M (a gemstone from the appropriate 
  inner plane that is worth at least 12,500 gp)
  Range touch
  Target willing creature touched
  Duration permanent
  Saving Throw none; Spell Resistance yes
  You transform a willing creature into something with a near elemental 
  nature converting it to subtype cold or fire and giving it new immunities 
  and weaknesses (see below). A creature can possess only one subtype; 
  casting of this spell on a creature already possessing one of the above 
  subtypes automatically fails. Once a creature has a new subtype, it can be 
  removed only with a limited wish, wish, miracle, or similar magic.
  The subtypes that can be conferred with an elemental cloak and the 
  abilities added to the creature that receives that subtype are listed below:
  Cold Subtype: immunity to cold damage, takes 50% more damage 
  from fire-based spells whether or not a save is allowed.
  Fire Subtype: immunity to fire damage, takes 50% more damage from 
  cold-based spells whether or not a save is allowed.
  A creature with the new subtype is not considered an elemental and 
  does not gain any additional immunities. It does not gain an “outsider 
  type” and can still be raised or resurrected just as it could before having 
  its subtype changed. 
  Elemental Infusion 
  School transmutation [acid, cold, fire]; Level cleric/oracle 8, 
  druid 7, sorcerer/wizard 8
  Casting Time 1 action
  Components V, S, M (handful of the desired element or its 
  equivalent in a container. Air is freely available and fire can 
  be represented by a piece of igneous rock)
  Range touch
  Target one creature
  Duration1 round/level
  Saving Throw none; Spell Resistance yes (harmless)
  This spell heals all of its recipient’s hit points and makes him immune 
  to poison (eliminating any current poison effects), aging, mind control, 
  sleep, paralysis, and stunning. The target is no longer subject to critical 
  hits and sneak attacks, has 60-foot darkvision and damage reduction 10/
  magic. He also chooses a preferred element for an additional immuni-
  ty (fire type grants fire immunity, water grants cold immunity, air grants 
  electricity immunity, and earth grants acid immunity). The target looks 
  normal, except that his eyes faintly glow with the color of the chosen 
  element (Perception DC 20 to notice the change).
  Elemental Scimitar 
  School evocation; Level druid 6
  Casting Time 1 standard action
  Components V, S, DF
  Effect scimitar-like blade
  Duration 1 min./level (D)
  Saving Throw see text; Spell Resistance yes
  This spell calls forth a weapon composed of elemental energy. Four 
  variations of this spell exist and you may switch between these as a free 
  action at the beginning of your turn. These weapons strike with a +3 bonus 
  to attack but not to damage. Each of the four versions has different powers 
  depending on its nature.
  Scimitar of Air: This translucent weapon acts as a brilliant energy 
  scimitar and ignores non-living armor and deals 2d6 points of damage on 
  each successful hit. Once per round while wielding this weapon, you can 
  deflect a single ranged attack so that you take no damage or effect from 
  it. The scimitar of air does not deflect massive ranged weapons, but does 
  harmlessly deflect arrows, crossbow bolts, and magical ranged attacks 
  such as acid arrow, and other ranged touch or ray attacks.
  Scimitar of Earth: This dull gray blade deals 3d6 points of damage to 
  any opponent in contact with solid ground. In addition, an opponent struck 
  by the scimitar of earth must succeed on a Fortitude save or temporarily 
  be turned to stone. Each round on its turn, the subject may attempt a new 
  saving throw to end the effect. (This is a full-round action and does not 
  provoke attacks of opportunity.) This effect ends with a successful saving 
  throw. If the creature does not succeed at a saving throw, it returns to flesh 
  at the end of the spell’s duration.
  Scimitar of Fire: This fiery weapon is equivalent of a flame burst 
  scimitar. It deals 1d6 points of damage and 1d6 points of fire damage. 
  On a successful critical hit (18–20), the scimitar deals an additional 1d10 
  points of fire damage. This fire does not harm you. Furthermore, a creature 
  struck must succeed at a Reflex saving throw or catch fire for 1d4 rounds. 
  The fire deals 1d6 points of damage per round, but may be extinguished 
  normally.
  Scimitar of Water: This wavy blue blade is equivalent of an acid burst 
  scimitar. It deals 1d6 points of damage and 1d6 points of acid damage. 
  On a successful critical hit (18–20), the scimitar deals additional 1d10 
  points of acid damage. Once per round, the blade may discharge up to four 
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  globs of acid at 120-foot range. You decide the number of globs ejected 
  and multiple targets maybe selected. The balls deal 1d6 points of acid 
  damage and may be combined: one orb deals 4d6 points of acid damage, 
  two orbs deal 2d6 points of acid damage each, or any variation thereof. 
  Each individual orb requires a successful ranged attack.
  The weapon can be wielded only by the caster and, if sundered, reforms 
  or returns to its normal form on your next turn.
  Elephant’s Strength 
  School transmutation; Level bard 4, cleric/oracle 4, sorcerer/
  wizard 4
  Casting Time 1 round
  Components V, S, M (a sliver of ivory)/DF
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell grants the strength of a fabulous beast. The recipient receives a 
  +6 enhancement bonus to Strength, with all the relevant bonuses that accrue.
  Empathic Resonance 
  School enchantment (compulsion) [good]; Level cleric/
  oracle 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 hour /level
  Saving Throw Will negates; Spell Resistance yes
  The subject suffers a –2 morale penalty on all rolls when attempting to 
  harm others in any way so long as he’s doing so within 5 rounds of when he 
  last attempted to harm another. The fear, anger, pain and suffering he inflicts 
  is reflected back upon him, and it interferes with his ability to do harm.
  Empathic Wave 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 3, cleric/oracle 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target Everyone within a 50-ft. radius burst
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  You broadcast your emotions to those around you. If they fail their 
  saves, those nearby suddenly feel exactly the way you do. If you are cur-
  rently shaken, those who fail their saves are shaken as well. Note that this 
  spell does not share thoughts or reasons, just the emotions themselves; a 
  priest who is infuriated because his shrine has been desecrated could share 
  only his righteous anger, not the reasons behind it. The other limitation of 
  this spell is that it shares only whatever the caster is currently feeling; if 
  he is angry, he cannot use this spell to make others feel sad or happy. This 
  spell is frequently used in conjunction with a stirring oratory to incite a 
  crowd to take some action the caster fervently desires; it may be used to 
  incite riots, or to enhance the enjoyment of everyone at a festival.
  Empathic Wave, Other 
  School enchantment; Level bard 4, cleric/oracle 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target Everyone within a 50-ft. radius burst
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  As empathic wave, but you tap the emotions of another creature within 
  30 feet and broadcast that individual’s emotions to the target area. The 
  individual in question can attempt a Will save to prevent his emotions 
  from being shared in this way. If the creature whose emotions you intend 
  to tap is currently shaken, frightened, panicked, confused or sickened, this 
  condition is passed on to all subjects within the target area who fail their 
  saving throws.
  Empower Companion 
  School transmutation; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target animal companion
  Duration 1 minute/level (D)
  Saving Throw Will Negates (harmless); Spell Resistance yes
  Empower companion may be cast only on your companion creature. 
  Your companion creature gains a +8 competence bonus to one skill 
  selected by you. Multiple empower companion spells do not stack, but 
  may provide bonuses to additional skills.
  Encrypt 
  School transmutation; Level bard 0, sorcerer/wizard 0
  Casting Time 1 round
  Components V, S
  Range touch
  Target document touched
  Duration permanent (D)
  Saving Throw none; Spell Resistance no
  You alter the writing on a scroll or piece of paper to make it unintelligible. 
  Properly interpreting the encrypted text requires a Linguistics skill check 
  (DC 25 + caster level). This spell is directly opposed by the decrypt spell, 
  which can easily remove the encryption placed on the hidden message or 
  information.
  Endless Abyss 
   
  School conjuration (creation); Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (small stone with a hole through it)
  Range close (25 ft. + 5 ft./2 1evels)
  Target a piece of ground or floor, no more than 10-ft. square 
  in size
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  The pit created by this spell can be no more than 10-foot square and 
  must be placed on solid ground. A dungeon floor works fine. A piece of 
  floor occupied by a creature or object cannot be used. Thus, it is impossi-
  ble to open an endless abyss under the feet of another person.
  Creatures or objects can fall into the pit after it has been created how-
  ever, and doing so causes them to enter the extra-dimensional space. A 
  person who falls into the pit never hits the ground and can conceivably 
  be rescued if the rescuers can get to him before he starves to death or dies 
  of thirst. A creature capable of flying can attempt a DC 25 Fly check each 
  round to escape the pit as a full-round action.
  When the spell’s duration ends, the pit opening disappears. Another 
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  endless abyss cast on the same area of ground reopens to the same pit, 
  however, so rescuing “trapped” comrades is still conceivable.
  Even though the pit is bottomless, it has no actual effect on anything 
  (floors of a dungeon, etc.) that is beneath the location where it’s created.
  Enduring Missiles 
  School evocation [force]; Level sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (handful of glass marbles, one per 
  missile to be invoked)
  Range medium (100 ft. + 10 ft./level)
  Target one creature per round
  Duration concentration (maximum of 1 action/caster level)
  Saving Throw none; Spell Resistance yes
  In all regards but one, this spell acts the same as the lower level magic 
  missile spell. Missiles created with this spell, however, do not disappear 
  when they strike their target, but instead return to the caster and orbit 
  her harmlessly until her next action, at which time they may be directed 
  against a target once more. Attacking with these missiles is a standard 
  action and precludes casting another spell. The missiles remain active for 
  the spell’s full duration, and as long as the caster retains concentration, 
  they may attack any target within range. The missiles can attack only once 
  per round, even if the caster is under the effect of a spell that allows him 
  to attack more than once a round.
  Energetic Burst 
  School conjuration (healing) [good]; Level cleric/oracle 2, 
  druid 2, paladin l
  Casting Time 1 action
  Components V, DF
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes (harmless)
  The caster gains 10 temporary hit points and a +1 sacred bonus to all 
  saving throws for the spell’s duration.
  Engrave 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a quill pen)
  Range 5 ft.
  Area up to 10 square ft.
  Duration permanent
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  This spell causes writing to be permanently carved into the designated 
  surface, up to three lines of text. You can choose to make the writing look 
  like elegant handwriting, crude lettering, or grand block letters. This spell 
  functions only on materials with a hardness of 10 or less.
  Engraving, Mutable 
  School transmutation; Level sorcerer/wizard 2
  Duration special (see below)
  As with the spell engrave, except that you can change the inscription, 
  both in style and content, or even make the inscription vanish altogether. 
  This “editing” can be done only once — the revised message is perma-
  nent. There is no limit on how long you can wait before changing the 
  inscription, but you must establish a command word to trigger the editing 
  when first casting the spell. You can be at any distance from the inscription 
  when you speak the command word and will the change.
  Enhance Oration 
  School illusion; Level bard 1, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one person
  Duration 1 round +1 round/level
  Saving Throw No; Spell Resistance no
  This spell enhances the target’s voice, allowing the target to speak with 
  sufficient volume to be heard clearly by all within a 300-foot radius, re-
  gardless of other background noise. The target may still choose to whisper 
  or speak at a normal volume. This spell can be used in conjunction with 
  bardic music effects. Silence spells or effects can still affect the target.
  Enliven Wood 
  School transmutation; Level druid 4, sorcerer/wizard 5
  Casting Time 1 full round
  Components V, S
  Range touch
  Effect one or more wooden items or creatures, which must 
  be touching and all be within a 10-ft./level radius of the 
  spellcaster.
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  While in effect, this spell essentially gives affected wooden items fast 
  healing at a rate of caster level/3 hit points per round (maximum 6 per 
  round) as long as they remain within 10 feet/level of the caster. This spell 
  does not repair damage that was done before the spellcasting is completed.
  Enrich Soil 
  School transmutation [earth]; Level cleric/oracle 7, druid 5
  Casting Time 10 minutes
  Components V, M
  Range area touched
  Target area 100 square ft./2 levels
  Duration 1 year/2 levels
  Saving Throw none; Spell Resistance no
  You call upon the forces of nature to bring minerals and other materials 
  into the soil and earth of a limited area in order to support plant growth. 
  This spell does not create water for the area, nor does it conjure plant 
  life. It does make the soil fertile for plants natural to the area. Overuse of 
  this spell can create imbalances in nature and draw the wrath of powerful 
  druids and deities so its use is generally somewhat limited.
  Enslave 
  School enchantment (compulsion) (mind-affecting); Level 
  cleric/oracle 8
  Casting Time 1 minute
  Components V, S, F 
  Range touch
  Target one enslaved creature
  Duration see text
  Saving Throw Will negates; Spell Resistance yes
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  This spell brands a person with your mark. The branded slave does not 
  think you are his friend, but if he fails his saving throw, he does believe 
  that it is futile to resist your commands. The slave may try another Will 
  saving throw once per year. Also, if ordered to do something suicidal, 
  or completely inconsistent with his alignment, the slave receives another 
  Will save. Enslave may be dispelled; however, the physical brand remains 
  on the former slave’s body for life unless magically healed.
  Essence of the Wild 
  School transmutation; Level druid 2, ranger 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, M (a piece of the animal whose power 
  you are going to gain. This can be fur, a feather, a claw or 
  whatever is appropriate)
  Range personal
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  Essence of the wild allows the caster to take on one extraordinary power 
  or to duplicate the ranks in one skill from any animal for the duration of 
  the spell. The type of animal and the chosen ability or skill can change 
  each time the spell is cast.
  Specific animal powers can be found in the Pathfinder Roleplaying 
  Game Bestiaries or Frog God Games’ Tome of Horrors Complete.
  For example, a caster decides to infuse the spirit of the cheetah. This 
  allows him to choose from the cheetah’s trip or sprint (to move 10 times 
  his normal speed) extraordinary abilities or to take any one of the chee-
  tah’s skills at the cheetah’s ranks in that skill, such as Stealth +8 (which 
  replaces any ranks he has in Stealth for the duration of the spell).
  Establish Foundation 
  School conjuration (creation); Level druid 7, sorcerer/wizard 
  7
  Casting Time 2 hours
  Components V, S, M (a one-inch square of granite)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 20 ft. radius + 1 ft./level
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You cause stone to rise up from the ground below, in either a circle or 
  a square around you. The stone is solid and stable, and perfect for use as 
  a building foundation. The stone is up to two feet +1 foot per caster level 
  deep, and stops at the surface. You can cause the stone to rise up above 
  the ground, as long as half of the total depth of stone remains beneath. 
  Thus, this spell can actually create standing stones or even stone buildings 
  (though the spell does not shape the rising stone or create openings). The 
  stones do not rise very quickly, and cannot be used as an attack method. 
  Someone standing in the area has time to move to safety before the stones 
  break the surface.
  Establish Land 
  School conjuration (creation); Level druid 9, sorcerer/wizard 
  9
  Casting Time 3 hours
  Components V, S, M (a 500 gp gemstone)/DF
  Range medium (100 ft. + 10 ft./level)
  Area 30 ft. radius + 10 ft./level
  As with establish foundation, except that you may raise dirt as well as 
  stone, starting with a depth of up to 6 feet +1 foot per caster level. This 
  is usually cast over water to fill in a swamp or marsh or to raise an island 
  in a lake or sea. Note that the dirt does not rise so quickly that it can hurt 
  anyone or anything — creatures in or on the water in question have more 
  than enough time to move before the dirt hits them. The land raised can be 
  bare, or even covered with grass.
  Etch Stone 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target stone or stone object
  Duration 1 hour
  Saving Throw none; Spell Resistance no
  You can magically inscribe messages or text in stone using an ordinary 
  quill for one hour after casting this spell. Any type of message, design, 
  or rune created with the quill is permanently inscribed in the stone for 
  anyone to see. Combining additional spells with an etch stone spell allows 
  the caster to inscribe hidden or magical messages on simple stone walls. 
  Scrolls or spellbooks can be created in stone if someone is willing to take 
  all of the extra time and expense.
  Eternal Sleep 
  School transmutation; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (a powder composed of diamond, 
  emerald, ruby, and sapphire dust, sand, and crushed rose 
  petals — the total value of the dust must be at least 6,500 
  gp)
  Range touch
  Target creature touched
  Duration permanent
  Saving Throw Fortitude negates; Spell Resistance yes
  This variation of temporal stasis allows you to set a condition that 
  breaks the subject’s state of suspended animation. During the casting of 
  this spell, you speak aloud the condition that breaks this enchantment. The 
  specific condition could be the next solar eclipse, a particular day or year, 
  the death of a ruler, the birth of a child, or the invasion of an army. You 
  can cast this spell on yourself. This spell, unlike temporal stasis, cannot 
  be removed by dispel magic (unless the caster has a higher caster level 
  than you).
  Ethereal Blade 
  School necromancy; Level sorcerer/wizard 2
  Casting Time 1 action
  Components V, S
  Range personal
  Effect sword-like beam
  Duration 1 minute/level
  Saving Throw none; Spell Resistance yes
  Ethereal blade creates a 3-foot-long sword of swirling energy that 
  springs forth from your hand. The blade strikes as a melee touch attack 
  and inflicts 1d8 points of damage +l point per 2 caster levels (maximum 
  +10) against corporeal and incorporeal undead opponents. The blade is 
  also bone-chillingly cold and inflicts half this damage as cold damage 
  against living opponents.
  Ethereal Blast 
  School necromancy; Level sorcerer/wizard 5
  Casting Time 1 action
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  Components V, S
  Range close (25 ft. + 5 ft./2 1evels)
  Area cone
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  Ethereal blast drains negative energy in a cone-shaped area that extends 
  outward from your hand, inflicting 1d6 points of damage per caster level 
  against all corporeal and incorporeal undead creatures (maximum 20d6). 
  This area is also partially drained of heat as well, inflicting 1d6 points of 
  cold damage per 2 caster levels against living opponents.
  Ethereal Shield 
  School necromancy; Level sorcerer/wizard 5
  Casting Time 1 action
  Components V, S, M (fingernail from a wight or piece of 
  cloth from the robe of a wraith)
  Range personal
  Target you
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell surrounds you in wisps of dark flame, providing you with 
  immunity against energy drain and ability drain attacks. These flames also 
  drain negative energy from the undead, inflicting 1d6 points of damage +1 
  point per caster level (maximum of +10) upon corporeal and incorporeal 
  undead that attack you with natural weapons. Living creatures that attack 
  you with natural weapons are similarly drained of heat and suffer half this 
  damage as cold damage.
  Ethereal Strike 
  School evocation [force]; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F (the eye of a creature with a gaze 
  attack)
  Range medium (100 ft. + 10 ft./level) or (50 ft. + 5 ft./level)
  Area 5 ft. wide to Medium range (100 ft. + 10 ft./level) or 10 
  ft. wide to 50 ft. + 5 ft./level
  Duration Instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  A bolt of translucent, blue-white energy shoots from your fingertips, 
  much as a lightning bolt would, but the ethereal strike only damages in-
  corporeal creatures or creatures that exist in the ethereal plane. The ethe-
  real strike does 1d10 points of force damage per level (maximum 5d10) 
  or half damage if a victim makes a Reflex save. 
  The energy released by this spell exists primarily in the ethereal plane. 
  As such, it has no effect upon creatures or objects in the physical plane. 
  The bolt ignores corporeal walls, doors, armor, items and normal crea-
  tures. 
  It should be noted that this spell does not empower the caster to see into 
  the ethereal plane or through solid objects. 
  Euphoric Ecstasy 
  School enchantment (charm) [mind-affecting]; Level bard 
  5, sorcerer/wizard 5
  Casting Time 1 action
  Eternal Sleep
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  Components V, S
  Range touch
  Target creature touched
  Duration 1 minute/level or permanent
  Saving Throw Will negates (see text); Spell Resistance yes
  The target is overcome with feelings of pleasure and euphoria. He suf-
  fers a –4 morale penalty to AC, attack and damage rolls, skill or ability 
  checks, and saving throws. In addition, he suffers 1d4 points of Wisdom 
  damage until the spell ends.
  Immediately after the spell’s duration expires, if the target failed his 
  initial Will save, he must succeed on a Fortitude save versus the spell’s 
  DC or suffer 1 point of Wisdom drain. Only a greater restoration, limited 
  wish, miracle, or wish restores this lost point.
  Exact Task 
  School conjuration (calling); Level cleric/oracle 9
  Casting Time 5 minutes
  Components V, S, DF, M (a bit of matter or substance from 
  the native plane of the creature to be called and a piece 
  of parchment with knowledge of the creature’s nature or its 
  true name written on it that is burned during the casting)
  Range close (25 ft. + 5 ft./2 levels)
  Target one called outsider or elemental of 27 HD or less
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell is similar to the various planar ally spells, except it calls only 
  one creature, payment is made after the service or task is performed, and 
  if the caster fails to live up its end of the bargain, the called creature can 
  gain control of the cleric (as by a geas/quest spell).
  By casting this spell, you call an elemental or outsider (of 27 HD or 
  less) of your choice. The creature called must share your philosophical 
  alignment. If you know an individual creature’s name, you may request 
  that individual by speaking the name during the spell. You cannot call a 
  demigod or more powerful deity or god with this spell.
  You may ask the creature to perform one task in exchange for a payment 
  from you. Tasks might range from the simple to the complex. You must 
  be able to communicate with the creature called in order to bargain for its 
  services. 
  The creature called requires a payment for its services. This payment 
  can take a variety of forms, from donating gold or magic items to an allied 
  temple, to a gift given directly to the creature, to some other action on 
  your part that matches the creature’s alignment and goals. This payment 
  is made after the creature agrees to perform any services. The bargaining 
  takes at least 1 round, so any actions by the creature begin in the round 
  after it arrives.
  A task taking up to 1 minute per caster level requires a payment of 100 
  gp per HD of the creature called. For a task taking up to 1 hour per caster 
  level, the creature requires a payment of 500 gp per HD. A long-term task, 
  one requiring up to one day per caster level, requires a payment of 1,000 
  gp per HD.
  A nonhazardous task requires only half the indicated payment, while 
  an especially hazardous task might require a greater gift. Few if any 
  creatures accept a task that seems suicidal (remember, a called creature 
  actually dies when it is killed, unlike a summoned creature). However, 
  if the task is strongly aligned with the creature’s ethos, it may halve the 
  payment.
  At the end of its task, or when the duration bargained for expires, the 
  creature returns to you to collect its payment. Failure to fulfill your end 
  of the bargain results in you being subjected to a geas/quest spell (as if 
  cast by the called creature) with no saving throw or being attacked by the 
  called creature. In the latter scenario, the called creature is immune to all 
  attacks made by you (including all melee, ranged, and psionic attacks, 
  and spells).
  Note: When you use a calling spell that calls an air, chaotic, earth, evil, 
  fire, good, lawful, or water creature, it is a spell of that type.
  Exile from Nature 
   
  School transmutation; Level druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  You curse the creature touched so that it carries an aura detectable 
  by any creature in tune with nature — animals, druids, rangers, fey, 
  elementals, etc. The victim of the curse has a –6 circumstance pen-
  alty to Charisma when interacting with such creatures. Additionally, 
  the victim encounters hostile creatures twice as often as would be 
  normal when he travels outside civilized areas (cities, towns, farms, 
  keeps, etc.).
  Further, the victim faces a +5 DC circumstance penalty to all skill 
  checks while outside civilized areas. The penalty doesn’t simply man-
  ifest as if skill use is harder — the penalty is imposed due to active 
  resistance from the forces of nature. Attempts to start a campfire are 
  hindered because the firewood refuses to burn. If the subject is track-
  ing, the traces he’s following fade away.Exile from nature may be re-
  moved through remove curse by a caster whose casting level is equal 
  to or higher than the caster level of the one who bestowed the curse. 
  The curse can also be lifted if the victim atones for the crimes that 
  called such a punishment upon him. This requires atonement to be cast 
  upon the subject by a spellcaster strongly associated with nature (such 
  as a cleric to a nature god, a druid, and so on, subject to the GM’s in-
  terpretation of “associated with nature”).
  Exorcise 
  School abjuration; Level cleric/oracle 4
  Casting Time 10 minutes
  Components V, S, DF
  Range 10 ft.
  Target one creature or object
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes (see text)
  By casting this spell, you negate possession of a creature or object by 
  any force, whether creature (a ghost using its malevolence ability, for 
  example) or magic (a spellcaster using magic jar). 
  When you cast this spell, you must make a caster level check (1d20 
  + your caster level) against the possessing creature’s spell resistance. If 
  successful, the possessing creature is ejected from the host and stunned 
  for 1 round. Creatures without spell resistance are automatically ejected. 
  A creature affected by this spell cannot attempt to possess the same host 
  for one day. 
  This spell can be cast on a lich’s phylactery or an ancient vampire’s soul 
  object (see Necropolis by Necromancer Games for more information on 
  ancient vampires). If the creature currently inhabits its phylactery or soul 
  object, it is immediately ejected and possesses the closest material body 
  (which could very well be yours). A creature so inhabited (possessed) is 
  affected as if by magic jar.
  If holy water is sprinkled on the object or creature during the casting of 
  this spell, you gain a +2 bonus on your caster level check and the Will save 
  DC (for creatures without spell resistance) is increased by +2.
  Explosive Cloud 
  School conjuration (creation); Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect fog spreads 30 ft. wide, 20 ft. high
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  Duration 10 minutes/level or until discharged
  Saving Throw Reflex half; Spell Resistance yes
  Explosive cloud creates invisible explosive vapors. Whenever a flame, 
  whether magical or normal, is brought into its area of effect, the explosive 
  cloud ignites, doing 1d6 points of damage per level of the caster (maxi-
  mum 10d6), with a Reflex save for half damage. If a fire-based spell is cast 
  into explosive cloud’s area, resolve both damage effects separately.
  Creatures entering an explosive cloud or coming within 5 feet of one 
  may make a DC 18 Perception check to notice the faint odor of the explo-
  sive cloud’s vapors. Creatures with scent automatically detect the explo-
  sive cloud, though they won’t necessarily know what it is.
  Explosive cloud’s vapors are heavier than air and settle into the lowest 
  point within the area of effect. 
  Expunge Shadow 
  School abjuration; Level cleric/oracle 3
  Casting Time 1 standard action
  Components S
  Range medium (100 ft. + 10 ft./level)
  Target one shadow creature
  Duration Instantaneous
  Saving Throw Will partial (see text); Spell Resistance yes
  This spell is used to banish a creature of the Plane of Shadow (shadow, 
  shadow mastiff, etc.) back to that plane. The target receives a Will save. 
  A successful save means the subject is not banished, but still sustains 3d4 
  points of damage +1/caster level (maximum +10).
  Extract Life 
  School necromancy; Level cleric/oracle 6, sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S, M (an onyx vial worth at least 50 gp filled 
  with the blood of the caster)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell requires the sacrifice of a sentient creature of the same race as 
  the spellcaster. The creature to be sacrificed must be helpless and/or bound 
  while the spell is being cast.
  At the culmination of the spell, the caster gains an automatic coup de 
  grace attack upon the victim. If the victim dies as a result of this attack, his 
  life force is transferred to the caster (or another target within touch range 
  of the caster). The target gains immunity to aging effects for 1 month per 
  Hit Dice or level of the creature sacrificed.
  A creature slain by this spell can only be restored to life through the 
  successful casting of a resurrection, true resurrection, wish, or miracle 
  spell. Raise dead has no effect on a creature slain by the extract life spell.
  Eye of Ice 
  School transmutation; Level druid 3, ranger 2, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 minutes/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You cover the target’s eye with a glittering coating of deep blue ice. It still 
  functions as a regular eye (losing the icy cover when the spell ends), but the 
  subject gains the ability to see clearly and without vision penalty through non-
  magical rain, fog, ice and snow out to a range of 120 feet. While using the eye, 
  you are still subject to normal illumination and your normal visual limitations; 
  this spell just negates normal storms, weather and ice as barriers to vision.
  Eyes of the Hawk 
  School transmutation; Level druid 2, ranger 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a magnifying glass or the feather of a 
  hawk)
  Range touch
  Target creature touched
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  The subject gets a +10 enhancement bonus on sight-based Perception 
  checks. The enhancement bonus increases to +20 at caster level 6th, and 
  to +30 (the maximum) at caster level 10th.
  Eyes of the Hawk, Greater 
  School transmutation; Level druid 3, ranger 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a magnifying glass or the feather of a 
  hawk)
  Range touch
  Target creature touched
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  This function as the eyes of the hawk spell, but in addition, renders the 
  subject immune to any spell or magical effect that causes blindness (such 
  as the blindness spell) for the duration of the spell. This does not allow the 
  subject to see through smoke, fog, dust, or the like.
  Faerie Ward 
  School abjuration; Level cleric/oracle 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (powdered iron sprinkled on the 
  creature to be warded)/DF
  Range touch
  Area 10-ft.-radius emanation centered on touched creature
  Duration 1 round/level
  Saving Throw Fortitude half; Spell Resistance yes
  You create a magic circle that damages any fey creature currently in 
  or entering the area. Affected creatures take 1d4 points of damage per 2 
  caster levels (maximum 5d4) on the start of their turn each round they 
  remain in the area. A successful Fortitude save halves the damage. A 
  Fortitude save can be made each round a creature is within the area.
  False Death 
  School necromancy; Level cleric/oracle 3, druid 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF
  Range touch
  Target creature touched
  Duration 10 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  False death allows you or a single creature you touch to fall into a 
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  cataleptic state that resembles death. While in this state, the subject can 
  hear, smell, and taste, but cannot feel or see. The subject need not eat, 
  breathe, or drink while affected by this spell.
  Any damage suffered while in this state is halved. Further, the subject 
  is immune to paralyzing effects, energy drain, and mind-affecting effects. 
  The subject is likewise immune to poison so long as initial and secondary 
  damage both occur while the subject is still affected by false death. If 
  secondary damage occurs after the false death spell ends, the subject is 
  affected by the poison normally (though he is still permitted a save if the 
  poison allows a save).
  False Gold 
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 round
  Components V, S, M (a powdered citrine of 50 gp or less, 
  an amber of 100 gp or less, a topaz of 500 gp or less, or a 
  corundum topaz of 1,000 gp or less)
  Range 10 ft.
  Area 1 ft. cube/level
  Duration 1 hour/level
  Saving Throw none or Will negates (see text); Spell 
  Resistance no
  You change a volume of copper coins or brass items into gold for the 
  duration of the spell. For purposes of this spell assume 2,000 cp fill 1 
  cubic foot. A creature viewing the false gold that makes a successful 
  saving throw detects the falsehood.
  False gold is particularly vulnerable to cold-wrought iron. The effects 
  of this spell can be negated if the masked item is struck against or by cold-
  wrought iron. The chance depends on the material component used during 
  the casting of this spell.
  Negation Component
  Negation Chance
  Citrine (50 gp or less)
  30%
  Amber (100 gp or less)
  25%
  Topaz (500 gp or less)
  10%
  Corundum topaz (1,000 gp or less)
  1%
  False Tracks 
  School transmutation; Level druid 3, ranger 1
  Casting Time 1 standard action
  Components M (natural tracks of the type desired)
  Range touch
  Area 1 mile
  Duration permanent (D)
  Saving Throw none; Spell Resistance no
  You may alter your tracks to resemble any animal, humanoid, or 
  monstrous humanoid known to you. Your tracks are altered for one mile 
  in length and the spell must be cast before making the tracks. The DC for 
  tracking depends on the terrain and your efforts to hide or reveal them. 
  A Survival check used to track you that succeeds by more than 5 reveals 
  your ruse. Creatures using the scent ability for tracking are not confused 
  by the spell and suffer no penalties. The tracks may be altered to appear as 
  traveling in either direction, but must follow the course you take.
  Fangstorm 
  School evocation [force]; Level druid 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area 20-ft. radius, 40 ft. high
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  You cause the air to fill with glowing fangs of force that rip and tear 
  into the flesh of anyone in the area of effect. The fangs deal 10d6 points 
  of physical damage, and cause the wounds to bleed at a rate of 1 hp per 
  four caster levels (max 5 hp/round). If the Fortitude save is successful, 
  the target takes half damage and does not begin bleeding. This spell 
  is effective against incorporeal targets, but such targets do not begin 
  bleeding.
  Farsighted 
  School enchantment (compulsion) [mind effecting]; Level 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (a cloudy gem worth at least 15 gp)
  Range touch
  Target creature touched
  Duration 1 round/level (see text)
  Saving Throw Will negates; Spell Resistance yes
  Your touch confuses the vision of the target, making it almost impossible 
  to focus on anything within 30 feet. This does not prevent ranged combat, 
  but does cause the target to suffer a 50% miss chance during melee 
  combat. A successful Will save negates the spell, and a victim that fails 
  their save can spend a full round action attempting to shake off the effects 
  in order to make another Will save at a –2 penalty.
  Farstrike 
  School evocation [fire]; Level cleric/oracle 3, druid 3, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range Visual Range
  Target one creature or object
  Duration Instantaneous
  Saving Throw Reflex negates (object); Spell Resistance yes 
  (object)
  Farstrike creates a bolt of flame that flies from your finger to strike any 
  single target within your line of sight. Your sight may be augmented to 
  improve his natural vision, but visions based on scrying or similar effects 
  do not aid in targeting this spell. Farstrike does 1d4 points of damage per 
  caster level (max 10d4) and has a chance of setting anything flammable it 
  hits on fire. The bolt flies in a parabolic arc and, thus, can be seen coming 
  from a distance, allowing the target time to get out of the way, hence a 
  Reflex save negates all damage. 
  Farvision 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a glass or crystal eye and a pinch of 
  high-quality sand)
  Range touch
  Target 1 inch of touched transparent object/level
  Duration permanent
  Saving Throw none; Spell Resistance no
  This spell targets transparent objects such as glass and crystal, imbuing 
  them with qualities similar to spectacles. Those peering through an 
  object imbued with farvision can see distances up to 90 feet as if they 
  had darkvision. Characters must concentrate and can take no other action 
  while gazing through the enhanced object.
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  Favor Mount 
  School transmutation; Level paladin 3
  Casting Time 1 standard action
  Components V, S, DF 
  Range touch
  Target paladin’s mount
  Duration 10 minutes/level
  Saving Throw yes (harmless); Spell Resistance yes (harmless)
  You infuse your mighty steed with divine vigor. Although you are 
  unable to cast this on any other creature, your mount receives a +4 luck 
  bonus to attack and damage rolls and receives the full benefit of an 
  expeditious retreat spell. These effects are not shared with the caster and 
  can benefit only a paladin’s mount.
  Favor Servant 
  School transmutation; Level antipaladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target antipaladin’s fiendish servant
  Duration 10 minutes/level
  Saving Throw yes (harmless); Spell Resistance yes (harmless)
  You infuse your fiendish servant with divine vigor. Your fiendish 
  servant receives a +2 luck bonus to attack rolls and receives the benefit 
  of the bull’s strength and bear’s endurance spells. These effects are not 
  shared with you, and this spell can be used only on your fiendish servant
  Feather Step 
  School transmutation; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, M (the feather of a small bird)
  Range touch
  Target creature touched
  Duration 1 minute/level
  Saving Throw none (harmless); Spell Resistance no (harmless)
  You allow the target to step lightly across snow, mud, loose sand, etc. 
  without sinking in and having his movement slowed. While the actual 
  weight of the target isn’t changed, he steps as lightly as if he had no weight 
  at all. The target can even tread across a pressure plate without setting it 
  off. All attempts to use Stealth while under the effects of the spell receive 
  a +2 circumstance bonus.
  Feed Summoned Creature 
  School necromancy; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target living creature touched
  Duration instantaneous and 1 hour (see text)
  Saving Throw none; Spell Resistance yes
  This spell enables you to increase the hit points of a called or summoned 
  outsider by draining hit points from a subject you touch during the casting 
  of this spell. You must succeed on a melee touch attack, and if successful, 
  the subject takes 1d6 points of damage per two caster levels (maximum 
  10d6). The summoned outsider you have chosen as the recipient must be 
  present and within 30 feet of you or else the spell fails. If both conditions 
  are met, the outsider gains temporary hit points equal to the damage you 
  deal. Note, the outsider cannot gain more than the subject’s current hit 
  points +10, which is enough to kill the subject. The temporary hit points 
  disappear 1 hour later.
  Ferment 
  School transmutation; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, M (a wine grape)
  Range touch
  Target one mug or container of liquid
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes (object)
  The targeted drink becomes alcoholic, if it was not before, and twice 
  as strong if it was alcoholic. It looks, tastes, and smells exactly the same 
  as it did before.
  Fiery Blast 
  School evocation [fire]; Level cleric/oracle 5 , sorcerer/
  wizard 4 
  Casting Time 1 standard action
  Components V, S, M (a pinch of sulfur and a bit of candle 
  wax)/DF
  Range 60 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  Fiery blast creates an area of extreme heat and flame, originating at 
  your hand and extending outward in a cone, dealing 1d6 points of fire 
  damage per caster level (maximum 10d6).
  Fiery Cloth 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 10 minutes
  Components V, S, M (unlit torch, flint, and tinder)
  Range touch
  Target one piece of cloth (up to 3 square 
  ft. of fabric/level)
  Duration 1 hour/caster level
  Saving Throw none; Spell Resistance no
  You imbue a selected piece of cloth or single cloth garment with flame. 
  The cloth’s appearance does not change. When the command word is spo-
  ken in its presence, the cloth erupts into flames, inflicting 1d6 points of 
  fire damage per round to anyone or anything in contact with it. The cloth 
  burns for 1 minute before the magic fades; it cannot be extinguished by 
  non-magical means until then. If the spell ends before it is triggered, the 
  magic fades and the cloth returns to normal.
  Fiery Constrictor 
  School evocation; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a fragment of a red dragon scale), 
  F (the existing fire source)
  Range close (25 ft. + 5 ft./2 levels)
  Effect creates a fiery tendril that constricts opponents
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You create a tendril of flame from an existing fire source that lashes out 
  at any foe that you designate within 20 feet. The tendril has a Strength of 
  22, its base attack bonus is equal to your caster level, and it is considered 
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  to be a Large creature (thus its melee attack bonus is equal to your caster 
  level +5). If the tendril hits a foe, it attempts to start a grapple as a free 
  action without provoking an attack of opportunity (its CMB is your caster 
  level +7, and its CMD is 10 + its CMB). If it wins the grapple check, 
  it constricts, dealing 3d6 points of fire damage each round the hold is 
  maintained. Directing the spell to a new target is a move action.
  The tendril can be attacked. The tendril is AC 20 and has hit points 
  equal to yours. The tendril has damage reduction 10/magic. If reduced to 
  0 or fewer hit points, it dissipates and the spell ends.
  Fiery Grasp 
  School evocation [fire]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of sulfur)
  Range touch
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You cause glowing orange flames to burn along your arms. Although 
  you feel no heat, the flickering flames grant you a touch attack that deals 
  1d6 points of fire damage. Anything you touch with your hands, including 
  your own equipment, suffers this damage.
  Fiery Shield 
   
  School abjuration [fire, force]; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level (D)
  Saving Throw (see text); Spell Resistance (see text)
  You cause a large shield composed of brilliant flames and invisible 
  magical force to come into existence on your arm. The shield acts in 
  all ways like a large shield, except that it is weightless and causes 
  no armor check penalties. The shield gives a base +1 bonus to AC 
  against melee attacks and a +2 bonus to AC against missile attacks. 
  For every 2 levels of the caster, the shield grants an additional +1 
  AC, to a maximum of +7 against melee and +8 missile attacks. The 
  armor bonus of fiery shield stacks with the armor bonus granted by 
  mage armor.
  Since the fiery shield is partially made of force, incorporeal creatures 
  cannot bypass it as they can normal armor. Additionally, any creature that 
  strikes a holder of a fiery shield with a natural weapon (claws, fangs, etc.) 
  suffers 1d6 points of flame damage per strike. A successful Reflex saving 
  throw negates the damage.
  The somatic component of fiery shield requires only one hand, enabling 
  the caster to perform it while brandishing a weapon in his other hand.
  Fill the Sails 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect one ship’s sails
  Fiery Constrictor
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  Duration 10 minutes/level
  Saving Throw none; Spell Resistance no
  This spell is similar to the 5th-level druid spell control winds, except that 
  it creates a localized rush of air that fills the sails of one ship. The wind force 
  generated is equal to normal wind of 50 mph. This spell is designed only for 
  use on a ship’s sails and does not affect any weather conditions outside of 
  the radius of the ship on which it is cast. It can be used to put out fires set on 
  a ship’s sails but is of no more general use than this.
  Find Corpse 
  School divination; Level cleric/oracle 2
  Casting Time 1 round
  Components V, S, M (a piece of parchment with the name 
  of the deceased written upon it and a small candle), DF
  Range long (400 ft. + 40 ft./level)
  Area circle, centered on you, with a radius of 400 ft. + 40 ft./
  level
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  After casting this spell, you know intuitively where a corpse rests, pro-
  vided that it is within the range of the spell. If the corpse has been disinte-
  grated or similarly destroyed, the spell has no effect. The spell has no limit 
  in terms of how long it has been since the target creature died. In order to 
  cast the spell, you must know the entire name of the deceased individual 
  and state it while casting the spell. You know and can describe the precise 
  direction toward the corpse as described by a straight line (for example, 
  “the corpse of Gudwin lies 783 feet north by northwest from this spot”). 
  You also get a similar, constant “reading” as you move while the spell’s 
  duration persists.
  Find Oasis 
  School divination; Level bard 1, cleric/oracle 2, druid 1, 
  ranger 1, sorcerer/wizard l
  Casting Time 1 full round
  Components V, S, M (pit of a date, covered with sand)
  Range 5,000 ft. + 500 ft./level
  Area a circle, centered on caster, with a radius of 5,000 ft. + 
  500 ft./level
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  This spell is similar to locate object, but specifically tailored for deter-
  mining the location of oases. When the spell is cast, you receive a mental 
  image of any oases in the area of the spell’s effect as well as their general 
  direction and distance. You can move normally while maintaining concen-
  tration on this spell.
  Finger Missile 
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 animated skeleton per caster level
  Duration permanent
  Saving Throw none; Spell Resistance no
  A skeleton enhanced by finger missile gains the ability to use its fingers as 
  missiles. Each finger can only be used once. If the skeleton uses more than 
  3 fingers, it loses one of its claw attacks; if it uses more than 7, it loses both 
  claw attacks. A finger can be thrown at any opponent within range and hits as 
  a ranged touch attack. If a finger hits, it inflicts 1d6 points of piercing damage.
  Small skeletons do only ld3 points of damage. Huge or Large skeletons 
  do 1d8 points of piercing damage, and Colossal or Gargantuan skeletons 
  do 2d6 points of piercing damage. Skeletons of less than Small size cannot 
  be affected by this spell.
  Fire Bolt 
  School evocation [fire]; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You fire a small bolt of fire from your fingertips. You must succeed on 
  a ranged touch attack to damage your target. The bolt deals 1d3 points of 
  fire damage and does not ignite combustibles.
  Fire Burst 
  School evocation [fire]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (existing fire source)
  Range close (25 ft. + 5 ft./2 levels)
  Area 10-ft.-radius circle
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance yes
  You cause an existing fire source (ranging in size from a candle to a 
  bonfire) to release arrows of flame outward in all directions, centered on 
  the fire source. Creatures within 10 feet take 1 point of fire damage per 
  caster level (maximum 10 points). A creature that makes a successful 
  saving throw suffers no damage.
  Fire Fascination 
  School enchantment (compulsion) [fire, mind-affecting]; 
  Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a small piece of multicolored silk which 
  is thrown into the fire source during the casting)
  Range close (25 ft. + 5 ft./2 levels)
  Target living creatures within range that view the fire source
  Duration 2 rounds/level
  Saving Throw Will negates; Spell Resistance yes
  You cause an existing fire (10-foot diameter or smaller) to become covered 
  in a multi-hued veil of dancing flames. Touching the multicolored flames 
  deals 1d6 points of fire damage. Creatures within range viewing the dancing 
  flames become transfixed, standing motionless and staring if they fail their 
  saving throw. An affected creature can be given a suggestion (as the spell) of 
  fewer than 12 words and can make another Will save (with a –4 penalty on 
  the roll) to resist the suggestion. You can give one such suggestion to each 
  affected creature as a standard action. You can give each affected creature a 
  different suggestion (if you want). The effects of such a suggestion wear off 
  in one hour, unless dispelled or negated. A creature that succeeds on its save 
  to resist a suggestion is still transfixed by the fire fascination.
  Any physical attack on a fire fascinated creature automatically breaks 
  the effect on that creature. Likewise, interposing a solid barrier between a 
  subject and the veil of flames breaks the effect.
  Fire Gills 
  School transmutation; Level cleric/oracle 3, druid 3
  Casting Time 1 round
  Components S, M
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  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You cause gills to appear on a creature’s neck. These magical gills allow 
  a being to breathe normally in lava, heavy fires, or even heavy smoke. 
  Powerful as this magic might appear, it does not confer any resistance to 
  fire, merely the ability to breath in an area of high heat, flames, smoke, or 
  even in lava. The magical gills are designed to create enough oxygen for 
  a creature to survive in high heat or smoke, but do not provide the ability 
  to breathe underwater.
  Fire Touch 
  School evocation [fire]; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one creature
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You surround your hand in a shimmering orange and yellow flame. You 
  must succeed on a melee touch attack to strike a target. The subject takes 
  1d4 points of fire damage. This spell does not light combustibles on fire.
  Firm Ally 
  School abjuration; Level bard 3, cleric/oracle 4
  Casting Time 1 action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw none; Spell Resistance yes (harmless)
  A creature touched by the spellcaster gains a +4 divine bonus to saving 
  throws versus mind-affecting spells. This lasts for 1 hour per caster level.
  Fist of Stone 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level
  Using this spell, you transform one of your hands (your choice) into 
  stone. Your hand is flexible and can still be used to manipulate objects, 
  carry objects, and even perform the somatic elements of spells. Your 
  Strength score (when using that hand) is 23. You can attack a foe with 
  your fist of stone using your normal attack bonus (gaining a +6 on attack 
  and damage rolls due to your increased Strength with that hand) without 
  drawing an attack of opportunity. If you strike a foe, you deal 1d4+6 
  points of damage. If you use a weapon, you do not gain the benefits of the 
  increased Strength.
  Flame of Chaos 
  School evocation [fire]; Level cleric/oracle 2, sorcerer/
  wizard 2
  Casting Time 1 action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature per round
  Duration 1 round/level
  Saving Throw Reflex half; Spell Resistance yes
  This spell creates a ball of flame that attempts to attack a random target 
  anywhere within range each round. The caster must succeed on a DC 12 
  Will save each round. If he succeeds, then he may select any target within 
  range; if he fails, then the fire attacks a random target. The caster is never 
  targeted by the spell, but his allies may be. The ball inflicts 4d4 points of 
  fire damage on a successful hit; a Reflex save halves the damage.
  Flame Spiral 
  School evocation [fire]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range 0
  Effect spinning flames out to a 30-ft. radius
  Duration instantaneous (see text)
  Saving Throw Fortitude half; Spell Resistance yes
  Fire flares into a 5-foot-wide roaring funnel that spirals out and away 
  from you. One at a time, the flames enter each and every square around 
  yours out to a 30-foot radius, beginning clockwise. The caster is not 
  affected by the spell. Anyone in the area takes 1d6 points of fire damage 
  per caster level (Reflex save for half; maximum 10d6). Anyone failing the 
  saving throw is dazed for one round. Creatures with more hit dice than 
  you and creatures with the fire subtype are not subject to the daze effect.
  Flame Water 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of sugar and a raisin)
  Range close (25 ft. + 5 ft./2 levels)
  Effect up to 1 pint of water/level
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell transforms a volume of water into a highly-flammable 
  substance akin to alcohol. You do not have to see the water to affect it, but 
  you must be able to see the container it is in. For example, you could affect 
  an opponent’s waterskin even though you can’t see the water inside. This 
  spell has no effect on magical water or potions.
  If the substance is exposed to fire, it bursts into flames dealing 2d6 
  points of fire damage to any creature touching or touched by the flame 
  water. The fire is instantaneous and does not ignite flammables.
  The flame water created evaporates and becomes useless in one round 
  (at the end of your next turn), even if it’s in containers or sealed.
  One cubic foot of water contains roughly 64 pints (8 gallons) and 
  weighs about 60 pounds.
  Flames of Darkness 
  School evocation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (an agate of at least 10 gp value)
  Range touch
  Target object touched
  Duration 10 minutes/level (D)
  Saving Throw none; Spell Resistance no
  This spell causes the object touched to produce flames of darkness that 
  encircle the object in a 20-foot radius. These flames do not produce heat 
  nor use oxygen. Anyone within the radius gains darkvision within the area 
  of effect only.
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  Flames of Purification 
  School evocation [fire]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a piece of sulfur)/DF
  Range close (25 ft. + 5 ft./21evels)
  Area ray
  Duration 1 round/level (D) (see text)
  Saving Throw Fortitude half; Spell Resistance yes
  This spell causes the target’s body to burst into flames if you succeed 
  at a ranged touch attack. The target suffers 3d6 points of damage or 
  half damage if he succeeds at his initial Fortitude saving throw. Anyone 
  within 5 feet of the target also takes 1d6 points of fire damage with 
  no saving throw. The flames of purification continue to deal similar 
  damage each round until they are extinguished or the spell’s duration 
  lapses. Each round that the flames are in effect, the victim must roll a 
  new Fortitude save for half damage.
  The target can try and beat the flames out (see the Pathfinder Role-
  playing Game Core Rulebook, “Catching on Fire”).
  If the fire burns for more than two full rounds, it deals the same 
  damage each round after the second to the target’s personal gear as it 
  deals to the target.
  Flameswell 
  School evocation [fire]; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (existing fire source)
  Range close (25 ft. + 5 ft./2 levels)
  Target one fire up to 10-ft. radius
  Area cylinder up to 40 ft. high, 10 ft. wide
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance yes
  You cause one non-magical fire to swell up into a gigantic column of 
  flames. They soar upward to 40 feet above the ground. Anyone caught in 
  the area of effect takes 1d6 points of fire damage per 2 levels (maximum 
  5d6; Reflex save negates). The target fire must have a minimum of a 5-foot 
  radius. The cylinder is as wide as the target fire. This exhausts the fuel 
  source, so the fire turns to ash and goes out immediately after it flares.
  Flaming Bolt 
  School evocation [fire]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of sulfur)
  Range medium (100 ft. + 10 ft./level)
  Target one or more creatures, no two of which can be 
  more than 15 ft. apart.
  Duration Instantaneous
  Saving Throw none; Spell Resistance yes
  You create two flaming missiles, plus one for every 2 levels of expe-
  rience past 1st. Thus, you have two bolts at 1st level, three bolts at 3rd, 
  four bolts at 5th, etc. 
  This spell differs from the more common magic missile in that it 
  provides more missiles, does fire damage, and has no upper limit on 
  the number of bolts created. Each flaming bolt that hits its target does 
  1d4+1 points of damage.
  Flash of Light 
  School evocation; Level bard 1, sorcerer/wizard 1
  Casting Time 1 act1on
  Components V, S, M (any object smaller than a coin)
  Flameswell
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  Range 5 ft.
  Area 15-ft.-radius burst
  Duration 1 round/level
  Saving Throw Reflex negates; Spell Resistance yes
  Flash of light causes a small object, no larger than a coin or pebble, to 
  explode and emit a brief, but dazzling, burst of light when thrown to the 
  ground. Any creature witnessing the flash of light must succeed on a Re-
  flex save or be blinded  for ld3 rounds. The caster is assumed to shield his 
  eyes before invoking the flash of light and is not affected. Light-sensitive 
  characters add +5 to the DC of their saves and suffer 1 additional round 
  of blindness.
  Flavor Shift 
  School illusion (glamer); Level bard 0, sorcerer/wizard 0
  Casting Time 1 action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 cubic ft./level of food or drink
  Duration 1 minute/level
  Saving Throw Will disbelief (if tasted); Spell Resistance yes 
  (object)
  This spell gives an edible object any sort of flavor desired by the cast-
  er. For example, oatmeal can be made to taste like rare steak or smoked 
  flounder, and vinegar could taste just like ale or fruit juice. The spell can’t 
  change the actual nature or quality of the food or drink. Spoiled food re-
  mains spoiled, and poisoned food is still deadly, but any taste of poison or 
  spoilage can be hidden in this fashion.
  Fleet Feet 
  School transmutation; Level bard 2, ranger 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level (D)
  This spell increases your base land speed by 60 feet. This adjustment is 
  treated as an enhancement bonus. The spell has no effect on other modes 
  of movement such as burrow, climb, fly, or swim. As with any effect that 
  increases your speed, this spell affects your jumping distance (see the Ac-
  robatics skill). You do not gain any combat bonuses as per haste.
  Fluid Form 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V
  Range personal
  Target you
  Duration 1 minute/level (D)
  You transform your body and items carried into a liquid form. You 
  and your equipment melt into a liquid form that has the same volume 
  as your normal form (a Medium creature creates a 5-foot-square pool). 
  You become amorphous, gaining immunity to poison, sleep, paralysis, 
  polymorph, and stunning effects. If already poisoned, fluid form does not 
  prevent the poison’s effects. You are not subject to critical hits and, having 
  no clear front or back, cannot be flanked.
  While in this state your movement decreases by 10 feet but to no less 
  than 5 feet. You may flow up slanted surfaces as long as the surface is 
  relatively flat and slither between any crack and crevasse of any size. 
  While in fluid form, your Strength drops to 1 and any equipment carried 
  at the time of casting is negligible as it becomes part of the new form. 
  You may not climb or use any other Strength-based skills. You gain a +20 
  circumstance bonus to Escape Artist and Stealth checks.
  You may not speak or attack while in fluid form. Although you gain 
  damage reduction 5/—, magical attacks still affect you normally. While in 
  fluid form you take double damage from cold-based spells. You cannot be 
  divided, but may be held in a container providing that it is large enough to 
  hold your total mass. If you are in a confined space at the end of this spell’s 
  duration, you and the container holding you automatically take 5d6 points 
  of bludgeoning damage.
  Foggy Flying Carpet 
  School conjuration; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range Caster
  Duration 10 minutes/level
  Saving Throw none (harmless); Spell Resistance no (harmless)
  You conjure a supernaturally thick fog beneath your feet that lifts you 
  into the air. You can create a carpet that ranges from 5-foot square up to 
  20-foot square that can carry up to 200 pounds per caster level. You choose 
  the size at the time of casting. The foggy flying carpet flies at a speed of 40 
  feet under the mental direction of the caster (maneuverability; clumsy). The 
  fog, though magical, can be dissipated by gale force winds (greater than 50 
  mph). If dissipated or dispelled, any characters or items on board plummet 
  to earth unless they have some other means of protection from falling.
  Force Corporeality 
  School transmutation; Level cleric/oracle 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a pinch of powdered lead)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one incorporeal or spirit creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You force a single creature with the incorporeal subtype to become 
  corporeal for the duration of the spell. The creature can move and attack 
  (its incorporeal attacks become normal slam or claw attacks). The subject 
  cannot use any supernatural or spell-like ability or spells to alter its 
  substance (such as ethereal jaunt). Once the duration expires, the creature 
  automatically assumes incorporeal form again.
  Force Wave 
  School evocation [force]; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Area 10 ft. +1 ft./level radius burst outward from caster
  Duration Instantaneous
  Saving Throw none (see text); Spell Resistance yes
  Force wave radiates hemispheric waves of invisible force in every di-
  rection except down. The waves of force push objects and creatures di-
  rectly away from the caster, similar to the effects of a bull rush attack. 
  Since this is a force effect, force wave even affects incorporeal and ethere-
  al targets. Each creature in the area of effect is subject to a bull rush attack 
  (see the Pathfinder Roleplaying Game Core Rulebook). The force wave 
  is considered to be of Medium size, has a Strength of 12 + 1 per 2 caster 
  levels, and uses your caster level as the base attack bonus.
  Note that the caster does not move and no attacks of opportunity can be 
  made against the caster (except the normal ones for casting spells in combat) 
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  as a result of the force wave’s bull rush. Attacks of opportunity may be made 
  against those pushed back by the force wave per the normal bull rush rules.
  The results of force wave on unattended objects within the spell’s area 
  of effect should be adjudicated by the GM. Most small items are turned 
  over and pushed to the edge of the spell’s radius. Large, heavy objects and 
  braced objects may not be affected. For breaking down doors and such, 
  assume the force wave has a Strength of 12 + 1 per 2 caster levels.
  Forceful Crush 
  School evocation [force]; Level sorcerer/wizard 7
  Casting Time 1 action
  Components V, S, M (small steel hammer and anvil)
  Range long (400 ft. + 40 ft./level)
  Target one creature
  Duration instantaneous (see text)
  Saving Throw Reflex half (see text); Spell Resistance yes
  A shimmering hammer and anvil of force appear on either side of the 
  target and slam together in a tremendously loud impact that does 1d8 
  points of damage per caster level (10d8 maximum). In addition, the target 
  is staggered for 1d4+1 rounds. Creatures not subject to stunning cannot be 
  staggered by this spell. The target may make a Reflex save; if successful, 
  he takes only half damage and is not staggered.
  Forecast 
  School divination; Level sorcerer/wizard 1
  Casting Time 1 minute
  Components V, S, F (a special set of dice with weather-
  related markings on them such as lightning bolts, suns and 
  water drops that are worth at least 10 gp)
  Range 50-mile radius
  Target see text
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You accurately predict the local weather for the near future using this 
  spell. Local weather is anything within 50 miles from the point you cast 
  the spell. Your weather prediction extends as far as 1 day per three caster 
  levels into the future. Each day beyond the first there is a 10% chance 
  (cumulative) that conditions change within that period of time, making 
  your prediction somewhat inaccurate. The GM can use the Random 
  Weather Table in the Pathfinder Roleplaying Game Core Rulebook to 
  provide the results of your forecast.
  Forest Home 
  School conjuration (creation); Level cleric/oracle 5, druid 4
  Casting Time 1 minute
  Components V, S, M
  Range touch
  Effect 15-ft.-square underground structure
  Duration 2 hours plus 1 hour/level
  You create an earthen-based shelter beneath the roots of a nearby tree. 
  You must use a handful of dirt or debris from the forest as you chant the 
  spell and then finish by touching the ground where the door should appear. 
  A door appears at the base of the tree, or in the ground if the tree is not 
  wide enough. When opened, the door reveals a series of steps that head 
  down into a wide 15-foot-square room. The caster chooses up to nine 
  individuals that can open the door and enter the underground home, and 
  designates the shelter’s ambient temperature. While it keeps the occupants 
  safe from storms, forest fires, and other natural hazards, the door is visible 
  to anyone passing by the location where the spell was cast with a DC 10 
  Perception check, and can be forced open or destroyed. The door counts 
  as a locked, 2-in.-thick oak door. Characters or creatures inside the shelter 
  when the spell ends are expelled violently as the earth closes around them 
  and ejects them back outside (1d6 points of bludgeoning damage).
  Forgebane 
  School transmutation; Level druid 2, ranger 3
  Casting Time 1 action
  Components V, S, DF
  Range touch
  Target one weapon
  Duration 1 round/level
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  This spell enhances a non-metal weapon such as a cudgel or stone spear 
  so that it ignores metal armor and other protections made of metal. Any 
  portion of a target’s AC that derives from metal armor is ignored, though 
  magical bonuses still apply. Non-metal armor protects targets normally. 
  If attacking a metal object, the foregebane weapon ignores the object’s 
  hardness rating.
  Forked Tongue 
  School enchantment; Level bard 1
  Casting Time 1 standard action
  Components V, S, M (a bit of wool)
  Range touch
  Target creature touched
  Duration 1 minute/level or discharge
  Saving Throw Will negates (harmless); Spell Resistance yes
  You provide the creature touched with an aura of persuasiveness, 
  making them able to be very convincing when trying to deceive another. 
  This provides a +5 competency bonus to the next Bluff check they make 
  involving a verbal bluff (it does not apply to attempts to feint in combat 
  or other physical bluffs). The spell remains in effect until discharged. The 
  bonus applies only to the first Bluff check made after the spell is cast.
  Fortify Armor 
  School abjuration; Level antipaladin 2, cleric/oracle 3, 
  paladin 2
  Casting Time 1 standard action
  Components V, M (the armor or shield that is being 
  enhanced)
  Range touch
  Target one non-magical shield or suit of armor
  Duration 1 min./level
  Saving Throw none; Spell Resistance no
  You transform a suit of armor or a shield into something of legendary 
  make and quality for a short while. Although this only works on a non-
  magical shield or suit of armor, it doubles the effectiveness of the armor. 
  For example, this spell cast on a chain shirt would cause the chain shirt to 
  give a +8 armor bonus instead of the normal +4. This does not alter any 
  armor check penalties or Dexterity bonus limitations. 
  This spell does have one unfortunate drawback, the armor affected by 
  this spell crumbles to dust (or flakes away if leather or hide) at the end of 
  the spell’s duration. If the armor is reduced to 0 hp by a sunder attack, it 
  crumbles to dust immediately.
  Frame 
  School abjuration; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a scrap of goatskin)
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  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level or until discharged
  Saving Throw Will negates; Spell Resistance yes
  This spell transfers your bad luck to another. You nominate a creature within 
  range to be the recipient of your misfortune. If the target fails its saving throw, 
  the two of you are linked. While the spell is in effect, if you fail an attack roll, 
  saving throw or skill check, you may choose to transfer that failed roll to the 
  target and roll again. You cannot transfer more than one roll and must accept 
  the results of your second roll. Once you have successfully transferred a bad 
  roll to the target, the next attack roll, saving throw or skill check the target 
  makes must use the result of your die roll before your own modifiers.
  Note that the target must be within range of the spell when it is cast, 
  but after it has taken effect, the spell lasts to its duration no matter how far 
  away the scapegoat is.
  Frame, Greater 
  School abjuration; Level sorcerer/wizard 4
  As frame, except you may transfer multiple poor rolls to the target. The 
  target may have only one transferred roll “in the wings” at a time; if the target 
  has yet to take an action that would use the transferred roll (for instance, if 
  the target chooses to move instead of attacking), you cannot transfer another 
  poor roll to him. If the target is paralyzed, knocked unconscious, killed or 
  otherwise rendered incapable of action, you cannot choose a second target.
  You may transfer a maximum of one poor roll per three caster levels to 
  the scapegoat by use of this spell.
  Frame Other 
  School abjuration; Level sorcerer/wizard 3
  Target one beneficiary creature and one
  scapegoat creature
  Saving Throw Will negates; Spell Resistance yes
  As frame, except you may nominate another person to be protected by 
  this spell and transfer her bad luck instead of your own. You select the 
  spell beneficiary and the framed target, and both must be within range of 
  the spell. Once the spell is cast, the beneficiary may choose which roll she 
  would like to transfer to the framed target, if any.
  Frame Other, Greater 
  School abjuration; Level sorcerer/wizard 5
  As greater frame, except you may nominate another person to be pro-
  tected by this spell and transfer her bad luck instead of your own. You 
  select the spell beneficiary and the framed target, and both must be within 
  range of the spell. Once the spell is cast, the beneficiary may choose which 
  rolls she would like to transfer to the framed target, if any.
  Fresh Seal 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 2 rounds
  Components V, S, M (a wooden carving of a piece of food)
  Range 10 ft.
  Target up to 2 full meals (food and drink)/level
  Duration 1 week/level
  Saving Throw none; Spell Resistance no
  This spell restores spoiled food and drink in its range to their unspoiled 
  condition. Unlike purify food and drink, the affected food and drink are 
  preserved from further spoilage.
  Friendly Form 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (chalk or white flour, soot, and 
  vermillion applied to your face)
  Range personal
  Target you
  Duration 1 min./level
  For the duration of the spell, you gain a +4 bonus on Diplomacy checks 
  to influence an NPC’s attitude. The NPC receives a Will save whenever 
  you attempt to influence his attitude with this spell in effect. If the save 
  succeeds, your check result is reduced by 2 points against that NPC.
  Frost Shards 
  School conjuration (creation); Level bard 4, druid 3. ranger 
  4, sorcerer/wizard 2
  Casting Time 1 action
  Components V, S, M (wineskin of water)
  Range close (25 ft. + 5 ft./2 levels)
  Target persons targeted
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell creates one shard of ice per caster level to dance around the 
  caster (maximum of 10 shards), granting him an enhancement bonus to 
  AC equal to the total number of shards. As a standard action, the caster 
  may send one or all of the shards of ice to attack any opponents within 
  range, with each shard inflicting 1d6 points of piercing damage. Using a 
  shard to attack destroys the shard and lowers the AC bonus by one. The 
  caster must roll a normal ranged attack for each shard in order to hit a foe. 
  Multiple shards may attack multiple opponents.
  Frost Snap 
  School evocation [cold]; Level druid 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a sprinkling of mercury, silver dust and 
  pure water)
  Range close (25 ft. + 5 ft./2 levels)
  Target one item or creature
  Duration see text
  Saving Throw Fortitude negates (object); Spell Resistance 
  yes (object)
  A creature affected by frost snap suffers 1d4 points of cold damage per 
  level of the caster (10d4 maximum). In addition, the subject is staggered 
  on the following round and suffers a –2 penalty to AC, melee attack rolls, 
  melee damage rolls and Reflex saves during that time.
  Alternatively, a single object may be hit with a frost snap. The object’s 
  effective hardness is halved until the end of the following round, making 
  it easier to break or shatter.
  Frost Touch 
  School evocation [cold]; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one creature
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You surround your hand in a shimmering blue glove of freezing ice. 
  You must succeed on a melee touch attack to strike a target. The subject 
  takes 1d4 points of cold damage.
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  Frostfire 
  School evocation [cold]; Level cleric/oracle 2, druid 2, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 15 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  A cone of freezing ice shoots from your fingertips. Any creature in the area 
  of the blast takes 1d4 points of cold damage per caster level (maximum 5d4).
  Fugue 
  School enchantment; Level bard 4, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a sip’s worth of wine)
  Range touch
  Target one person
  Duration 1 day/level
  Saving Throw Will partial; Spell Resistance yes
  This spell causes the target to forget who he is and where he is from. 
  He remembers all of his skills and abilities, but cannot remember anything 
  about his personal history. If used in combat, the target cannot remember 
  why he is fighting, and counts as shaken until the end of the combat, al-
  though he continues to defend himself or fight against an obvious threat 
  if such is part of his personality. The target suffers a –4 morale penalty to 
  Sense Motive checks and Will saves while under the influence of this spell.
  If the target successfully saves against the spell, the duration is reduced 
  to 1 hour/level.
  Fumble 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a small bit of solidified milk fat)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will partial and Reflex negates (see text); Spell 
  Resistance yes
  A fumble spell causes the subject to become clumsy, taking a –4 penalty to 
  Dexterity. Further, in any round the subject moves (including taking a 5-foot 
  step), he must succeed on a Reflex save or fall prone. This save is repeated each 
  time the subject attempts to move. The subject can move at one-half normal 
  speed with a DC 10 Acrobatics check. Failure means it can’t move that round 
  (and must make a Reflex save or fall), while failure by 5 or more means it falls.
  An affected creature likewise has trouble holding on to weapons, 
  shields, and so on. Any object the subject is holding when this spell takes 
  effect is dropped. A Reflex save must be made each round that the creature 
  attempts to pick an object up or use an object in its hands.
  A creature that succeeds on its initial Will saving throw resists the 
  effects of this spell, but functions as if slowed (as the spell, no save) for 1 
  round/caster level.
  Fusing of Bones 
  School transmutation; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a set of masterwork shackles)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous and permanent; see text
  Saving Throw Fortitude negates; Spell Resistance yes
  You permanently fuse and bind the bones of the subject. If the subject 
  fails a Fortitude save, its Dexterity drops to 1. The affected creature cannot 
  move or use Strength- or Dexterity-based skills and suffers all appropriate 
  penalties to AC, and on Reflex saves, and so on. The subject remains in 
  this state until a heal, limited wish, miracle, wish, or dispel magic (the 
  latter cast by a spellcaster with a higher caster level than you) is used to 
  cancel the effects of this spell. Creatures without bones (oozes and most 
  plant creatures for example) and incorporeal creatures are immune to the 
  effects of this spell.
  Gallows Grove 
  School conjuration (teleportation); Level sorcerer/wizard 4
  Casting Time 1 hour
  Components V, S, M (a miniature hangman’s noose and a 
  twig or nail from the selected gallows)
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius circle +5 ft./level
  Duration 1 week +1 week/3 levels
  Saving Throw no; Spell Resistance no
  On the surface, this spell looks like gallows tree, in that it causes your 
  victims to disappear upon death and reappear on a tree or other structure. 
  The difference, however, is that with gallows grove you do not cast the 
  spell upon the individual but upon the area. Anyone who dies within the 
  spell’s range while it is in effect is immediately affected as if under the 
  effects of gallows tree.
  Gallows Tree 
  School conjuration (teleportation); Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a miniature hangman’s noose and a 
  twig or nail from the selected gallows)
  Range close (25 ft. + 5 ft./21evels)
  Target one person
  Duration 1 hour + 1 hour/3 levels
  Saving Throw Will negates; Spell Resistance yes
  When the person targeted by the spell dies while this spell is function-
  ing, her body is instantly transported onto the tree or structure of your 
  choice, and bound there appropriately.
  Gaze Mirroring 
  School conjuration (creation); Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a small silver mirror)
  Range personal
  Target you
  Duration 1 round/level
  This spell creates a shimmering veil, akin to a mirror, in the area in front 
  of your face. The veil moves with you and you can see normally through it. 
  Any gaze attack requiring that you meet the opponent’s eyes (such as that 
  of a medusa or basilisk) is reflected back upon the opponent and affects it 
  normally unless the creature is immune to its own gaze attack (the creature 
  gets a save to avoid the effects if its gaze normally allows one).
  Ghostly Howl 
  School necromancy [fear, sonic]; Level bard 2, sorcerer/
  wizard 2
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  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target, Effect or Area Cone
  Duration Instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You unleash a ghastly howl that instills fear in those who hear it. 
  Victims who succeed on a Will save are able to overcome the worst of 
  the spell’s effects, but they still fight with a –1 morale penalty to attack 
  rolls for 2d4 rounds. Those who fail their save must roll on the follow-
  ing table.
  Roll
  Effect
  0–50
  Target shaken for 1d4 rounds
  51–75
  Target shaken for 2d4 rounds
  76–85
  Target stunned for 1d4 rounds
  86–95
  Target stunned for 2d4 rounds
  96–99
  Target affected as by a fear spell
  00
  Target paralyzed for 1d4 hours
  Ghostly Throttle 
  School evocation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F (a piece of knotted cloth)
  Range close (25 ft. + 5 ft./2 levels)
  Effect a pair of ghostly hands
  Target one creature
  Duration 1d4+2 rounds
  Saving Throw Fortitude half (see text); Spell Resistance yes
  Ghostly throttle creates a pair of ghostly hands that strangle a single 
  living creature up to Large size for the duration of the spell with a 
  successful ranged touch attack. If your attack fails, you can make 
  another attempt next round.
  The hands deal 1d4 points of damage each round the hold is 
  maintained (Fortitude save halves the damage, and a new save 
  must be made each round), and because it grasps its subject by the 
  neck, a spellcaster must succeed on a Concentration check (DC 
  10 + damage dealt + spell level) each time he attempts to cast a 
  spell with a verbal component. Additionally, the subject takes a –2 
  penalty on attack rolls, skill checks, and ability checks while being 
  throttled.
  Note: The subject must be size Small, Medium, or Large or the spell 
  has no effect.
  Giant’s Potency 
  School transmutation; Level bard 6, cleric/oracle 6, 
  sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a few hairs from an ogre or giant)/DF
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell grants the strength of a fabulous beast. The recipient re-
  ceives a +8 enhancement bonus to Strength and a +2 enhancement bo-
  nus to Constitution, with all the relevant bonuses that accrue: +4 to me-
  lee attack rolls and damage, +4 on Strength-based skill checks, +1 hp/
  HD, and +1 to Fortitude saves.
  Gaze Mirroring
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  Glass House 
  School abjuration; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, F (a one-inch cube of glass)
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 or more creatures (see text)
  Duration 1 minute/level
  Saving Throw Reflex negates; Spell Resistance no
  You create a shimmering 10-foot-square cube of magically enhanced, 
  transparent glass. A glass house can be used as a means to trap opponents 
  that can fit within the cube (Reflex save avoids), or it can be used as a 
  protective enclosure for the caster and any companions that can fit inside 
  of it.
  When created, the glass house must be supported by a solid surface 
  below it capable of holding 500 pounds, or else the casting fails. The glass 
  house has hit points equal to triple your caster level and its Break DC is 
  20 + your caster level. Attacks that deal bludgeoning damage do double 
  damage to a glass house and decrease the Break DC by 10.
  If any creatures are inside the glass house when it breaks, they take 3d6 
  points of slashing and piercing damage from the exploding glass walls.
  Glass Window 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 round
  Components V, S, M (a small piece of glass or crystal)
  Range touch
  Area 3-ft.-wide-by-2-ft.-high area of stone, metal, or wood
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  This spell makes a section of stone, metal, or wood as transparent as 
  glass, allowing viewing through the material. Two possible versions of 
  this spell exist, but regardless of which version is cast, glass window 
  allows viewing through up to 4 inches of metal, up to 6 feet of stone, or 
  up to 20 feet of wood. The viewing area created is always 3 feet wide by 
  2 feet high. The versions are:
  Looking Glass: You (and only you) can see through the affected 
  material. The material does not actually change to those viewing it, but 
  does to you, allowing you to see clearly through it.
  One-Way Window: You create a one-way “window” in the material 
  that allows you and up to one creature per caster level to see through 
  the viewing area. The affected area becomes transparent to all designated 
  creatures. The “window” does not appear on the other side of the material, 
  so any creatures on the other side cannot see it (and thus cannot see 
  through it either). The created “window” has the hardness, hit points, and 
  Break DC of the transmuted material.
  Note: This spell does not work on lead, gold, or platinum.
  Glass into Iron 
  School transmutation; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a small piece of glass and a small 
  piece of steel)
  Range touch
  Target object touched, which cannot exceed 10 lbs. of 
  weight/level
  Duration permanent
  Saving Throw none; Spell Resistance no
  This spell allows you to alter the strength of non-magical glass or 
  crystal to that of steel. The item does not actually change type, so it is still 
  transparent, and appears to be normal glass or crystal in every respect but 
  strength and durability. Spells that affect metal do not affect a glass into 
  iron object. Spells that affect glass or crystal still affect it, however. Using 
  this spell with a glass-related Craft check allows you to fashion glass 
  items that function as steel items. Thus, glass plate armor and glass swords 
  can be created that are as durable as their normal steel counterparts.
  Glide 
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 immediate action
  Components V, S
  Range close (25 ft. +5 ft./2 caster levels)
  Target one living creature
  Duration until landing or 1 round/level
  Saving Throw none; Spell Resistance yes (harmless)
  You control your descent during a fall, including direction and speed. 
  By spreading your arms, you are able to catch air currents and glide to 
  a safe landing. You can move at a speed of 30 feet in a single direction 
  during the fall but fall the same distance as you do so. You may change 
  directions each round using the Fly skill, but you have a maneuverability 
  of poor and are not able to gain altitude or hover once the descent begins. 
  This spell can be cast while falling, or on a falling comrade with a simple 
  word and gesture. Although you can still act during the round you cast this 
  spell, you can’t cast a spell in the round you cast glide.
  Glowing Bones 
  School necromancy; Level cleric/oracle 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M
  Range 20-ft.-radius burst
  Target living creatures within range
  Duration 10 min./level
  Saving Throw Will negates; Spell Resistance yes
  You draw upon the inner life force of creatures in the area to cause their 
  bones to glow. The light within their bodies is enough to shine through 
  their skins, granting a +10 circumstance bonus on Perception checks to 
  notice hidden creatures. All bones in the area glow, including inanimate 
  bones, as well as your own bones and those of any companions nearby. 
  The glowing light does no damage; it just makes it easier to see creatures 
  that are affected. A successful Will save negates the effect.
  Godly Patronage 
  School abjuration; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target 1 creature
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You draw down your god’s aura, draping that magical essence around 
  the chosen individual. The selected individual receives a +2 sacred bonus 
  to AC, a +4 sacred bonus on Intimidate checks, and a +2 sacred bonus on 
  saving throws against spells. The saving throw bonus rises to +4 against 
  spells cast by followers of rival deities.
  The effects of godly patronage are visible as a faint aura suggestive of 
  your deity’s image.
  Godsblood 
  School conjuration (healing); Level cleric/oracle 8
  Casting Time 10 minutes
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  Components V, S, M (a vial of holy water and a 10,000 gp worth 
  of rubies, which are powdered and dissolved in the liquid)
  Range 0 ft.
  Effect enchants a single vial of liquid
  Duration 1 day or until used
  Saving Throw none; Spell Resistance no
  Through a holy ritual, you enchant a vial of holy water to become 
  godsblood, a representation of the blood of your patron deity. Once 
  crafted, the blood can have numerous possible uses, as detailed below. 
  The liquid remains enchanted until one day passes, or until it is used.
  Uses for godsblood are as follows:
  1. If consumed, it acts upon the imbiber as if heal (for clerics who turn 
  undead) or harm (for clerics who rebuke undead) had been cast upon him.
  2. If anointed to a dead creature’s lips, eyes, and chest over the heart, 
  it acts as a raise dead spell. If the recipient is a faithful follower of the 
  cleric’s chosen deity, and in good standing with the church, it instead acts 
  as resurrection.
  3. If applied to a single weapon or up to 10 missiles such as arrows or 
  sling bullets, the weapon bypasses all damage reduction. This effect lasts 
  1 minute per five caster levels.
  4. If sprinkled over food or drink, it acts as a purify food and drink spell 
  that affects up to four times the normal quantity of provisions.
  Gossamer Webbing 
  School conjuration (creation); Level sorcerer/wizard 1
  Casting Time 1 action
  Components V, S, M (a pinch of cobwebs)
  Range medium (100 ft. + 10 ft./level)
  Effect creates webs in a 20-ft. radius
  Duration 1 minute/level
  Saving Throw Reflex negates (see text); Spell Resistance yes
  These flimsy creations reduce a creature’s speed by 50% and cause a –1 
  penalty to all attack rolls while within their area of effect or against those 
  who are in the spell’s area of effect. Those located in the cobwebs are 
  considered to have cover.  If touched by open flame, the cobwebs simply 
  explode into flames and the entire mass burns away in a single round, in-
  flicting 1d4 points of fire damage to any within the area. Those in the area 
  are allowed a Reflex save to avoid damage.
  Grant Insight 
  School divination [mind-affecting]; Level cleric/oracle 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target one creature
  Duration concentration, up to 1 min./level (D)
  Saving Throw Will negates (see text); Spell Resistance yes
  You grant the chosen subject insight into the thoughts of another. 
  The chosen subject is able to read the surface thoughts of a sec-
  ond person or creature that you designate. The target whose thoughts  
  are being read receives a Will save to resist having his thoughts  
  read, and you must cast grant insight again to give the subject  
  a second chance. The person under the effects of grant insight cannot 
  choose to read the thoughts of anyone other than the second individ-
  ual designated.
  Gossamer Webbing
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  Grave-Touched Weapon 
  School necromancy; Level sorcerer/wizard 1
  Casting Time 1 action
  Components V, S, F (the weapon)
  Range touch
  Target weapon touched
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  A weapon you touch glows with pale blue energy. If a weapon so en-
  dowed successfully hits a foe, it causes 1 point of temporary Strength 
  damage on a failed Fortitude save, in addition to normal weapon damage. 
  Undead suffer no Strength loss but must succeed on a Will save or be 
  frightened of the caster for 1d4+1 rounds per caster level. The weapon 
  remains charged with this spell for 1 round per caster level.
  Greater Curse 
  School necromancy; Level cleric/oracle 7, sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  This spell functions as bestow curse but is more powerful. Choose one 
  of the following three effects:
  • –12 decrease to an ability score (minimum 1) or –6 decrease to two 
  ability scores (minimum 1).
  • –8 penalty on attack rolls, saves, ability checks, and skill checks.
  • Each turn, the target has a 25% chance to act normally; otherwise, it 
  takes no action.
  You may also invent your own curse, but it should be no more powerful 
  than those described above. 
  The curse bestowed by this spell cannot be dispelled or removed with 
  a remove curse spell, but it can be removed with a break enchantment 
  (cast by someone whose caster level is higher than yours), limited wish, 
  miracle, or wish spell.
  Green Water 
  School transmutation; Level cleric/oracle 2
  Casting Time 1 minute
  Components V, S, M (a stone flask of water and green dye)/DF
  Range touch
  Target water in a volume of 5 ft. by 5 ft. by 1 ft.
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes (object)
  This spell changes an area of water up to 5 foot by 5 foot by 1 foot into 
  green slime. A single 5-foot-square patch of green slime deals 1d6 points 
  of Constitution damage per round while it devours flesh. On the first round 
  of contact, the slime can be scraped off a creature (likely destroying the 
  scraping device), but after that it must be frozen, burned, or cut away 
  (dealing damage to the victim as well). Anything that deals cold or fire 
  damage, sunlight, or a remove disease spell destroys a patch of green 
  slime. Against wood or metal, green slime deals 2d6 points of damage per 
  round, ignoring metal’s hardness but not that of wood. It does not harm 
  stone.
  Grim Harvest 
  School transmutation; Level cleric/oracle 2, druid 2
  Casting Time 1 full round action
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Area 1 acre/level
  Duration 1 year
  Saving Throw none; Spell Resistance no
  With this spell, you demonstrate your god’s wrath by visiting blight 
  and destruction upon a farmer’s crops. The selected field withers and dies 
  almost immediately, all of its crops shriveling and rotting. Nothing grows 
  in the field for the duration of the spell.
  Grim Resilience 
  School necromancy; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a gobbet of flesh from a zombie, 
  which is consumed upon casting the spell)
  Range personal
  Target you
  Duration 1 round/level (D)
  For the duration of the spell, you do not die from physical damage from 
  any source. When your hit points drop to 0 or less, you are not staggered 
  or disabled and may continue to act normally. However, while you 
  cannot die from grievous wounds, the pain felt by them is very real. For 
  every 2 points of damage below 0 you take, you suffer a cumulative –1 
  circumstance penalty to all attack rolls, saving throws, skill checks, and 
  ability checks due to excruciating pain from the wounds. Casting spells 
  while below 0 hp is also taxing, requiring a successful Concentration 
  check (DC 15 + number hit points below 0 + spell level). If you have the 
  Diehard feat, you may ignore the first 5 points of these penalties.
  You still suffer 1 point of damage if you take any strenuous actions while 
  your hit points are at 0 or below, just as you would if you were disabled. 
  The spell does not protect against damage or effects not expressed in 
  terms of hit point loss, including ability score damage, ability score drain, 
  negative energy levels, death effects, drowning, and others.
  Gutsprout 
  School transmutation; Level druid 5
  Casting Time 1 standard action
  Components V, S, M (a small bundle of roots dripped with 
  bile), DF
  Range medium (100 ft. + 10 ft./level)
  Target one creature (see text)
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  The target of this spell must be either an herbivore or an omnivore. On a 
  successful save, the target simply has an upset stomach. On a failed save, 
  all of the undigested or partially digested plant matter in the target’s stom-
  ach fuses into a living mass and grows at a tremendous rate as it seeks the 
  warmth of sunshine and nourishing soil. This causes 1d6 points of damage 
  per caster level (maximum 15d6) to the target. If this damage is enough 
  to kill the target, it is assumed that the writhing plant tentacles burst their 
  roots through the victim’s abdomen and sprout vines and foliage up his 
  throat and out his mouth.
  Halt Aging 
  School necromancy; Level cleric/oracle 1, sorcerer/wizard 7
  Casting Time 1 action
  Components V, S, M (handful of sand from an hourglass)
  Range touch
  Target living creature touched
  Duration 1d10 years
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
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  This spell temporarily stops all aging in the target. For 1d10 years, the 
  target does not grow physically older. Additionally, any magical aging, 
  such as that from a pass the years spell, is absorbed by halt aging. Ab-
  sorbed years shorten the duration of halt aging by the number of years 
  absorbed. A Fortitude save prevents the pause in aging.
  Halt Plant 
  School necromancy; Level druid 3
  Components V, S, DF
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Targets up to four plants creatures, no two of which can be 
  more than 30 ft. apart
  Duration 1 round/level
  Saving Throw Will negates (see text); Spell Resistance yes
  This spell renders as many as four plant creatures immobile. A non-
  intelligent plant creature gets no saving throw; an intelligent plant creature 
  does. If the spell is successful, it renders the plant creature immobile for 
  the duration of the spell (similar to the effects of hold person). The effect 
  is broken if the halted creatures are attacked or take damage.
  This spell dispels or counters entangle.
  Hand of Judgment 
  School transmutation; Level paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  When a paladin invokes the hand of judgment, he must choose which of 
  two powers to use, for he cannot use both.
  The first power, the left hand of judgment, provides the paladin with an 
  immediate counterattack against any opponent who strikes him in melee. 
  While the left hand of judgment is invoked, the paladin gets a single, ex-
  tra attack of opportunity against any foe who damages her with a melee 
  attack, so long as the paladin is still capable of attacking after suffering 
  the opponent’s blow.
  The second power, the right hand of judgment, allows the paladin to sim-
  ply refuse to attack during any round of combat and only defend against 
  an opponent’s blows. For every round the paladin foregoes the opportunity 
  to attack, beginning with the round she casts right hand of judgment, she 
  increases her threat range to deliver a critical hit by a cumulative bonus of 
  +4 for when she eventually chooses to attack. However, the bonus increas-
  es only during the round the spell is cast and, thereafter, during rounds in 
  which the paladin is within an opponent’s melee threat range.
  The maximum bonus that can be “stored up” is equal to the paladin’s 
  caster level, and the bonus applies only to the paladin’s next attack roll. 
  The paladin may, of course, begin storing up retributive energy again as 
  long as the right hand of judgment lasts. Upon expiration of the spell, any 
  stored bonus dissipates.
  Finally, the extra threat range afforded by the right hand of judgment 
  does not count toward the special critical hit effects of vorpal weapons; 
  such powers are still invoked only if the paladin rolls within her normal 
  critical threat range.
  Hard Water Blast
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  The verbal and somatic components of this spell involve standing and 
  holding both fists in front of one’s head, while invoking the god’s power 
  to mete out justice.
  Hard Water Blast 
  School evocation [water, force]; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range 300 ft.
  Area see text
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  This attack is a stream of water that emanates from either palm of the 
  caster. This stream strikes a target for 1d10 points of damage per 2 levels 
  of the caster. The shot can reach a distance of 300 feet before it dissipates, 
  still inflicting standard damage even at that range. The effect is such that 
  even individuals who are unaffected by water still suffer half damage from 
  the sheer force of the attack.
  Hard Water Weapons 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Area see text
  Duration 2 minutes/level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  This spell allows you to transform ordinary water into solid versions of 
  any simple weapon. You can create up to one weapon per caster level. The 
  weapons cause the normal damage for the weapon type they represent and 
  inflict double damage to opponents susceptible to water-based attacks. 
  You can let others capable of using simple weapons use your creations for 
  the duration of the spell.
  Harmonic Discord 
  School evocation; Level bard 4
  Casting Time 1 standard action
  Components V, S
  Area 60-ft. radius from caster
  Duration 1 round/caster level
  Saving Throw Will negates; Spell Resistance yes
  You create a discordant sound that makes it difficult for anyone in the 
  area to cast spells and concentrate on what they are doing. This spell 
  affects everyone in the area, friend or foe, unless they succeed on a Will 
  save. You must make a Perform check to complete the spell, and the result 
  of this skill check effects how easy or difficult it is for affected spellcasters 
  to complete a spell. Spellcasters must make a successful Concentration 
  check (DC 15 + spell level) to complete a spell. All affected in the area 
  suffer a –2 penalty to attack rolls, saving throws, and skill checks. The 
  casting of this spell requires you to use one of your Perform skills; if that 
  skill requires you to use an instrument, you must have that instrument in 
  your hands to complete the spell.
  Harmonious Dissolution 
  School evocation [sonic]; Level bard 6, sorcerer/wizard 8
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area 10-ft.-radius burst
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You create a field of intense harmonic vibrations that register audibly 
  as a faint but intense buzz or hum emanating from the target point. The 
  vibrations are dangerous to all forms of matter as they shake the very 
  molecules items are made of. The caster inflicts 1d6 points of sonic 
  damage/level (Fortitude save for half; maximum 20d6) to all creatures and 
  objects in the area. Creatures slain, or objects destroyed, by this damage 
  are treated as if struck with a disintegrate spell.
  Harmony of Heroes 
  School enchantment (compulsion) [mind-affecting, sonic]; 
  Level bard 2
  Casting Time 1 full round
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature/level
  Duration concentration + 2 rounds
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  When a bard performs the harmony of heroes, he may select up to one 
  ally per level who is within the spell’s range. Affected allies who hear 
  the song receive a +3 morale bonus to attack and damage rolls and to 
  saving throws for as long as the bard regales them with the song (plus 2 
  additional rounds).
  Harmony of the Gods 
  School enchantment (compulsion) [mind-affecting, sonic]; 
  Level bard 4
  Casting Time 5 minutes
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one or more living creatures
  Duration Instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  While the bard’s religion is irrelevant to this spell, the song can af-
  fect only divine spellcasters of a single faith each time the harmony of 
  the gods is sung. Those casters who hear it may begin preparing spells 
  immediately regardless of the time of day, and they may prepare spells 
  even if they were cast within the past eight hours (see  “Preparing Divine 
  Spells” in the Pathfinder Roleplaying Game Core Rulebook). No divine 
  caster may benefit from more than one harmony of the gods spell per 
  week.
  Headwind 
  School conjuration [air]; Level druid 2
  Casting Time 1 round
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target Single creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You conjure a tightly focused blast of wind that travels in a straight line 
  away from your outstretched hand toward a single target. The focused 
  blast of air acts as a bull rush against the target as if it were a Large 
  creature with a Strength of 20 using your caster level as the base attack 
  bonus (CMB = your caster level +6). Creatures pushed more than 10 feet 
  are knocked prone.
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  Healing Draught 
  School transmutation; Level cleric/oracle 6
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Effect see text
  Duration see text
  Saving Throw none; Spell Resistance no
  You imbue wine with positive energy, transforming it into a potent heal-
  ing draught. Anyone who drinks the wine heals 1d8 points of damage per 
  caster level. The healing draught also cures any ability damage, disease 
  or poison from which the target might suffer. The wine still tastes the 
  same and is still intoxicating. You may transform enough wine to cure one 
  person plus one additional person per five caster levels. The wine must 
  be drunk within 1 minute of the spell’s casting or else it loses its healing 
  properties (though not its alcoholic content).
  Health Transfer 
  School necromancy; Level cleric/oracle 3, paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target one living creature
  Duration Instantaneous
  Saving Throw Will (harmless); Spell Resistance yes (harmless)
  When you cast this spell and lay your hands upon an injured subject, 
  you absorb — and thereby lessen — part or all of the damage the subject 
  has taken. You may absorb up to a maximum of 2 hit points of damage per 
  caster level, and the target regains 2 hit points for every hit point of dam-
  age that you accept. For example, a 6th-level cleric casts health transfer, 
  enabling him to heal up to 24 points of the target’s damage at the cost of 
  12 hit points to himself. Health transfer cannot heal more than 60 points 
  of damage per casting.
  This spell has no effect on nonliving targets.
  Heart Rip 
  School necromancy [evil]; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target single living creature
  Duration instantaneous
  Saving Throw none (see text); Spell Resistance yes
  With a gesture and word of power you draw the heart from a victim, 
  slaying them instantly. The spell fails if the target has more than 100 hp. 
  Any living creature with fewer than 100 hit points and a beating heart is 
  instantly slain as his heart is torn from his chest and flies to your hand. The 
  creature rises the next round as a zombie under your control.
  Heat Bone 
  School necromancy; Level sorcerer/wizard 5
  Casting Time 1 round
  Components V, S, M
  Range touch
  Target one creature
  Headwind
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  Duration instantaneous
  Saving Throw Will negates (see text); Spell Resistance yes
  You cause a creature’s bones to begin to heat up, doing 1d8 points of 
  fire damage per level (Will save for half; 10d8 maximum). If a being takes 
  more than 50 points of damage from a single heat bone spell, it must 
  succeed on another Will save or its bones become too brittle to support 
  it. Excessive movements (such as running or fighting) deal 1d4 points of 
  damage in each instance. The brittle bones can be restored by a heal spell 
  or a total of 40 points of healing from various cure spells.
  Heat Flesh 
  School necromancy; Level cleric/oracle 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Will special (see text); Spell Resistance yes
  You cause a creature’s flesh to heat and burn, causing 1d4 points of fire 
  damage per caster level (8d4 maximum). If a being takes more than 30 
  points of total damage from a single heat flesh spell, it must succeed on 
  a Will save or spontaneously combust, suffering an additional 6d6 points 
  of fire damage.
  Helpless Grief 
  School enchantment (compulsion); Level sorcerer/wizard 2
  Casting Time 1 action
  Components V, S, M (small onion)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  A weeping character is considered helpless (see the Pathfinder Role-
  playing Game Core Rulebook), but can still move 5 feet per round by 
  crawling across the floor while sobbing. A weeping character that attempts 
  to communicate verbally must make a second Will save or be unable to 
  speak intelligibly. Success allows the target to speak, but does not negate 
  the spell.
  Hemophilia 
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a drop of venom from an adder or 
  cobra)
  Range touch
  Target one living creature
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell causes the blood of the victim to become thin and prevents 
  clotting. Any wounds sustained by the subject during the spell’s duration 
  from slashing or piercing weapon attacks inflict an additional 1 point of 
  Constitution damage per blow. Living creatures that do not have blood are 
  immune to the effects of this spell.
  Heraldic Bear 
  School abjuration; Level cleric/oracle 5, paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around a touched shield. 
  As the bear symbolizes ferocity and protection, the shield’s wielder gains 
  a +4 deflection bonus to AC and gains a 1d4+2 enhancement bonus to 
  Strength for the duration of the spell.
  Heraldic Boar 
  School abjuration; Level cleric/oracle 7
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 round/level
  Saving Throw none (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around a touched 
  shield that imparts the unbridled ferocity of the boar to the wielder. The 
  shield’s wielder temporarily gains a +8 morale bonus to Strength and 
  Constitution, a +4 morale bonus on Will saves, a –2 penalty to AC and 
  fast healing 1. When the wielder reaches –1 hit points, he may perform 
  as though disabled, making either an attack action or a move action ev-
  ery round until taken to a negative hit point total equal to his (unmodi-
  fied) Constitution or the wielder’s hit points return to 1 or higher. In all 
  other respects, the effects are like those of a barbarian’s rage, save that 
  the shield’s wielder is not fatigued when the spell ends (or when he loses 
  the shield).
  Heraldic Fox 
  School abjuration; Level cleric/oracle 0
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 round
  Saving Throw none (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around a touched shield. 
  As the fox symbolizes wit in terms of its own defense, the shield’s wielder 
  gains the benefit of the Combat Expertise feat, regardless of prerequisite, 
  for the duration of the spell.
  Heraldic Horse 
  School abjuration; Level cleric/oracle 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 10 minutes/level
  Saving Throw none (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around a touched 
  shield. As the horse symbolizes readiness, the shield’s wielder gains 
  a +5 bonus on initiative rolls for the duration of the spell. In addi-
  tion, the wielder retains her Dexterity bonus to AC even if caught 
  flat-footed or struck by an invisible attacker, as the rogue’s uncanny 
  dodge ability.
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  Heraldic Hydra 
  School abjuration; Level cleric/oracle 8
  Components V, S, DF
  Casting Time 1 standard action
  Range touch
  Target shield touched
  Duration 1 round/level
  Saving Throw none (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the hydra symbolizes conquest over a very powerful ene-
  my, the shield’s wielder adds an additional1d6 points of damage to every 
  successful strike he makes for the duration of the spell. This damage is 
  not multiplied in the case of a critical hit. Each blow the wielder strikes 
  against a construct, dragon, giant, magical beast, or outsider of more than 
  16 HD is increased by 2d6 points of damage instead of 1d6.
  Heraldic Lamb 
  School abjuration; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none/Will negates (see below); Spell 
  Resistance yes (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the lamb symbolizes gentleness, any creature coming within 
  30 feet of the shield’s wielder is affected as if under the effects of a calm 
  emotions spell, unless they succeed on a Will save.
  Heraldic Leopard 
  School abjuration; Level cleric/oracle 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none (harmless); Spell Resistance yes (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the leopard symbolizes hardiness, the shield’s wielder gains a 
  +2 resistance bonus on all Fortitude saves and 3 temporary hit points per  
  caster level for the duration of the spell.
  Heraldic Lion 
  School abjuration; Level cleric/oracle 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the lion symbolizes courage, the shield’s wielder gains a + 
  2 morale bonus on attack rolls and saving throws against fear, with an 
  additional +1 to the bonus for every 6 levels the caster has (maximum +5 
  morale bonus).
  Heraldic Mastiff 
  School abjuration; Level cleric/oracle 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none (harmless); Spell Resistance yes (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the mastiff symbolizes protection, the shield’s wielder gains a 
  +1 resistance bonus on saving throws, with an additional +1 to the bonus 
  for every 6 levels the caster has (maximum +4 resistance bonus).
  Heraldic Owl 
  School abjuration; Level cleric/oracle 0
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none (harmless); Spell Resistance yes (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the owl symbolizes alertness, the shield’s wielder gains a +3 
  morale bonus to Perception checks for the spell’s duration.
  Heraldic Ox 
  School abjuration; Level cleric/oracle 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none (harmless); Spell Resistance yes (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the ox symbolizes endurance, the shield’s wielder gains the 
  benefits of the Endurance feat and a +l bonus on Fortitude saves for the 
  duration of the spell.
  Heraldic Phoenix 
  School abjuration; Level cleric/oracle 9
  Casting Time 1 minute
  Components V, S, M (a ruby worth at least 1,000 gp), DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the phoenix symbolizes rebirth, if the shield’s wielder falls in 
  combat, as long as any part of his body touches the shield, he rises again 
  within 1d6 rounds, as per the resurrection spell.
  Heraldic Sphinx 
  School abjuration; Level cleric/oracle 0
  Casting Time 1 standard action
  Components V, S, DF
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  Range touch
  Target shield touched
  Duration 1 round
  Saving Throw none (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the sphinx symbolizes knowledge, the shield’s wielder 
  gains a +4 competence bonus to his next Int or Intelligence-based skill 
  check.
  Heraldic Tortoise 
  School abjuration; Level cleric/oracle 8
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the tortoise symbolizes invulnerability, the shield’s wielder 
  gains a +6 natural armor bonus to AC and gains DR 10/adamantine for the 
  duration of the spell.
  Heraldic Wolf 
  School abjuration; Level cleric/oracle 6
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none (harmless); Spell Resistance yes 
  (harmless)
  This spell creates a shimmering, magical field around the shield touched. 
  As the wolf symbolizes gain after a long siege, the shield’s wielder regains 
  2 hp per round for the duration of the spell, up to his maximum hit points. 
  This damage counts as fast healing, and ceases to function if the shield’s 
  bearer falls below 0 hp.
  Heraldic Wyrm 
  School abjuration; Level cleric/oracle 9
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target shield touched
  Duration 1 minute/level
  Saving Throw none (harmless, see below); Spell Resistance 
  yes (harmless)
  This spell creates a shimmering, magical field around the shield 
  touched. As the wyrm symbolizes power, the shield’s wielder gains a +8 
  enhancement bonus to Strength. In addition, while the spell is in effect, 
  the shield’s bearer is treated as bestowing an improved thundering effect 
  on any melee weapons he strikes with, including his gauntleted fist — on 
  a successful critical hit, the weapon does an extra 3d8 points of sonic 
  damage if its multiplier is x2, an extra 4d8 points if its multiplier is x3, and 
  an extra 5d8 points if its multiplier is x4. Opponents dealt a critical strike 
  by a person bearing a heraldic wyrm must succeed on a Fortitude save 
  (DC 19 + the caster’s Wis bonus) or be permanently deafened. Finally, the 
  bearer of a heraldic wyrm is treated as striking with adamantine weapons 
  for purposes of bypassing damage reduction.
  Hesitate 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a snail)
  Range close (25 ft. + 5 ft./2 levels)
  Area one or more creatures within a 20-ft.-radius burst
  Duration instantaneous and 1 round/level (see text)
  Saving Throw Will negates; Spell Resistance yes
  Hesitate causes a number of creatures in the area to hesitate and second-
  guess their actions. Roll 2d4 to determine how many total HD of creatures 
  can be affected. Creatures with the fewest HD are affected first. Among 
  creatures with equal HD, those who are closest to the spell’s point of 
  origin are affected first. No creature with 5 or more HD is affected, and 
  HD that are not sufficient to affect a creature are wasted. 
  Affected creatures take a –4 penalty on their initiative. This in effect 
  bumps them down the initiative order for one round per caster level. After 
  the spell ends (or is dispelled), an affected creature moves back to its 
  original place in the initiative order.
  Hide the Soul 
  School abjuration; Level cleric/oracle 9, druid 9, sorcerer/
  wizard 9
  Casting Time 10 minutes
  Components V, S, M (see text), F (the animal that is to 
  contain the subject’s soul)
  Range personal or touch
  Target you and one creature touched
  Duration permanent
  Saving Throw Will negates; Spell Resistance no
  You draw your soul (or the soul of a creature touched) from the body 
  and store it in the body of any single animal you touch during the casting. 
  By storing the soul elsewhere, the subject becomes immune to all spells 
  or abilities that damage or affect the soul (such as the trap the soul or soul 
  bind spells). Likewise, a subject whose soul is stored elsewhere cannot be 
  affected by the clone spell. To free a hidden soul, the subject must bleed 
  the animal (dealing 1 point of damage) and consume the blood. If the 
  animal containing the subject’s soul is killed, the subject must succeed on 
  a DC 20 Constitution check or die as well (though he can now be returned 
  to life normally). If the check succeeds, the subject’s soul is returned to its 
  body and the effects of this spell are ended.
  If the subject is killed, raise dead, resurrection, true resurrection, or 
  even a wish or miracle cannot restore life to a soulless subject. Only by 
  bringing the focus animal within 5 feet of the slain subject’s body and 
  bleeding it (dealing 1 point of damage) during the revivification attempt 
  can the subject be returned to life. This immediately returns the subject’s 
  soul to its body and cancels the effects of this spell. If the animal cannot be 
  obtained or is not within range, all attempts at revivification automatically 
  fail until the above conditions are met.
  The focus animal’s soul remains in its body unaffected by the caster’s 
  soul. In essence, the souls share the body of the focus animal. If a spell 
  or power that affects or damages the soul (trap the soul, for instance) 
  is cast on the focus animal while it houses the subject’s soul, there is a 
  50% chance that the subject’s soul (rather than the focus animal’s soul) 
  is affected. In such a case, the effects of hide the soul are immediately 
  nullified, and the subject suffers the full effects of the spell or power in 
  question.
  A true seeing spell cast on the subject reveals a ghostly image of the 
  focus animal overlaying the subject. If true seeing is cast on the focus 
  animal, a translucent and ghostly image of the subject can be seen.
  Material Component: A black sapphire gem (total value equal to at 
  least 1,000 gp x the subject’s character level). The gem is powdered and 
  mixed with nine drops of blood from the subject and nine drops of blood 
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  from the focus animal. The subject consumes one half of the mixture 
  while the focus (animal) consumes the other half.
  Hives 
  School conjuration (creation); Level bard 1, cleric/oracle 1, 
  druid 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (crushed leaves from poison ivy, oak, or 
  sumac)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1d4 rounds; see text
  Saving Throw Fortitude negates; Spell Resistance yes
  Two versions of this spell exist. You choose the effect when you cast 
  the spell.
  Itching: You cover the target’s body in an itching sensation that lasts 
  for 1d4 rounds. For the duration, the target takes a –1 penalty on attack 
  and damage rolls, checks, and saves, and suffers a –1 penalty to its 
  AC if it fails a Fortitude saving throw. The creature can scratch as a 
  standard action, thus negating the penalties for that round. Creatures 
  with a natural armor bonus of +4 or higher are immune to this version 
  of hives.
  Rash: You cover the target’s body in a deep red rash that appears 1d3 
  rounds after casting the spell. If the target succeeds on its Fortitude 
  save, it suffers no effects of the rash. If the save fails, each day 
  thereafter the rash becomes worse causing a –1 circumstance penalty 
  to all Charisma- based checks made by the subject. This penalty 
  increases by an additional point each day, to a maximum of –4 (after 
  four days). One week later, the subject takes a –2 effective penalty to 
  its Dexterity score.
  The rash persists until dispel magic or remove disease is cast on the 
  subject. The penalties to Charisma-checks and Dexterity disappear 
  immediately when the rash is removed.
  Holy Blazon 
  School abjuration; Level antipaladin 4, paladin 4
  Casting Time 1 standard action
  Components V, S, F (the paladin’s shield, which must have 
  been blessed by a ranking priest of his church)
  Range personal
  Target you
  Duration 1 round/level
  When holy blazon is cast, a burning representation of the symbol of 
  your deity appears on your shield. You receive acid, cold, electricity, fire, 
  and sonic resistance 20, your base movement is doubled, and you receive 
  a +4 enhancement bonus to Strength.
  Holy Fire Hammer 
  School conjuration [fire]; Level paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Effect creates a hammer of divine fire
  Duration 1 round/level
  You call a hammer formed of divine fire to your hands. This functions 
  as a +3 returning light hammer. The hammer deals 3d6 points of physical 
  damage, 1d8 points of holy damage, and 1d8 points of fire damage against 
  evil creatures, half this damage to neutral creatures, and no damage at 
  all to good-aligned creatures. While wielding the hammer you gain fire 
  resistance 15 and are surrounded by a magic circle against evil. Only the 
  caster can wield the hammer.
  Holy Infusion 
  School enchantment; Level paladin 1
  Casting Time 1 standard action
  Components V, S, M (a drop of holy water)
  Range touch
  Target your melee weapon
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You infuse your weapon with holy power, making it deal additional 
  damage to undead. Your weapon does an additional 1d6 points of damage 
  to undead creatures for the duration of the spell. Any one melee weapon 
  you possess may be so infused, but if it leaves your grasp for any reason, 
  the spell immediately ends. The weapon is treated as magical for the 
  purpose of hitting undead creatures, but you gain no additional advantage 
  against incorporeal foes, though this spell does stack with ghost touch 
  effects.
  Hornet Wall 
  School conjuration (summoning); Level druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area up to one 5-ft. square/level
  Duration 1 minute/level (D)
  Saving Throw Fortitude negates poison damage (see text); 
  Spell Resistance yes
  A swarm of stinging hornets forms a wall-like barrier. Anyone passing 
  through the wall is stung repeatedly for 1d4 points of damage for every 
  3 caster levels (maximum 5d4) with no saving throw every round that 
  they are within the swarm wall. Additionally, the poison of the stings in-
  flicts 1d4 points of temporary Dexterity damage immediately and another 
  1d4 points of temporary Dexterity damage 1 minute later. Each instance 
  of damage can be negated by a Fortitude save. Any creature within the 
  area of the spell when it is cast takes damage as if it had moved into the 
  wall, unless it makes a successful Reflex save, which negates the damage. 
  Creatures with damage reduction, incorporeal forms or other such special 
  defenses are immune to the non-magical damage from the hornets. It is 
  impossible for any creature to maintain concentration or cast spells while 
  within the wall of hornets.
  The wall may stretch out in a straight line, curve into a semicircle, form 
  a whole circle or even form a dome that can protect against aerial attacks. 
  Once it is in place, however, it cannot be moved or changed. It must also 
  be at least 5 feet thick. The wall can be seen through with some difficulty, 
  and ranged attacks can be made through it, but such attacks have a 10% 
  chance to miss due to one-quarter concealment. The caster and any of her 
  animal followers can move through the wall freely without being stung.
  The swarm can be destroyed or dispersed in the same manner as de-
  scribed in summon swarm, except the hornet wall absorbs 5 points of 
  damage per caster level.
  Hound’s Scent 
  School transmutation; Level ranger 1
  Casting Time 1 standard action
  Components S, M (a sliver of dogwood)
  Range personal
  Target you
  Duration 1 hour
  You gain the scent ability (see the  Pathfinder Roleplaying Game 
  Bestiary) for tracking. This sensitivity is valuable only for following a 
  trail, the concentration required to stay on the trail of your quarry prevents 
  you from using the scent ability to notice or identify nearby opponents.
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  Hounds of Hell 
  School conjuration [summoning]; Level cleric/oracle 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect one to four summoned creatures
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You call upon 2d4 hounds of Hell, creatures made in the image of Cer-
  berus, to attack your foes. These two-headed dogs with dark pelts and 
  burning eyes appear where you choose, and attack the foes you designate. 
  The hounds are treated as yeth hounds (see the Pathfinder Roleplaying 
  Game Bestiary), although their alignment is neutral and they gain an ad-
  ditional bite attack as part of a full-round action (as both heads are able 
  to bite at once).
  Hovership 
  School transmutation; Level sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S, M (several eagle feathers fastened to the 
  ship’s hull)
  Range touch
  Target one ship touched
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance yes
  A powerful and very useful spell, hovership grants a normal 
  watercraft the ability to pass over land and other solid surfaces as if 
  it were gliding through the water. This spell causes the ship to hover 
  5 feet above the surface of whatever medium it is crossing (land, ice, 
  marshland, etc.). The ship behaves in all other ways as if it were in 
  the water.
  Note that while the ship is still mobile and moves at its standard speed, it 
  can only remain in motion by force of wind or by poling along the ground; 
  rowing is not possible while hovering. Uneven and broken ground causes 
  the ship to move at 1/3 normal speed. If a drop of more than 5 feet occurs, 
  the ship has a chance of rupturing its hull. The base chance to rupture is 
  25% at a 5-foot drop, + 5% per foot after that.
  Hunter’s Insight 
  School transmutation; Level ranger 2
  Casting Time 10 minutes
  Components V, S, M (a personal item belonging to the 
  target, or a piece of the target itself such as a tuft of fur or a 
  tooth)
  Range 5 miles/level
  Target creature to be hunted
  Duration1 day/level (0)
  Saving Throw Will negates (see text); Spell Resistance yes 
  (see text)
  You gain great insight into the behavior and tactics of a creature you 
  wish to hunt. You gain an insight bonus of +1 per 3 caster level (up to 
  a maximum of +5) on all Survival, attack, and damage rolls against the 
  creature to be hunted.You designate the intended target, which must 
  be within the spell’s range at the start of the casting, and that target 
  gets a Will save to avoid your attempt to learn its ways. Due to the 
  single-mindedness granted by the spell, you cannot attempt to track 
  another creature for the spell’s duration, or the spell ends. The insight 
  bonus gained by hunter’s insight stacks with your favored enemy bo-
  nus, if applicable.
  Hornet Wall
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  Ice Geyser 
  School evocation; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area cylinder (see text)
  Duration 2 rounds
  Saving Throw Reflex half; Spell Resistance yes
  Ice and freezing water spray forth high into the sky from a spot 
  designated by you, before raining down upon the ground below. 
  The initial effect deals 1d6 points of cold damage per caster level 
  (max 20d6) in a 10-foot radius, 40-foot-high cylinder. One round 
  later, the secondary effect deals half as many dice of cold damage 
  in a 20-foot-radius, 20-foot-high cylinder. The secondary effect 
  radiates from the same center as the initial effect. Targets within 
  the area of effect can make a Reflex save for half damage each 
  round.
  Ice Shards 
  School evocation; Level druid 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./ 2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  You launch icy bolts at your enemies. You can create one bolt per 2 
  caster levels (one at first, two at 3rd, etc.) for a maximum of five bolts 
  at 9th level. All of the bolts strike a single target for 1d6 points of cold 
  damage each with a Reflex save for half damage.
  Ice Sled 
  School conjuration [water]; Level druid 6, sorcerer/wizard 6
  Casting Time 1 minute
  Components V, S, M (a roughly shaped snow or ice ball)/
  DF
  Range close (25 ft. + 5 ft. /2 levels)
  Effect creates a caravan of sleds made of ice with 
  5 square ft. of cargo space per caster level. Weight 
  capacity is 500 lbs. per caster level.
  Duration 3 hours/level
  Saving Throw none (harmless); Spell resistance no
  You create one or more sleds made of ice that are capable of rapid 
  transport over snow or ice. The sleds function only on ice or snow, but 
  are capable of passing over small patches of exposed ground so long as 
  at least one runner is touching snow or ice. The sleds simply halt and 
  crumble if forced over areas without snow or ice. Each sled can carry 
  10 cubic feet of material or 500 pounds of material. For each 4 caster 
  levels, you gain the ability to conjure an additional sled that is attached 
  to the lead sled by a chain made of ice. You direct the sleds through 
  simple mental commands of direction and speed with a maximum 
  speed of 60 feet. The sleds are made of ice and are susceptible to fire 
  damage and can be damaged by spells or attacks (hardness 6, hp equal 
  to caster’s).
  Icebreaker 
  School transmutation; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, F (a miniature field plow of any material)
  Icy Hammer
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  Range see text
  Area see text
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  This mighty spell assists ships moving through ice-locked areas of the 
  sea. The caster points his finger at any sheet of solid ice, and that ice 
  shatters into tiny shards. The area affected is always a strip 35 feet wide, 
  15 feet deep, and 600 feet long, permitting all but the largest of vessels a 
  safe passage. This effects ice only over a body of water, not a wall made 
  of ice, or an icy barrier in a dungeon, and so on.
  Iceform 
  School transmutation [cold]; Level druid 4, sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (translucent gem worth at least 50 gp)
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes (harmless)
  Upon casting iceform, your body appears to transform into solid ice. 
  Your clothing and equipment remain unchanged. You gain the cold sub-
  type for the duration of the spell. You are immune to cold damage, but take 
  50% more damage from fire attacks.
  If you strike an opponent with a natural or unarmed attack, the op-
  ponent takes 1d6+1 points of cold damage per caster level (to a max-
  imum of l0d6). Anyone who touches you with a natural or unarmed 
  attack also suffers damage in this manner. Iceform also grants you a 
  +10 competence bonus to Escape Artist checks due to the slippery na-
  ture of your icy skin.
  Icy Hammer 
  School conjuration [cold]; Level druid 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 0 ft.
  Effect hammer-like weapon of ice
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance yes
  A 3-foot-long swirling beam of ice resembling a warhammer springs 
  forth from your hand. You wield this hammer-like beam as if it were a 
  warhammer (you are considered to be proficient with this attack). Attacks 
  with the icy hammer are melee touch attacks. The hammer deals 1d8 
  points of cold damage +1 point per two caster levels (maximum +10). 
  Since the icy hammer is immaterial, your Strength modifier does not apply 
  to the damage. The spell can function underwater.
  Identify Tracks 
  School abjuration/School divination; Level druid 2, ranger 1
  Casting Time 1 standard action
  Components V, S, M
  Range touch
  Area 10-ft. radius
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You determine the size, creature type, direction, and age of tracks of the 
  last 2 creatures that passed through the area immediately surrounding you. 
  The spell can be cast only in natural terrain, and the most recent tracks are 
  identified first. The spell reveals the information even if the tracks are not 
  discernable. The age of the tracks can be determined up to one day per 
  caster level.
  Ignite 
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a drop of tree sap wrapped in a red cloth)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or object
  Duration 1d6 rounds (see text)
  Saving Throw Reflex (partial); Spell Resistance yes
  You fire a thick, wavy, orange-and-purple ray at the target as a ranged 
  touch attack, causing an explosion of fire and flames. The target takes 
  1d6 points of fire damage/caster level (maximum 5d6). Besides the fire 
  damage, a target that fails a Reflex save catches fire and burns for 1d6 
  rounds (1d6 points of fire damage per round). The victim can use a full-
  round action to automatically extinguish the flames, but this action draws 
  an attack of opportunity. The fire can also be extinguished through the use 
  of any magical spell that can quench a fire.
  Illusionary Forest 
  School illusion (pattern); Level druid 4, ranger 4
  Casting Time 1 standard action
  Components V, S, M (a bit of bark and the leaf of an oak, 
  ash, or maple tree)
  Range medium (100 ft. + 10 ft./level)
  Area one 30-ft. cube/level
  Duration permanent (D)
  Saving Throw none and Will disbelief (see text); Spell 
  Resistance no
  You create an illusionary forest in the designated area. To onlookers, 
  the forest appears, smells, and sounds real, and is indistinguishable from 
  a real forest. Creatures moving through the area have their movement rate 
  slowed accordingly.
  Druids, fey, centaurs, rangers, and plant creatures can make a Will save 
  to disbelieve the illusion when they first view the illusionary forest; other 
  creatures do not receive a saving throw unless they interact with the forest 
  in some way. Other nature-based classes and creatures may also receive a 
  Will save to disbelieve the illusionary forest on sight alone, subject to the 
  GM’s definition of “nature-based.”
  Structures, equipment, and creatures within the area are not hidden or 
  changed in appearance.
  Illusory Illusion 
  School illusion (figment); Level bard 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M
  Range long (400 ft. + 40 ft./level)
  Area 20-ft. cube + 10-ft. cube/level
  Duration permanent until triggered, then 1 round/level
  Saving Throw Will disbelief (if interacted with); Spell 
  Resistance no
  This devious and complicated spell is intended to make real objects 
  appear to be illusions. Anyone interacting with the affected object should 
  make a Will save, as per the standard rules for disbelieving illusions. 
  A successful Will save indicates that the PC senses the subtle magic of 
  illusion covering the object, at which point he is likely to assume that the 
  object is actually a spell such as programmed image. He pays the price for 
  this assumption if the object is a creature intent on attacking him! In other 
  words, the PC does indeed detect a real illusion, but this illusion is merely 
  a “layer” upon a very real object. The illusory illusion tricks the character 
  into assuming a certain object is an illusion.
  Conversely, a failed Will save means that the PC wasn’t intuitive 
  enough to detect the faint presence of the illusion magic, so he behaves as 
  if the object were real — which it truly is!
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  Illusory Setting 
  School illusion; Level sorcerer/wizard 6
  Casting Time 1 hour
  Components V, S, M (a quill pen or paintbrush and a small 
  vial of colored ink or paint)
  Area 50-ft.-radius area, centered on caster +5 ft./level
  Duration permanent
  Saving Throw none; Spell Resistance no
  With this spell, you create an imaginary setting. Usually the spell is 
  used to make a drab hut look like a palace, or a dreary desert resemble a 
  lovely garden, but it can be used the other way, to make a place look worse 
  than it really is. The spell is fixed to that location, and is permanent — ob-
  jects within the area can be moved about, and as long as they don’t leave 
  the spell’s area they retain their altered appearance — so a crude clay jug 
  can look like a lovely glass carafe, and can be moved about within the hut/
  palace, but if it is taken outside the building it reverts to being a crude jug.
  Imbue Passion 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 6
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target two creatures within 30 ft. of one another
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  You imbue two targets with a powerful love or hate for one another. You 
  select the emotion each feels. The emotions need not match — one person 
  can love the other, who hates him in return. If one subject fails his save and 
  the other succeeds, the spell still compels the first subject; both subjects do 
  not have to fail their saving throws for the spell to be effective. These emo-
  tions overwhelm any normal feelings the two have for one another.
  Immunity to Energy 
  School abjuration; Level cleric/oracle 9, druid 9, sorcerer/
  wizard 9
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  This abjuration grants a creature total immunity from damage of 
  whichever of five energy types you select: acid, cold, electricity, fire, or 
  sonic. This spell protects the subject’s equipment as well.
  Immunity to energy grants immunity to damage only. The subject could 
  still suffer unfortunate side effects such as drowning in acid (since drowning 
  damage comes from lack of oxygen) or becoming encased in ice.
  Immunity to Fear 
  School abjuration [mind-affecting]; Level cleric/oracle 2, 
  druid 2, paladin 1, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a bit of hair or flesh from a lion or 
  tiger)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The subject gains an immunity to fear effects for the duration of the 
  spell. If the subject is under the influence of a fear effect when receiving 
  this spell, that effect is suppressed for the duration of the spell.
  Impart Strength 
  School transmutation; Level cleric/oracle 8, sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (blood from any creature whose 
  Strength is greater than the Strength of the recipient)/DF
  Range touch
  Target one 1iving creature
  Duration 1 minute/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The target of the spell receives an enhancement bonus to Strength for ev-
  ery 4 levels of the caster (maximum +5). The extra Strength provides all the 
  normal benefits to attack, damage and other uses of the Strength modifier.
  Note that the actual Strength enhancement bonus received from arcane 
  castings of impart strength might be limited based on the material com-
  ponents used for the spell. The recipient’s actual Strength enhancement 
  for arcane castings is the lesser of the caster’s level (as described above) 
  or a bonus to Strength sufficient to make the recipient’s Strength match 
  the Strength of the creature whose blood is used as the arcane material 
  component for the spell.
  Impressive Blow 
  School evocation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of rust and a drop of human 
  blood)
  Range touch
  Target weapon touched
  Duration 1 round +1 round/3 levels
  Saving Throw none; Spell Resistance no
  You instill power into a weapon so that its next blow is more impres-
  sive. The next time the weapon hits successfully, it does double the normal 
  damage dice of the weapon. This spell functions like and does not stack 
  with the Vital Strike feat.
  Improved Senses 
  School transmutation; Level cleric/oracle 4, druid 3, ranger 
  3, sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (A piece of dried carrot, a pinch of 
  pepper and a small amount of bat guano)/DF
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw none; Spell Resistance yes (harmless)
  The spell’s recipient gains darkvision of 120 feet and a +10 competence 
  bonus to Perception checks. Furthermore, she gains the scent ability (see 
  the Pathfinder Roleplaying Game Bestiary).
  Infinite Knowledge 
  School divination; Level druid 4
  Casting Time 1 full round
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  Components V, S, M (handful of loose dirt)
  Range personal
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
   You are granted blindsight in a 60-foot radius. In addition, you receive 
  a +10 insight bonus to Perception and Survival checks.
  Infirmity 
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 action
  Components V, S, M (ash from the body of a cremated 
  creature)
  Range medium (100 ft. + 10 ft./level)
  Target 20-ft.-radius spread
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  A charnel stench arises from the ground in the affected area, causing 
  a powerful life-sapping effect that robs all within the area of 1 point 
  Strength damage for 2 caster levels (to a maximum of –10). Any who 
  resist successfully suffer only half of the ability damage. In either case, the 
  lost Strength points return at an accelerated rate of one point/hour.
  Inflict Lycanthropy 
  School transmutation; Level cleric/oracle 5, sorcerer/wizard 
  6
  Casting Time 1 full round
  Components V, S, M (tuft of hair from the desired animal 
  type and a drop of blood from the spell’s intended 
  recipient), F (silver dagger)/DF
  Range personal/touch
  Target self or one living creature
  Duration 1 day/level
  Saving Throw Fortitude negates; Spell Resistance yes
  If cast upon yourself, you may choose what form of lycanthropy you 
  contract, and for the duration of the inflict lycanthropy, you possesses all 
  the powers of that type of lycanthrope. You can control your shape as if 
  you were a natural lycanthrope.
  If you target another creature with this spell, the recipient receives a 
  Fortitude save to resist the affliction, but may forgo the save as normal. 
  The recipient is afflicted with the chosen form of lycanthropy and imme-
  diately assumes whichever form you desire. The recipient of this spell can 
  control his shape as if he were an afflicted lycanthrope.
  Statistics for lycanthropes can be found in the Pathfinder Roleplaying 
  Game Bestiary. 
  Infuse Shadow 
  School necromancy [evil]; Level cleric/oracle 5
  Casting Time 1 standard action
  Components S
  Range medium (100 ft. + 10 ft./level)
  Target one being’s shadow
  Duration see text (D)
  Saving Throw none; Spell Resistance yes
  Through the use of this spell, you imbue energy from the Plane of Shad-
  ow into the natural shadow cast by any living being. This normal shadow 
  then becomes a shadow (as described in the Pathfinder Roleplaying Game 
  Bestiary) if the targeted shadow is cast by a bipedal being, or becomes 
  a shadow mastiff (also in the Pathfinder Roleplaying Game Bestiary) if 
  the creature is anything other than bipedal. While the shadow is under 
  your control, its only possible action is to attack the being to whom it is 
  attached (the being from whose shadow it was formed).
  The shadow created by this spell possesses all the statistics of a creature 
  of its type, but its hit points are increased by 1 hp/caster level (maximum 
  increase 20 hp).
  The energy that imbues the subject’s shadow fades in any of these three 
  cases: 1) you dismiss the spell; 2) the shadow is slain; or 3) its target is 
  slain.
  Anyone killed by an imbued shadow becomes a shadow or shadow 
  mastiff permanently under your control. This transformation is complete 
  in 1d4+1 rounds. You may control up to 2 HD of shadow creatures per 
  caster level at any one time, and if you also control animated dead (per the 
  animate dead spell), then the total HD of undead plus shadow creatures 
  cannot exceed the 2HD per level maximum.
  Infuse Weapon 
  School evocation; Level sorcerer/wizard 3
  Casting Time 1 hour
  Components V, S, M (a drop of the caster’s blood and a 
  sliver of steel)
  Range touch
  Target one non-magical weapon
  Duration 1 day + 1 day/3 levels
  Saving Throw none; Spell Resistance no
  You channel part of your life force into your weapon. You lose 10 hp, 
  and in return, the weapon becomes magical for purposes of bypassing 
  damage reduction. Additional properties may be purchased for 10 hp each. 
  It takes one hour to imbue each property (so adding two extra properties 
  means the spell takes three hours to cast), and lasts only for the standard 
  duration (from the time the spell is finished). Other properties include:+1 
  on attack rolls+1 to damageKeenBonded to the owner (+2 against at-
  tempts to disarm, and +2 to the DC of anyone trying to steal the weapon).
  Inner Storm 
  School evocation [electricity]; Level druid 5
  Casting Time 1 action
  Components V, S
  Range personal
  Target you
  Duration 2 rounds/level
  Saving Throw Reflex half; Spell Resistance yes
  Anyone who makes a successful attack on you must succeed on a Re-
  flex save or take electrical damage. Unarmed attackers, or those using 
  metal melee weapons, take 1d6 points of electrical damage per caster level 
  (maximum 10d6). If the attacker is wearing metal armor, the damage in-
  creases to 1d8 points of damage per caster level. A successful Reflex save 
  halves this damage. Attackers using non-metal weapons are immune to 
  the spell’s effect.
  Insomnia 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one living Creature
  Duration 1 day + 1 day/3 levels
  Saving Throw Will negates; Spell Resistance yes
  You steal away a creature’s ability to rest or sleep. The target of this 
  spell cannot sleep for the duration of the spell, accruing penalties for 
  fatigue in addition to being unable to heal naturally. Even creatures such 
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  as elves that normally do not sleep are unable to get a proper rest with 
  which to re-energize to gain spells or heal naturally. This spell can be 
  countered by a sleep spell and it can be used to counter a sleep spell or 
  other magical means of inducing sleep.
  If a sleep spell is cast upon an elf or any other creature with immunity to 
  magical sleep that has been affected by this spell, it counters the insomnia 
  spell but does not put the target to sleep.
  Instant Exit 
  School conjuration (teleportation); Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a small silver door embedded with 
  chipped rubies that total at least 500 gp in value)
  Range close (25 ft. + 5 ft./2 levels)
  Target you and touched objects or other willing creatures
  Duration 1 round; see text
  Saving Throw none and Will negates (object); Spell 
  Resistance no and Yes (object)
  This spell causes a door to suddenly appear on a wall or other flat 
  surface within range. Creatures that step through the door are instantly 
  teleported to a random location within 1,000 feet of the door. You can 
  bring along objects as long as their weight doesn’t exceed your maximum 
  load. Only objects held or in use (attended) by another person receive 
  saving throws and spell resistance.
  You have no control over where you or any other creatures are 
  transported but all creatures stepping through the door are transported to 
  the same location. There is no chance you arrive off target but there is a 
  5% chance this spell malfunctions and dumps all affected creatures into 
  the Ethereal Plane.
  Instant Fluency 
  School divination; Level bard 3, cleric/oracle 4, sorcerer/
  wizard 4
  Casting Time 1 full round
  Components V, S
  Range touch
  Target Living creatures touched
  Duration 1 week (see text)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  By means of this spell, you gain knowledge of any one language you 
  have heard or read within the last day. You can touch any number of crea-
  tures during the casting to grant them the same ability (divide the duration 
  evenly among all creatures touched during the casting.) The language you 
  choose could be one you already know, in which case you do not need to 
  consider yourself one of the targets.
  This magic grants a recipient complete fluency in the language learned 
  during the duration of this spell. This spell does not allow creatures that can-
  not speak to talk. Barbarians and other illiterate creatures still gain the ability 
  to read the language granted during the duration of the spell. Only one lan-
  guage can be known by this spell at a time. If one uses this spell again while 
  it is still active from a preceding casting, the second language overwrites the 
  older incantation and removes the earlier language. Use of instant fluency also 
  grants the temporary use of 2 ranks Linguistics skill. If the recipient already 
  has 2 or more ranks in the Linguistics skill, it does not receive this benefit.
  Interdiction 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 7
  Casting Time 1 round
  Components V, S, M (a pinch of diamond dust worth at least 
  500 gp)
  Range medium (100 ft. + 10 ft./level)
  Target one arcane caster whose HD is equal to or less than yours
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  This spell suppresses the subject’s ability to cast arcane spells for the 
  duration of the spell. This spell affects only an arcane caster whose Hit 
  Dice/level is equal to or less than yours. It does not affect the subject’s 
  ability to use divine spells or spell-like abilities.
  Interrogate the Dead 
  School necromancy; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a bowlful of sheep’s blood)
  Range 30 ft.
  Area 30-ft.-radius emanation centered on the caster
  Duration 10 minutes/level
  Saving Throw Will negates; Spell Resistance yes
  With this spell you command an intelligent undead of any sort to speak 
  truthfully and to withhold nothing. The spirit can resist, but if it fails it 
  must answer any questions the caster asks, and answer fully and honestly. 
  Undead who fail their saving throws cannot leave the area while this spell 
  is effect, or until you dismiss them. This spell does not prevent them from 
  attacking you, however.
  Interrogation 
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level bard 5, cleric/oracle 5
  Casting Time 1 full round
  Components V, S
  Range touch
  Target one creature
  Duration 10 minutes
  Saving Throw Will partial (see text); Spell Resistance yes
  This spell may be used to gain truthful answers from the most stubborn 
  creatures. So long as the creature touched can understand the caster (i.e., 
  speaks the same language), then the affected creature must answer three 
  questions put to it by the caster. In order to resist the spell, the creature 
  must succeed on a Will save. Success means he can resist answering that 
  question but must save again for the next. As soon as a Will save is failed, 
  the creature is allowed no more saves and must answer the remaining 
  questions. Note that the subject must answer truthfully, but he can answer 
  only the truth as he knows it. If he has no pertinent information with which 
  to answer a posed question, he is compelled to say as much.
  At the end of 10 minutes or after three questions have been asked and 
  answered, the spell ends.
  The caster and the subject must be in a reasonably calm environment 
  when the spell is cast. Additionally, the subject must be restrained in some 
  way or he gains a +2 bonus to his Will saves, and the first success means 
  that the spell is broken and no more questions may be asked.
  Questions posed must be direct and simple, such as yes/no questions or 
  questions answered with a name, a time, a place, a command word, etc. 
  Asking multipart or elaborate questions uses 2 or all 3 allowed questions 
  toward satisfying the spell’s compulsion, and the caster may receive only 
  partial answers to the full question posed.
  Intimate Knowledge 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 5
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
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  Target you
  Duration 10 minutes/level
  You choose one creature within your line of sight and gain an imme-
  diate understanding of how that creature thinks and moves. You gain a 
  +4 insight bonus to AC against attacks by that creature (becoming able 
  to anticipate how the subject attacks and when) and a +4 bonus on attack 
  rolls against the creature (you can take advantage of the subject’s combat 
  weaknesses). This spell cannot be used to gain bonuses against mindless 
  creatures, as there are no thoughts to anticipate.
  Inverted Compass 
  School illusion; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 1evels)
  Target one person
  Duration 1 round + 1 round/3 levels
  Saving Throw Will negates; Spell Resistance yes
  This spell makes the target believe that directions are reversed in his 
  immediate area, for purposes of movement — he goes left when he should 
  be going right, or rides south when he should ride north. The target is not 
  otherwise affected; if in melee, for instance, he does not swing to his right 
  or hit a target standing to his left.
  Invigorate 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 5, paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range 100 ft.
  Area all allies within 100 ft.
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes (harmless)
  Your allies gain a morale bonus of +3 on their attack rolls and a morale 
  bonus of +4 on saving throws against fear effects. 
  Invigorating Touch 
  School conjuration (healing) [good]; Level cleric/oracle 6, 
  druid 5, paladin 3
  Casting Time 1 action
  Components V, S, M (handful of fresh soil), DF
  Range touch
  Target one creature
  Duration 1 round/2 levels
  Saving Throw none; Spell Resistance yes
  With a touch, this spell instantly removes the effects of any disease or 
  poison and also grants the target fast healing 3 until the spell’s duration 
  ends. This spell works just the opposite on undead, causing them to suffer 
  3 points of damage per round, with no saving throw possible.
  Iron Bones 
  School necromancy; Level sorcerer/wizard 4
  Casting Time 1 round
  Components V, S, M (1 lb. of iron per skeleton)
  Iron Judgment
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  Range close (25 ft. + 5 ft./2 1evels)
  Target skeletons with total HD equal to 1 HD/level
  Duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  One or more skeletons within range with total HD equal to 1 HD/caster 
  level gain damage reduction of 10/magic, which stacks with the skeleton’s 
  existing DR.
  Iron Core 
  School abjuration; Level cleric/oracle 4, paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target one living creature
  Duration see text
  Saving Throw Will (harmless); Spell Resistance yes (harmless)
  The recipient of this spell receives a +5 resistance bonus that can be 
  distributed among any desired Fortitude or Will saving throws. The re-
  cipient may, for example, choose to add +1 to his next five saving throws, 
  or +2 then +3 to two rolls, or +5 to a particularly critical roll. The player 
  declares what amount of the bonus is being used before rolling the saving 
  throw. The bonus lasts until the recipient uses it up — that is to say until 
  the entire +5 bonus is expended, even if the bonus isn’t used for days or 
  weeks. A recipient can have only one iron core spell cast on him at any 
  one time.
  Iron Judgment 
  School evocation; Level paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes (see text)
  Your touch shows an evil creature for what it truly is. Calling upon the 
  powers of your god, you touch an evil creature and outline it in flickering 
  holy flames that inflict 2d6 points of holy damage per round, while also 
  negating any invisibility the creature may have and making it impossible 
  for the creature to hide. This potent spell also acts as a dimensional anchor 
  on creatures that have the magical or supernatural ability to teleport or use 
  similar abilities. The holy fire can be of any color based on the god you 
  worship.
  If you attempt to use this on a creature that is not evil, the spell simply 
  fails.
  Ironrope 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a bit of iron powder sprinkled on the 
  rope to be enchanted)
  Range touch
  Effect 100-ft. rope or 100 square ft. of rigging/level
  Duration 1 day
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes
  This spell changes the strength and hardness of normal rope to that of 
  forged iron. The rope gains the toughness of iron (hardness 10; hit points 
  10; Break DC 27), but the rope also gains the rigidity of iron as well. The 
  new ironrope is no longer as supple and flexible as normal rope, although 
  it does flex and bend to some degree.
  This spell is invaluable on long voyages where fire and use occasionally 
  damage rigging and moorage ropes. The ropes are usually fastened in their 
  working positions and the spell is then cast.
  Ironshot 
  School conjuration (creation); Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M
  Range personal
  Effect one iron shot per 2 caster levels
  Duration 1 round/level
  Saving Throw Reflex (see below)
  You conjure forth one 2-in.-diameter ball of iron per two caster levels 
  (max 5). They appear and float in the air next to you. You may grasp and 
  throw one ball per round at any target as a ranged touch attack with a 
  range increment of 20 feet. The iron balls strike with enough force to deal 
  1d6 points of damage and force a Reflex save to avoid being knocked 
  prone. Unused iron balls disappear at the end of the spell’s duration.
  Itemize 
  School divination; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components 5
  Range close (25 ft. + 5 ft./2 1evels)
  Area 10-ft. radius
  Duration Instantaneous
  Saving Throw none; Spell Resistance no
  The spell allows you to instantly know the quantity of any items of 
  similar nature within the spell’s area of effect. The spell only counts what 
  would be obvious to you. For example, you could use this spell to quickly 
  determine the number of bottles of wine in a wine rack but not which 
  bottles are of different varieties of wine since this would require you to 
  open the bottles and smell/taste the contents. You can, however, calculate 
  the amount of copper coins in a pile even if you cannot see every coin.
  Judicious Invisibility 
  School illusion; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Area 25-ft.-radius area centered on caster + 5 ft./2 levels
  Duration 1 minute/level
  Saving Throw Will disbelieves; Spell Resistance yes
  As with judicious silence, except all senses are obscured. You must des-
  ignate those involved while casting, and those selected can see one anoth-
  er normally. To everyone else within range the individuals are invisible. 
  Note that the spell effects only those within range, so someone watching 
  from a tower on the other side of the courtyard would still see the nobles 
  conversing, but if he went downstairs and walked toward them they would 
  disappear as soon as he entered the spell’s area. The spell also makes only 
  the individuals and those items on their person invisible. Thus, if three 
  nobles affected by the spell were standing around a table talking, no one 
  nearby would see them but they would still see the table, and the three 
  glasses of wine set upon it. The subjects can break the spell by attacking, 
  as with invisibility.
  Judicious Silence 
  School illusion; Level sorcerer/wizard 4
  Casting Time 1 standard action
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  Components V, S
  Area 25-ft.-radius area centered on caster + 5 ft./level
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  With this spell you can ensure that only certain people can hear what 
  is said. You must designate a set of people when casting the spell — the 
  most common options are knights, nobles, or members of a particular 
  household. Those so designated can speak as normal to one another. 
  Anyone else cannot hear what those people are saying, as long as the 
  speakers stay within the area of the spell. This spell does not prevent 
  lip-reading.
  Jungle Cry 
  School enchantment (charm) [mind-affecting]; Level 
  druid 2, ranger 1
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Target all animals within range
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You utter a loud, echoing scream throughout the trees of any large 
  forest, agitating and possibly enraging all animals within range. Use 
  of this spell is potentially as dangerous to the caster as it is to others. 
  All animals that hear the jungle cry become more agitated than normal. 
  Predators that normally would avoid humanoids now believe any 
  creature they sense is a threat and should be attacked. Other animals cry 
  in fear at the sight of any humanoids or magical beasts and flee without 
  making any attempt to be quiet. Larger beasts receive a Will save to 
  maintain their normal behavior.
  The agitation these animals feel gives all spells or effects used to 
  calm or charm animals a –4 circumstance penalty to save DC values or 
  to wild empathy checks.
  Agitated animals can help reveal the location of hiding targets and 
  help locate others through the noise they make as well as possible 
  attacks. The caster suffers an equal danger at the hand of agitated 
  animals as the animals draw no special distinction for the one who cast 
  the spell over others they see or find in the area.
  Keen Ears 
  School transmutation; Level druid 2, ranger 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M (a small crystal or metal cone)
  Range touch
  Target creature touched
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  The subject gets a +10 enhancement bonus on Perception checks. 
  The enhancement bonus increases to +20 at caster level 6th, and to +30 
  (the maximum) at caster level 10th.
  Kiss of the Nereid 
  School conjuration (creation) [water]; Level druid 5, 
  sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a few drops of water)
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration instantaneous
  Jungle Cry
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  Saving Throw Fortitude partial (see text); Spell Resistance yes
  You conjure water in the form of a nereid that seems to kiss a target 
  and force itself into its lungs. Onlookers see the brief watery form of the 
  nereid as it appears to dive inside the victim. Since the target’s lungs fill 
  rapidly with water, holding its breath does no good. If the target succeeds 
  on his saving throw to resist this spell, he is nauseated for 1 round plus 1 
  round per 4 caster levels as he coughs and spits up water. If the save fails, 
  the subject falls unconscious (0 hp). On the next round, the subject drops 
  to –1 hit points and is dying. On the third round, the subject drowns.
  Know the Mark 
   
  School divination; Level sorcerer/wizard 1
  Casting Time 10 minutes
  Components V, S, F (spirit doll [see spirit doll enchantment 
  spell] marked to the target)
  Range unlimited
  Target one creature marked to the spirit doll focus
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  By casting this spell, you learn the general condition and location of 
  the target, who is also the mark for the spirit doll focus (see spirit doll 
  enchantment spell for details). Injuries (unharmed, minor wounds, severe 
  wounds, near death) and status (disabled, dying, poisoned, etc.) become 
  known. Any spells or spell-like abilities affecting the target (but not the 
  target’s equipment) are further divined. The final piece of information 
  gained is the general direction and approximate distance of the target from 
  your current position. If the target is on another plane, the spell fails since 
  the link from the spirit doll is suppressed for that time.
  Landslide 
  School conjuration (summoning) [cold]; Level druid 6. 
  sorcerer/wizard 6
  Casting Time 1 full round
  Components V, S, M (a handful of snow)
  Range long (400 ft. + 40 ft./level)
  Effect moving wall of snow, 10-ft. square/level (see below)
  Duration 1 round/level
  Saving Throw Reflex half; Spell Resistance yes
  Landslide can be cast only in snowy, mountainous regions. It creates a 
  fast-moving wall of snow, 20 feet high and occupying an area equal to 10 
  square feet per caster level. The avalanche has a movement rate of 60 feet. 
  You determine its initial direction, but it must always move downhill. At 
  the beginning of each round, so long as you maintain concentration and 
  stay within range, you can cause the avalanche to turn up to 45 degrees.
  Anyone struck by the avalanche takes 8d6 points of damage. This dam-
  age can be halved with a successful Reflex save, but those who fail this 
  initial save must make another Reflex save (DC +1) to avoid being buried 
  (see the Pathfinder Roleplaying Game Core Rulebook, Chapter 13, “Cave-
  Ins and Collapses”). If the avalanche stops moving downhill or moves out 
  of range, or if you cease concentrating, the spell’s effects end. Those in 
  its area of effect must then make a Reflex save (DC +4) to avoid being 
  buried.
  Lasting Breath 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
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  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature/level
  Duration instantaneous; 1d4 rounds +1 round/level (see text)
  Saving Throw Yes (harmless); Spell Resistance yes (harmless)
  This spell increases the amount of time a subject can hold its breath by 
  1d4 rounds +1 round per caster level. This spell must be cast on a creature 
  already holding its breath, and the subject is never aware of how long the 
  duration is (in other words, the subject doesn’t know how much additional 
  time is granted from this spell).
  Leaf Fall 
  School evocation; Level druid 2, ranger 2, sorcerer/wizard 2
  Casting Time 1 round
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Target leaves or pine needles in a 10-ft.-radius spread.
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  The caster causes all of the leaves or pine needles within range to wither 
  and fall from a tree, leaving the branches bare and possibly exposing 
  any creature’s hiding within the foliage. The falling leaves also provide 
  concealment (light foliage) to anyone beneath them for one round (20% 
  chance of an attacker missing). Leaves dry and drop from the tree over 
  a period of one round. Pine needles become brittle, and pine cones split 
  and drop to the ground. The tree goes dormant but sprouts leaves when 
  spring arrives.
  Leaf Tide 
  School transmutation; Level druid 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a significantly large pile of leaves)
  Range close (25 ft. + 5 ft./2 levels)
  Target pile of leaves
  Duration instantaneous
  Saving Throw Reflex avoids; Spell Resistance no
  You cause a pile of leaves to rise up in a wave that charges forward to 
  slam a foe. The temporary mass and speed of the leaf pile helps it inflict 
  1d4 points of damage per level (8d4 maximum). The tide heads in a 
  straight line away from you until it reaches the spell’s maximum distance 
  or hits an obstacle or creature. Once it strikes something, the leaves swirl 
  to the ground again. This spell can be cast only in a forested area.
  Liar’s Remorse 
  School transmutation; Level cleric/oracle1
  Casting Time 1 full round
  Components V, S, DF
  Range touch
  Target 1 creature
  Duration 1 day/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  The target of liar’s remorse receives a Will save to resist the spell; 
  otherwise, the subject is cursed such that any intentional lie he speaks 
  has the immediate effect of grotesquely swelling his tongue until it bulg-
  es his cheeks and issues forth from his mouth by a few inches. Liars so 
  afflicted cannot speak coherently, so they cannot cast spells with verbal 
  components or pronounce command words. Neither can they eat or drink 
  properly. The swelling recedes in 1d4 minutes provided the victim does 
  not continue to lie.
  The curse cannot be dispelled, but it can be removed with a break en-
  chantment, limited wish, miracle, remove curse or wish spell. For remove 
  curse to be effective, the caster must be of equal or higher level than the 
  caster of liar’s remorse.
  Life Leech 
  School necromancy; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./ 2 levels)
  Area 10-ft.-radius spread
  Duration Instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  Once cast, life leech generates a shimmering purple haze that spreads in 
  a 10-foot radius around the spell’s target point. All living creatures (other 
  than the caster himself) within the life leech take 1d6 points of damage 
  per two caster levels (maximum 20d6) or half that amount if they make 
  their Fortitude save.
  Each point of damage inflicted by the life leech is added to the caster as 
  temporary hit points. These absorbed hit points first heal the caster to his 
  normal maximum, and then any additional hit points become temporary 
  hit points that remain for up to one hour. A caster may not absorb tempo-
  rary hit points in excess of his normal maximum hit points, so a caster 
  with 40 hit points can absorb only up to 40 temporary hit points on top of 
  his normal 40 hit points. Even if the caster cannot absorb more hit points, 
  however, targets still take full damage. A caster cannot absorb more hit 
  points from any one victim than they have to offer (the victim’s current hit 
  points plus 10 if they are killed by the spell’s damage).
  If any undead are caught within the area of life leech, the caster him-
  self takes damage (Fortitude save for half damage, which the caster may 
  voluntarily fail if he desires). All undead in the life leech split evenly as a 
  curing effect any damage that the caster takes. This effect can cure them 
  up to their full normal hit points, but it does not provide them with any 
  temporary hit points beyond their normal maximum. The caster takes this 
  damage before he absorbs any hit points from living creatures that are also 
  caught by the spell, and if the damage reduces the caster to less than 0 hit 
  points, he does not absorb hit points from the living targets as normal.
  Life Leech Weapon 
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 action
  Components V, S, F (the weapon)
  Range touch
  Target one touched weapon
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  You must touch a weapon while casting the spell. Half the damage in-
  flicted by the touched weapon against a living opponent is then gained as 
  temporary hit points by the wielder. These temporary hit points disappear 
  at the end of combat.
  Life Shot 
  School necromancy; Level cleric/oracle 6
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 minute/level (see text)
  You may choose to give up some of your life force in order to inflict 
  additional damage with a bow. Each time you fire an arrow while this 
  spell is in effect, you may choose to take a hit point of damage to add an 
  additional 1d6 to your arrow damage. You must decide whether to sacri-
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  fice hit points in this way before you make your attack roll, and cannot 
  spend more than 3 hit points on any single shot. This hit point loss cannot 
  be negated by any means; if any spell or effect would prevent you from 
  taking the damage yourself, the extra damage is not added. If you are mag-
  ically healed during the spell’s duration, the spell ends. Should you score a 
  critical hit while under the effects of life shot, the additional damage dice 
  are not multiplied.
  Lifebread 
  School transmutation; Level cleric/oracle 2
  Casting Time 1 full round
  Components V, S, DF
  Range touch
  Target one 2-lb. loaf of bread
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  A 2-pound loaf of bread is blessed with healing magic. The bread must 
  be of good quality and touched by the caster. The bread is automatically 
  divided into four quarters, each with the abilities listed.
  Consuming a quarter of the loaf as a standard action sustains a Medium  
  creature as if it was a full meal for a day and heals 1d8 points of damage 
  +l per caster level.
  Light Control 
  School transmutation [darkness, light]; Level cleric/oracle 4
  Casting Time 1 standard action
  Components S, F (a ring of white gold and black 
  adamantine fashioned into a spiraled double helix. The total 
  cost of the item is at least 5,000 gp), DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 5 ft./level emanation centered on a creature, object 
  or point in space
  Duration 2 rounds/level (D)
  Saving Throw none; Spell Resistance no
  Within the area of effect, you may vary the light from full daylight to 
  complete darkness. Each round, beginning with the round control light is 
  cast, you may take a free action to adjust the level of light by 25%. So, it 
  would require four rounds and four free actions to adjust the level of light 
  from full daylight to darkness.
  Other spells that affect light within the area of the spell do not com-
  pletely function. These include light, darkness and daylight. Each such 
  spell affects the quality of the light in the affected area and causes a shift 
  of 50%. For example, a 50% shadowy area can be turned completely dark 
  by a darkness spell, although the caster of light control could begin to 
  readjust the lighting level with his next action.
  Lightning Bug 
  School transmutation (light); Level cleric/oracle 2, druid 2, 
  ranger 1
  Casting Time 1 action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 10 minutes/level
  Saving Throw Fortitude negates; Spell Resistance yes
  The target glows with a bright yellow-green light, providing a +10 cir-
  Lightning Wheel
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  cumstance bonus to all Perception checks against the creature. The effect 
  is equivalent to a light spell. The effect can be reduced by throwing on 
  a cloak, a cloth, or more clothing. A cloak or other body-covering gar-
  ment reduces the bonus to +3, while improvised coverings (random cloth, 
  branches, dirt) reduce the effect by 1d6.
  Lightning Storm 
  School evocation [electricity]; Level cleric/oracle 6, 
  sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a piece of fur, a glass rod and a lump 
  of clay)/DF
  Range medium (100 ft. + 10 ft./level).
  Area cylinder (20-ft. radius, 60 ft. high)
  Duration 1 round/6 1evels
  Saving Throw Reflex half; Spell Resistance yes
  The lightning storm strikes from the heavens, creating a column of 
  raging electrical energy. The spell does 1d6 points of damage per caster 
  level (maximum 15d6) to all caught within the area of effect. You can 
  move the lightning storm by up to 20 feet per combat round (concentra-
  tion required). Every round of the storm, targets within its area of effect 
  may make a Reflex save to halve the damage caused by the storm that 
  round.
  Objects within the lightning storm are subject to the same damaging ef-
  fects caused by a lightning bolt. All creatures within the storm are consid-
  ered to have one-quarter concealment because of reduced visibility. This 
  spell is only usable outdoors.
  Lightning Wheel 
  School evocation [electricity]; Level druid 5, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Target one creature or object
  Duration 1 round/level or until discharged (D)
  Saving Throw Reflex half; Spell Resistance yes
  A 3-foot-diameter disc of crackling lightning appears at your fingertips, 
  awaiting your command to strike. You may direct it through the air toward 
  a target or allow it to hover in place next to you. As a standard action, you 
  may direct it to strike a single target. It streaks toward the target, moving 
  past, over, or around items or creatures in its way to strike, dealing 1d6 
  points of electrical damage/level (maximum 15d6) followed by a loud but 
  harmless clap of thunder. You may dismiss the spell at any time before 
  detonation as a free action.
  Link Perception 
  School divination; Level sorcerer/wizard 3
  Casting Time 10 minutes
  Components V, S, F (spirit doll [see spirit doll enchantment 
  spell] marked to the target)
  Range medium (100 ft. + 10 ft./level)
  Target one creature marked by the spirit doll focus
  Duration concentration, up to 1 minute/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You can see, hear, and smell everything the mark experiences for the 
  spell’s duration. The spell gives you no ability to understand what is 
  sensed nor does it grant control or communication of any kind — you 
  merely become a silent observer to the target’s experiences.
  Once the spell is cast, the distance between you and the target does 
  not matter as long as you both remain on the same plane. You can switch 
  from the target’s senses to your own as a free action, though this ends 
  the spell immediately.
  Any gaze or sonic effects that affect the mark can also affect you since 
  you share the same senses. If the effect allows a saving throw and the 
  mark is affected, you must make a saving throw as if you were there as 
  well but with a +4 circumstance bonus to the save.
  Note that you are unaware of the spell’s effects, thus the GM should 
  secretly roll the target’s initial saving throw for this spell.
  Liquid Fire 
  School evocation; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a small amount of pitch mixed with 
  sulphur)
  Range long (400 ft. + 40 ft./level)
  Area 20-ft.-radius burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  Liquid fire creates a burst of a fiery, sticky substance that detonates 
  with a roar and deals 1d6 points of fire damage per 2 caster levels (max-
  imum 10d6) to all creatures in the area. Unattended objects also take 
  this damage.
  Any creature or object that fails its initial saving throw takes addi-
  tional damage on the following rounds (during the caster’s initiative 
  order), as the tar-like substance continues to burn. The target takes half 
  the initial damage (rounded down) on the second round, and half again 
  as much on the third round. After that, the liquid fire burns out and does 
  no further damage. Anyone so affected may spend a full round action 
  clearing the substance from himself, which effectively halves the dam-
  age he takes on the next round (quartering the damage from the previ-
  ous round). Anyone near a burning victim may take a similar full round 
  action, although anyone attempting to clear the burning tar with bare 
  hands (other than the victim himself) takes 2d6 points of fire damage. 
  Submerging in water or magically extinguishing the flames immediately 
  ends any residual fire damage.
  Little Tiger Feet 
  School transmutation; Level bard 1, druid 1, ranger 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components S, F (a rabbit’s foot)/DF
  Range personal
  Target you
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  The spell adds a +2 insight bonus per level of the caster (maximum 
  +18) to any Stealth checks to move silently.
  Locate Fish 
  School divination; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 100-ft. diameter
  Duration concentration up to 2 minutes/level (D)
  Saving Throw none; Spell Resistance no
  You determine the species, range, number, and depth of all fish in the 
  local area. If you continue concentrating, you can learn their general 
  swimming patterns and which direction the various fish are moving in. 
  This adds a +2 bonus to survival checks when attempting to find food by 
  fishing.
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  Locate Water 
  School divination; Level bard 0, ranger 1, sorcerer/wizard 0
  Casting Time 1 full round
  Components S, M (a forked stick)
  Range personal
  Effect see text
  Duration concentration 
  Saving Throw none; Spell Resistance no
  This cantrip has two forms. First, it can detect the nearest potable wa-
  ter on the surface if it lies within Long range (400 ft. + 40 ft./level). You 
  can also search for subterranean water within close range (25 ft. + 5 ft./2 
  levels). The caster holds the fork of the stick in his two hands. The stick 
  twists to point at the nearest water within the spell’s range (assuming there 
  is any water). The cantrip lasts as long as you concentrate upon maintain-
  ing the spell.
  Lock Form 
  School abjuration; Level cleric/oracle 4, sorcerer/wizard 4
  Casting Time 1 full-round action
  Components V, S, M (a clove of wild garlic), DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You fix the target’s true appearance and attributes in place. While the 
  spell lasts, the subject gains spell resistance equal to 12 + your caster level 
  against all spells of the transmutation school, beneficial or harmful. The 
  subject cannot choose to lower this protection voluntarily.
  Locust Leap 
  School transmutation; Level druid 3
  Components V
  Casting Time 1 standard action
  Range personal
  Target you
  Duration 2 rounds/level (D)
  You gain incredible leaping ability as well as the ability to cling to most 
  surfaces. You gain a +15 enhancement bonus to Acrobatics checks made 
  to jump, and no longer need a running start before a jump (all Acrobatics 
  check DCs are as if you were running). Penalties for encumbrance and 
  armor still apply. This spell does not function as long as you are heavily 
  encumbered. You cannot jump farther than your movement, and the 
  bonus does not stack with other magical movement bonuses, such as the 
  longstrider spell. You always land on your feet after a leap.
  You may leap onto walls, ceilings, trees or anything else within your 
  movement range provided the surface is not perfectly smooth. While this 
  spell does not provide for movement along these surfaces, you may leap 
  to another part of the surface. You need not have your hands free to stand 
  on any surface. If the spell ends while you are on a vertical surface or 
  suspended upside down, you plummet to the ground, taking appropriate 
  damage.
  Lost Wanderer 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 6, cleric/oracle 6, druid 6
  Casting Time 3 rounds
  Components V, S, F (a set of ivory counters or bones that 
  you break during the casting)
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw none or Will negates (harmless); Spell 
  Resistance no or yes (harmless)
  The recipient of this spell becomes completely lost and cannot find its 
  way. Unless led (by another creature or a map, for example), the creature 
  wanders aimlessly about seeking its destination (which it remembers; it 
  just can’t remember how to get there) for the duration of the spell. Any 
  destination an affected creature seeks is lost to it for the duration, not just 
  one it may have had in mind when this spell took effect.
  This spell is keyed to the recipient, not its companions, and its effect 
  does not predict or allow for the actions of creatures (including guardians). 
  Lost wanderer counters and dispels find the path. Likewise, find the path 
  counters and dispels lost wanderer. 
  Lower Spell Resistance 
  School transmutation; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a broken iron or silver rod)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  This spell enables you to reduce the subject’s spell resistance. The 
  target does not get a save against the effect, and you gain a +4 competence 
  bonus to your caster check to beat its spell resistance. If successful, the 
  subject’s spell resistance is reduced by a number of points equal to one 
  half your caster level (maximum 10 points, caster level 20th).
  Luck of the Saints 
  School enchantment; Level cleric/oracle 2, druid 2, paladin 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 min./level or until discharged
  Saving Throw Will negates (harmless); Spell Resistance yes
  This spell functions like guidance, but it instead provides a luck bonus 
  of +1 per 3 caster levels to a single attack roll, saving throw, or skill check. 
  Use of the bonus must be declared before making a roll.
  Lucky Cloak 
  School enchantment; Level bard 2, cleric/oracle 3, druid 3, 
  sorcerer/wizard 3
  Casting Time swift action (see text)
  Components V, F (a cloak owned and worn by the 
  character through at least one adventure that must be 
  worn at the time of casting)
  Range personal
  Target you
  Duration see text
  You grant yourself a luck bonus that can be used in one of several ways. 
  This spell grants you one of the following options, which must be chosen 
  at the time of casting:
  A +1 luck bonus to AC for every three caster levels (may be used only 
  in response to an attack roll against you that has not yet been determined 
  a hit).Create an amount of gold equal to your HD times four (usable 1/
  month).
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  • A +1 luck bonus to hit for every three caster levels (may be used only 
  before a hit is determined a success)
  • A +1 luck bonus to damage on your next damage roll for every three 
  caster levels (must be used in response to confirmed hit).
  • A +10 luck bonus to speed for one round
  You can trigger the luck bonus at any time within 10 minutes of casting. 
  Bards gain a special benefit of 1d10 points of healing upon casting this 
  spell.
  Luna’s Glare 
  School illusion (shadow); Level cleric/oracle 8, sorcerer/
  wizard 8
  Casting Time 1 standard action
  Components V, S, M (a small white or silver pearl of no less 
  than 100 gp in value, which is destroyed with the casting of 
  the spell)
  Range sight
  Area 100-mile radius
  Duration 1 hour/ 4 levels
  Saving Throw Will negates (see text); Spell Resistance no
  You create a quasi-real image of the moon in the sky that can be seen 
  from as far away as 100 miles. What effects might arise from the presence 
  of this faux moon cannot be fully anticipated, but two outcomes are well 
  known:
  Lycanthropy: Any creatures that change shape based upon the 
  appearance of the moon must succeed at a Will save or forcibly alter 
  form. If the save succeeds, the lycanthrope must attempt another save 
  each hour the moon is present in the sky, with the DC increasing by 1 for 
  each subsequent attempt.
  Tidal Effects: The casting of luna’s glare has similar effects on 
  the waters in the area, as if the moon had risen normally. The tide 
  immediately begins to change, moving toward the false moon. If cast 
  near a river, the moving water is concentrated into a fast-moving wave 
  of 1d8 feet in height. Waves of this height and speed are capable of 
  capsizing smaller vessels and damaging those tied to stationary docks. 
  The first effects of Luna’s glare are seen after a period of 1d12 rounds. 
  The tide is pulled toward the moon when it appears, and thus the caster 
  can use this spell to aid ships leaving harbor against the tide, to mire 
  approaching enemies in a trackless swamp, or to flood a dry area with 
  the resulting wave.
  Lustful Gaze 
  School enchantment (charm) [mind-affecting]; Level 
  sorcerer/wizard 2
  Casting Time 1 action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  You make a gaze attack on the target (see Pathfinder Roleplaying Game 
  Bestiary, Universal Monster Rules, “Gaze Attacks”). The target can negate 
  the attack with a successful Will save, but if he fails, he is then captivated 
  by your gaze and can take no further actions other than shuffling meekly 
  after you at half speed for the spell’s duration. The victim is considered 
  Magma Eruption
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  helpless (see Pathfinder Roleplaying Game Core Rulebook, Appendix 2, 
  “Conditions”) and may be attacked with the appropriate bonuses, but this 
  immediately ends the spell, and the victim may react and fight normally 
  on the following round.
  Magic Circle Against Spirits 
  School abjuration; Level cleric/oracle 3, paladin 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, M (a little powdered iron with which you 
  trace a 3-ft.-diameter circle on the floor around the creature 
  to be warded)/DF
  Range touch
  Area 10-ft.-radius emanation from touched creature
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance no 
  (see text)
  All creatures within the area gain the effects of a protection from spirits 
  spell. This spell is not cumulative with protection from spirits and vice 
  versa.
  Magic Circle Against Undead 
  School abjuration; Level cleric/oracle 3, paladin 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, M (dirt from a cemetery with which you 
  trace a 3-ft.-diameter circle on the floor around the creature 
  to be warded)/DF
  Range touch
  Area 10-ft.-radius emanation from touched creature
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell Resistance no 
  (see text)
  All creatures within the area gain the effects of a protection from 
  undead spell. This spell is not cumulative with protection from undead 
  and vice versa. 
  Magma Eruption 
  School conjuration (creation) [fire]; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a bit of lava rock)
  Range medium (100 ft. + 10 ft./level)
  Area 100-ft.-radius spread (S)
  Duration 1 round/level
  Saving Throw Reflex half (see text); Spell Resistance yes
  You cause the ground in the affected area to explode and spew 
  forth a geyser of molten rock that quickly covers the area of effect. 
  Creatures in the area when the geyser erupts take 10d6 points of fire 
  damage and 10d6 points of bludgeoning damage. A successful save 
  halves the damage.
  Creatures and objects remaining in or entering the area take 2d6 points 
  of fire damage per round of exposure from the magma (no save). Damage 
  from magma continues for 1d3 rounds after exposure ceases, but this 
  additional damage is only half of that dealt during actual contact (that is, 
  1d6 points per round). At the end of the spell, the geyser ends, and 1d3 
  rounds later, the lava melts away into the ground, leaving behind scorched 
  earth.
  An immunity or resistance to fire serves as immunity to lava or magma. 
  However, a creature immune to fire might still drown if completely 
  immersed in lava (see Drowning in the Pathfinder Roleplaying Game 
  Core Rulebook).
  Malicious Intent 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V
  Range 60 ft.
  Area all creatures in a 30-ft.-radius spread centered on you
  Duration 2 rounds/level (D)
  Saving Throw none; Spell Resistance yes
  Malicious intent causes all subjects in the area of effect to take a –1 
  penalty on all saving throws. Alternately, you can select a single school 
  of magic and cause all subjects in the area to take a –2 penalty on saving 
  throws against spells from that school.
  Malicious Intent, Greater 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 3
  This spell is identical to the malicious intent spell, except the subjects 
  take a –2 penalty on all saving throws, or a –4 penalty on saving throws if 
  you select a single school of magic.
  Maligned Performance 
  School illusion (glamer); Level bard 4, sorcerer/wizard 4
  Casting Time 1 full round
  Components V, S, M (A broken mirror and an asp’s tongue)
  Range close (25 ft. + 5 ft./2 levels)
  Target one performer
  Duration concentration +2 rounds
  Saving Throw Will disbelief; Spell Resistance no
  Maligned performance has two major effects. The first part of the spell 
  increases the DC of the target’s Perform check by 1 per caster level. In ad-
  dition, since the target of maligned performance thinks that the audience 
  is responding favorably to his performance, he is not allowed to use a retry 
  on his Perform check. People under the effect of this spell continue to 
  believe that the performance is going well so long as they are not directly 
  confronted with evidence to the contrary, such as a mass departure by the 
  audience or a rain of rotten tomatoes.
  Mangling Foot 
  School evocation (force); Level sorcerer/wizard 7
  Casting Time 1 full action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect large foot (10 ft. by 10 ft.)
  Duration 2 rounds/level (concentration) (D)
  Saving Throw none; Spell Resistance yes
  You create an enormous glowing blue-white foot that stomps or kicks 
  where you direct it to attack. The foot may take one standard action per 
  round for attacks. It hovers automatically, and flies through the air at a 
  movement rate of 60 feet (perfect). The foot has a Strength of 24. The 
  foot has a base attack bonus equal to your level. You have several options 
  while controlling the foot, each of which is a standard action. You may 
  direct it to stomp on someone by rolling an attack roll with a bonus equal 
  to your caster level –1 (size modifier) +7 (Strength). A stomp deals 2d6+14 
  points of damage. If you successfully hit, you can immediately attempt 
  to pin a Medium or smaller target to the ground with a successful CMB 
  check with a bonus equal to your caster level +8 (size bonus plus Strength 
  bonus). Once the foot pins a creature, it can make no other actions without 
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  releasing its hold. You may also use the foot to Bull Rush an opponent 
  using the Strength, speed, and other bonuses described above. You may 
  also use it to provide cover or to block a passage (the foot can occupy a 
  10-foot square).
  Mantle of Dread 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 5, sorcerer/wizard 5
  Casting Time 1 round
  Components V, S
  Range personal
  Area 60-ft. radius centered on the caster
  Duration 1 minute per level
  Saving Throw Will negates; Spell Resistance yes
  This spell inflicts an overwhelming sense of despair on all those who 
  can see you. Any creature in the spell’s area of effect must succeed on 
  a Will save or suffer a –2 morale penalty to saving throws, attack rolls, 
  ability checks, skill checks, and weapon damage rolls. In addition, victims 
  will not voluntarily attack or take offensive action against foes, but fight 
  without penalty if attacked. The effects of this spell fade one minute after 
  a target leaves the area of effect; however, should a creature re-enter the 
  area of effect, it must make a new Will save.
  Mark of Exile 
  School abjuration; Level cleric/oracle 7, druid 8
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration permanent (see text)
  Saving Throw none (see text); Spell Resistance yes
  You draw an indelible mark on the subject and declare some area or 
  named location taboo. If the subject subsequently enters the specified 
  area, it is instantly and irrevocably destroyed (no save). The specified area 
  can be no larger than 1 square mile per caster level. If the target is already 
  in the specified area when the spell is cast, nothing happens, but if the 
  target leaves the area and attempts to return, the baneful effects of mark 
  of exile are triggered. A creature can be affected by only one mark of exile 
  at any given time.
  The spell leaves an invisible mark upon the target. The target can always 
  sense when it is within 100 feet of the borders of the forbidden area. Mark 
  of exile cannot be dispelled, but it can be removed with a remove curse, 
  break enchantment, limited wish, miracle, or wish spell. Remove curse 
  works only if its caster level is equal to or higher than your mark of exile 
  caster level.
  Mark of Fire 
  School necromancy [fire]; Level sorcerer/wizard 5
  Casting Time 1 action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target 1 HD of animated corporeal undead/level
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Undead creatures animated by the caster are imbued with a burning sig-
  il that floats just above their heads. The body of the creature radiates heat, 
  and its eye sockets smoke and burn with orange flame. The spell affects a 
  number of HD of animated undead equal to the caster level.
  Undead with the mark of fire gain the fire subtype, granting them fire 
  immunity and exposing them to double damage from cold except on a 
  successful save. Additionally, undead affected by the mark of fire inflict 
  an extra 1d6 points of fire damage when they strike with a natural weap-
  on. Creatures touching or striking the sigil-bearing undead with a natural 
  weapon also suffer this damage.
  Mark of fire does not stack with other sigil spells.
  Mark of Ice 
  School necromancy [cold]; Level sorcerer/wizard 5
  Casting Time 1 action
  Components V, S, M
  Range medium (100 ft. + 10 ft./level)
  Target 1 animated corporeal undead/level
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Undead creatures animated by the caster are imbued with an icy sigil 
  that floats just above their heads. The body of the creature radiates cold, 
  and its eye sockets glow with blue energy. The spell affects a number of 
  hit dice of animated undead equal to the caster’s level.
  Undead with the mark of ice gain the cold subtype, granting them cold 
  immunity and exposing them to double damage from fire except on a suc-
  cessful save. Additionally, undead affected by the mark of ice inflict an 
  extra 1d6 points of cold damage when they strike with a natural weap-
  on. Creatures touching or striking the sigil-bearing undead with a natural 
  weapon also suffer this damage.
  Mark of ice does not stack with other sigil spells.
  Mark of Ooze 
  School necromancy [acid]; Level sorcerer/wizard 6
  Casting Time 1 action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target 1 animated corporeal undead/level
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Undead creatures animated by the caster are imbued with an undulating 
  sigil that floats just above their head. The body of the creature drips with 
  thick grayish slime, and acid oozes steadily from its eye sockets. The spell 
  affects a number of hit dice of animated undead equal to the caster’s level.
  Undead affected by the mark of ooze inflict an extra 1d6 points of acid 
  damage when striking with a natural weapon. Creatures touching or strik-
  ing the sigil-bearing undead with a natural weapon also suffer this dam-
  age. The creature’s acidic touch deals 20 points of damage per round to 
  wood or metal objects. Armor and clothing dissolves and becomes useless 
  immediately unless it succeeds on a DC 19 Reflex save. The acid cannot 
  harm stone. A metal or wooden weapon that strikes a sigil-bearing undead 
  creature also dissolves immediately unless it succeeds on a DC 19 Reflex 
  save. Additionally, undead under this spell have acid, cold, and fire im-
  munity.
  Mark of ooze does not stack with other sigil spells.
  Mark of Ownership 
  School abjuration; Level sorcerer/wizard 4
  Casting Time 10 minutes
  Components V, S, M (a drop of the designated owner’s 
  blood)
  Range touch
  Target one item
  Duration permanent
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  You mystically mark a given item as “claimed” by a person of your 
  choice. The spell causes the item to accept only the designated person as 
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  its owner, and to buck and twist in the hands of anyone else. Anyone save 
  the designated person who attempts to use the item suffers a –5 penalty 
  on any relevant attack rolls or skill checks, and in their hands the item 
  feels as if it weighs twice as much as normal. This spell is most often cast 
  upon weapons, but it can also be applied to other objects such as chariots 
  or clothing.
  Mark of the Archer 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 5, druid 4, ranger 4
  Casting Time 10 minutes
  Components V, S
  Range touch
  Target creature touched
  Duration permanent until activated
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You draw an indelible mark on the subject worthy of the blessings of 
  the god or goddess of the hunt. You designate some behavior on the part 
  of the subject that activates the mark, such as acting selflessly to protect 
  a forest or save another from a wild animal. When activated, the mark 
  blesses the subject with archer’s grace, as if cast by a cleric of your level.
  A mark of the archer cannot be dispelled, but it can be removed with 
  a break enchantment, limited wish, miracle, remove curse, or wish spell. 
  These restrictions apply regardless of whether the mark has activated.
  This spell may be cast only by a cleric, druid, or ranger dedicated to a 
  god or goddess of the hunt.
  Mark of the Dancer 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 4
  Casting Time 10 minutes
  Components V, S
  Range touch
  Target creature touched
  Duration permanent until activated
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You draw an indelible mark on the subject and designate some behavior 
  on the part of the subject that activates the mark, such as singing along to 
  a particular song in battle. When activated, the mark blesses the subject 
  with dancer’s grace, as if cast by a bard of your level.
  A mark of the dancer cannot be dispelled, but it can be removed with 
  a break enchantment, limited wish, miracle, remove curse, or wish spell. 
  These restrictions apply regardless of whether the mark has activated.
  Mark of the Tactician 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 5, paladin 4
  Casting Time 10 minutes
  Components V, S
  Range touch
  Target creature touched
  Duration permanent until activated
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You draw an indelible mark on a worthy subject. You designate some 
  behavior on the part of the subject that activates the mark, such as acting 
  selflessly to save others. When activated, the mark blesses the subject with 
  wise defense, as if cast by a cleric of your level. The minimum AC bonus 
  granted by the wise defense triggered by this spell is 5.
  A mark of the tactician cannot be dispelled, but it can be removed with 
  a break enchantment, limited wish, miracle, remove curse, or wish spell. 
  These restrictions apply regardless of whether the mark has activated.
  Mass Arboreal Illusion 
  School illusion (glamer); Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a handful of bark chips)
  Range medium (100 ft. + 10 ft./level)
  Area one or more creatures, no two of which can be more 
  than 30 ft. apart
  Duration concentration
  Saving Throw Will negates (see text); Spell Resistance yes 
  (see text)
  You instantly change the appearance of the subjects so they appear as 
  normal trees and maintain that appearance for the spell’s duration. The 
  subjects look, feel, and smell just like real trees. If attacked, the illusion 
  is negated on that creature (and that creature only), unless it’s you, in 
  which case you must succeed on a Concentration check (DC 14 + damage 
  taken) to maintain the spell. If your check fails, the spell ends, revealing 
  all glamered subjects. Affected creatures resume their normal appearances 
  if slain.
  Unwilling targets can negate the spell’s effect by making Will saves 
  or with spell resistance. Those who interact with the subjects can attempt 
  Will saves to disbelieve to see through the glamer, but spell resistance 
  doesn’t help.
  True seeing reveals a glamered creature for what it truly is.
  Mass Berserk 
  School enchantment (charm) [mind-affecting]; Level cleric/
  oracle 3, sorcerer/wizard 3
  Casting Time 1 full round
  Components V, M (fang of a predator)
  Range touch
  Target 1 creature/level
  Duration 1 round/level
  Saving Throw Will (harmless); Spell Resistance no
  When cast, mass berserk turns a number of people equal to the caster’s 
  level into raging berserkers. The caster must be able to touch the subject 
  of the spell and may touch one subject per round. The rage begins when 
  the subject is so touched and grants all the benefits, limitations, and other 
  details according to the barbarian’s rage special ability (see Pathfinder 
  Roleplaying Game Core Rulebook, Chapter 3, “Classes”). 
  Only willing subjects may be affected by this spell.
  Mass Polymorph 
  School transmutation; Level druid 8
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets 1 Medium or smaller humanoid/3 caster levels within 
  a 30-ft. radius
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like baleful polymorph, except you effect a mass 
  transformation of your enemies into harmless animals. You can transform 
  1 Medium or smaller humanoid for every 3 caster levels you possess. All 
  of the targets must be within a 30-foot radius. Targets that fail the Will 
  save are transformed for 1 hour/level. The targets retain their memories 
  and experiences (as well as their hp) but their equipment is subsumed into 
  their new form (which is Small or smaller).
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  Druids and other creatures or classes that are capable of shapechanging 
  can simply transform back into their normal form as a free action on their 
  turn. Other creatures must have this magic dispelled through a dispel 
  magic, break enchantment, or similar spell or wait until the magic fades.
  Megalomania 
  School enchantment (charm) [mind effecting]; Level 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft. /2 levels)
  Target one living creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You force a creature to believe that their skills are so much better than 
  they really are so that their overconfidence causes them to act rashly and 
  without forethought. The target begins to make wild swings, confident 
  in his ability to overwhelm an opponent. Spellcasters confidently step 
  into battle believing they can’t be struck before completing a spell. If the 
  creature fails a Will save, it suffer a –4 competence penalty to attack rolls 
  and skill checks and a –2 penalty to damage rolls and Will saves.
  Melt 
  School transmutation; Level druid 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a few rock salt crystals and a pinch of 
  soot)
  Range close (25 ft. + 5 ft./2 levels)
  Area up to one 5-ft. square/level
  Duration instantaneous (see text)
  Saving Throw Fortitude half (see text); Spell Resistance yes 
  (see text)
  You raise the temperature in the area of effect enough to melt ice 
  and snow. Melted ice and snow transforms into water in a single round. 
  (Results of such an occurrence, such as flooding or the like are left to 
  the discretion of the GM.) The temperature remains above freezing for 1 
  round per caster level, after which time the temperature returns to normal 
  and any water begins to refreeze (at the normal rate). 
  Alternately, you can target creatures with the cold subtype in the area 
  of effect (up to one creature per caster level, maximum 10 creatures). An 
  affected creature takes 1d4 points of damage +1 point per caster level 
  (maximum +20). A successful Fortitude save reduces the damage by half.
  Memento 
  School transmutation; Level sorcerer/wizard 5
  Casting Time 1 hour
  Components V, S, M (a drop of your blood)
  Range touch
  Target one item (up to 10 lbs.)
  Duration permanent (D)
  Saving Throw none; Spell Resistance no
  You bind a particular item to you. The item affected by this spell 
  cannot be lost, and cannot be separated from you by more than 10 feet; 
  if you move farther than 10 feet from the item, it drags after you as if 
  attached by an invisible and intangible cord. The item’s effective hard-
  ness is increased by 2, and its hit points are increased by 50%. This spell 
  can affect only one item per person and does not work upon magical 
  items. Wizards often use this spell on their spellbooks, though some 
  select other precious items such as signet rings or family heirlooms. You 
  may cancel the spell’s effects at will if you want to select some other 
  item as your memento.
  Menacing Aura 
  School illusion (glamer) [fear, mind-affecting]; Level bard 2, 
  cleric/oracle 2, sorcerer/wizard 2 
  Casting Time 1 action
  Components V, S
  Range personal
  Target you
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell creates a subtle but very real menacing aura around you. You 
  seem larger, fiercer, and more imposing while this spell is in effect. You 
  gain +1 competence bonus to Intimidation checks per caster level, to a 
  maximum of +10.
  Merciful Soul 
  School transmutation; Level paladin 4
  Casting Time 1 round
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  Upon imbuing yourself with the merciful soul, you gain immediate en-
  hancing bonuses and abilities when dealing nonlethal damage. First, you do 
  not suffer the normal –4 penalty to attack when you are dealing nonlethal 
  damage with normal weapons. Second, you gain a +3 morale bonus to at-
  tack and damage rolls during a round when you are specifically attacking 
  to subdue. Finally, when you attack for nonlethal damage, you may deliver 
  critical hits even with a normal weapon, and your threat range is increased 
  by +4. (For example, a longsword normally threatens a critical on a 19–20, 
  but you would threaten a critical on 15–20 while under the effects of mer-
  ciful soul and attacking to subdue.) This increase to the critical threat range 
  does not stack with the keen weapon ability or the Improved Critical feat.
  Once you defeat an opponent using merciful soul, you cannot attack 
  or otherwise harm the creature. Should you take advantage of a subdued 
  creature in this way, you are immediately guilty of committing an evil 
  act. Note, however, that you may bind a subdued creature or take other 
  kinds of non-damaging, harmless steps to restrain the enemy. Should the 
  creature reawaken from unconsciousness, you may re-subdue the creature 
  if necessary. Similarly, you must insist that no other creature (including 
  allies who fought with you against a subdued foe) harm a subdued enemy. 
  It is up to the GM’s discretion to determine whether a paladin goes far 
  enough in defending a helpless, subdued creature in this way. A paladin 
  who fails to adequately prevent others from taking advantage of a foe she 
  has subdued is likely guilty of an evil act.
  The verbal and somatic components of this spell involve standing and 
  holding one’s hand with palm outward toward a foe while invoking the 
  god’s power to grant mercy to the opponent. Neither of the verbal and so-
  matic components is directed at any one foe, but rather are ritualistic. You 
  may choose to use the powers of the merciful soul upon any opponents 
  while the spell’s duration lasts.
  Mercurial Smite 
  School evocation [see text]; Level cleric/oracle 1, paladin 1
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target your weapon
  Duration Discharge (D)
  Saving Throw none; Spell Resistance no
  When you cast mercurial smite you must designate what you are smit-
  ing — evil, good, chaos or law. The spell then becomes magic of that type. 
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  You cannot choose to mercurial smite anything of your own alignment.
  Once invoked, the caster’s weapon glows with aligned illumination 
  (white light for smiting evil, a twisting darkness for smiting good, con-
  stant blue light for smiting chaos, and multicolored, shimmering hues for 
  smiting law) until you make your next melee attack with that weapon or 
  until the weapon leaves your hand. If the caster’s next attack with the 
  weapon is against an appropriate target, you add your relevant ability bo-
  nus (Wisdom for clerics, Charisma for oracles and paladins) to your attack 
  roll and your class level to the damage roll. If the target is not of the appro-
  priate alignment for the mercurial smite, then the spell ends with no effect.
  Merge into Art 
  School transmutation; Level antipaladin 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level
  You step into a painting, tapestry, or fabric mosaic large enough to 
  encompass your height. Magic items, such as a magic painting, repel 
  your efforts to merge. Your shape and form is woven into the picture or 
  tapestry as if it were part of the original work, changing your coloration and 
  form slightly if necessary. Someone studying the work of art may make a 
  Perception check (DC = 15 + caster level or DC = your Stealth skill check).
  You are aware of your surroundings as if watching through a window, 
  but anything taking place beyond the borders of the artwork are beyond 
  the scope of your vision. You cannot speak or cast spells while merged, 
  but you can exit the spell at any time during the spell’s duration. If you 
  wait until the spell ends, you are forced out of the picture. Damage of any 
  type done to the tapestry or painting immediately forces you out and deals 
  1d6 points of damage and leaves you dazed for 1 round.
  Message, Greater 
  School transmutation; Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, F (a piece of gold wire worth at least 50 gp)
  Range 1,000 miles
  Target one creature/level
  Duration 1 min/level
  Saving Throw none (see text); Spell Resistance no
  Functions as the spell message but it does not require line of sight to cast. 
  The caster must know the target(s) well and the targets must be willing. 
  You utter the name of the target, and if they are awake and willing, they 
  hear your words, and you theirs. An unwilling target can remove himself 
  from the conversation or refuse to hear a message without requiring a 
  saving throw. The caster cannot make strenuous actions such as combat 
  or spellcasting while sharing a message with a distant friend or friends. 
  At the same time, the spell enables the caster to have a short conversation 
  with one or more individuals from a great distance.
  Message Cache 
  School illusion (glamer); Level ranger 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one written message
  Duration see text
  Saving Throw none; Spell Resistance no
  Choose a natural hiding place, such as the hollow of an old tree, 
  beneath a mossy rock, or down an abandoned mole hole. You may then 
  Merge into Art
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  cast message cache on it to hide a message of 10 words plus one word per 
  caster level. For up to 1 week per caster level, your message is invisible, 
  undetectable and not harmed by inclement weather or local conditions 
  short of magic. You may designate one person plus one more per three 
  caster levels who can find the cache if they look for it. When they get 
  within a hundred feet, they automatically become aware of the location. 
  The cache is visible to them, allowing retrieval of the note. Once someone 
  takes out the message, the magic ends. If nobody retrieves the note before 
  the spell ends, the message and the material it was written on remain in the 
  cache spot but are no longer magically protected and invisible.
  Mighty Steed 
  School transmutation; Level paladin 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target your mount
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Your special mount is infused with righteous power, preparing it for 
  battle. For the duration of the spell, it enjoys a +4 enhancement bonus 
  to Strength, Constitution, Dexterity, and natural armor. This spell works 
  only on your own special mount and does not work on any other creature, 
  including yourself.
  Mind Carve 
  School necromancy; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect ray of negative energy
  Target one living creature
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You point your finger while uttering the verbal components of this spell 
  and release a ray of silver, crackling energy at one target. You must make 
  a ranged touch attack to hit. If the attack succeeds, the target takes 1d6 
  points of Intelligence and Wisdom damage. This spell cannot reduce an 
  ability score below 1. If the save succeeds, the creature avoids the ability 
  damage but is stunned for 1 round per four caster levels (maximum 5 
  rounds).
  A creature that has its Intelligence score reduced below 3 cannot speak. 
  A spellcaster whose relevant ability score is reduced to less than 10 cannot 
  cast spells. Ability damage can be healed normally.
  Mind Link 
  School divination; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target two willing creatures, who cannot 
  be more than 30 ft. apart
  Duration 1 min./level
  Saving Throw none; Spell Resistance no
  This spell links two creatures’ minds together — they can communicate 
  telepathically regardless of language, and can read each other’s surface 
  thoughts. Each of the subjects must have an Intelligence score of at least 3. 
  Once the bond is formed, it works over any distance as long as both linked 
  minds are on the same plane.
  A mind link can be made permanent with a permanency spell.
  Mind Meld 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 round
  Components V, S, M (two small gems worth at 500 gp each 
  and a bit of glue)
  Range 30 ft.; see text
  Targets you and one other arcane caster within 30 ft. that is 
  at least 2 levels lower than you.
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Mind meld fuses your mind with that of another arcane spellcaster 
  within 30 feet who is at least 2 levels lower than you. When the spell 
  takes effect, the other caster has his caster level increased by one-half 
  the difference between your caster level and his unchanged/normal caster 
  level. Additionally, your caster level increases by +1. For example, a 10th-
  level caster melds with a 6th-level caster. The 6th-level caster casts all 
  spells as an 8th-level caster (one-half of four levels difference between 
  the caster and his target). Additionally, your caster level increases by +1.
  An increase in caster level does not allow either spellcaster to cast 
  spells they couldn’t cast otherwise; neither you nor the target gain access 
  to spells of a higher level than you could cast nor do you gain more spells 
  of a certain level.
  For the duration of the mind meld, all spells cast by you or the other 
  caster function at the increased caster level. For example, the 6th-level 
  caster now casting as an 8th-level caster could cast fireball and it would 
  function in all respects as if cast by an 8th-level caster.
  Any spell you or the other caster have in effect before you cast mind 
  meld is unaffected by this spell. 
  Spells in effect (either on you, the other caster, or some other target or 
  area) cast while the mind meld is functioning end when this spell ends.
  If either caster is damaged while mind meld is in effect, the caster taking 
  damage must succeed on a Concentration check (DC 10 + damage taken) 
  or this spell ends. In such a case, both casters linked by this spell must 
  succeed on a Will save (DC 15 + damage taken by the caster attacked) or 
  suffer the effects of confusion.
  If either caster moves more than 30 feet from the caster he is linked 
  to, this spell ends. If either caster is knocked unconscious or killed, the 
  spell ends as well, and the other caster (unless he is killed or knocked 
  unconscious in the same round) must succeed on a DC 20 Will save or 
  suffer the effects of confusion for 1d6 rounds.
  Molten Strike 
  School evocation [fire]; Level druid 2, sorcerer/wizard 1
  Casting Time 1 action
  Components V, S, M (a volcanic stone weighing at least 1 lb.)
  Range close (25 ft. + 5 ft./2 1evels)
  Effect ray
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  The caster holds a piece of volcanic stone and causes it to release all of 
  the heat and energy that went into its formation, blazing forth as a potent 
  burst of magma. This blast of molten stone strikes a single target within 
  range, requiring a ranged touch attack and causing 2d8 points of fire dam-
  age if it hits.
  Moon Servant 
  School conjuration (creation); Level druid 2, ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one Medium servant
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  Duration 5 hours
  Saving Throw none; Spell Resistance no
  You call upon the forces of nature to create a short-lived, unintelligent 
  servant. This spell is similar to the unseen servant spell with several 
  exceptions. The servant is formed from the palest moonlight (even on 
  a cloudy evening), giving it a faint humanoid outline. The servant can 
  perform simple, menial tasks at your command (see the unseen servant 
  spell). It cannot attack anything or act as a guard or alarm because it 
  makes no sound. The servant remains active for as long as 5 hours or until 
  daylight. Created from the energy provided by the moon and stars, the 
  moon servant cannot exist during the day.
  Moonbeam 
  School evocation [light]; Level druid 3
  Casting Time 1 standard action
  Components V, S, M (a piece of moonstone and a few 
  seeds from any moonseed plant)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Area cylinder (10-ft. radius, 60 ft. high)
  Duration 1 min./level
  Saving Throw none (see text); Spell Resistance no
  You create a beam of moonlight that strikes downward and illuminates 
  a 10-foot-radius area within range. The moonbeam provides shadowy 
  illumination in the area. Creatures that take penalties in bright light do 
  not take them while within the radius of this light. On your turn, you can 
  direct the moonbeam to a different area within range. A lycanthrope must 
  leave the moonbeam within 2 rounds or be forced to change forms if it 
  fails a Will save. A successful Will save allows the lycanthrope to remain 
  in control of its form.
  Moonbeam counters and dispels any darkness spell (one with the 
  darkness descriptor) of an equal or lower level.
  Morph the Shadow 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./2 1evels)
  Target one shadow
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell may be used to change the shape of any natural shadow 
  with such a high degree of control that you can depict any outline of 
  your choosing accurately as long as the new shadow has no more than 
  50% more or less surface area than the original. Therefore, the shadow 
  of a boulder could be changed into that of an ogre in order to frighten or 
  confuse the unwary. If the light source is brought closer to the boulder, 
  it causes an even larger shadow to be thrown, allowing the shadow to 
  be transformed into a small dragon. This spell can be effective in com-
  bination with distort shadow, especially against those unfamiliar with 
  such magic.
  Finally, morph the shadow can cause 1d6 points of damage/level (max-
  imum 5d6) against any one shadow-based creature or illusion that fails its 
  Will saving throw, as you rend the creature’s form.
  Mortal Mask 
  School transmutation; Level cleric/oracle 4, sorcerer/wizard 4
  Casting Time 10 minutes
  Components V, S, M (a bit of the provider’s hair or flesh), DF
  Range touch
  Target two willing humanoid creatures
  Duration 1 hour/level
  Saving Throw none; Spell Resistance yes
  This spell requires two people, one designated as a provider and one 
  designated as a recipient. The provider is used as a mask for the recip-
  ient, who polymorphs into the provider’s form as if by the polymorph 
  spell. The recipient gains the provider’s Strength, Dexterity and Con-
  stitution scores, and all extraordinary special attacks possessed by the 
  provider. In addition, a portion of the provider’s personality is imbued 
  in the recipient. The recipient gains a +1 competence bonus to all skill 
  checks for skills that the provider is trained in. The recipient also gains 
  a +5 circumstance bonus to all Bluff checks and a +15 circumstance 
  bonus to all Disguise checks made to convince others that he is in fact 
  the provider.
  The provider falls into a deep, coma-like sleep for the duration of the 
  spell. If he is somehow awakened, the spell ends.
  Mortal Mask, Forced 
  School transmutation; Level cleric/oracle 6, sorcerer/wizard 
  6
  Casting Time 10 minutes
  Components V, S, M (a bit of the provider’s hair or flesh), DF
  Range close (25 ft. + 5 ft./2 levels)
  Saving Throw Will negates; Spell Resistance yes
  As mortal mask, save that the provider is not a willing participant 
  (though he must be within range of the spell). The provider does not fall 
  into a coma, but suffers a –2 penalty to all attack rolls and skill checks. 
  This spell is obviously most frequently used when the provider has been 
  restrained or even rendered unconscious.
  Mucilage 
  School conjuration (creation); Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a piece of pine sap)
  Range close (25 ft. + 5 ft./21evels)
  Area a 10-ft.-by-10-ft. square
  Duration 1 round/level
  Saving Throw see text; Spell Resistance yes
  This spell covers a surface with a layer of viscous, sticky fluid that 
  restricts movement and adheres to most objects, preventing them from 
  moving or being separated. Any creature that enters the area of effect must 
  succeed on a Reflex save or become temporarily stuck in place.
  A character that becomes stuck suffers a –2 penalty to attack rolls and 
  loses her Dexterity modifier to AC until she frees herself. To become un-
  stuck requires a successful DC 20 Strength or Escape Artist check. Note 
  that the fluid is extremely adhesive and that any brittle objects or fragile 
  materials forcefully removed from it may be damaged or broken during 
  their removal.
  Additionally, the fluid is flammable and, if lit, inflicts damage similar to 
  that of alchemist’s fire. The fire burns for ld3 rounds and deals 1d6 points 
  of damage each round to any creature confined within the area or that 
  attempts to pass through it.
  Finally, the spell’s adhesive properties may be neutralized with the ap-
  plication of alcohol.
  This spell counters and dispels the grease spell.
  Muck 
  School conjuration (creation); Level cleric/oracle 3, druid 4
  Casting Time 1 standard action
  Components V, S, M (a drop of glue and a clod of dirt)
  Range medium (100 ft. + 10 ft./level)
  Effect 15-ft.-radius spread
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  Duration 1 min./level
  Saving Throw Reflex negates (see text); Spell Resistance yes
  Using this spell, you create an adhesive and sticky ooze-like substance 
  under the feet of your foes. A creature in the area when the spell takes 
  effect must make a Reflex save. If the save succeeds, the creature is stuck, 
  but can still move. If the save fails, the creature is stuck and can’t move 
  from its space, but can break loose by spending 1 round and making a DC 
  22 Strength check or a DC 27 Escape Artist check. A stuck creature takes 
  a –2 penalty on attack rolls and a –4 penalty to effective Dexterity.
  Once loose (either by making the initial Reflex save or a later Strength 
  check or Escape Artist check), a creature remains stuck, but may move 
  through the muck slowly. Each round devoted to moving allows the 
  creature to make a new Strength check or Escape Artist check. A creature 
  moves 5 feet for each full 5 points by which the check result exceeds 10.
  On your next turn after casting this spell, the muck sprouts tentacles and 
  attempts to grapple any creature stuck in it. The muck has an attack bonus 
  equal to your caster level + your Wisdom modifier, +6 for its Strength 
  score (22). The tentacles hold, but do not harm a creature. A grappled 
  creature cannot move until it breaks free.
  The muck is susceptible to cold. Any cold-based spell or effect freezes 
  a 5-foot square and allows a creature in that area to automatically escape 
  (whether the creature was stuck or grappled).
  Mucus Mask 
  School conjuration (creation) [acid]; Level cleric/oracle 4, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (phlegm)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration permanent (see text)
  Saving Throw Fortitude negates; Spell Resistance yes
  A glob of mucus is hurled through the air at the intended victim. The 
  caster must succeed at a ranged touch attack to hit. If successful, the glob 
  hits the target in the face and quickly covers the subject’s entire head.
  The mucus has three effects. First, it is caustic and burns out the victim’s 
  eyes (causing permanent blindness until cured).
  Second, the mucus seals the ears, deafening the target until the mucus 
  is removed (see below).
  Third, the creature begins to suffocate. A character can hold her 
  breath for 2 rounds per point of Constitution. After this period of time, 
  the character must succeed on a DC 10 Constitution check in order to 
  continue holding her breath. The save must be repeated each round, with 
  the DC increasing by +1 for each previous success.
  When the character fails one of these Constitution checks, she begins 
  to suffocate. In the first round, she falls unconscious (0 hit points). In the 
  following round, she drops to –1 hit points and is dying. In the third round, 
  she suffocates.
  It requires two minutes (20 rounds) for the creature to remove enough 
  mucus to breathe. Two people can remove enough mucus in one minute 
  (10 rounds) to allow breathing. Three people (the subject plus two allies) 
  can remove enough mucus in 8 rounds to allow breathing. No more than 
  two people can assist the victim.
  Mud Slam 
  School transmutation; Level druid 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 creature
  Duration instantaneous
  Saving Throw Reflex half (see text); Spell Resistance yes
  You cast a ball of mud at your enemies that grows into a wall that slams 
  Muck
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  into them, potentially knocking them back. The mud slams into the target, 
  doing 1d6 points of damage per caster level (Reflex half; 10d6 maximum). 
  A Medium or smaller target that fails its Reflex save must then make an 
  Acrobatics check opposed by your caster level check (1d20 + your caster 
  level). If they fail that check, they are knocked prone.
  Muddy Appearance 
  School illusion; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one person or object
  Duration 1 round/level
  Saving Throw Will disbelieves; Spell Resistance yes
  This spell causes the target to blur slightly, obscuring the details of its 
  appearance. The illusion is a subtle one, and observers are more prone to 
  think of themselves as not seeing clearly than of a magically blurred thing.
  Multiple Contingency 
  School evocation; Level sorcerer/wizard 9
  Casting Time At least 10 minutes (see text)
  Components V, S, M, F (a statuette of yourself carved out of 
  jade and decorated with diamonds worth at least 5,000 gp)
  Range personal
  Target you
  Duration 1 day/level or until discharged
  This is a more-powerful form of contingency, functioning much like 
  that spell, save you may prepare up to three companion spells of up to 8th 
  level, and these spells are not limited to spells that affect your person. In 
  other words, you may prepare between one and three spells of any level 
  of 8th level or lower and set them to activate upon a certain trigger, as 
  per contingency. For example, the caster may set a trigger condition to 
  discharge pyrotechnics, fireball, and mirror image simultaneously. The 
  multiple contingency otherwise performs as per contingency. Refer to that 
  spell description for further information.
  You cannot have a multiple contingency and a contingency spell active 
  at the same time. Only the most recently cast spell remains in effect, the 
  previous spell is lost upon the casting of the new spell.
  Multiple Shot 
  School divination; Level cleric/oracle 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  You compel your body to remember its previous stance and angle in 
  order to repeat a successful shot. The spell does not take effect until you 
  successfully hit a target with an arrow. Once that happens, however, the 
  caster knows how and where to stand in order to hit the target again. All 
  subsequent shots at the same target receive a +4 insight bonus on the at-
  tack roll.
  Mundane Dweomer 
  School illusion (glamer); Level bard 3, sorcerer/wizard 3
  Casting Time 1 actionComponents V, S, M (A ruby, an 
  emerald, and a diamond, each worth at least 500 gp)
  Range touch
  Target a single magic item
  Duration permanent
  Saving Throw none; Spell Resistance no
  This spell must be cast during the creation of a magic item. All fu-
  ture detect magic attempts show that the affected item is non-magical. An 
  identify spell, however, reveals the item’s magic qualities.
  Musical Mimicry 
  School conjuration; Level cleric/oracle 9
  Casting Time 1 standard action
  Components V, S, F (masterwork musical instrument)
  Range personal
  Target you
  Duration see text
  Saving Throw see text; Spell Resistance see text
  This spell allows you to duplicate the bard spell of your choice, chosen at 
  the time of casting. The chosen spell is cast as a 9th-level cleric spell; the DC 
  for any saving throws (if applicable) is equal to 19 + your Wisdom modifier.
  Musical Mural 
  School illusion [phantasm]; Level bard 3
  Casting Time 1 standard action
  Components V, F (musical instrument)
  Range 60 ft.
  Area 60-ft. radius emanating from the caster
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  Music can paint a scene, but yours goes beyond that. Your music actu-
  ally creates a clear image, transferring that image to the mind of anyone 
  listening as if they had been there themselves. This is an illusion, but is 
  experienced internally rather than externally — anyone watching but too 
  far away to hear the music (or who makes their saving throw) does not 
  experience the image. The illusion may be frightening, beatific, whatever 
  you choose. Those affected by the musical mural are at –10 on all Per-
  ception checks as they lose track of their physical surroundings. Those 
  who actively try to resist the illusion may make Will saves every round to 
  attempt to shake off the spell, although any saving throws after the initial 
  failure suffer a –2 penalty (not cumulative). If the people affected by the 
  musical mural are attacked, they are freed from the spell’s effects.
  Mystic Bond 
  School divination; Level sorcerer/wizard 5
  Casting Time 1 hour
  Components V, S, M (a candle and a small, clear crystal)
  Range 10 ft.
  Target one person, place, or object
  Duration 3 hours + 1 hour/3 levels
  Saving Throw Will negates; Spell Resistance yes
  You link yourself to a particular person, place, or thing. Once the spell 
  is complete, you can sense the subject’s approximate location (within a 
  hundred yards), general condition, and even (for living things) general 
  emotional state. The subject suffers a –3 penalty to the Will save to resist 
  your attempts to use scrying to watch them.
  Mystic Bond, Greater 
  School divination; Level sorcerer/wizard 7
  Casting Time 3 hours
  Components V, S, M (a candle, a small clear crystal, and a 
  drop of the target’s blood for a living creature, or a pinch of 
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  its dirt or water for a location)
  Range 10 ft.
  Target one person, place, or object
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  As the spell mystic bond, except that the link is permanent. It can be 
  severed only by potent magic (such as a wish), or by the target’s death. 
  Even then, you can still locate the subject’s body, and know if it is ever 
  defiled or moved. 
  Mystic Fortification 
  School abjuration; Level sorcerer/wizard 5
  Casting Time 1 hour
  Components V, S, M (a 1-inch square of adamantine and a 
  diamond worth at least 100 gp)
  Range touch
  Area 20-ft. square of wall/structure + 10 square ft./level
  Duration permanent
  Saving Throw none; Spell Resistance no
  Wizards cast this spell to protect a wall or structure from magical at-
  tack. The wall gains spell resistance 15 against any harmful magic, and 
  has double the normal hardness when taking damage from a magical at-
  tack (such as burning rain). This spell does not provide any additional 
  defense against normal attacks.
  Mystic Negation 
  School abjuration; Level sorcerer/wizard 5
  Casting Time 1 round
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Effect a floating orb that absorbs magic
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  This spell creates a darkly pulsing sphere of power 1 foot in diame-
  ter that attempts to negate any magic near itself. The sphere generates a 
  continuous area dispel effect in a 30-foot radius, as per dispel magic. The 
  dispel check of a mystic negation is 1d20 +l per caster level (maximum + 
  10) against a DC of 11 + the spell’s caster level.
  The mystic negation also attempts to counterspell, as per dispel magic, 
  any spell cast within its area of effect. The sphere may attempt only to 
  counterspell a target once per round. Any spell cast outside the mystic 
  negation’s area of effect that targets an area or creature within the area of 
  effect is also subject to a counterspell attempt.
  The sphere may be directed to move once per round at the rate of 60 feet 
  (perfect) by the caster as a free action. The caster’s spells and effects are 
  also subject to the effects of the mystic negation, but the DC for the dispel 
  check is 13 + the caster’s level.
  Mystic Sapper 
  School transmutation; Level sorcerer/wizard 5
  Casting Time 1 hour
  Components V, S, M (a miniature shovel or pick and a pinch 
  of dirt)
  Range medium (100 ft. + 10 ft./level)
  Area 40-ft.-square section + 5 square ft./level
  Duration 1 day
  Saving Throw none; Spell Resistance no
  This spell emulates and improves upon the role of the sapper, a medie-
  val siege expert who specializes in tunneling under and weakening castle 
  walls. You target a wall, and this spell weakens that section’s foundations, 
  making the wall easier to topple or shatter. The wall’s hardness is reduced 
  by 5 and its hit points by 25%.
  Mystic Seal 
  School transmutation; Level cleric/oracle 4, sorcerer/wizard 4
  Casting Time 1 full round
  Components V, S, M (powdered diamonds worth at least 50 
  gp), F (a signet ring)/DF
  Range touch
  Target one lock, door (40 square ft./level), or chest, or 
  scabbard
  Duration permanent
  Saving Throw Will (object); Spell Resistance yes (object)
  This spell holds closed a single door (no more than 40 square feet per 
  caster level), chest, lock or scabbard until a condition set at the time of 
  casting is met. Conditions include speaking a command word or short 
  phrase (four words at most), the touch of a specific race, being struck by 
  a specific object or the presence of a descendant of someone who was 
  present during the casting. The seal cannot determine class, ability score, 
  alignment, or any other trait not listed above. Note that the seal can be 
  keyed to only one condition. The effect can be dispelled by dispel magic 
  or suspended by a knock spell only if the caster’s level is higher than that 
  of the one who placed the seal. Skill and ability checks made to force open 
  a door under this spell are at +15 DC over the normal difficulty.
  Naïveté 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 5, sorcerer/wizard 5
  Casting Time 1 action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one or more creatures, no two of which can be more 
  than 30 ft. apart
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  Creatures affected by this spell become more susceptible to coercion 
  and deceit. Until the spell expires, each creature receives a –2 penalty 
  to saving throws against enchantment and illusion spells. A creature’s 
  newfound trusting nature also causes this –2 penalty to apply to any rolls 
  made against the following skills: Bluff, Diplomacy, Disguise, Linguistics 
  checks made to create forgeries, and Intimidate.
  Nap 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 2
  Casting Time 1 round
  Components V, S, DF, M (a feather and a pebble, the latter 
  of which the caster must have carried on his or her person 
  for one week)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature/level
  Duration 1 hour
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Nap causes a magical slumber to come upon subjects who then sleep 
  for 1 hour. Upon waking, the subject feels refreshed as if he had slept a full 
  night. A subject recovers hit points and ability damage as if he rested for 
  a full night. Spellcasters regain lost spell slots or can prepare spells just as 
  if they had rested for eight hours.
  Note: Nap can be cast only on a willing creature. Additionally, a 
  creature can be affected by a nap spell only once per week.
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  Nature’s Aura 
  School transmutation; Level druid 2, ranger 2
  Casting Time 1 standard action
  Components V, S
  Target you
  Duration 10 minutes/level
  You are surrounded by a calming, natural aura that helps put animals 
  and sentient plants at ease. During the duration of the spell, you receive a 
  +3 bonus per 5 caster levels on all wild empathy checks as well as Handle 
  Animal skill checks and related skills and abilities. This spell enables 
  powerful druids and rangers to put even the most ferocious and violent 
  natural beasts into a calm and peaceful state.
  Nature’s Repast 
  School transmutation; Level cleric/oracle 3, druid 2, ranger 2
  Casting Time 1 round
  Components V, S
  Range personal
  Target you
  Duration 1 day/level
  Saving Throw none; Spell Resistance no
  You call upon the power of the earth itself to sustain you, claiming 
  divine affinity through your god. You do not need to eat or drink for the 
  duration of the spell. You must remain in direct contact with the earth for 
  the spell to work, however; if contact is broken for more than one round, 
  the spell ends.
  Nature’s Strength 
  School transmutation; Level cleric/oracle 3, druid 3, ranger 3
  Casting Time 1 full-round action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 minute/level
  You summon the power of the earth to add to your strength. You gain 
  an enhancement bonus to Strength equal to half your caster level for the 
  duration of the spell. For the spell to work, however, you must be barefoot 
  and remain in contact with the earth. If you lose skin contact with the earth 
  (or stone or rock) for a full round or longer, the spell ends.
  Nature’s Support 
  School conjuration; Level cleric/oracle 7, druid 6
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 10 minutes/level or until discharged
  With this spell, you petition the earth to protect you by absorbing your 
  wounds. You receive damage reduction 10/— against physical attacks 
  while you stand barefoot on the earth. Damage absorbed by this spell is 
  transferred to the earth around you — a powerful spear thrust might cause 
  a furrow in the ground nearby. You must remain in direct contact with the 
  earth for the spell to work, however; if you lose contact with the earth for 
  a full round or more, the spell ends. Nature’s support can absorb a max-
  imum of 10 points of damage per caster level (maximum 150 points of 
  damage) before the spell’s effect ends.
  Nearsighted 
  School enchantment (compulsion) [mind-effecting]; Level 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level (see text)
  Saving Throw Will negates; Spell Resistance yes
  You alter a creature’s vision so that it can no longer focus on anything 
  beyond 30 feet away. If the target fails its Will save, everything beyond 
  30 feet has concealment for the purposes of ranged weapons or spells. 
  The victim can use a full-round action to clear its vision, which grants an 
  additional Will save. Once a Will save is successful, the spell’s effects end.
  Necrotic Feast 
  School necromancy [evil]; Level cleric/oracle 1
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Target up to one fresh corpse/level
  Duration Instantaneous
  Saving Throw none; Spell Resistance no
  This spell allows you to feed on the residual life force of the recently 
  deceased. The spell cures the caster of 1d4 points of lost hp per affected 
  corpse. Dead bodies used in this way shrivel up and become unusable for 
  anything else, including animation.
  Only the corpses of Small or larger living creatures can be used in this 
  way. For example, the corpses of rats, constructs or undead are worthless, 
  as are corpses more than an hour old.
  Nature’s Aura
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  Necrotic Touch 
  School necromancy; Level cleric/oracle 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (several pieces of flesh from a corpse)/
  DF
  Range touch
  Target living creature touched
  Duration instantaneous (see text)
  Saving Throw Fortitude negates; Spell Resistance yes
  You inflict tremendous pain on the target by making a successful melee 
  touch attack. The target takes 1d6 points of damage per caster level 
  (maximum 10d6) and 2d4 points of Strength damage.
  Negative Energy Armor 
  School necromancy; Level cleric/oracle 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a bit of flesh from a corpse)
  Range personal
  Target you
  Duration 1 round/level
  A crackling black aura of negative energy engulfs your form. Creatures 
  attacking you unarmed or with natural weapons take 2d6 points of negative 
  energy damage each time one of their attacks hits. Negative energy armor 
  does not render you immune to attacks; you still take damage from a 
  successful unarmed or natural attack. Melee weapons and ranged weapons 
  deal damage to you normally and the attacker doesn’t take damage from 
  this spell. Your unarmed or natural attacks do not deal this damage to a 
  foe; death armor is strictly defensive. Only when a creature attacks you 
  unarmed or with natural weapons is this spell’s effects triggered.
  Unarmed and natural attacks from undead creatures do not trigger the 
  effects of this spell.
  Negative Energy Mantle 
  School necromancy; Level sorcerer/wizard 6
  Components V, S, M (powdered black opal that is worth at 
  least 500gp and a bit of flesh from an undead creature)
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Area living creatures within a 20-ft.-radius burst
  Duration instantaneous; 10 minutes/level (see text)
  Saving Throw Fortitude negates; Spell Resistance yes
  Negative energy mantle creates a shimmering aura of negative energy 
  that negates all healing (including fast healing), regeneration, and curative 
  magic and effects on affected creatures for 10 minutes per caster level 
  (this includes spells that heal ability damage and drain, nonlethal damage, 
  and restore lost limbs). 
  Nervous Tension 
  School transmutation; Level cleric/oracle 1
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one person
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  You befuddle and distract the subject of this spell, who becomes unable 
  to clearly focus on you. The subject suffers a –10 penalty on Bluff, Intimi-
  date, Sense Motive, and Sleight of Hand checks made against you.
  Net 
  School conjuration (creation) [water]; Level druid 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a strand of woven seaweed)
  Range medium (100 ft. + 10 ft./level)
  Effect One 20-ft.-diameter net
  Duration 10 minutes/level
  Saving Throw Reflex negates; Spell Resistance no
  This spell is very similar to the 2nd-level arcane spell web, except 
  that it creates an underwater net of very supple and strong strands to 
  snare victims. The strands are slightly barbed, and engulfed creatures 
  are stuck fast.
  The spell creates a 20-foot-diameter net at the desired range that 
  entangles up to 4 Medium creatures, unless a Reflex save is made. 
  Any creature stuck in a net suffers a –2 penalty to attack rolls, a –4 
  penalty to Dexterity, and cannot swim or move. Ensnared spellcasters 
  attempting a spell must succeed on a DC 15 Concentration check or 
  lose the spell.
  The net is quite strong; a DC 20 Strength check is required to break the 
  bonds of the net once the targets are engulfed. Ensnared targets can also 
  make a DC 20 Escape Artist check to wriggle free. The strands can also be 
  cut, and require a slashing weapon doing 15 points of damage to release 
  one subject. The net is immune to fire.
  Null the Soothing Touch 
   
  School necromancy; Level cleric/oracle4
  Casting Time 1 Full round
  Components V, S, M (powdered bone from a dead man’s 
  skull, mold from a graveyard, and a drop of a dead man’s 
  blood)
  Range touch
  Target one living creature
  Duration permanent
  Saving Throw Fortitude negates; Spell Resistance yes
  Victims struck by this touch attack spell must make a Fortitude save 
  or become immune to the effects of magical healing for the duration they 
  are condemned. This affliction persists until a remove curse spell is cast 
  upon the target. However, binding wounds and natural healing are still 
  effective.
  Nullifying Cloak 
  School evocation; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a bit of lead)
  Range medium (100 ft. + 10 ft./level)
  Target one spellcasting creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You cloak a single creature in a faint, silvery, shimmer of light that 
  suppresses any spellcasting ability (including spell-like abilities) and 
  deals 2d4 points of damage whenever the subject attempts to cast a spell 
  (or use a spell-like ability). The target must make a successful DC 20 
  caster level check each time it attempts to cast a spell or use a spell-like 
  ability. If the check fails, the spell fizzles away just as if it had been cast 
  (or the spell-like ability fails to work) and the target takes 2d4 points of 
  damage. If the check succeeds, the target is still damaged, but the spell or 
  spell-like ability takes affect normally. Inherent spell-like abilities that are 
  “always on” and spells that are permanently in effect on the target are not 
  affected by this spell.
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  Nymph’s Aura 
  School transmutation; Level bard 6
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level
  You take on some of the unearthly beauty and presence of a nymph, 
  giving you +8 enhancement bonus to your Charisma. Your enhanced 
  Charisma bonus is added to all of your saving throw rolls and as 
  a deflection bonus to your AC for the duration of the spell as well as 
  applying to any skill checks or magic spells.
  Obliterate Soul 
  School necromancy [evil]; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a pinch of bone dust)
  Range close (25 ft. + 5 ft./2 1evels)
  Target one living creature
  Duration Instantaneous
  Saving Throw Fortitude partially negates; Spell Resistance 
  yes
  Upon casting, the conjured spirits pass through the victim, causing a 
  total of 3d6+3 points of Constitution damage. A successful Fortitude save 
  reduces this effect to 1d6+1 points of Constitution damage. If the victim 
  is drained below zero, her soul is ripped from her body and dragged into 
  the lower planes as the other spirits return from where they came. Victims 
  slain in this fashion cannot be restored to life with raise dead, although 
  reincarnation or resurrection works. Unless they are buried in hallowed 
  ground, victims of obliterate soul are likely to return as undead (GM’s 
  discretion).
  Ogre’s Transformation 
  School transmutation; Level sorcerer/wizard 9
  Casting Time 1 round
  Components V, S, M (a drop of ogre blood and a drop of 
  the target’s blood)
  Range 10 ft.
  Target one person
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  As with the spell ogre’s visage, except the change is permanent. The 
  change can still be reversed by magical means, although a remove curse 
  or break enchantment is insufficient.
  Ogre’s Visage 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 round
  Components V, S, M (a drop of ogre blood)
  Range 10 ft.
  Target one person or creature
  Duration 3 days + 1 day/3 levels
  Saving Throw Will negates; Spell Resistance yes
  This specialized transformation changes the subject, making him larg-
  er, stronger, tougher — and dumber. On humans, the process basically 
  turns them into ogres, hence the name, but it can be used on any animal 
  or humanoid. The subject grows one size category (with all the relevant 
  shifts in modifiers to AC, Stealth checks and the like) and gains +3 to 
  AC (natural armor). The new “ogre” also gains +4 enhancement bonus 
  to Strength, +4 enhancement bonus to Constitution, but –2 to Dex and –6 
  to both Int and Wis. The “ogre” also suffers a –10 penalty on Will saves 
  made against the caster.
  One with the Earth 
  School conjuration (teleportation); Level cleric/oracle 6, 
  druid 5
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 hour/level or until expended; see text
  This spell is a dwarven version of the druid spell tree stride, although 
  in this instance the caster moves from one large block of stone, dune, 
  section of earth, or boulder to another. Each stone must be freestanding 
  (i.e., a stretch of flat farmland would not suffice, but a barrow of packed 
  earth in that field would permit passage) and at least somewhat greater 
  in size and weight than the caster. Upon entering the stone, the caster 
  knows immediately the location of all other sufficient stones, mounds, or 
  dunes within the range listed below. You can choose to pass to any stone 
  or portion of earth of the appropriate kind within the transport range as 
  shown on the table below.
  Type of Stone
  Transport Range
  Natural stone
  3,000 feet
  Worked stone
  2,000 feet
  Earthen mound
  1,000 feet
  Sand dune
  500 feet
  Each transport takes a full round action. You can move into a boulder, 
  dune, section of earth, or block of stone up to one time per caster level 
  (passing from one to another counts only as moving into one stone). The 
  spell lasts until the duration expires or until you exit a boulder, dune, 
  section of earth, or block of stone. You can opt to remain within the stone 
  without transporting, but you are forced out when the spell ends.
  Ooze Bolt 
  School conjuration (creation); Level cleric/oracle 3, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (dried gray ooze and saliva), F (a 
  crossbow bolt)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one ooze bolt
  Duration instantaneous (see text)
  Saving Throw none; Spell Resistance no
  A bolt of gray ooze springs from your hand and flies toward the target. 
  You must succeed at a ranged touch attack to hit. The bolt deals 2d6 points 
  of acid damage with no splash damage. For every three caster levels you 
  possess (up to caster level 15th), the acid, unless somehow neutralized, 
  lasts for another round, dealing another 1d6 points of acid damage for 
  that round.
  Open Trail 
  School transmutation; Level druid 2, ranger 1
  Casting Time 1 standard action
  Components V, S
  Range special (see text)
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  Area special (see text)
  Duration concentration
  This spell enables you to open a narrow 20-foot opening through 
  thick underbrush and heavy growth. The opening is 5 feet wide and 
  20 feet long and starts from the casting point and moves in a direction 
  indicated by the caster. The opening then moves along with the caster 
  while he walks, providing a safe, moving path through even the thickest 
  growth. Plants move or bend away from the opening and then close 
  behind it, leaving no sign that anyone passed through. One of the main 
  benefits is the ability for a party to travel at normal speed through thick 
  undergrowth for the duration of the spell. It is as useful for opening 
  trails as it is for covering them up. Anyone attempting to track people 
  who passed through the wilderness using an open trail spell suffers a 
  –10 penalty on all Survival checks.If the caster takes any damage, the 
  concentration required to maintain the spell is broken and vegetation 
  begins to slowly close over the area of the path over a period of rounds 
  equal to 1d4+1/caster level, potentially leaving the PCs trapped in brush 
  and undergrowth during a battle.
  Otter’s Grace 
  School transmutation: Level cleric/oracle 1, druid 1, ranger I
  Casting Time 1 action
  Components V, M (a fish bone)
  Range touch
  Target creature touched
  Duration 5 rounds/level
  Saving Throw none; Spell Resistance yes (harmless)
  The subject of this spell gains a +15 competence bonus to all Swim 
  checks and may hold his breath for twice as long as specified in the Path-
  finder Roleplaying Game Core Rulebook (see Chapter 13, “Drowning”).
  Outside of Time 
  School transmutation; Level sorcerer/wizard 8
  Casting Time 1 full round
  Components V, S
  Range close (25 ft. + 5 ft./2 1evels)
  Target one creature or object
  Duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless. object)
  For whatever duration you desire up to the spell’s maximum, you 
  push the target creature and its carried gear (or any one object Medium 
  or smaller size) out of time. The target vanishes immediately, and it no 
  longer exists in the world’s normal time stream while the spell lasts. If 
  the target is a caster, any spells or effects the target was maintaining are 
  affected as though the target just died.
  During the period in which it is outside of time, the target cannot be 
  located with scry or similar divinations. Not even a wish or miracle can 
  bring the target back earlier or dispel the outside of time since no magic 
  remains within the normal flow of time to dispel.
  When the spell ends, the target returns to the same location from which 
  it disappeared. If some other object occupies that space, the target is harm-
  lessly shunted into the nearest open space. For the target, no time has 
  elapsed. The targeted creature has effectively been transported into the 
  Paean of Greater Glory
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  future from its perspective. When the target returns, any timed phenom-
  enon such as poison onset or the duration of abjuration spells continue 
  from the stage or duration point such effects were at before the target’s 
  departure from normal time, since these effects skipped through time with 
  the creature.
  Paean of Greater Glory 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 4
  Casting Time 1 standard action
  Components V
  Range 100 ft.
  Area 100-ft. radius around you
  Duration concentration up to 2 rounds/level (see text)
  Saving Throw Will negates; Spell Resistance yes
  You fill the air with a powerful song of glory that inspires your allies 
  and bolsters their spirits while planting the seeds of doubt in your enemies. 
  Allies able to hear your song gain a +4 morale bonus on attack rolls, damage 
  rolls, and skill checks as well as a +2 morale bonus on saving throws and a 
  +2 deflection bonus to their AC. Meanwhile, enemies who fail a Will save 
  suffer a –2 morale penalty to all skill checks, saving throws, and attack 
  rolls.You must continue singing for the effects to remain and this song 
  requires your full concentration. You can take a single move action during 
  a round while maintaining the song and any damage you take forces a 
  Concentration check (DC 15 + damage taken) to continue the song. Any 
  attempt on your part to cast a spell or make an attack immediately brings 
  the spell, and all of its effects, to an end.
  Paean of the Holy 
  School enchantment (compulsion) [mind-affecting]; Level 
  paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range 40 ft.
  Target all allies and foes within a 40-ft.-radius burst centered 
  on you
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  You call favor to yourself and your allies through the loud proclamation 
  of joy and faith in your god. This proclamation calls down favor from your 
  god that can be used in one of several different manners listed below:
  Paean of Glory: +3 dodge bonus, and +2 circumstance bonus to Will 
  saves for all allies.
  Paean of Judgment: All allies’ weapons do an additional 1d6 points of 
  holy damage and are treated as “good” for damage reduction.
  Paean of Blessing: Allies gain +3 bonus to attack and damage rolls.
  Paean of Light: Allies gain a +4 circumstance bonus to all saving 
  throws while enemies suffer a –2 penalty to all saves.You must choose 
  one, and only one, of the above and a paean of the holy can be cast only 
  once per day. These songs of power do not stack, but two casters can sing 
  songs granting different powers simultaneously.
  Paean of the Unholy 
  School enchantment (compulsion) [mind-affecting]; Level 
  antipaladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range 40 ft.
  Target all foes within a 40-ft.-radius burst centered on you
  Duration 1 round/level
  Saving Throw Will negates, see text; Spell Resistance yes
  Your loud proclamation of faith in your dark god draws power down to 
  plague your adversaries with failing confidence and fear. Adversaries in 
  the area of effect are permitted a Will save to avoid the effects of the spell. 
  Anyone with fewer than 8 HD that fails his save is affected as if by a fear 
  spell; those above 8 HD that fail suffer a –4 circumstance penalty to all 
  saving throws and a –2 penalty to all attack and damage rolls.
  Pain of Giving 
  School transmutation [evil]; Level bard 2, cleric/oracle 2, 
  sorcerer/wizard 3
  Casting Time 1 action
  Components V, S, M (eye of a crow that was sacrificed 
  under a full moon)
  Range touch
  Target creature touched
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  This spell manifests itself every time the subject performs a good act 
  such as healing or curing, showing kindness, acts of generosity or mercy, 
  or any conduct that shows the virtues of good. When performing any such 
  act, the subject feels a painful clutching at his heart as if it was being 
  crushed from the inside by the burning band of a fiend. The subject takes l 
  point of damage and must succeed on a Fortitude save or be nauseated for 
  1d6 rounds (see Pathfinder Roleplaying Game Core Rulebook, Appendix 
  2, “Conditions”). The damage is from unholy power and cannot be avert-
  ed by any form of energy resistance or damage reduction.
  Pain of giving can be dispelled, or it can be removed by a break en-
  chantment, limited wish, miracle, remove curse, or wish.
  Paper Tigers 
  School illusion (shadow); Level bard 4
  Casting Time 1 round
  Components V, S, M (10 gp worth of black paper and gold 
  foil)
  Range close (25 ft. + 5 ft./2 levels)
  Effect several semi-real creatures
  Duration 1 minute/level (D)
  Saving Throw Will disbelief (if interacted with, varies, see 
  text); Spell Resistance yes
  You fold 1d4 origami tigers plus 1 per 2 caster levels (up to a maximum 
  of nine) from the material components of the spell. They immediately 
  appear somewhere within range, grow to the size of real tigers, and spring 
  to life to fight under your complete control for the duration of the spell. 
  Only one of the tigers has substance, however, and the rest are no more 
  solid than a mirror image.
  Each round, at the beginning of your action, you may select one of the 
  origami tigers to be the real tiger, having the statistics of a tiger; it can be a 
  different tiger each round. You may also ready an action to select a tiger to 
  be the real tiger as a standard action. All the fake tigers function as tigers 
  except that their attacks deal no damage and even a single successful 
  attack instantly destroys them.
  Damage to the real tiger carries over from round to round even if a 
  different tiger is selected to be the real tiger; if it is destroyed, the spell 
  ends.
  Paralyze 
  School illusion (shadow) [mind-affecting]; Level sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area several living creatures within a 20-ft.-radius burst
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  Duration 1 minute/level (D)
  Saving Throw Will disbelief; Spell Resistance yes
  This spell convinces a number of creatures in the area whose combined 
  Hit Dice do not exceed twice your caster level that they are paralyzed. 
  Creatures that fail their save believe themselves to be paralyzed and stand 
  rigid and unmoving, unable to take any action for the duration of the spell. 
  A creature receives only one save against this spell when it first takes effect. 
  Dispel magic, break enchantment, wish, or miracle negate this spell.
  Paranoid Flight 
  School enchantment (compulsion) [Fear, Mind-Affecting]; 
  Level bard 4, cleric/oracle 5, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (drop of nightshade)/DF
  Range medium (100 ft. + 10 ft./level)
  Target one humanoid
  Duration concentration + 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  A creature under the spell’s effects immediately realizes that his allies 
  are actually deadly enemies and tries to fight his way out as if his life de-
  pended on it. He uses the best attacks, weapons or spells available to him 
  until he has a clear escape route and then moves directly away from his 
  erstwhile allies and the caster until the duration ends.
  Pattern Grass 
  School transmutation; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, M
  Range medium (100 ft. + 10 ft./level)
  Target 20-ft. radius
  Duration 1 hour
  Saving Throw none; Spell Resistance no
  You temporarily flatten grass, cane or other soft-stemmed plants to 
  reveal opponents attempting to hide in the area (+15 circumstance bonus 
  to Perception checks). The soft-stemmed plants recover after the spell 
  is over but the flattening of the plants makes tracking through the area 
  very difficult. Survival checks for tracking in areas affected by this spell 
  receive a –10 circumstance penalty.
  Peacebinding 
  School enchantment (compulsion)[law, mind-affecting]; 
  Level paladin 4
  Casting Time 1 standard action
  Components V, S
  Range 80 ft.
  Target all creatures with an Int of 3 or higher within range 
  that are aware of you and your actions
  Duration 1 minute/level (see text)
  Saving Throw Will negates; Spell Resistance yes
  This spell can be cast only when you have one or more weapons drawn. 
  As you cast this spell, you must sheathe or otherwise put away all weapons 
  you currently wield. This can be done simultaneously. Once you do so, 
  all targets must succeed on a Will save or be compelled to put up their 
  weapons for the duration of the spell, philosophically as well as literally.
  Creatures affected must put up any weapons they are wielding and 
  refrain from attacking any creature. For purposes of this spell, an attack 
  includes any spell targeting a foe or whose area or effect includes a foe. 
  (Exactly who is a foe depends on your character’s perceptions.) Actions 
  directed at unattended objects do not break the spell. Causing harm 
  indirectly is not an attack. Thus, an affected creature can open doors, talk, 
  eat, climb stairs, summon monsters and have them attack, cut the ropes 
  holding a rope bridge while enemies are on the bridge, remotely trigger 
  traps, open a portcullis to release attack dogs, and so forth.
  If you attack any creature, or draw your weapons, the spell immediately 
  ends for all targets. Any creature affected by this spell that is attacked by 
  any means is immediately released from its effect.
  Pepper’s Purpose 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 0, druid 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components S, M (a pinch of pepper)
  Range close (25 ft. + 5 ft./2 1evels)
  Target one creature within range.
  Duration 1 round
  Saving Throw Fortitude negates; Spell Resistance yes
  Causes target to sneeze loudly unless he succeeds on a Fortitude save. 
  Phantom Accompaniment 
   
  School illusion [figment]; Level bard 2
  Casting Time 1 round
  Components V, S, M (a small, lit candle)
  Range close (25 ft. + 5 ft./2 levels)
  Area audible within normal hearing range
  Duration concentration + 1 minute
  Saving Throw Will save partial; Spell Resistance no
  You use this spell to enhance your performances, summoning a ghostly 
  band to play along with you. The band can only play pieces you are 
  already familiar with, but the selection of instrumentation is entirely up to 
  you, including choral voices. The use of this spell gives you a temporary 
  +4 circumstance bonus to skill checks when using any of your bardic 
  music abilities. A listener making a successful Will save is not affected 
  by this bonus.
  Phoenix Cloak 
  School abjuration; Level cleric/oracle 9
  Casting Time 1 minute
  Components V, S, M (a ruby worth at least 1,000 gp), DF
  Range 50 ft.
  Area The caster and all allies within a 30-ft.-radius burst 
  centered on the caster
  Duration 1 minute/level (D)
  Saving Throw none (harmless); Spell Resistance yes (harmless)
  This spell cloaks you and your allies in a fiery, warm light. If any sub-
  ject should die during the duration of the spell, they rise again within 1d6 
  rounds, as per the raise dead spell. A creature can be raised only once by 
  the phoenix cloak; anyone brought back to life by the spell is no longer 
  considered protected by it. 
  Piercing Vision 
  School divination; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round + 1 round/3 levels
  You can see through metal, wood or leather within 50 ft. plus 5 ft./level, 
  up to a thickness of one inch.
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  Piercing Vision, Greater 
  School divination; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round + 1 round/2 levels
  As with piercing vision, but you can now see through metal, wood, or 
  stone within 50 ft. plus 5 ft./level, up to a thickness of 10 feet.
  Pilfer Sleep 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 1, ranger 1, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 1evels)
  Target 1 creature
  Duration Instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The target of this spell receives whatever need for sleep the caster had 
  at the time of casting. This effect may make the target naturally drowsy 
  or even fatigued. Fatigued creatures suffer a –2 to Strength, –2 to Dexter-
  ity, and they cannot charge or run. If this spell is successful, the caster is 
  treated as having gotten eight hours of sleep, although this effect does not 
  substitute for the rest time needed for spell recovery.
  The spell is ineffective if cast upon targets such as elves or undead who 
  do not sleep normally.
  Extended use of this spell causes a temporary loss of 2 Constitution 
  points per casting after the first. Lost points can be regained at a rate of 1 
  point per night of normal rest.
  Plague 
  School necromancy [evil]; Level cleric/oracle 7, druid 7, 
  sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more 
  than 30 ft. apart
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell functions like contamaination, except that it affects multiple 
  creatures. The same disease affects all subjects.
  Plant Aura 
  School transmutation; Level druid 6
  Casting Time 1 standard action
  Components V, S, F
  Target you
  Duration 10 minutes/level (D)
  You convert yourself into a plantlike creature for the duration of the 
  spell. As a plant creature, you are immune to critical hits, immune to 
  poison, sleep effects, paralysis, polymorph, and stunning. While you 
  do not gain complete immunity, you do gain a +4 circumstance bonus 
  on saving throws against mind-affecting effects. In addition, the spell 
  provides a natural armor bonus exactly the same as a barkskin spell. This 
  spell converts your body, but not any of your equipment, leaving you 
  with the same items and proficiencies as normal. You can cast spells in 
  this form, but you cannot wildshape or use similar polymorph or shape-
  changing abilities.
  Casting the spell requires a small jade statue of the caster created by a 
  master artisan that is used as a focus. The statue costs at least 150 gp and 
  can be used only for the caster for which it was created.
  Plant Enlightenment 
  School transmutation; Level druid 9
  Casting Time 24 hours
  Components V, S, M (500 gp worth of ebony per HD of 
  the enlightened creature, minimum 2,500 gp, the ebony 
  becomes part of the new creature), DF
  Range touch
  Target animal touched
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You use your divine knowledge of plants and plant growth combined 
  with some of your life energy to convert an animal or magical beast into 
  an enlightened, plant-type creature. Similar to awaken, you must succeed 
  on a Will save (DC = 10 + HD of the converted creature) in order for this 
  spell to take effect. If successful, the “plant-imbued” template is added 
  to the creature, making it a plant-type creature and giving it additional 
  characteristics. The newly enlightened creature is friendly toward you, 
  but you have no special empathy or connection with it. Plant-imbued 
  creatures have their own free will and decide whom they want to associate 
  with, and what they wish to do; at the same time, they always view you as 
  a friend unless you attack them.
  Creatures created with this spell gain the ability to speak Sylvan, as 
  well as other languages known by the caster based upon their Intelligence 
  bonus. Plant-imbued creatures cannot serve as familiars or animal 
  companions, although they might choose to travel with someone for a 
  while on their own.
  Plant-Imbued
  Plant-imbued creatures are animals or magical beasts that have been 
  magically converted to a plant-type creature through the use of the 
  powerful druidic spell plant enlightenment. These creatures gain some 
  of the characteristics and abilities of plants, and also gain additional 
  Wisdom and Intelligence. While they can be found in a variety of different 
  locations, they are almost never found underground or in areas that get 
  little sunlight. These mystical creatures are often in the company of 
  druids, or found in areas where powerful druids reside. Once created, their 
  additional Wisdom and Intelligence gives them the free will to go where 
  they wish and learn new things about the world around them. Those plant-
  imbued creatures that do choose to learn more of the world can eventually 
  become almost fey-like as they age.
  Creating a Plant-Imbued Creature
  “Plant-Imbued” is a template that can be added to any animal or 
  magical beast. The creature’s type changes to “plant” and uses all of the 
  base creature’s statistics and abilities except as described below.
  Challenge Rating: 2–8 HD, base creature +2; 9+ HD; base creature +1
  Alignment: Any
  Size and Type: The base creature’s type changes to plant, and it gains 
  the augmented subtype. Do not recalculate its base attack bonus, saving 
  throws, or skill points.
  Senses: Plant-imbued creatures gain tremorsense 60 ft. as long as 
  they are in contact with a natural surface (soil, unworked stone, etc.); 
  they cannot be flanked or surprised and gain Uncanny Dodge as if 
  they possessed rogue levels equal to their total hit dice. Plant-imbued 
  creatures gain darkvision 60 ft. if the base creature did not already possess 
  darkvision. If the base creature already possessed darkvision, that ability 
  is extended by an additional 30 ft.
  Armor Class: A plant-imbued creature gains a +4 bonus to natural 
  armor. This stacks with the innate natural armor, if any.
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  Hit Dice: Change all current racial Hit Dice to 1d8. If the base 
  creature is less than 2 HD, advance it to 2 HD. Plant-imbued creatures 
  heal wounds more quickly than normal creatures and gain fast healing 
  5 as long as they are in contact with a natural surface. Plant-imbued 
  creatures no longer advance by racial HD, but instead advance by 
  character class. Most plant-imbued creatures choose to become druids, 
  rangers, or oracles (life, lore, nature, and wood are common mysteries 
  for plant-imbued oracles).
  Armor Bonus: Add an additional +4 natural armor bonus to the base 
  creature’s natural armor, if any.
  Defenses Plant-imbued creatures gain DR based on their total racial 
  HD and levels. As plant creatures, they are immune to critical hits, mind-
  affecting effects, poison, sleep effects, paralysis, polymorph, and stunning. 
  Plant-imbued creatures gain spell resistance equal to their CR + 11.
  Plant-Imbued Damage Reduction
  Racial Hit Dice
  Damage Reduction
  1–10
  5/magic
  10–15
  10/magic
  16+
  10/magic cold iron
  Speed: Same as base creature. Plant-imbued creatures can move 
  through any sort of undergrowth at their full movement rate without 
  taking any penalties or suffering any damage as if they had the 
  woodland stride class ability. Magical enchantments designed to 
  impede movement still affect them.
  Special Attacks: Plant-imbued creatures retain all of the base 
  creature’s special attacks and natural weapons.
  Spell-like Abilities A plant imbued creature gains the ability to cast 
  the following spells as a 9th-level druid: at will—freedom of movement; 
  3/day—entangle, magic fang; 1/day—sunburst, tree stride.
  Special Qualities: A plant-imbued creature retains all of the special 
  qualities of the base creature.
  Plant Type: Immune to critical hits, mind-affecting effects, poison, 
  sleep effects, paralysis, polymorph, and stunning, don’t need to sleep.
  Damage Reduction: Plant-imbued creatures are can resist, or 
  instantly heal, damage caused by some types of weapons based on their 
  total number of hit dice and levels. 
  Abilities: The plant-imbued creature has the same Strength, 
  Dexterity, and Constitution scores of the original creature but the other 
  abilities are altered as follows: Intelligence is replaced with a new score 
  generated by rolling 3d6; a new Wisdom score is generated by rolling 
  1d6 and adding the result to the base creature’s Wisdom score. Finally, 
  base creatures with a Charisma score less than 10 roll 2d6 and add the 
  result to the original score; base creatures with a Charisma score of 
  11–14 roll 1d4 and add the result to the base score; base creatures with 
  a Charisma score of 14+ retain their original Cha score.
  Skills: Plant-imbued creatures retain the base creature’s class skill 
  list. Plant-imbued creatures receive a +4 racial bonus to Stealth checks 
  made in natural terrain. This bonus is in addition to any bonuses the 
  base creature might have.
  Feats: Same as base creature, with the possible addition of a feat due 
  to new hit dice.Environment: Any aboveground or sunlit areas
  Challenge Rating: 2–8 HD, base creature +2; 9+ HD; base creature +1
  Treasure: same as base creature
  PLANT-IMBUED GRIZZLY BEAR 
  CR 6
  XP 2,400
  N Large plant (augmented animal)
  Init +1; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +12
   
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 42 (5d8+20); fast healing 5 (in contact with natural 
  surface)
  Fort +8; Ref +5; Will +2
  Defensive Abilities uncanny dodge, plant immunities;  
  Plant Enlightenment
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  DR 5/magic; SR 17
   
  Speed 40 ft.; woodland stride
  Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 9th):
  At will—freedom of movement
  3/day—entangle (DC 12), magic fang
  1/day—sunburst (DC 19), tree stride
   
  Str 21, Dex 13, Con 19, Int 13, Wis 13, Cha 12
  Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
  Feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +12, Survival +9, Swim +13; Racial Modifiers 
  +4 Stealth in natural surroundings
  Creatures created with this spell gain the ability to speak Sylvan, as 
  well as other languages known by the caster based upon their Intelligence 
  bonus. Plant-imbued creatures cannot serve as familiars or animal 
  companions, although they might choose to travel with someone for a 
  while on their own.
  Plant Portal 
  School transmutation; Level druid 4, ranger 4
  Casting Time 1 standard action
  Components V, S, M (a piece of bark from an ash or oak 
  tree)
  Range personal or touch
  Target you or one creature touched
  Area 10 ft. wide by 10 ft. high by 10 ft. long/level
  Duration 10 minutes/level
  Saving Throw none (harmless); Spell Resistance no (harmless)
  Plant portal enables you to open a magic portal through trees, 
  undergrowth, and other such growths — including magical varieties (such 
  as a wall of thorns). The path opened is 10 feet wide, 10 feet high, and up 
  to 10 feet long per caster level. The plant portal allows you, other druids, 
  rangers, and dryads to pass safely through it. Other creatures cannot see 
  or use the plant portal. You cannot use this spell to pass through plant 
  creatures.
  An alternate version of the spell allows you to enter a solid tree trunk 
  (much like a meld with stone spell allows the caster to enter stone or a rope 
  trick spell allows the caster to enter an extradimensional space). The tree 
  must be large enough to accommodate your body in all three dimensions. 
  While inside a tree, you are undetectable by normal means. Even magical 
  means of detection don’t give you away though the tree you are hiding in 
  radiates magic. Dryads can detect your presence with a successful DC 15 
  Wisdom check if they come within 10 feet of the tree.
  If the tree is cut down or burned while you are inside, you must escape 
  before the tree falls to the ground or before it is completely consumed 
  in fire. If still inside when either happens, you must succeed on a DC 15 
  Fortitude save or die.
  Player Instrument 
  School conjuration (calling); Level bard 3
  Casting Time 1 round
  Components V, S, F (a musical instrument)
  Range medium (100 ft. + 10 ft./caster level)
  Target one musical instrument
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You are able to make a musical instrument play as if you were 
  physically playing it, without having to be in contact with the instrument. 
  You must make a Perform check to determine the quality of the playing. 
  The instrument continues to play until you are out of the spell’s range or 
  the duration expires. You may use this to spell to use your bardic music 
  abilities, but doing so requires a Concentration check each round (DC 13 
  + damage sustained if any) and counts as a move action. 
  Player, Instrument, Greater 
  School conjuration (calling); Level bard 5
  Casting Time 1 round
  Components V, S, F (a musical instrument)
  Range medium (100 ft. + 10 ft./caster level)
  Target one musical instrument
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  This spell functions like player instrument except it has a greater 
  duration and the Concentration check to use the instrument for your bardic 
  abilities is reduced to DC 10 + damage sustained.
  Pocket Paradise 
  School conjuration (creation); Level bard 6
  Casting Time 1 minute
  Components V, S
  Range 30 ft.
  Effect extradimensional paradise, up to 30 ft./level radius 
  area
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  To cast this spell, you must render a performance in song, oration, or 
  music that evokes the image of a lush paradise. As the casting continues, 
  your description grows more vivid in the minds of the subjects, until 
  after one minute all subjects find themselves physically transported to the 
  location you’ve described.
  At first glance, the paradise may seem similar to that created by a mage’s 
  magnificent mansion spell. However, the pocket paradise is much more 
  opulent and pleasant. The exact design is left to the bard in question, but 
  typical paradises resemble balmy tropical islands, silk-strewn seraglios, 
  or crystal towers atop craggy mountains. Whatever the appearance, the 
  actual total area of the paradise is a 30-foot-radius per caster level.
  Those within the paradise find themselves the subject of pampered 
  treatment at the hands of a staff of illusory servitors; again, the exact 
  design of these servitors is left to you.
  Although delicious food and sweet drink are plentiful, all of this is 
  illusion, and provides no sustenance. Further, any rest gained while in the 
  paradise is fleeting, and those exiting find themselves just as fatigued as 
  they were when they went in. Time spent here cannot be used to apply to 
  the eight hours of rest a spellcaster needs to regain spells.
  However, the paradise has a soothing effect on the minds of those 
  within it. Those who rest at least 10 minutes in the paradise find 
  themselves cured of the following conditions: cowering, dazed, dazzled, 
  fascinated, frightened, nauseated, panicked, shaken, sickened, and 
  stunned. In addition, they are allowed to make a new save against any 
  other mind-affecting effects they suffer from when they first enter the 
  pocket paradise.
  A subject of the spell may opt to leave the paradise at any time before 
  the spell’s duration expires. Once someone leaves, they cannot return. If 
  you leave, the spell ends and everyone remaining inside is ejected as well.
  Pollen Cloud 
  School conjuration (creation); Level druid 2
  Casting Time 1 standard action
  Components V, M (pinch of pollen or sawdust)
  Range medium (100 ft. + 10 ft./caster level)
  Effect 20-ft.-radius, 10-ft.-high cloud
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  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance no
  You create a cloud of pollen, floating seeds, and other airborne particles 
  by tossing a pinch of pollen or sawdust into the air. The 20-foot-radius 
  cloud is 10 feet high. Those caught within the cloud must succeed on a 
  Fortitude save to breathe properly in the dusty air. Those that fail have 
  difficulty breathing and suffer a –1 penalty to all attack and damage rolls. 
  Spellcasters are forced to make a Concentration check (DC 15 + spell 
  level) to cast any spells with a verbal component. This effect continues for 
  2 rounds after leaving the cloud.
  The cloud can be dissipated by a gust of moderate wind or if the air 
  temperature is reduced by 15 degrees Fahrenheit for a full round. A steady 
  rainfall also pulls the particles out of the air.
  Portrait 
  School divination; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, F (the item upon which the spell is cast)
  Range touch
  Target one object
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You obtain a mental image of the last creature that touched the targeted 
  item. Any creature that touched the item with an intelligence score of 3 
  or below is not revealed. You can see the last intelligent creature to touch 
  the item within a number of days equal to your caster level. If the item 
  hasn’t been touched for a number of days greater than your caster level, 
  you obtain no image at all. For example, a diviner investigating a murder 
  can cast this spell on an item found at the murder scene to receive a mental 
  image of who touched it last in hopes of identifying the killer.
  This spell can be fooled with illusions. For example, if a diviner cast 
  this spell on a silver coin last touched by an elf that was polymorphed to 
  look like a halfling, a mental image of the halfling with the silver coin in 
  hand would be revealed. In addition, if the last person to touch the item 
  was wearing a mask at the time he touched it, you see only his masked 
  face, although you still get an idea of his general size and shape.
  Precision of Arms 
  School divination; Level bard 3, cleric/oracle 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M (the severed finger of a professional 
  assassin), DF
  Range personal
  Target you
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  Precision of arms increases the caster’s weapon critical threat range and 
  multiplier by one. This does not stack with the keen weapon quality or the 
  Improved Critical feat.
  Predict Weather 
  School transmutation; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, M (the leaf of a maple or oak tree)
  Range touch
  Target creature touched
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  The subject gets a +10 enhancement bonus on Survival checks when 
  used to predict the weather. The enhancement bonus increases to +20 at 
  caster level 5th, and to +30 (the maximum) at caster level 9th. The GM can 
  make use of the Random Weather Table (see the Pathfinder Roleplaying 
  Game Core Rulebook, “Environments”) to provide you with your forecast.
  Prey’s Scent 
  School transmutation; Level druid 5
  Casting Time 1 full round
  Components V, S, DF
  Range touch
  Target one creature
  Duration 6 hours/level
  Saving Throw Will negates; Spell Resistance yes
  The caster of prey’s scent must make a melee touch attack against the 
  target of the spell. The target is then allowed a Will saving throw. The 
  subject suffers a –4 penalty to his Will save if he has recently committed 
  especially heinous crimes against nature such as killing a sacred animal 
  or unnecessarily destroying a forest. If the spell is successful, predators in 
  the region detect the subject as if he was their most favored prey animal 
  and immediately begin to stalk him.
  All meat-eating animals, lycanthropes, magical beasts, and monstrous 
  humanoids gain a +10 divine bonus on any Perception or Survival checks 
  related to noticing or tracking the subject of this spell and relentlessly 
  pursue him until the spell ends. Creatures with a keen sense of smell may 
  be drawn to the trail from up to a mile away. Intelligent creatures may 
  recognize the spell for what it is, but likely still pursue the subject because 
  they know it makes hunting easier and prey’s scent affects even the taste 
  of whomever it is cast on.
  The spell does not change the behavior of any familiars or the target’s 
  animal companions. Normal pets and captive animals, hunting or riding 
  dogs, pursue the subject unless their owners make a successful DC 20 
  Handle Animal check. The exact type and number of predators attempting 
  to consume a target affected by this spell depends on the terrain, but it can 
  be assumed that in all but the most lifeless regions he will be hounded 
  almost continuously until the spell ends or some form of safe haven is 
  reached.
  Primal Beat 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 4
  Casting Time 1 standard action
  Components V, S, F (musical instrument)
  Range 60 ft.
  Area 60-ft.-radius spherical emanation, centered on you
  Duration concentration
  Saving Throw Will negates; Spell Resistance yes
  Your music forces those nearby to listen to it and to tap their feet to its 
  rhythm. Thinking becomes difficult as the music insinuates itself into the 
  minds of those hearing it. Anyone within range suffers a –4 penalty on all 
  Intelligence and Wisdom checks, related skills, Will saves, and Concen-
  tration checks for casting spells.
  Primeval Seal 
  School abjuration; Level cleric/oracle 8, sorcerer/wizard 7
  Casting Time 1 minute
  Components V, S, M (a handful of dust from limbo and a 
  snowflake obsidian set in a necklace made from the metal 
  of a hero’s shield worth at least 5,000 gp; the necklace is not 
  consumed in the casting)
  Range touch
  Target one location (up to a 20-ft. cube/level)
  Duration 1 hour/level
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  Saving Throw Will partial; Spell Resistance yes
  This potent spell hedges out all aberrations, outsiders, and undead. 
  You quickly trace a visible seal upon a surface, doorway, arch, or similar 
  structure. The seal cannot be used for personal protection or inscribed 
  on an item to be carried around. The primeval seal forces creatures 
  of the designated type to feel an overpowering urge to leave the area. 
  A compulsion forces them to abandon the area, shunning it and never 
  willingly returning to it while the spell is in effect. A creature that succeeds 
  on its Will save can stay in the area but feels uncomfortable doing so and 
  is sickened for as long as it remains within the area of effect.
  The seal cannot be dispelled, but it can be removed with a limited wish, 
  miracle, or wish spell. 
  Profane Link 
  School necromancy [evil]; Level cleric/oracle 4
  Casting Time 1 full round
  Components V, S, DF
  Range touch
  Target one non-living creature
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell allows you to establish a profane link with undead creatures. 
  Thereafter, you may cast inflict spells through the profane link to heal the 
  undead recipient of the channel.
  If the caster of profane link is also undead, any cure spells cast upon 
  the caster or the channel’s recipient has a 50% chance of damaging either 
  one of them regardless of whether the caster or the recipient was the actual 
  target of the spell. This effect is similar to the side effect of holy channel.
  Progressive Curse 
  School necromancy [evil]; Level sorcerer/wizard 7
  Casting Time 10 minutes
  Components V, S, M (hair, blood, or bit of flesh from the 
  spell’s subject. The component must have come from his 
  body within no more than 1 day per caster level)
  Range unlimited, on same plane only
  Target one creature
  Duration permanent (D)
  Saving Throw Will negates; Spell Resistance yes
  Using materials from the target’s body and incense and other materials 
  (value of at least 1,000 gp), you call upon dark powers to inflict a horrible, 
  growing curse on your victim. The curse can be lifted only by a remove 
  curse or break enchantment spell (or similar effect) cast by someone 
  whose caster level is at least equal to yours when you placed the curse. 
  Alternately, you may dismiss the curse at any time.
  The effects of this curse start out mild, but grow progressively worse 
  with each day that passes. In the first day, the subject suffers a –1 luck 
  penalty to all attack rolls, saving throws, skill checks, and ability checks. 
  This penalty increases by 1 for every week the spell has been active.
  On the fifth day, the subject suffers 1 point of ability score drain from a 
  random ability. Every five days, the subject suffers another point of ability 
  drain. 
  On the 10th day, and every 10 days thereafter, you may cast a spell you 
  know with a range of touch and have it affect the subject, so long as you 
  and the subject are on the same plane. The spell cast can be no higher than 
  third level.
  After the first month, and every month thereafter, the subject suffers a 
  terrible stroke of ill fortune. The exact nature of the disaster is determined 
  by the GM (not by you); possible effects include but are not limited to: 
  death of a loved one, major financial loss, or destruction of a prized 
  possession.
  Projectile Link 
  School conjuration; Level cleric/oracle 5
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  For the duration of the spell, you can cast touch spells through your 
  arrows. You must still cast the spell as usual (as a standard action that 
  provokes an attack of opportunity), but instead of completing the spell by 
  making a touch attack, you complete the spell by firing a single arrow at 
  the target. You may deliver a touch spell through a projectile link if the 
  target is within 60 feet; you may attack targets as usual if they are beyond 
  that range, but the projectile link cannot carry a spell that far.
  When casting a touch spell through a projectile link, you have two op-
  tions: to deliver the spell as a ranged touch attack or as a standard at-
  tack. If you choose to deliver the spell as a ranged touch attack, you add 
  your usual bonuses for firing a single arrow; if you succeed at the ranged 
  touch attack, the spell is delivered, but the arrow causes no damage. If you 
  choose to deliver the spell as a standard attack, the spell is wasted if you 
  miss your attack, but a successful strike inflicts arrow damage as usual as 
  well as delivering the spell.
  Projectile Link, Greater 
  School conjuration; Level cleric/oracle 9
  Components V, S, DF
  As projectile link, but you may deliver touch spells beyond the 60-foot 
  range. In addition, whenever delivering a touch spell through a greater 
  projectile link, the attack is always treated as a ranged touch attack, but 
  inflicts arrow damage as well as delivering the spell.
  Prophet’s Eye 
  School divination; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, F (a glass eye worth at least 400 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target you and one living creature
  Duration 1 hour
  Saving Throw Will negates (see text); Spell Resistance yes
  You gain an immediate insight into the target’s bodily experiences. You 
  see what they see, experience what they experience, hear what they hear 
  and even taste what they taste for the duration of the spell. You do not 
  take damage if the target takes damage, nor do you heal damage if the 
  target heals. An unwilling target that fails the saving throw knows only 
  that some sort of magic has passed through them, not what it was. If the 
  target creature begins to do or say something that would normally be kept 
  secret, they are allowed a second Will save. If this save is successful, they 
  get an uneasy feeling that someone is watching them but have no idea 
  who or how.
  During the duration of the spell, you see what the target sees in addition 
  to what you normally see. This overlapping of images and sounds can make 
  it very difficult to perform complex tasks, giving you a –4 circumstance 
  penalty on all skill checks and forcing a Concentration check (DC=15 + 
  spell level) to cast a spell.
  Protection from Oozes and Slimes 
  School abjuration; Level cleric/oracle 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a mixture of rare salts with which you 
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  trace a 3-ft. -diameter circle on the floor or ground around 
  the creature to be warded)/DF
  Range touch
  Target creature touched
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance no 
  (see text)
  This spell wards a creature from attacks by oozes and slimes. It creates 
  a magical barrier around the subject at a distance of 1 foot. The barrier 
  moves with the subject and has two major effects.
  First, the subject gains a +2 deflection bonus to AC and a +2 resistance 
  bonus on saves. Both these bonuses apply against attacks made or effects 
  created by oozes and slimes. The protection against amorphous creatures 
  ends if the warded creature makes an attack against or tries to force the 
  barrier against the blocked creature. Spell resistance can allow a creature 
  to overcome this protection and touch the warded creature.
  Protection from Paralysis 
  School abjuration; Level cleric/oracle 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a bit of cloth from a cleric’s robe)/DF
  Range touch
  Target creature touched
  Duration 1 minute/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The warded creature gains immunity to paralyzing effects or related 
  magic such as the hold person spell, slow spell, and ghoul touch. The spell 
  does not grant immunity to damage (so a ghoul’s claw would still damage 
  the warded creature but wouldn’t paralyze him). If the subject is under 
  the influence of a paralysis effect when receiving this spell, that effect is 
  suppressed for the duration of the spell.
  Protection from Pressure 
  School abjuration [water]; Level druid 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a carefully constructed 1-inch iron 
  sphere worth at least 50 gp)
  Range touch
  Target creature touched
  Duration 1d10 minutes + 10 minutes/level
  Saving Throw none (harmless); Spell Resistance no (harmless)
  Those who seek to travel the ocean depths need protection against the 
  extreme pressures that might otherwise crush their humanoid bodies. You 
  protect yourself, or another creature you touch, from the crushing pressure 
  deep beneath the ocean’s surface. This spell negates any pressure effects 
  so long as they are water-related (in other words, it can’t prevent you 
  from being flattened by a boulder!). A deep diver protected by this spell 
  can dive and surface as quickly as he wishes without suffering from the 
  “bends.”
  Protection from Undead 
  School abjuration; Level cleric/oracle 1, paladin 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V, S, M (dirt from a cemetery with which you 
  trace a 3-ft.-diameter circle on the floor around the creature 
  to be warded)/DF
  Range touch
  Target creature touched
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance no 
  (see text)
  Similar to protection from evil, this spell wards a creature from attacks 
  by undead creatures. It creates a magical barrier around the subject at a 
  distance of 1 foot. The barrier moves with the subject and has two major 
  effects.
  First, the subject gains a +2 deflection bonus to AC and a +2 resistance 
  bonus on saves. Both these bonuses apply against attacks made or effects 
  created by undead creatures.
  Second, the barrier blocks any attempt to possess the warded creature 
  (by a magic jar attack, for example) or to exercise mental control over 
  the creature (including enchantment [charm] effects and enchantment 
  [compulsion] effects that grant the caster ongoing control over the 
  subject, such as dominate person). The protection does not prevent such 
  effects from targeting the protected creature, but it suppresses the effect 
  for the duration of the protection from undead effect. If the protection 
  from undead effect ends before the effect granting mental control does, 
  the would-be controller would then be able to mentally command the 
  controlled creature. Likewise, the barrier keeps out a possessing life force 
  but does not expel one if it is in place before the spell is cast.
  The protection against undead creatures ends if the warded creature 
  makes an attack against or tries to force the barrier against the blocked 
  creature. Spell resistance can allow a creature to overcome this protection 
  and touch the warded creature.
  Protective Shield 
  School conjuration (creation) [force]; Level cleric/oracle 2, 
  paladin 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 10 minutes/level or until discharged (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  An invisible but tangible field of force surrounds the subject of protec-
  tive shield, providing DR 2/— to the creature touched.
  This shield entails no armor check penalty, arcane spell failure chance, 
  or speed reduction. Since protective shield is made of force, incorporeal 
  creatures can’t bypass it the way they do normal armor. Once the spell has 
  absorbed a total of 5 points of damage per caster level, it is discharged.
  Prowess of the Prophet 
  School divination; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, F
  Range touch
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  You create an insight pool that you can draw from to raise your attack 
  rolls. Upon casting the spell, you gain an insight pool equal to 3/level (max 
  60) that you can split among any number of attacks, using a maximum 
  bonus of your caster level. Use of a bonus must be declared before making 
  an attack roll. The bonus applies to attacks with ranged spells and touch 
  attack spells as well as with weapons.
  For example, an 8th-level wizard casting this spell receives 24 points to 
  attack with. This wizard could make 3 attacks at +8, 6 attacks at +4, or 2 
  attacks at +8 combined with 2 attacks at +4, etc. The caster can use the insight 
  pool in any manner he wishes so long as he declares the number of points he 
  is using before his attack and does not use more points than his caster level. 
  Points that remain unused at the end of the spell’s duration are lost.
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  Pummel 
  School transmutation; Level druid 1
  Casting Time 1 standard action
  Components V, S, M
  Range medium (100 ft. + 10 ft./level)
  Target single creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You use fallen or dead branches as projectiles, launching them at a 
  target as a ranged touch attack. The flying limb can strike a single target 
  and inflict 2d4 points of bludgeoning damage with an additional 1d4 
  points of damage for every two caster levels (maximum 6d4).
  Pungent Scent 
  School illusion (glamer) Level bard 2, sorcerer/wizard 2
  Casting Time 1 full round
  Components V, S, M (a sample of something that has the 
  same scent as the spell is intended to produce)
  Range touch
  Target one creature or object
  Duration 1 hour/level (D)
  Saving Throw Will disbelief; Spell Resistance yes
  The target radiates a particular scent chosen at casting. The effects of 
  the scent depend on how strong the caster makes the odor and how sensi-
  tive the noses of those near the target are. Anyone who has reason to and, 
  therefore, attempts to disbelieve the effects of pungent scent may do so 
  normally with a Will save.
  Potential uses of pungent scent include:
  1. Providing an appropriate fragrance to give a target creature a +3 cir-
  cumstance modifier to Charisma-based skill checks.
  2. Masking the odor of foul-smelling creatures such as troglodytes or 
  masking the target’s odor to make him more difficult to track (+ 2 DC to 
  Survival rolls for tracking) and to prevent creatures with the scent extraor-
  dinary ability from detecting or tracking him.
  3. Granting the target a foul-smelling odor that affects foes as the 
  troglodyte stench extraordinary ability. Victims who have no reason to 
  disbelieve the illusion or who fail to disbelieve it and are within 30 ft. of 
  the target must make Fortitude save versus the DC for pungent scent or 
  be nauseated. The nausea lasts 10 rounds and deals 1d6 points of tem-
  porary Strength damage. The caster is not affected. The caster’s allies 
  may get a +4 bonus on their Will save to disbelieve, provided they know 
  of the spell and the tactic, but if they fail, they must make a Fortitude 
  check as above.
  Purifying Bath 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 hour
  Components V, S, F
  Range close (25 ft. + 5 ft./2 1evels)
  Target one creature marked to the spirit doll focus
  Duration see text
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  By washing the doll and mark during the casting of this spell, the caster 
  creates a magical bond between the two. The doll and its mark must be 
  within 5 feet of each other while this takes place. Once this spell is com-
  pleted, any conjuration (healing) or protection from evil/good/law/chaos 
  spells cast on the doll take effect on the target as if cast directly onto him.
  Once the spell is cast, the distance between the target and the caster is 
  irrelevant. This spell lasts as long as the spirit doll remains in one piece, 
  that is, once the spirit doll’s enchantment ends so does this spell. Refer to 
  the enchant spirit doll spell for details on that spell’s duration.
  Focus: Spirit doll (see enchant spirit doll spell) marked to the target, 
  and enough clean water to bathe the target and the spirit doll during the 
  casting.
  Purloin 
  School conjuration (summoning); Level bard 0, sorcerer/
  wizard 0
  Casting Time 1 action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one object within range
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  This cantrip makes an object of Diminutive size or less vanish and then 
  reappear in your hand. If the object is not within sight, you must know 
  the exact location and nature of the object to be purloined. A thief who 
  has seen his victim pocket a valuable ruby, for example, knows where it 
  is located and therefore is able to use this spell. Purloin cannot be used to 
  steal magical items.
  Purple Haze 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 7
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Target all creatures in a 20-ft.-radius burst
  Duration 1 minute/level
  Saving Throw Will partial; Spell Resistance yes
  You fill the target area with a faint purple mist that has an intoxicating 
  effect on all those it touches. All creatures within the spell’s area of effect 
  are sickened. In addition, targets who fail their saving throw are confused 
  for the spell’s duration. Those who make their saves are not confused, but 
  are still sickened.
  Push 
  School evocation [force]; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a small pinch of powdered brass)
  Range close (25 ft. + 5 ft./2 levels)
  Target single creature or object
  Duration instantaneous
  Saving Throw none (see text); Spell Resistance no
  An invisible blast of force pushes a single creature or object within 
  range back 10 feet. You can push up to a total weight of 25 pounds per 
  caster level (maximum 250 pounds at 10th level). Movement is along a 
  horizontal plane only (i.e., you cannot use this spell to move an object or 
  creature up a wall for example). You must succeed on an attack roll to hit 
  the target, using your base attack bonus + your Intelligence modifier (if 
  a wizard) or Charisma modifier (if a sorcerer). Creatures who fall within 
  the weight capacity of the spell can be pushed, but they are allowed Will 
  saves (and spell resistance) to negate the effect, as are those whose held 
  possessions are targeted by the spell. If a creature is pushed against a solid 
  surface, it takes damage as if it had fallen 10 feet (1d6 points of damage).
  Pushed weapons cause standard damage (with no Strength bonus; note 
  that arrows or bolts deal damage as daggers of their size when used in this 
  manner). Other objects cause damage ranging from 1 point per 25 pounds 
  (for less dangerous objects) to 1d6 points of damage per 25 pounds (for 
  hard, dense objects).
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  Putrefy Food and Drink 
  School transmutation; Level cleric/oracle 1, druid 1
  Casting Time 1 standard action
  Components V, S
  Range 10 ft.
  Target 1 cubic ft./level of food and water
  Duration instantaneous
  Saving Throw Will negates (object) and Fortitude negates 
  (see text); Spell Resistance yes (object)
  This spell spoils and poisons food and liquids and makes them 
  unsuitable for consumption. A creature consuming such food or drink 
  must succeed on a Fortitude save or take 1 point of Constitution 
  damage. One minute later, another Fortitude save (same DC) must be 
  made to avoid another point of Constitution damage. 
  Holy water and similar food and drink is spoiled by putrefy food 
  and drink. This spell has no effect on any type of creature or magical 
  potions. Putrefy food and water counters and is countered by purify 
  food and water.
  Note: Water weighs about 8 pounds per gallon. One cubic foot of 
  water contains roughly 8 gallons and weighs about 60 pounds.
  Quash Summoning 
  School abjuration; Level druid 6, sorcerer/wizard 6
  Casting Time 1 round
  Components V, S, M/DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 30-ft. radius
  Duration 1 round/level
  Saving Throw special (see text); Spell Resistance yes
  You use this potent spell to prevent adversaries from using any 
  summoning spell within the area of effect for the duration of the spell. 
  Creatures summoned outside the area of effect must succeed at a Will 
  saving throw to enter the area; if they fail, they cannot enter the area. 
  If they succeed, they can enter the area but suffer a –1 penalty to all 
  attack, damage, and saving throw rolls. Spellcasters attempting to 
  summon within the area of effect can make a Spellcraft check with a 
  DC equal to the save DC of the spell to recognize that it won’t work 
  and be able to abandon casting without losing the spell. Summoned 
  creatures already within the area of effect are forced to make a Will 
  save; those that fail are forced to flee the area of effect while those that 
  succeed can remain but suffer a –1 penalty to all attack, damage, and 
  saving throw rolls. The caster must make a caster level check to affect 
  summoned creatures with spell resistance. While quite potent, this spell 
  has only a short duration and does not prevent the use of gate spells 
  or any form of teleportation spell. It is also non-selective; it affects all 
  summoned creatures, even those summoned by allies of the caster or 
  the caster himself.
  The main limitation on this spell is that it only works outdoors, or 
  in vast underground caverns, not in the smaller interior of buildings 
  or structures. This limitation can be turned into an advantage; if cast 
  immediately outside a structure, the area of effect can surround the 
  structure, while the interior of the structure remains unaffected.
  Quell the Wild 
  School illusion (glamer); Level druid 0, ranger 1, sorcerer/
  wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target wildlife within area
  Duration 1 round + 1 round/3 levels
  Saving Throw none; Spell Resistance no
  All natural wildlife within the area goes silent for the duration of the 
  Putrefy Food and Drink
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  spell — no chirping, barking, twittering, and no sound from their move-
  ment. This spell does not compel animals to fall silent; it merely suppress-
  es the noise they make.
  Quick Change 
  School transmutation (teleportation); Level bard 1, sorcerer/
  wizard 1
  Casting Time 1 action
  Components V, S, F (the exchanged clothing)
  Range close (25 ft. + 5 ft./2 levels)
  Target one or two creatures wearing clothing (see text)
  Duration instantaneous
  Saving Throw Will negates (see text); Spell Resistance yes
  The caster can choose to switch her own clothing with another set of 
  clothing that she can see and that is within range. She may also use it to 
  exchange the clothing worn by two other individuals within range. If a 
  target is unaware of the spell or is resisting, he receives a Will saving 
  throw. If he succeeds, the spell fails. If the caster is attempting to exchange 
  the clothing of two other individuals, the spell fails if either individual 
  succeeds at his Will save.
  All non-magical worn items are exchanged, including cloaks, rings, 
  backpacks, sheathed weapons, etc. Drawn weapons are not exchanged, nor 
  are magical items. Non-magical armor can also be exchanged or quickly 
  donned using this spell. The GM should adjudicate the consequences for 
  switching items that are the wrong size: armor that is too small falls off 
  and is useless; clothing that is too large hinders movement and provides 
  a Dex penalty; rings that are the wrong size may break, fall off, or cause 
  discomfort, etc. Physical damage is never taken due to exchanged item 
  being the wrong size.
  Quicken Assassin 
  School illusion (shadow); Level sorcerer/wizard 9
  Casting Time 4 hours (see text)
  Components V, S, M (some portion of the creature to be 
  duplicated and 50,000 gp worth of raw materials to help 
  form the clone)
  Range touch
  Target duplicate creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You create a near-perfect clone of an individual you want killed 
  and replaced. After working with base materials for several days 
  (1 day/level of creature to be cloned) you spend an exhausting 4 
  hours magically shaping the clone and finally bringing it to life, or 
  “quickening” it. The clone has no true soul, but it does become a 
  living, breathing copy of the person it is meant to represent. It has all 
  of the skills, feats, and abilities of the creature it is meant to represent 
  as well as enough of the memories and personalities to impersonate the 
  intended victim (+25 to all Bluff checks). 
  The creature has just enough of its target in it to know that it is a mere 
  duplicate, and stops at nothing to eliminate its target and assume its life. 
  The quickened assassin’s goal is to kill the creature it was cloned from and 
  assume its identity in order to better serve you, the person that graciously 
  brought it to life.
  You have a telepathic link that you can exercise through 
  concentration to communicate with the assassin, who remains loyal 
  to you as long as it lives. A powerful wizard could use this spell to 
  replace a king or other ruler with a clone that is completely loyal to 
  him in every way.
  Unlike normal living creatures, a quickened assassin has no soul to 
  give it the extra will to survive after being reduced to 0 hit points. Once 
  reduced to 0 hit points, it is destroyed and cannot be brought back to “life” 
  with anything short of a wish, miracle, or similar magic.
  Quicksand 
  School transmutation; Level druid 4
  Casting Time 1 standard action
  Components V, S, M (a small amount of water and sand)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 5-ft. square/2 levels
  Duration 1 hour/level (D)
  Saving Throw Reflex (see below); Spell Resistance no
  You transform a normal dirt, sand, or stone floor into quicksand. 
  Creatures standing on the affected surface receive a saving throw to escape 
  the area before the transformation is complete. Those that succeed are 
  forced to move out of the area on their next turn. Creatures with nowhere 
  to escape automatically fail the save. Those that fail the save sink into the 
  quicksand. Creatures in the quicksand are permitted DC 10 Swim check 
  to remain near the surface or a DC 15 Swim check to move 5 feet in 
  any direction desired (see “Marsh Terrain” in the Pathfinder Roleplaying 
  Game Core Rulebook, “Environments”). The spell covers a 5-foot square 
  per 2 levels and is 1 foot deep per level. It is possible to cause floors in 
  underground passages to collapse into the area below if the thickness is 
  covered in the spell’s area.
  At the end of the duration, the affected area becomes fine sand and dirt.
  Quicksilver Vault 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 10 minutes
  Components V, S, M (the spell requires a silver coin and a 
  small key), F (any mirror can be used, but its dimensions limit 
  the size of items that one can place within it)
  Range touch
  Effect one mirror
  Duration one access/2 levels
  Saving Throw none; Spell Resistance no
  Similar to a bag of holding, this spell creates an extradimensional space 
  beyond the surface of a mirror. This extradimensional space is able to hold 
  materials up to 100 lbs. per caster level. You can access the space freely up 
  to one access per two levels. During the casting, you can set directions that 
  allow access to the safe and the items protected within. The “combina-
  tion” to open the safe can be as simple as a command word to anything as 
  complicated as the conditions needed to fulfill a magic mouth activation. 
  Each access opens the safe for a period of up to five minutes. If the spell 
  runs out of access uses, it ends, and any items remaining within the mirror 
  stay within the extradimensional space. The mirror continues to radiate a 
  slight magical aura. Any caster may recast this spell to gain access to the 
  space once again.
  A successful dispel magic ends the duration of quicksilver vault but the 
  items stored in the safe remain there. Break enchantment, limited wish, 
  miracle, and wish all break the quicksilver vault, which ejects all items 
  within it and destroys the mirror. A mirror may have only one quicksilver 
  vault cast upon it at any given time, and it may link to only one extra-di-
  mensional space at any given time.
  Living matter can be placed within the safe. Anything inside the quick-
  silver vault can exit the safe freely and leave the extra-dimensional pocket 
  regardless of whether the quicksilver vault is still active or not. If the spell 
  is active, such an exit uses up one access of quicksilver vault.
  Quill Skin 
  School transmutation; Level druid 1
  Casting Time 1 standard action
  Components V
  Range personal
  Target you
  Duration 2 rounds/level (D)
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  Hundreds of thin, pointed quills instantly erupt from your skin. The 
  quills effectively serve as armor spikes and you are treated as if you 
  are proficient with them. These quills cover the majority of your body 
  and do not harm you, hinder movement or any other actions. The quills 
  sprout out of natural and leather armor but remain harmless under other 
  types. The quills are fine enough as not to cause damage to clothing or 
  other items worn.
  Creatures swallowing you immediately take 3d6 points of damage each 
  round while you remain swallowed.
  Radiance 
  School transmutation [fire]; Level cleric/oracle 2, druid 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (5-ft. radius)
  Duration 1 round/level (D)
  Saving Throw none and Reflex half (see text); Spell 
  Resistance no
  You sheathe your body in glowing yellowish-orange fire. This does not 
  harm you or any objects or items in your possession. The fire sheds light 
  in a 10-foot radius. Creatures coming within 5 feet of you or touching 
  you (or creatures you touch) take 1d6 points of fire damage. A successful 
  Reflex save halves the damage. 
  Rain of Missiles 
  School conjuration (creation); Level sorcerer/wizard 3
  Casting Time 1 action
  Components V, S, M (masterwork arrow, bolt, sling, or bullet)
  Range close (25 ft. + 5 ft./2 levels)
  Area cone
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance yes
  When cast upon a single missile such as a bolt, arrow, or sling bullet, 
  this spell causes the missile to transform into a mass of conjured repli-
  cas, striking targets within its area of effect. The spell is not effective on 
  thrown weapons — only missiles that are launched from a bow, sling, or 
  similar device. Each target in the area suffers a single automatic hit from a 
  missile identical to the original. Targets are allowed a Reflex save to avoid 
  damage. Each of these projectiles is considered to be a +1 magic weapon 
  for purposes of overcoming damage resistance, but the actual damage is 
  not increased. The duplicate weapons vanish with the spell, but the origi-
  nal missile may be retrieved as normal.
  Rainbow Spear 
  School conjuration (creation); Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range 0 ft.
  Effect rainbow-colored shortspear
  Duration see text
  Saving Throw see text; Spell Resistance see text
  You focus energy to create a shortspear of a specific color and effect 
  that is thrown as a ranged touch attack. The caster must choose what color 
  to make the spear, with each color having a different special effect. The 
  caster can create one spear for every 5 caster levels (maximum 4 spears) 
  but can throw only one spear per round. Spears must be used within 10 
  rounds of their creation and can be used only by the caster. A successful 
  hit deals 1d6 points of piercing damage plus the following special effects:
  Color
  Effect
  Red
  1d4 +1 per caster level (max +20) points of fire 
  damage (Reflex save for half)
  Orange
  1d8 +1 per 2 caster levels (max +10) points of 
  acid damage (Reflex save for half)
  Yellow
  Slowed as per the slow spell (Will save negates
  Green
  Poisoned, initial and secondary damage 1d6 
  Con (Fortitude save negates)
  Blue
  1d4 +1 per caster level (max +20) points of 
  electricity damage (Reflex save for half)
  Indigo
  Stunned for 1d4 rounds (Will save negates)
  Violet
  1d8 +1 per 2 caster levels (max +10) points of 
  sonic damage (Reflex save for half)
  Rainbow Staff 
  School conjuration (creation); Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range 0 ft.
  Target rainbow-colored staff
  Duration 1 round/level
  Saving Throw see text; Spell Resistance see text
  You conjure a shimmering, ever-shifting, rainbow-colored staff  
  of energy. Each attack with the staff is made as a touch attack and 
  deals 1d6 points of bludgeoning damage along with the damage 
  based on the color of the staff conjured. The staff changes colors 
  each round so additional effects and damage likely varies from round 
  to round.
  1d8
  Color
  Effect
  1–2
  Red
  2d6 points of fire damage (Reflex save 
  for half)
  3
  Orange
  2d8 points of acid damage (Reflex save 
  for half)
  4
  Yellow
  Slowed as per the slow spell for 2 rounds 
  (Will save negates)
  5
  Green
  Poisoned; initial and secondary damage 
  1d4 Con (Fortitude save negates)
  6
  Blue
  2d6 points of electrical damage (Reflex 
  save for half)
  7
  Indigo
  Stunned for 1d4 rounds (Will save 
  negates)
  8
  Violet
  2d8 points of sonic damage (Reflex save 
  for half)
  Raise Island 
  School conjuration; Level sorcerer/wizard 7
  Casting Time 5 rounds
  Components V, S, M (a piece of granite thrown into the sea)
  Range up to 300 yards from caster (see text)
  Area 50 square ft./level
  Duration 1 day/level
  Saving Throw none; Spell Resistance no
  You conjure an island of bare stone upon the completion of this spell. 
  The island can appear only on saltwater. It floats on the surface for the 
  duration of the spell, but cannot be moved.
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  Raise Shipwreck 
  School evocation [force]; Level sorcerer/wizard 8
  Casting Time 3 rounds
  Components V, S, M (a shipwreck)
  Range 100 ft./level
  Area one ship
  Duration 20 minutes/level (D)
  Saving Throw none; Spell Resistance no
  A powerful tool for those who make their homes on the high seas, this 
  spell allows the caster to cause any sunken ship to rise from the seabed at 
  a speed of 10 feet per round. You can raise only a single ship, but that ship 
  may be of any size. The distance the ship rises is limited to 100 feet per 
  caster level. Furthermore, the caster must be able to see the wreckage to 
  raise it. In other words, he can’t cause a shipwreck to rise while he remains 
  on the surface; he must be down in the depths, within sight of the heap, to 
  make the spell function properly. Once on the surface, the wreck floats for 
  the spell’s duration before sinking again.
  Random Pain 
  School transmutation; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, DF, F (the weapon to be affected)
  Range close (25 ft. + 5 ft./2 levels)
  Target one melee weapon
  Duration 1 round/level
  Saving Throw Will negates (object); Spell Resistance yes (object)
  Random pain warps the fabric of cause and effect around a single 
  weapon. This spell affects only a melee weapon, not natural weapons or 
  missile weapons of any kind. On a successful hit with the affected weapon, 
  it deals damage normally but not to the target of the attack. Rather, damage 
  is dealt to the wielder or to one of his companions (including any additional 
  effects such as extra damage from a critical hit, fire or cold damage, and 
  so on). The GM randomly determines who is affected by this weapon. No 
  damage is dealt (to anyone) if the weapon misses on an attack roll.
  This spell targets and affects a weapon, not the wielder, so the wielder 
  can simply discard the weapon for the duration of this spell and avoid the 
  effects of random causality.
  Rat’s Nose 
  School transmutation; Level druid 1, ranger 1, sorcerer/
  wizard 2
  Casting Time 1 full round
  Components V, S, M (rat droppings and a small quantity of 
  grain)
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw none; Spell Resistance No
  The subject of this spell gains the scent ability. This ability allows the sub-
  ject to detect approaching enemies, sniff out hidden foes, and track by sense of 
  smell. The subject can identify familiar odors just as humans do familiar sights.
  Raise Shipwreck
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  Ravaging Fire 
  School evocation (Earth, Fire); Level druid 9
  Casting Time 1 round
  Components V, S, M (a carving of a volcano made of 
  obsidian and worth at least 12,500 gp)/DF
  Range long (400 ft. + 40 ft./level)
  Effect moving 100-ft.-radius cloud of fire and rock
  Duration 1 round/level (D)
  Saving Throw special, see text; Spell Resistance no
  Your anger and rage call down a rain of burning rocks and magma 
  over a massive area of land. The burning rocks rise and fall in a rolling 
  cloud of ash and fire that crushes and burns everything in their wake. The 
  cloud covers a 100-foot-radius and moves at a speed of 20 feet/round in 
  a direction of your choice. Used by angry or evil druids, this spell can 
  completely erase entire townships or sections of forest from existence.
  Living creatures in the area of effect suffer 10d6 points of fire damage from 
  the awesome heat (Fortitude save for half) as well as 8d6 points of bludgeoning 
  damage from the crushing rocks (Reflex save for half). Wild animals that see 
  the cloud approaching flee at their top rate of speed. Structures in the area 
  of effect suffer 8d6 points of bludgeoning damage per round and anything 
  flammable is incinerated by the heat of the partially molten stones constantly 
  striking everything in the area. Those actually surviving an attack of this 
  magnitude swear that the very earth began to burn.
  When the spell ends, cooling rubble and ash are all that is left behind. 
  The dark black scar in the earth cannot support life for another 1d4 years 
  unless someone makes the effort to magically revive the area.
  Ravenous 
  School enchantment (compulsion) [mind-affecting]; Level 
  druid 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S. M (a drop of honey and a piece of moldy 
  bread)/DF
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft.-radius burst
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  Ravenous causes all creatures, except the caster, in the area of effect to 
  be overcome with ravenous hunger. Affected individuals may undertake 
  no action except to seek out and devour the closest food. If attacked, they 
  defend themselves until immediate physical threats are gone, at which 
  time they continue their ravenous search for food. Creatures so affected 
  do anything to consume edible substances, though they may make an ad-
  ditional Will save to resist any act that is self-destructive (eating food they 
  know to be poisoned) or that violates their alignments (eating a disabled 
  companion). Creatures under the effects of this spell can generally con-
  sume l daily ration of food every 5 rounds.
  Ray of Desiccation 
  School necromancy; Level druid 5, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a small bit of sponge)
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration 1 minute/level
  Saving Throw none; Spell Resistance yes
  You fire a desiccating ray that drains the water from a target on a successful 
  ranged touch attack roll. The target takes a 1d6 + 1 per 2 levels (maximum 
  1d6+5) penalty to their Constitution score. This penalty is not stackable, so a 
  creature cannot be affected more than once. A target that has his Constitution 
  reduced to 0 is killed, leaving behind a dried husk of a corpse. Creatures with 
  the aquatic or water subtype are particularly susceptible, taking a 1d6+1/level 
  (maximum 1d6+10) penalty to their Constitution score.
  Ray of Paralysis 
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a pinch of earth from a ghoul’s lair or a 
  bit of flesh from a ghoul)
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration instantaneous (see text)
  Saving Throw Fortitude negates; Spell Resistance yes
  Imbuing you with negative energy, this spell allows you to fire a 
  crackling ray of negative energy at a single target. You must succeed on a 
  ranged touch attack to strike. The subject is paralyzed for 1d6+4 rounds if 
  it fails a Fortitude save.
  Razorfield 
  School conjuration (creation); Level sorcerer/wizard 1
  Casting Time 1 action
  Components V, S, M (a caltrop and a drop of blood)
  Range medium (100 ft. + 10 ft./level)
  Area one 5-ft. square/level
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  The caster of razorfield designates up to one 5-foot square per level 
  within the spell’s range to sprout forth razor-sharp blades. These squares 
  need not be contiguous.
  The razors function like caltrops (see the Pathfinder Roleplaying Game 
  Core Rulebook, “Equipment”), with a few exceptions. First, they deal 1d4 
  points of damage instead of the usual l point caused by caltrops. Since the 
  razors are affixed to the ground, they also cannot be swept away or moved 
  in any manner save through the use of dispel magic or similar effects. 
  Creatures of Tiny size or smaller are not affected by the razors.
  Rebound 
  School transmutation; Level cleric/oracle 3, druid 2, paladin 
  4, ranger 4
  Casting Time 1 full round
  Components V, S, M (an arrowhead)/DF
  Range touch
  Target one arrow, sling bullet, or crossbow bolt
  Duration instantaneous
  Saving Throw none; Spell Resistance no (item)
  When this spell is cast on a single non-magical arrow, sling bullet, or 
  crossbow bolt, the missile becomes able to strike more than one visible 
  target in a melee round. The number of extra targets is equal to 1 target for 
  every 2 caster levels (maximum 10). An attack roll is required for every 
  target, and the missile can attack each target only once (attacks in excess 
  of the total number of opponents are wasted).
  Reduce Nausea 
  School conjuration (healing); Level cleric/oracle 1, paladin 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of powdered ginger)/DF
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
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  Reduce nausea lessens a nausea effect on the creature touched, changing 
  the effect to sickened and cutting the duration of the remaining effect in 
  half. Therefore, a creature nauseated for 10 rounds that receives this spell 
  is no longer nauseated, only sickened for 5 rounds. This spell has no effect 
  on a sickened creature.
  Refine 
  School transmutation; Level cleric/oracle 1
  Casting Time 1 round
  Components S, DF
  Range touch
  Target one object (up to 1 lb./level)
  Duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  You improve upon an existing item, magically giving it better balance, 
  tighter construction, and more graceful lines. The item in question be-
  comes masterwork for the duration of the spell, with a corresponding 
  increase in bonuses. This spell has no effect on an item that is already 
  masterwork.
  Regalia 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M
  Range touch
  Target one article of clothing or armor
  Duration permanent
  Saving Throw Will negates (harmless); Spell Resistance yes
  This spell transforms an article of non-magical clothing or armor into 
  the livery of whomever the caster selects. The clothing or armor fits the 
  same as before, and feels the same in terms of material, but looks exactly 
  like the livery worn by the person’s servants, guards, or soldiers. Alter-
  nately, this spell may be used to place the heraldic device onto a non-mag-
  ical tabard or shield. This is not an illusion but an actual alteration, and the 
  clothing now has the coat-of-arms embroidered, stamped, or carved into 
  it, as appropriate. Note that you must already know the coat-of-arms you 
  want to appear on the clothing in order for this spell to work.
  Regenerate Plant Life 
  School conjuration (healing); Level druid 2
  Casting Time 1 standard action 
  Components V, S, M (a small amount of willow sap)
  Range touch
  Target one Medium or larger plant or all small plants in a 25-
  ft. radius
  Duration 5 rounds/level
  Saving Throw none; Spell Resistance no
  This spell grants plants the ability to regenerate previous damage. The 
  spell can affect one Medium or Large plant, or the caster can imbue all 
  plants of Small or smaller size in a 25-foot radius. Plants affected by the 
  spell are cured of all diseases and infestations and gain the supernatural 
  ability to heal 5 hit points per round until completely healed (as fast 
  healing). This spell works on all living plant life, whether animated or 
  not; however, the spell ends if the plant moves, attacks, or is damaged.
  Rebound
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  Reinforce Illusion 
  School illusion (glamer); Level bard 2, sorcerer/wizard 2
  Casting Time 1 full round
  Components V, S, F (a multicolored glass etching)
  Range touch
  Target one creature
  Duration concentration 2 rounds/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The DC of illusion spells cast by the subject increases by 3.
  Reinstate Spell 
  School transmutation; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration instantaneous
  This spell reinstates any spell or spell-like effect whose duration has 
  expired within the last round. Only a single spell or spell-like effect up 
  to 4th level can be reinstated. The reinstated spell has a new duration and 
  effect as if the spell had been newly cast. Spells and effects with duration 
  of instantaneous cannot be reinstated.
  Because dispel magic and related spells cause a spell’s duration to 
  expire prematurely, dispelled spells can be reinstated through the use of 
  this spell.
  Reinstate Spell, Greater 
  School transmutation; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration instantaneous
  As reinstate spell, but you can reinstate up to one spell or spell-like 
  effect per 3 caster levels, and the maximum level of spell that can be 
  reinstated is 6th.
  Reinvigorate 
  School transmutation; Level paladin 2
  Casting Time 1 round
  Components V, S, DF
  Range personal
  Target you
  Duration 1 hour/level
  Reinvigorate grants you three powers:
  First, your tired body and mind feel a rush of energy as all feelings of 
  exhaustion dissipate. Any penalties you are suffering as a result of fatigue 
  disappear immediately as you become completely refreshed.
  Second, you gain a +1 sacred bonus to all Fortitude saving throws as 
  divine energy takes you above your normal state of endurance.
  Third, you need to rest only half as long as normal while the spell 
  persists.The verbal and somatic components of this spell involve stand-
  ing and looking upward to the heavens, raising your arms, and uttering 
  a short prayer to your god in order to invoke the energizing power of 
  this spell.
  Remember Seas 
  School divination; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target ship’s wheel
  Duration see text
  Saving Throw none; Spell Resistance no
  You cast this spell on the ship’s wheel to make it “memorize” the 
  course you follow for the next 1 hour/caster level. The journey instilled 
  in the wheel’s “memory” remains until it is replaced by a new journey 
  or dispelled. During any future trip through this area, the wheel does not 
  require guidance. Upon command, it steers itself to any point stored in 
  its “memory.” If it passes beyond the bounds of its recorded journey, it 
  immediately drifts aimlessly until correctly piloted. A ship’s wheel can 
  hold only one journey in its “memory” at a time.
  Remove Nausea 
  School conjuration (healing); Level cleric/oracle 3, paladin 3
  Casting Time 1 standard action
  Components V, S, M (crushed ginger and clove buds that 
  have been boiled in water)/DF
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Remove nausea removes any sickened or nausea effect from the 
  creature touched.
  Repel Dirt 
  School abjuration; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one person
  Duration 1 hour + 1 hour/2 1evels
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The world is a dirty and dusty place, and most people wind up coated 
  with dirt, slime, and other refuse any time they step outdoors. But knights 
  and nobles like to look their best. This spell allows the target to shine 
  amid the grime as dirt and filth slide off the individual and anything he is 
  wearing. Note that this spell does not protect against actual damage, just 
  against surface filth.
  Rescind Protection 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a small shield made of tin, hammered 
  extremely thin, that is bent as the spell is cast)
  Range medium (100 ft. + 10 ft./level)
  Target single creature
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes (see text)
  This spell strips away spell resistance and magical resistance bonuses 
  to saves. The caster gains a +10 bonus to his caster level check to over-
  come the target’s spell resistance (if any). Additionally, the target receives 
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  a Fortitude save to negate the spell’s effects; however, any magical effects 
  generating resistance type save bonuses for the victim do not add to his 
  save to resist this spell.
  If the rescind protection spell takes effect on the target, the target’s spell 
  resistance decreases by 1 point per level (maximum –15), and any resis-
  tance type save bonuses the target receives are completely suppressed for 
  the duration of rescind protection.
  Reshape Metal 
  School transmutation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (scrap of iron from a forge)
  Range close (25 ft. + 5 ft./2 levels)
  Effect up to 1 lb. weight of metal per caster level
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  You target a particular metal item with this spell. The item in question 
  becomes soft, as if it were molten metal, and you can then reshape it into 
  any desired form. You do not need to touch the item to reshape it, but 
  can simply imagine the desired form in your mind and order the metal 
  to match it. Once it takes its new form, the metal cools, and is now fixed 
  in that shape. The item’s damage matches its new form, regardless of the 
  old one — a sword transformed into a metal urn does not do damage as a 
  sword anymore. The metal itself remains the same, and retains the same 
  hardness and hit points as before. Note, however, that this spell cannot 
  produce artwork — filigree and etching and other intricate details are lost, 
  and the new item is reasonably well-crafted but not masterwork.
  Resist Channeling 
  School necromancy; Level sorcerer/wizard 5
  Casting Time 1 action
  Components V, S, M (drop of the caster’s blood)
  Range touch
  Target one undead creature that is subject to turning
  Duration 1 hour/level
  Saving Throw none; Spell Resistance yes (harmless)
  This spell functions as lesser resist channeling but gives its caster +3 
  channel resistance. This effect stacks with any existing channel resistance. 
  It cannot be cast on a target already under the effect of any other resist 
  channeling spell.
  Resist Channeling, Greater 
  School necromancy; Level sorcerer/wizard 7
  Casting Time 1 action
  Components V, S, M (drop of the caster’s blood)
  Range touch
  Target one undead creature that is subject to turning
  Duration 1 hour/level
  Saving Throw none; Spell Resistance yes (harmless)
  This spell functions as resist channeling and lesser resist channeling, 
  but gives its target channel resistance of +5. This effect stacks with any 
  existing channel resistance. It cannot be cast on a target already under the 
  effect of any other resist channeling spell.
  Resist Channeling, Lesser 
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 action
  Components V, S, M (drop of the caster’s blood)
  Range touch
  Target one undead creature that is subject to turning
  Duration 1 hour/level
  Saving Throw none; Spell Resistance yes (harmless)
  Lesser resist channeling grants a single undead creature channel resis-
  tance of +1 for the spell’s duration. This effect stacks with any existing 
  turn resistance. It cannot be cast on a target already under the effect of any 
  other resist channeling spell.
  Resistance to Fear 
  School abjuration; Level cleric/oracle 0, druid 0, sorcerer/
  wizard 0
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 minute
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The subject gains a +2 morale bonus against fear effects for 1 minute. If 
  the subject is under the influence of a fear effect when receiving this spell, 
  he can immediately attempt another save to break the effect. If the save 
  fails, this spell has no effect.
  Resonant Imbalance 
  School evocation; Level bard 3
  Casting Time 1 standard action
  Components V, M (a small paper cone the bard yells 
  through)
  Range 60 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  You use your voice to create a disturbing cone of sound, extending 
  outward from you in whatever direction you face. Creatures caught within 
  the area of effect must succeed at a Fortitude save or be nauseated for 
  1d4+1 rounds. Nauseated creatures are unable to attack, cast spells, or do 
  anything beyond single move actions or free actions.
  Restore the Dead 
  School necromancy; Level cleric/oracle 3, sorcerer/wizard 4
  Casting Time 1 action
  Components V, S
  Range touch
  Target one or more skeletons, corpses, or zombies touched
  Duration instantaneous
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  With restore the dead, the caster instantly repairs one animated skele-
  ton or zombie per caster level, up to a maximum of 20. Animated skel-
  etons and zombies are instantly repaired and restored to full hit points. 
  Destroyed skeletons and zombies are not restored, only those that have 
  been damaged.
  Restore True Form 
  School abjuration; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (sliver of a broken mirror)
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  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  This spell changes the subject back to its true form, no matter how 
  it was altered. Restore true form cancels any polymorph or wild shape 
  effects, as well as similar physical changes (such as those caused by alter 
  self). This spell even restores petrified creatures to living flesh, and undoes 
  the effects of a curse of infirmity. It is not necessary for you to know the 
  subject’s name or native form for this spell to work. Note that this spell 
  works on voluntary and involuntary transformations. This spell does not 
  prevent further transformations — for instance, a lycanthrope forced into 
  its true form may shapeshift into another form on its next action.
  Restraining Order 
  School abjuration; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (a wooden sphere)
  Range close (25 ft. + 5 ft./2 levels)
  Target one Medium or smaller creature
  Duration 1 round/level (see text)
  Saving Throw Will negates; Spell Resistance yes
  This spell creates a protective aura that causes the target to become 
  incapable of approaching you or attacking you. The creature targeted must 
  stay at least 10 feet away from you for the duration of this spell.
  If the caster moves closer than 10 feet to the target, or makes any sort of 
  attack on any other creature, the spell ends.
  Retribution 
  School divination [lawful]; Level cleric/oracle 3
  Casting Time 1 action
  Components V, S
  Range personal
  Target you
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  You gain a +5 enhancement bonus to all attacks against any single crea-
  ture that has inflicted damage upon you during the spell’s duration. The 
  bonus applies only to one such foe, but if you are injured by a different 
  foe while the spell is in effect, you can choose to apply the bonus against 
  this new enemy.
  Revelation Field 
  School abjuration; Level bard 6, cleric/oracle 6, druid 7, 
  sorcerer/wizard 6
  Casting Time 1 round
  Components V, S, DF
  Range 0
  Area 40-ft.-radius emanation from caster
  Duration 1 minute per level [D]
  Saving Throw none; Spell Resistance yes
  You temporarily suppress illusions, invisibility spells (including 
  greater invisibility), or non-instantaneous shape change spells (including 
  those created by supernatural abilities) within the field. The spells are still 
  in effect, just magically suppressed. A creature with greater invisibility 
  appears within the spell’s radius, but disappears again if it moves out 
  of the area. If you target a creature that used a supernatural ability or 
  spell of a higher level than revelation field to create the effect, you must 
  check to suppress the power or ability as if casting a dispel magic. You 
  become aware of the general location of a creature that resists your spell, 
  but you learn nothing about the spell or ability that was not suppressed. 
  For example, an invisible stalker resists. You now know which square the 
  monster is in, but you are still subject to the miss chance if you attack it, 
  and you don’t know what is there or how it became invisible.
  Reverence 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 3, cleric/oracle 5
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one person
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  Select one creature as the subject of this spell. That creature is so over-
  come with reverence toward you that he cannot even contemplate attacking. 
  The individual cannot attack you in any way (verbally, physically, magical-
  ly, etc.) or take any action that would place you in danger, though he may 
  still oppose your ends or attack your friends. If you attack or otherwise 
  attempt to cause direct harm to the subject of the spell, the spell effect ends.
  Reverence, Overwhelming 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 9
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level),l
  Area 60-ft.-radius burst
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  As reverence, except that all creatures within range are overcome with 
  devotion not just to you, but also to one another. No one who fails his save 
  can attack anyone else while the spell lasts.
  Reverent Crowd 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 5, cleric/oracle 7
  Casting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Target one or more creatures, no two of which can be more 
  than 30 ft. apart
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  As reverence, save as noted above. All affected targets within the spell’s 
  area cannot attack you in any way. 
  Reversal 
  School transmutation; Level sorcerer/wizard 8
  Casting Time 1 full round
  Components V, S, M (an hourglass filled with 20,000 gp 
  worth of diamond dust which the caster moves in a 
  counterclockwise motion while casting spells)
  Range personal
  Target you
  Duration Instantaneous
  Saving Throw none; Spell Resistance no
  Upon completion of the casting of this spell, you reverse time for your-
  self and go back to the point of your initiative order one round before you 
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  began casting reversal. For example, you takes a move action on your 
  initiative order in Round 1 as your party flees from a threat. As they flee, 
  your companion leading the party falls into a pit trap and dies. On your 
  initiative order in Round 2, you invoke reversal, which takes you back 
  to the point in time of your initiative order in Round 1. You may then 
  choose another action such as casting feather fall on your companion or 
  just shouting a warning.
  Note that you are moving back in time one round physically, but not men-
  tally. Therefore, you maintain knowledge of anything that had happened but 
  is now undone. Any events, damage, used spells, powers or other effects 
  that transpired in the one-round gap in time reverse as if they never hap-
  pened. It’s a good idea for the GM and players to keep track of round-by-
  round damage taken and similar details if this spell might be invoked.You 
  are armed with knowledge of what had transpired, and you are now free to 
  attempt to change the course of events. Any activities that had elapsed must 
  be re-determined. For instance, if your fighter friend had rolled a critical hit 
  during the reversed round, that result is now gone. If the fighter chooses to 
  attack in the replayed round, he must re-roll his attack.
  Players other than the caster’s player and the GM (for determining 
  monster and NPC actions) must attempt to not use meta-game knowledge 
  of what happened during the original round to guide their actions. Only if 
  the caster of reversal can alert them to the dangers, instruct them on dif-
  ferent actions or change the environment through his actions should other 
  characters’ attempted actions differ during the replayed round.
  Righteous Cloak 
  School abjuration [good]; Level cleric/oracle 4, Paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw Fortitude negates (see text); Spell Resistance 
  yes (see text)
  When cast, this spell appears as a shining silver-white cloak and aura 
  surrounding you. All of your foes who can see the cloak must succeed on 
  a Fortitude save or be blinded for the duration of the spell. Your allies or 
  those you are defending are automatically affected as if by a bless spell. ·
  Righteous Conviction 
  School abjuration; Level paladin 2
  Casting Time 1 standard action
  Components S
  Range personal
  Target you
  Duration 1 round/level
  You are immune to mind-affecting spells and spell-like abilities, 
  provided they come from an evil source, including, but not limited to, 
  confusion, geas, charm person, a harpy’s song, etc. Furthermore, you 
  receive a +2 resistance bonus to Will saves against similar effects from 
  non-evil sources for the duration of the spell.
  Rimeshatter 
  School evocation [cold]; Level druid 9, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V
  Range long 400 ft. + 40 ft./level
  Area 20-ft.-radius burst
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  Rimeshatter
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  At your command, bitter cold that freezes the blood and chills flesh 
  envelops the area, coating everyone and everything with a thick layer of 
  frost. Anything in the area takes 1d6 points of cold damage per caster level 
  and 1d6 points of Constitution damage per 10 caster levels (Fortitude save 
  for half). Any creature killed (or any object brought to 0 hp) by this spell 
  cracks and shatters into pieces. 
  Rock Bolt 
  School evocation [earth]; Level sorcerer/wizard 1
  Casting Time 1 action
  Components V, S, M (a small, elliptical rock)
  Range medium (100 ft. + 10 ft./level)
  Target one or more creatures, no two of which can be more 
  than 15 ft. apart
  Duration instantaneous
  Saving Throw see below; Spell Resistance yes
  The caster can create 1 bolt of stone per character level. Each group of bolts 
  requires a successful ranged touch attack and inflicts 1d4+l points of damage 
  per bolt in the group on a successful hit. In addition, if hit by a rock bolt, a 
  creature must make a Fortitude save or be stunned for 1 round and must also 
  make a Reflex save to avoid being knocked prone by the impact of the bolt
  Rooted in Place 
  School transmutation; Level druid 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M
  Range touch
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  Your touch causes a creature to sprout treelike roots that anchors it to 
  the spot. Once anchored, the creature has a –4 armor class penalty, a –4 
  attack penalty, and its base speed drops to 0 feet (immobile). Cutting the 
  roots inflicts 1d6 points of damage to the creature and takes 1 round per 
  leg. Attempting to cut a root provokes an attack of opportunity.
  Rush of Wind 
  School evocation; Level druid 2, sorcerer/wizard 2
  Casting Time 1 action
  Components V, S, DF
  Range personal
  Area 30-ft. radius
  Duration instantaneous
  Saving Throw special; Spell Resistance no
  You make a wing-like gesture with your arms while reciting the verbal 
  component of this spell, which unleashes a great rush of wind. The wind 
  generated snuffs out all torches, campfires, exposed lanterns, and other 
  small, open flames of non-magical origin.
  If there is any loose dirt, soil, or gravel, the wind blows up a great cloud 
  of debris, blinding any creatures in the area of effect that fail a Reflex 
  save. Creatures in the area of effect must also make a second Reflex save 
  or be knocked prone. Creatures in the area of effect must also make a 
  Fortitude save or be temporarily deafened by the sudden explosion of air. 
  Blindness and deafness last 1d4 rounds. The caster is not affected, but his 
  allies may be if they are in the area of effect.
  Sacred Aegis 
  School transmutation; Level cleric/oracle 7
  Casting Time 1 action
  Components V, S, M (pinch of chimera’s fur)/DF
  Range personal
  Target 1 ally/level in a 30-ft. radius
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes (harmless)
  Upon casting sacred aegis, you summon from the heavens a great spear 
  of white light. The blazing white light lands at your feet, then shoots forth 
  a beam of pure white light that touches and encompasses you and one ally 
  per caster level within a 30-foot radius.
  Sacred aegis grants you and your allies a temporary +2 enhancement 
  bonus to Dexterity, Constitution, and Wisdom. Sacred aegis’s enhance-
  ments do not stack with other enhancement bonuses. The caster and all 
  allies who benefit from this spell gain the usual benefits to AC, Reflex 
  saves, hit points, Fortitude saves, Will saves, attribute checks, and corre-
  sponding skill checks.
  Sacred Symbol 
  School abjuration; Level cleric/oracle 1, druid 1, paladin l, 
  ranger 1
  Casting Time 10 minutes
  Components V, S, DF
  Range touchArea 5-ft. radius/level emanation
  Duration 1 day/level
  Saving Throw none; Spell Resistance no
  A sacred symbol provides a +2 sacred bonus to saving throws involving 
  Will. Additionally, the spell provides a +1 bonus to skill checks that match 
  the dominion of the god or goddess of the symbol.
  Sacred Watch 
  School abjuration; Level antipaladin 1, cleric/oracle 1, 
  paladin 1
  Casting Time 1 round
  Components V, S, DF
  Range touch
  Target one living creature touched
  Duration 1 day/level
  Saving Throw yes (harmless); Spell Resistance yes (harmless)
  Sacred watch allows you to become instantly aware when the subject 
  of this spell is in danger. Distance is not a factor and the spell works even 
  across multiple planes and dimensions. You receive a mental image of the 
  subject, including the surrounding area when danger is present.
  Note: This spell does not tell you where the subject is; only that he is 
  in danger.
  Sacrificial Armor 
  School transmutation [evil, lawful]; Level ranger 1
  Casting Time 1 full round
  Components V, S, M (a sacrificial animal of Diminutive size or 
  larger)
  Range personal
  Target you
  Duration 1 hour/level (0)
  The caster’s skin becomes like steel as it is infused with the life force 
  of the sacrificed creature. He gains a +4 natural armor bonus to AC, but is 
  also surrounded by a dark violet glow equivalent to faerie fire.
  Safeguarded Slumber 
  School necromancy; Level sorcerer/wizard 2
  Casting Time 1 standard action
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  Components V, S, M (a polished quartz crystal and a scrap 
  of white silk)
  Range touch
  Target person touched
  Duration until healed
  Saving Throw none; Spell Resistance no
  When cast upon a person who has been mortally wounded (at or be-
  low 0 hit points, but not dead), this spell locks her into a protective 
  coma. The wounded individual is stabilized at 0 hit points, and remains 
  there until some form of magical healing is provided. The subject does 
  not need to eat, drink or excrete while under safeguarded slumber, al-
  though she still requires air. Note that the person is not protected from 
  other harm — she is still subject to injuries and is helpless, and thus 
  can be the victim of a coup de grace. This spell also keeps the person 
  unconscious and unresponsive.
  Sanctified Reverie of Arms 
  School transmutation; Level antipaladin 1, paladin 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1d4 rounds + 1 round/level
  You combine your religious meditations with your combat skills to 
  greatly enhance your fighting ability. While in this trance, you gain 
  one additional melee attack per round at your highest normal attack 
  bonus. You must be able to chant while in your reverie, so conditions 
  that would hamper this (silence, underwater, etc.) prevent you from 
  using the spell.
  This extra attack provided by this spell does not stack with the extra 
  attack provided by the haste spell.
  Sand Blast 
  School evocation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Area cone
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  You cause a cone of powerful, hot sand to erupt from your hand and 
  move outward with the force of a scorching desert wind. Small flames 
  such as torches are automatically extinguished. Anyone within the cone 
  of stinging sand must succeed on a Fortitude save or have the moisture 
  sucked from their bodies and take 4d6 points of damage. A successful 
  save reduces this to 2d6 points of damage. Furthermore, creatures who 
  fail their save are dazed for 1d4 rounds.
  Sandbody 
  School transmutation; Level cleric/oracle 2, druid 1
  Casting Time 1 action
  Components V, S, M (a pinch of desert sand)
  Range personal
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  This spell transforms your body into sand. This transformation grants 
  you DR 5/magic, slashing, and piercing weapons. As you have been 
  transformed into sand, you receive a +10 bonus on Stealth checks made 
  while in desert terrain.
  Sanguine Creatures
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  Sanguine Creatures 
  School conjuration [creation]; Level cleric/oracle 7
  Casting Time 1 standard action
  Components V, S, M (the caster’s fresh blood), DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect one or more summoned animals, no two of which can 
  be more than 30 ft. apart
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  You use your blood as a catalyst to create mystical creatures. These 
  creatures look like normal animals, except that their skin, fur, scales or 
  feathers are the color of fresh blood. You can create 1 HD worth of crea-
  tures for every 2 caster levels; a 16th-level caster could create eight 1 HD 
  animals, one 8 HD monster, or any other combination. You must shed one 
  hit point’s worth of blood during the casting.
  The creatures have the same stats and abilities as a normal animal of 
  their type, except that they have an additional 2 hp per caster level, and 
  a +4 insight bonus to their AC and saving throws. They count as magical 
  beasts for purposes of determining what spells or magical abilities affect 
  them. These creatures are intelligent enough to understand and obey basic 
  commands. They are loyal to you, and fight to defend you. When the spell 
  duration ends, or if the creatures are destroyed, they revert to drops of 
  blood.
  Sanguine Protectors 
  School conjuration [creation]; Level cleric/oracle 9
  Casting Time 1 standard action
  Components V, S, M (the caster’s fresh blood), DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect one or more summoned creatures, no two of which 
  can be more than 30 ft. apart
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  You channel divine energy into your shed blood, transforming and ex-
  panding the drops into a group of warriors. You can create one creature 
  for every 4 levels (so a 20th-level cleric could spawn 5 creatures). Each 
  sanguine protector created costs 1 hit point’s worth of shed blood.
  Sanguine protectors appear human, but have no distinct features; their 
  bodies are clearly composed of fresh blood, although somehow held to-
  gether in solid form. The warriors appear to have armor molded to them, 
  and each one wields a shield and either a spear or short sword (your 
  choice). These warriors count as constructs; they are immune to critical 
  hits and mind-affecting spells, and so on. They do not have names, person-
  alities or any sense of self, and are just intelligent enough to follow orders. 
  After the spell fades, or if they are destroyed, they revert to drops of blood.
  SANGUINE PROTECTOR
  N Medium construct
  Init +4; Senses darkvision 60 ft., low-light vision; Perception 
  +10
   
  AC 26, touch 14, flat-footed 22 (+4 Dex, +12 natural)
  hp 53 (6d10+20); +2/caster level
  Fort +2; Ref +6; Will +2
  Immune construct traits
   
  Speed 30 ft.
  Melee spear +11/+6 (1d8+5/x3), or short sword +11/+6 
  (1d6+5/19–20 )
  Ranged spear +10 (1d8+5)
   
  Str 20, Dex 18, Con —, Int —, Wis 11, Cha 1
  Base Atk +6; CMB +11; CMD 25
  Scalding Sea 
  School evocation [air, water]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 50-ft. radius
  Duration 3 rounds
  Saving Throw Reflex half; Spell Resistance yes
  You draw a cloud of superheated steam from the surface of the water. 
  As it rises, it deals an initial 1d6 points of damage to anything within 
  its area of effect. During the second round, the steam inflicts 2d6 points 
  of damage, and 3d6 points of damage on the third and final round, after 
  which the gout of steam immediately dissipates. The radius of this spell 
  is large enough to encompass an entire vessel so it is usually used to 
  attack ships as it has a chance to injure every sailor onboard. Sailors 
  below decks in a ship sailing through the steam take no damage, but all 
  exposed sailors do.
  Scent Mask 
  School abjuration; Level druid 2, ranger 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a scentless flower)
  Range touch
  Target one touched creature/level
  Duration 10 minutes/level
  Saving Throw Yes (harmless) or Fortitude negates (see text); 
  Spell Resistance yes (harmless) or Yes (see text)
  This spell conceals any odors emanating from the subject, thereby 
  making it impossible to detect using the scent ability. Creatures with the 
  scent ability do not gain the bonus to Survival checks for scent when 
  tracking a creature protected by scent mask.
  If this spell is cast on a creature with an odor-based special attack, such 
  as a troglodyte, the creature’s special attack is negated for 10 minutes if it 
  fails a Fortitude saving throw.
  Scintillating Doom 
  School evocation; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect mobile energy field in a 20-ft. cube
  Duration 1 round/level (D)
  Saving Throw see text; Spell Resistance yes
  A field of shimmering, scintillating energy of brilliant colors springs 
  into being at the coordinate designated by you. All those inside the energy 
  field are treated as if they have been subjected to a prismatic spray spell, 
  including the blindness and the random color strike effects (see below).
  Every round as a standard action, you may move the scintillating doom 
  up to 30 feet. Alternately, you may set the spell to move in a set direction 
  at up to 30 feet per round until you again redirect it or the spell ends. You 
  can redirect the field only if it is within the spell’s maximum range and 
  you have line of effect to it.
  Any creature moving within the area of the spell is immediately 
  subjected to the following effects: First, creatures with 8 HD or fewer 
  are immediately blinded for 2d4 rounds. Second, creatures are randomly 
  affected by one color of the scintillating lights with effects determined on 
  the table below. A creature can be affected by this spell a maximum of 
  once per round.
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  d8 
  Color 
  Effect
  1
  Red
  20 points fire damage (Reflex half)
  2
  Orange
  40 points acid damage (Reflex half)
  3
  Yellow
  80 points electricity damage (Reflex half)
  4
  Green
  Poison (death, Fortitude partial, 1d6 Con 
  damage instead)
  5
  Blue
  Turned to stone (Fortitude negates)
  6
  Indigo
  Insane (Will negates)
  7
  Violet
  Sent to another plane (Will negates)
  8
  Blindness
  (Will negates) and roll again
  Scorching 
  School evocation; Level cleric/oracle 7, druid 7, sorcerer/
  wizard 6
  Casting Time 1 standard action
  Components V, S, DF
  Range medium 100 ft. + 10 ft./level
  Area 40-ft.-radius burst
  Duration 1 round
  Saving Throw none; Spell Resistance yes
  The air where you point boils with intense heat waves. The sudden 
  increase in temperature causes 1d6 points of damage per caster level of 
  nonlethal damage to everyone in the area (maximum 10d6). 
  Searing Flash 
  School evocation; Level sorcerer/wizard 7
  Casting Time 1 action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target you
  Duration permanent
  Saving Throw Fortitude partial (see text); Spell Resistance no
  A spark of blinding light leaps from the caster’s hand and explodes in 
  the target’s face, searing its face and potentially blinding it.
  The victim of searing flash must make a successful Fortitude save or 
  take 6d6 points of damage and be permanently blinded. A successful save 
  halves this damage and avoids the blindness effect. Eyes destroyed in this 
  fashion can be restored by a regeneration or wish spell.
  Searing Projectile 
  School conjuration; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 minute/level
  This spell infuses you with divine energy that is passed to your arrows 
  as you fire them. For the duration of the spell, each arrow you fire does 
  an extra amount of searing damage (adding 1d6 of fire damage), but the 
  arrow looks and feels no different. Arrows launched by a caster under the 
  effects of searing projectile cannot ignite flammable objects.
  Security from Fey 
  School abjuration; Level bard 1, cleric/oracle 1, druid 1, 
  paladin 1, ranger 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (an iron nail)/DF
  Range touch
  Target creature touched
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance no 
  (see text)
  This spell wards a creature from attacks by fey creatures, from mental 
  control, and from summoned or conjured creatures. It creates a magical 
  barrier around the subject at a distance of 1 foot. The barrier moves with 
  the subject and has two effects:
  First, the subject receives a + 2 deflection bonus to AC and a +2 resis-
  tance bonus on saves. Both bonuses apply against attacks made by fey 
  creatures.
  Second, the barrier blocks any attempt to possess the warded creature or 
  to exercise mental control over the creature. The protection does not pre-
  vent a spell from gaining mental control, but it prevents the caster of such 
  a spell from mentally commanding the protected creature. If the security 
  from fey effect ends before the mental control effect does, the caster would 
  then be able to mentally command the controlled creature. Likewise, the 
  barrier keeps out a possessing life force but does not expel one if it is 
  in place before the spell is cast. This second effect works regardless of 
  alignment.
  Seduction 
  School illusion (phantasm) [mind-affecting]; Level bard 2, 
  sorcerer/wizard 3
  Casting Time l full round
  Components V, S
  Range medium (100 ft. + 10 ft./level).
  Target one creature
  Duration 10 minutes/level
  Saving Throw Will disbelief; Spell Resistance yes
  You appear as the most socially desirable individual that the target can 
  imagine, gaining a +20 bonus to all Charisma-based rolls in regard to that 
  target only. This spell does not compel the target to attempt seduction or 
  abandon a faithful spouse or partner, but it does make the caster far more 
  likely to get his way with the target. This spell can be dangerous — evil 
  targets may resort to nefarious means to have their way with the cast-
  er, while good-aligned victims may simply follow the caster around in 
  a lust-smitten haze, morally unable to act on their overwhelming desire.
  See the Ephemeral 
  School divination; Level bard 3, sorcerer/wizard 3
  Casting Time 1 action
  Components V, S, F (masterwork quality dream catcher 
  worth at least 150 gp)/DF
  Range 60 ft.
  Target quarter circle emanating from you to the spell’s 
  range
  Duration concentration, up to 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  This spell grants the caster the ability to see the dreams of sleeping 
  beings. It can also reveal the presence of certain creatures from the dream-
  lands, such as night hags. The amount of information revealed depends on 
  how long the caster studies a particular area or object:
  1st Round: Presence or absence of dreams. Dreams are present in sleep-
  ing mortal creatures with an intelligence of 1 or higher. The presence of 
  dream creatures in an area (but not their number or type) are also detected.
  2nd Round: Number of dreaming beings, and the emotional intensity of 
  the dreams. The number and relative power of dream creatures in the area 
  is also discernable.
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  3rd Round: If the caster focuses on a single individual, he can see the 
  subject’s dreams in his mind. The caster can also determine the exact 
  types of dream creatures in the area of effect.
  1 minute or more: For each full minute that the caster focuses on a 
  single dreaming individual, he can make a DC 15 Sense Motive check to 
  determine one of the following: a) one great desire of the individual; b) 
  one significant event in the past month in the individual’s life (for exam-
  ple, the subject killed 3 orcs two days ago); c) one significant life event 
  (the subject’s mother died when he was six).
  Sense Fey 
  School divination; Level cleric/oracle 1, druid 1, ranger 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 10 minutes/level (D)
  Saving Throw none; Spell Resistance no
  You detect the supernatural aura that surrounds fey creatures. The 
  amount of information revealed depends on how long you study a partic-
  ular area or subject:
  1st Round: Presence or absence of fey creatures.
  2nd Round: Number of fey creatures in the area and the strength of the 
  strongest fey creature present.
  3rd Round: The strength and location of each fey creature. If a creature 
  is outside the character’s line of sight, then the character discerns its direc-
  tion but not its exact location.
  Aura Strength: The HD of the fey creature determines the strength of 
  the fey aura. Fey auras do not linger after the fey creature leaves the area.
  Strength
  HD
  Faint
  1 or less
  Moderate
  2–9
  Strong
  10–20
  Overwhelming
  21+
  Each round, you can turn to detect things in a new area. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead or cold iron, or 3 feet of wood or dirt blocks it.
  Sense the False Form 
  School divination; Level cleric/oracle 1, ranger 1, sorcerer/
  wizard 1
  Casting Time 1 action
  Components V, S, M (a sprig of wolfsbane)/DF
  Range 60 ft.
  Area quarter circle emanating from you to the spell’s range
  Duration concentration, up to 10 minutes/level (D)
  Saving Throw none; Spell Resistance no
  You sense the presence of creatures with the shapechanger type regard-
  less of their current form. This spell has the added benefit of detecting 
  other creatures in the spell’s area that are currently using spells or other 
  abilities to assume a form other than their natural form. The amount of 
  information gained depends on how long you study a particular area or 
  subject.
  1st round: Presence or absence of shapechangers or form-altered crea-
  tures.
  Serpent Hands
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  2nd round: Number of shapechangers and number of form-altered crea-
  tures in the area, and the exact location and power level (see chart below) 
  of the strongest (highest CR) of the total creatures.
  3rd round: The location and power level for each shapechanger and 
  form-altered creature in the spell’s area. If a creature is outside the caster’s 
  line of sight but within the spell’s area, then the direction but not exact 
  distance is determined.
  Creature CR
  Power Level
  Up to 3
  Dim
  4–6
  Faint
  7–9
  Moderate
  10–12 
  Strong
  13+ 
  Overwhelming
  Note: Each round, you can tum to detect creatures in a new area. The 
  spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a 
  thin sheet of lead, as well as 3 feet of wood or dirt blocks it.
  Serpent’s Gaze 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 1, druid 2, sorcerer/wizard 1
  Casting Time 1 action
  Components V, S, M (a shiny bauble such as a coin, gem, or 
  a bit of glass)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature up to your caster level in HD
  Duration concentration
  Saving Throw Will negates; Spell Resistance yes
  You fix the spell’s target with a deep, fearful stare. The spell’s effect 
  is identical to that of the daze spell, but remains in effect for as long as 
  you maintain concentration. If you break concentration for any reason, the 
  spell ends immediately. 
  Serpent Hands 
  School transmutation; Level druid 6, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (the poison glands of a viper)
  Range personal
  Target caster
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes (harmless)
  Serpent hands turns your fingers into poisonous vipers. On the turn fol-
  lowing the transmutation and each round thereafter, the vipers of each hand 
  can he directed to attack opponents, allowing you to attack two different op-
  ponents. These attacks are each using your base attack bonus and Strength 
  bonus; any feat or ability that affects unarmed attacks (but not damage) can 
  be applied to these attacks. On a successful hit, the vipers bite your target and 
  deal 5d4 points of piercing damage and inject their poison. The poison causes 
  1d4 points of temporary Constitution damage immediately and another 1d4 
  points of temporary Constitution damage one minute later. Each instance of 
  poison can be negated by a Fortitude save at the DC for this spell.
  It is not possible for you to hold or pick up items while this spell is in 
  effect. As a result, you cannot cast any spells that have a somatic compo-
  nent until this spell expires or is dismissed.
  Shade Swarm 
  School necromancy [death, evil]; Level sorcerer/wizard 6
  Casting Time 1 action
  Components V, S, M (a black opal worth at least 100 gp)
  Range medium (100 ft. + 10 ft./level)
  Area cone
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance no
  When you invoke this spell, you instantly summon a horde of dozens of 
  wrathful, screaming spirits — gray and incorporeal shades driven to slay 
  the living. You shape these spirits into a cone that is then directed at foes. 
  Every creature in the area of effect must succeed on a Fortitude save or 
  take 1d6 points of damage per caster level (maximum 10d6). Those who 
  fail their Fortitude save must make an additional Will save or suffer 1d4 
  negative levels. A successful Will save completely negates this effect.
  Shadow Bolt 
   
  School evocation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components S
  Range medium (100 ft. + 10 ft./level)
  Effect ray
  Duration 1 round/level or instantaneous (see text)
  Saving Throw Fortitude halves; Spell Resistance yes
  This spell creates a black, pulsating bolt of shadow stuff, which, if not 
  used immediately, remains in existence for 1 round per caster level. When 
  used, you hurl the bolt at an opponent as a ranged touch attack. If hit, the 
  target sustains 1d6 points of damage per caster level (maximum 12d6). A 
  successful Fortitude save halves the damage.
  Shadow Distortion 
  School transmutation; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./21evels)
  Target one shadow
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This simple spell changes the size of an existing shadow. A shadow can 
  be distorted to appear as small as one-tenth its normal size or as large as 
  10 times its normal size. The shape of the shadow is always the same as it 
  was before; only the size is altered. 
  The GM may grant up to +3 or –3 modifiers to Stealth checks based on 
  smaller or larger shadows, depending on the situation.
  Shadow Embrace 
  School abjuration [chaotic]; Level bard 2
  Casting Time 1 action
  Components V, S
  Range personal
  Target you
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  With a few rhyming words you are cloaked in swirling shadows that 
  help you hide and provide protection against spells. The shadows conceal 
  you, providing a +5 competence bonus to all Stealth skill checks made to 
  hide, a +2 competence bonus to all saving throws, and a +4 competence 
  bonus against spells cast by lawful opponents.
  Shadow Form 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components S
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  Range personal
  Target you
  Duration 2 rounds/level (D)
  Saving Throw none; Spell Resistance no
  You transform your body and personal gear into a malleable shadow 
  so you can fit through any size opening. In this form, you move as you 
  did before, and you may remain upright if you wish. However, speech is 
  not possible, so while you may still cast spells, they must lack a verbal 
  component. In this form, you receive a circumstance bonus of +20 to any 
  Stealth skill checks made to hide if there are sufficient shadows or dark-
  ness in which to conceal yourself.
  Also, you gain damage reduction 10/magic while in this form, and a +4 
  dodge bonus to A C.
  However, while in shadow form, you cannot interact with anything in 
  a physical manner. You may not lift objects, open doors, carry your com-
  rades to safety or perform any such action. Finally, while in shadow form, 
  you can be injured as if you were undead by spells such as sunbeam and 
  sunburst.
  Shadow Tendril 
  School transmutation [darkness]; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components S
  Range medium (100 ft. + 10 ft./level)
  Target one shadow
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell transforms a shadow into a long, thick tentacle. The ten-
  tacle stays rooted where the transmuted shadow fell upon the wall or 
  floor, but the shadow tendril can extend 5 feet per level away to attack 
  an opponent.
  In most respects, this spell operates as the spell animate rope, with 
  some important differences. Most notably, the shadowy rope is intangible. 
  Attempts to physically sever or break it simply pass right through it, while 
  the shadow instantly reforms itself or flows around interposing objects to 
  regain its continuity.
  When the spell is cast, you indicate a target, and the shadow attacks it. 
  A successful melee touch attack means the shadow entangles a victim. 
  Entangled victims suffer –2 to attack rolls and a –4 penalty to effective 
  Dexterity. Entangled spellcasters must succeed on a DC 15 Concentration 
  check to cast a spell. Since the animated shadow is considered to be an-
  chored, it can hold a victim motionless, if you so desire. Otherwise, the 
  victim can move at half speed up to the length of the animated shadow 
  away from the shadow’s anchor point.
  A standard action allows you to indicate a new target, whereupon the 
  animated shadow releases its current victim, coils and springs upon its 
  new target.
  An entangled victim can make a DC 23 Strength check or DC 20 Es-
  cape Artist checks to escape entanglement, but the Strength checks are 
  further modified by the caster’s level (e.g., DC 30 against the shadow 
  tendril of a 7th-level wizard).
  Shadowbind 
  School evocation [darkness]; Level sorcerer/wizard 4
  Casting Time 1 action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature/caster’s level, maximum of 6
  Duration 1 day/level
  Saving Throw Well negates; Spell Resistance Yes
  Shadowstaff
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  When you invoke this spell, you must select up to 6 creatures within 
  range. Those who fail a Will save are bound to each other, their shad-
  ows merged into a single unit, and are unable to move more than 5 feet 
  away from each other. This does not prevent them from moving togeth-
  er, but coordinating such movements is difficult, and all such movement 
  is halved.
  Shadowflesh 
  School necromancy [evil]; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components S, M (flayed skin rolled in black parchment that 
  is burned while casting)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration permanent
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell turns its subject into a living shadow. The subject retains 
  all of his normal statistics, hit points, level, etc., but he also gains the 
  properties of a shadow (see the Pathfinder Roleplaying Game Bestiary 
  “Shadow”) and becomes chaotic evil. A creature affected by this spell can 
  be saved only by very powerful magic such as a wish, miracle or limited 
  wish.
  Once transformed, the new shadow haunts the environment in which 
  it was created, preying on any living things in the area. If the shadow is 
  created in an unsuitable place (such as a sunny glade), it finds the nearest 
  suitable abode to haunt.
  Victims of the spell are subject to control by the caster who created 
  them. Anything you utter is treated as a suggestion (see the spell) to 
  the subject, although the shadow cannot leave the vicinity of its chosen 
  haunt.
  Note that characters transmuted into shadow creatures effectively be-
  come monsters, and they are controlled as such by the GM.
  Shadowsight 
  School divination; Level bard 1, ranger 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components S, M (any black or opaque tar or oil rubbed 
  on the eyelids or a few drops of carrot juice dripped on the 
  tongue)
  Range touch
  Target one touched creature
  Duration 10 minutes/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell allows its target to look into any shadows within 30 feet +5 
  foot per level of the subject and peer out of the same shadows as if the 
  subject were standing in them looking in any direction he chooses. For 
  instance, the subject could look into nearby shadows and see out of the 
  shadows around a corner, but she could not see out of the shadows in-
  side the building against which she is pressed. Other possible uses include 
  looking to see how well the subject has hidden himself in shadows, a use 
  that at the GM’s discretion could net a bonus to a Stealth roll of up to the 
  subject’s Intelligence modifier.
  While under the effects of the spell, the subject can shift back and forth 
  between normal vision and shadowsight as a free action.
  Shadowstaff 
  School necromancy; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a small piece of dark-colored wood)
  Range personal
  Effect one staff
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell creates a writhing, black, staff-shaped object in your hands. 
  Those touched by the staff with a successful melee touch attack are sub-
  ject to its effects:
  If the victim fails a Fortitude saving throw, roll d%, consult the follow-
  ing table and apply the effects. 
  Hit points drained are added to yours as temporary hit points and may be 
  healed as normal by the victim. You may never gain more hit points from a 
  victim than he has to offer (the victim’s normal total plus his Constitution 
  score). These temporary hit points fade 1 hour after being drained.
  Energy drain effects and recovery are fully described in the Pathfinder 
  Roleplaying Game Core Rulebook. You may gain extra temporary levels 
  through the use of the spell, but these vanish when the spell’s duration 
  expires. You cannot gain more effective levels than you had to begin with; 
  i.e., a level 16 caster cannot gain more than 16 effective levels, giving him 
  a total of 32 levels for the spell’s duration. Each level gained provides 
  5 temporary hit points (similar to hit points gained above) and +1 to all 
  skill and ability checks, attacks and saving throws. No new spells, feats 
  or skills are gained based on the new levels, though for purposes of deter-
  mining caster level, the temporary levels are added.
  Roll 
  Effect
  0–25
  1d6 hit points drained from the victim and added 
  to the caster.
  26–50 
  3d6 hit points drained from the victim and added 
  to the caster.
  51–75 
  3d6 hit points drained from the victim and added 
  to the caster. 1 negative level is applied to the 
  victim and added to the caster.
  76–90 
  4d6 hit points drained from the victim and added 
  to the caster. 1d4 negative levels are applied to 
  the victim and added to the caster.
  91–99 
  6d6 hit points drained from the victim and added 
  to the caster. 1d6 negative levels are applied to 
  the victim and added to the caster.
  00 
  All the victim’s levels and hp drained and 
  absorbed by the caster. Victim is comatose and 
  reduced to 0 level, 0 hp.
  Share Spell Resistance 
  School transmutation; Level antipaladin 4, paladin 4
  Casting Time 1 standard action
  Components V, DF
  Range touch
  Target paladin’s mount or antipaladin’s fiendish servant
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You are able to share your mount’s (or fiendish servant’s) spell 
  resistance, if any, for the duration of the spell. You must remain within 
  5 feet of your mount or servant to gain the benefit; moving farther away 
  ends the spell. The spell resistance gained is equal to that of the mount 
  or servant and overlaps with (thus does not stack with) spell resistance 
  provided by items, special abilities, extraordinary abilities and class 
  abilities.
  Sharpen the Edge 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
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  Range 10 ft.
  Target one weapon
  Duration instantaneous/1 round + 1 round/3 levels
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  This spell counters and is countered by blunt the edge. It puts an edge 
  on a dulled or unsharpened weapon (including the tip of a blunted practice 
  lance), restoring that weapon to full damage capacity. This effect is instan-
  taneous. If used on an already sharp weapon, sharpen the edge adds +1 to 
  the weapon’s damage for the duration of the spell.
  Shattering Cry 
  School evocation [sonic]; Level bard 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, M (a small piece of crystal worth 25 gp)
  Range 50 ft.
  Effect cone-shaped burst
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  You utter a powerful, magically enhanced tone that travels in a cone-
  shaped burst from your mouth. The sound does 1d6 points of sonic damage 
  per caster level (maximum 10d6), and ignores 1 point of hardness per 2 
  caster levels (maximum 5). Exposed potions and non-magical items made 
  of glass, crystal or similar brittle materials in the area of effect failing their 
  saving throw shatter.
  Shield of Crackling Fire 
  School evocation [electricity, fire]; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range close (5-ft. radius; 10-ft. radius of illumination)
  Effect a protective shield made of dark red flames and 
  sparks of electricity
  Duration 1 round/level (D)
  Saving Throw see text; Spell Resistance yes (see text)
  You surround yourself with magical dark red flames coursing with 
  bright sparks of electricity. The arcing flames act as a protective shield 
  against fire and lightning attacks, granting fire and electricity resistance 20 
  (this overlaps and does not stack with protection energy or similar magic). 
  The flames also damage creatures that attack you in melee and illuminate 
  a 10-foot radius around you.
  When you are touched or attacked with a natural or a handheld melee 
  weapon, if the strike hits, the attacker deals damage normally, but takes 
  1d4 points per caster level of fire damage (maximum 10d4; Fortitude save 
  for half). At the same time, an electrical discharge is released. The attacker 
  must make a Reflex save equal to the spell DC or be pushed back 5 feet as if 
  Bull Rushed. (Creatures two or more size categories larger than you aren’t 
  affected by the discharge.) If a creature has spell resistance, it rolls once and 
  applies the result to both effects. Any weapon with a 10-foot or greater reach 
  does not subject its wielder to the damage or discharge effect.
  Shield Open Flame 
  School abjuration; Level druid 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range 10 ft.
  Target one small flame
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  You shield a single small flame no larger than a torch from being 
  extinguished by non-magical gusts of wind (including tornado and 
  hurricane-like gusts of wind). Magical winds (such as that produced by a 
  gust of wind spell) extinguish the flame normally and end this spell.
  Shifter’s Bane 
  School transmutation; Level ranger 2
  Casting Time 1 full round
  Components V, S, DF
  Range personal
  Target you
  Duration 1 night of a full moon
  Saving Throw none; Spell Resistance no
  This spell can be cast only under the light of a full moon. For the spell’s 
  duration, evil-aligned lycanthropes are considered a favored enemy for 
  you, thereby granting you a +l circumstance bonus to Bluff, Perception, 
  Sense Motive, and Survival checks, and to damage rolls against such foes. 
  These bonuses stack with any relevant favored enemy or similar bonuses 
  that the caster already has.
  Furthermore, any non-magical weapons (melee or ranged) that you 
  wield during the spell’s duration are treated as if they were silver weapons 
  for as long as shifter’s bane remains in effect. Natural weapons and un-
  armed strikes are not considered silver.
  Regardless of how much time has passed since the initial casting, the 
  spell’s duration and all its effects end at sunrise.
  Shock Touch 
  School evocation [electricity]; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature or object touched
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  Your successful melee touch attack deals 1d4 points of electrical damage. 
  When delivering the jolt, you gain a +1 bonus on attack rolls if the opponent 
  is wearing metal armor (or if the opponent is constructed of metal).
  Shroud of Slumber 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a pinch of fine sand and a bit of moss)
  Range medium (100 ft. + 10 ft./level)
  Area one or more living creatures within a 15-ft.-radius burst
  Duration 5 minutes + 3 minutes/level
  Saving Throw Will negates; Spell Resistance yes
  This spell creates a low, creeping fog that covers a large area. Any-
  one within that area must save against the spell or fall into a comatose 
  slumber. The spell affects 4d6 HD of creatures +1d4 HD per caster level. 
  Creatures with the fewest HD are affected first. Among creatures with 
  equal HD, those closest to the spell’s center are affected first, and HD 
  that are not sufficient to affect a creature are wasted. Sleeping creatures 
  are helpless, and are not awakened by normal noises, though slapping or 
  wounding wakes them. Awakening a creature is a standard action.
  Shroud the Shadow 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components S
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  Range close (25 ft. + 5 ft./2 1evels)
  Target one subject
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  Casting this spell allows the caster to obscure the natural shadow of 
  a person or object temporarily. Beyond arousing the superstition and 
  fear of common folk, using this spell has the practical purpose of giving 
  the subject a circumstance bonus of +5 to her Stealth skill checks if cir-
  cumstances would benefit from the subject not casting a shadow (GM’s 
  discretion).
  Sigil of Darkness 
  School abjuration; Level sorcerer/wizard 2
  Casting Time 1 minute or 10 minutes (see text)
  Components V, S, M (see text)
  Range touch
  Area up to 30-ft.-diameter sphere emanation
  Duration until discharged or up to 1 year
  Saving Throw none; Spell Resistance yes
  This spell is identical to sigil of sleep, except as noted above and de-
  scribed here.
  When triggered, the rune causes a globe of impenetrable darkness to 
  come into being, as per a deeper darkness spell; although with a lesser 
  area of effect. The rune affects an area up to 30 feet in diameter, although 
  you may affect a lesser area if you wish. Once triggered, the darkness lasts 
  for 1 hour/level. You may specify a lesser duration if you wish.
  Material Components: Charcoal must be used to draw or trace the 
  rune. To make the rune physically permanent (though not magically per-
  manent) requires 25 gp worth of silver inlay mixed with the dust of a 50 
  gp sapphire and requires a Craft (stonework) check at DC 8 to carve the 
  intricate patterns of the rune. Failure means all components are lost and 
  the carving must be attempted again.
  Sigil of Fire 
  School abjuration [fire]; Level sorcerer/wizard 3
  Casting Time 1 minute or 10 minutes (see text)
  Components V, S, M (see text)
  Range touch
  Area up to 30-ft.-diameter sphere spread
  Duration until discharged or up to 1 year
  Saving Throw Reflex half; Spell Resistance yes
  This spell is identical to sigil of sleep, except as noted above and de-
  scribed here.
  When triggered, the sigil of fire explodes for up to 1d6 points of fire 
  damage per caster level (maximum 10d6). If you wish to set the rune to do 
  less damage than your level, you may do so. The rune explodes in an area 
  up to 30 feet in diameter. You may provide for a lesser area if you wish.
  Material Components: Charcoal must be used to draw or trace the 
  rune. To make the rune physically permanent (though not magically per-
  manent) requires 25 gp worth of silver inlay mixed with the dust of a 50 
  gp sapphire and requires a Craft (stonework) check at DC 8 to carve the 
  intricate patterns of the rune. Failure means all components are lost and 
  the carving must be attempted again.
  Sigil of Poison 
  School abjuration; Level sorcerer/wizard 4
  Casting Time 1 minute or 10 minutes (see text)
  Components V, S, M (see text)
  Range touch
  Area up to 20-ft.-diameter sphere spread
  Duration Until discharged or up to 1 year
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell is identical to sigil of sleep, except as noted above and de-
  scribed here.
  When triggered, the rune causes all creatures within the area of effect 
  to be stricken as if injected with a deadly poison. The poison immediately 
  causes 1d4 points of temporary Constitution damage per 4 caster levels 
  (maximum 3d4), and another similar amount of Constitution damage one 
  minute later. Each instance of damage can be negated by a Fortitude save 
  using the DC of this spell. The rune affects an area up to 20 feet in diame-
  ter. You may provide for a lesser area if you wish. The poison is treated as 
  being instantaneously injected into the victims. The area does not remain 
  poisonous after the rune is triggered.
  Material Components: Charcoal must be used to draw or trace the 
  rune. To make the rune physically permanent (though not magically per-
  manent) requires 25 gp worth of silver inlay mixed with the dust of a 50 
  gp sapphire and requires a Craft (stonework) check at DC 8 to carve the 
  intricate patterns of the rune. Failure means all components are lost and 
  the carving must be attempted again.
  Sigil of Seeing 
  School divination; Level sorcerer/wizard 3
  Casting Time 1 minute or 10 minutes (see text)
  Components V, S, M (see text)
  Range see text
  Target 1 rune
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  When this spell is cast, you etch or trace the outline of a strange and 
  complex rune in charcoal or sulfur paste on the desired surface. When the 
  spell is completed, the rune fades into the surface and becomes nearly 
  invisible.
  As a standard action until the end of the spell, you may switch your 
  sensory input between your current surroundings and the area surrounding 
  the rune. Changing your sensory focus to the rune requires a DC 10 Spell-
  craft check. If successful, you view the area where the rune was traced as 
  if you were standing on the rune. You can turn 360 degrees in place, and 
  you have full use of all of your senses. Any magical enhancements to your 
  senses remain in effect, including such spells as comprehend languages, 
  darkvision, read magic, see invisible and tongues. You cannot use any de-
  tection magic through the circle, even if it was cast on your person before 
  using the circle, nor may you use magic to affect anything you see or hear 
  through the circle. However, you may be affected by certain sensory-dam-
  aging or sensory-influencing spells while scrying through the rune. For 
  example, you might be affected by a troglodyte’s odor if such a creature is 
  within smelling distance of the rune.You may also cast this spell without 
  placing a new rune. To do so, you must succeed on a caster level check 
  (DC 8 + 1 for each day since you contacted your last rune) and attempt to 
  re-establish a link to the most recent sigil of seeing you placed, provided 
  that rune was a silver etched, permanent rune. A successful check treats 
  the previous rune as if it had just been drawn. A failed check means the 
  spell is wasted and that the prior rune can never be re-contacted. The dis-
  tance from the sigils of seeing to the caster is not a factor, and the rune 
  may even be on another plane of existence. This spell may also be used 
  in conjunction with the minor circle of seeing and greater circle of seeing 
  spells. See those spell descriptions for more details.
  The casting time for this spell depends on whether the rune is being 
  drawn anew or whether a previously placed, permanent rune is being em-
  powered (see material components, below). Drawing a new rune takes 10 
  minutes. Empowering a previously placed, permanent rune takes a full 
  round. 
  Magical runes such as this one are hard to detect. When the rune is 
  active, that is, when the caster is scrying through it, it becomes a magical 
  sensor. Any creature nearby with an Intelligence of 12 or higher may make 
  a DC 20 Spellcraft or Intelligence check to notice the sensor. Detect scry-
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  ing reveals an active sigil of seeing. Also, a rogue can use his Perception 
  skill and Disable Device to locate and remove these runes as if they were 
  magical traps (the DC for each is 28). Runes that are located can be iden-
  tified with read magic and a successful DC 12 Spellcraft check. A sigil 
  of seeing that has been located may be erased or dispelled. If the rune is 
  disabled, erased or dispelled, the spell ends and such a rune can never be 
  re-used in subsequent castings. If this happens, you know that your rune 
  was canceled in this manner.
  Material Components: Charcoal or sulfur dust or paste which must 
  be used to draw or trace the rune. To make the rune physically permanent 
  (though not magically permanent) requires 250 gp worth of silver inlay 
  and requires a Craft (stonework) check at DC 8 to carve the intricate pat-
  terns of the rune. Failure means all components are lost and the carving 
  must be attempted again.
  Sigil of Sleep 
  School abjuration [mind-affecting]; Level sorcerer/wizard 3
  Casting Time 1 minute or 10 minutes (see text)
  Components V, S, M (see text)
  Range touch
  Area up to 30-ft.-diameter sphere burst
  Duration Until discharged or up to 1 year
  Saving Throw Will negates; Spell Resistance yes
  When this spell is cast, you trace the outline of a strange rune in char-
  coal on the desired surface. When the spell is completed, the rune be-
  comes nearly invisible. You can set the conditions that trigger the rune, 
  similar to those of a glyph of warding. You may place a command word 
  that prevents the triggering of the rune. In addition, the rune may be trig-
  gered by a trigger sigil spell. See that spell’s description for more details.
  When triggered, the sigil of sleep causes 1d6 HD of creatures per 2 
  caster levels (maximum 6d6) within the area of effect to fall asleep per the 
  sleep spell. Creatures with the lowest hit dice are affected first until the 
  total hit dice affected is satisfied. A victim’s total hit dice must be affected 
  in order for the sleep effect to work on the victim. If you wish to set the 
  rune to affect fewer hit dice, you may do so. The rune affects an area up to 
  30 feet in diameter. You may provide for a lesser area if you wish.
  The casting time for this spell depends on whether the rune is drawn 
  anew or if it was a previously placed, permanent rune that is being em-
  powered (see material components below). Drawing a new rune takes 10 
  minutes. Empowering a previously placed permanent rune takes one min-
  ute.
  A sigil of sleep does not last more than one year even if it is made 
  permanent (see material components below). Magical runes such as this 
  one are hard to detect. A rogue can use his Perception skill and Disable 
  Device skill to locate and remove these runes as if they were magical traps 
  (the DC for each is 28). Runes that are located can be identified with read 
  magic and a successful DC 12 Spellcraft check. A sigil of sleep that has 
  been located may be erased or dispelled. If the rune is disabled, erased 
  or dispelled, the spell ends, even if the normal duration of the spell has 
  not yet expired. If this happens, you know that your spell was canceled 
  in this manner.
  Material Components: Charcoal must be used to draw or trace the 
  rune. To make the rune physically permanent (though not magically per-
  manent) requires 25 gp worth of silver inlay mixed with the dust of a 50 
  gp sapphire and requires a Craft (stonework) check at DC 8 to carve the 
  intricate patterns of the rune. Failure means all components are lost and 
  the carving must be attempted again.
  Signal Flare 
  School evocation; Level druid 1, ranger 1, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Effect 120-ft. radius or 1 creature (see below)
  Duration 1 round/level (D)
  Saving Throw Reflex negates; Spell Resistance yes
  Signal flare creates a burst of brilliant light that shoots forth from your 
  hand. The light slowly falls to the ground (10 feet/round). The light is as 
  bright as full daylight in a 60-foot radius, and dim light for an additional 
  60 feet beyond that. Creatures that take penalties in bright light also 
  take them while within the radius of this magical light. If you aim the 
  light to burst directly at a single creature, that creature takes 1d4 points 
  of fire damage unless it succeeds on a Reflex save. The flare may ignite 
  combustible substances if fired directly at them.
  Silent Hunter 
  School transmutation; Level druid 2, ranger 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance yes
  You create a buffering field of energy around the subject, granting a +10 
  enhancement bonus on Stealth checks. The enhancement bonus increases 
  to +20 at caster level 6th, and to +30 (the maximum) at caster level 10th.
  Silver Bones 
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 round (10 silver pieces per skeleton)
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Target skeletons with total HD equal to 1 HD/level, no two of 
  which are more than 30ft. apart
  Duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  One or more skeletons within range with total HD equal to l HD/caster 
  level gain DR 5/silver. This stacks with the skeletons’ innate DR.
  Silver Lance 
  School conjuration; Level druid 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You conjure a lance of silver and launch it at a single target as a ranged 
  touch attack that deals 4d4 points of piercing damage. The silver forms a thin 
  sheen over the target’s skin after it strikes. This coating dissipates after one 
  full round. Creatures with silver DR take normal damage from non-silvered 
  weapons during the round that the thin sheen of silver covers their skin.
  Silver Shield 
  School abjuration; Level paladin 4
  Casting Time 1 standard action
  Components V, S
  Range close (20-ft. radius)
  Effect a silvery field of force
  Duration 10 minutes/level (see text)
  Saving Throw none; Spell Resistance no
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  You call upon your divine power to help protect innocents. You may 
  use this spell only when defending, rescuing or otherwise going to the aid 
  of an innocent (helpless comrades who can’t defend themselves count as 
  innocents). A silvery field of force surrounds you and any friends, allies 
  or innocents within the area of effect, granting them a +5 divine bonus to 
  AC. This includes a paladin’s mount. Those who leave the spell’s area lose 
  the bonus, but if they re-enter it, they gain it again. Anyone that makes 
  an attack or casts an aggressive spell loses the protection granted by this 
  spell. Once the innocent is out of immediate danger (i.e. there are no 
  visible foes or threats in the area), the spell ends.
  Skull Bomb 
  School necromancy [evil]; Level cleric/oracle 5, sorcerer/
  wizard 5
  Casting Time 1 standard action
  Components V, S, M (a skull or large bone)
  Range see text
  Area 20-ft.-radius blast
  Duration instantaneous (see text)
  Saving Throw none for creature struck, Reflex half; Spell 
  Resistance yes
  You imbue a skull or other large bone with destructive negative energy that 
  is released on impact with a creature or the ground. You may throw the bomb 
  as a ranged touch attack with a 20-foot-range increment. On impact it releases 
  a burst of negative energy that does 1d4 points of damage plus 1d4 points 
  per 2 caster levels negative energy damage (maximum 10d4) against living 
  creatures, or an equal amount of bonus hit points for undead. The negative 
  energy clings to living victims, making it impossible to heal this damage with 
  anything less than a heal spell or greater magic for 24 hours. After 24 hours 
  the negative energy aura fades and normal curative spells function.
  A creature struck directly receives no saving throw, but creatures within 
  the area of effect can make a Reflex save for half damage. If you miss the 
  creature with your ranged attack, the bomb lands in a random direction as 
  a grenade and still explodes doing damage to the area. 
  You may throw the bomb immediately after creating it, or you may hold 
  it and wait for as long as 1 round per caster level before throwing it. If you 
  are still holding the bomb at the end of this period of time, it explodes in 
  your hand.
  Sleep of Power 
  School transmutation; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (two ancient silver coins per day spent 
  in a coma-like state; the spell ends if the coins run out)
  Range personal
  Target you
  Duration Special (see text)
  You must cast this spell in the round directly after you have cast 
  another spell with a non-permanent and non-instantaneous duration. At 
  the completion of the spell, you fall into a deep coma-like sleep. Your 
  bodily functions cease and you do not grow older. You are unaware of 
  your surroundings and devoid of your senses. You are considered helpless 
  while under the effects of this spell.
  The purpose of this sleep is to extend the duration of the spell cast 
  directly before sleep of power. The first spell lasts as long as you are in a 
  coma. You set the conditions for when you want to wake up. The conditions 
  you set must be clear, although they can be general. If complicated or 
  convoluted conditions are described, the spell may be miscast and you 
  may never wake up again. 
  For example, you cast a prismatic wall, which normally lasts for 10 
  minutes per caster level. In the following round, you cast sleep of power 
  with the condition to wake up when the seventh wall of the prismatic wall 
  is destroyed. You fall into a coma for days, years or even centuries. When 
  the seventh prismatic wall is finally destroyed, you wake up.
  If you are successfully attacked, you wake up, and the associated spell 
  ends immediately.
  Slimeball
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  Slimeball 
  School evocation [acid, fire]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a bit of ooze or other protoplasmic 
  material)
  Range long (400 ft. + 40 ft./level)
  Area 20-ft.-radius spread
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  Throwing a ball of gunk, goop or other protoplasmic material at a target, 
  the caster causes a ball of slime to explode in all directions. The slime is 
  not alive but has the heat and consistency of molten lead. The slimeball 
  does 1d6 points of fire damage per caster level (maximum 10d6). Each 
  round after the first, up to 1 round per 5 caster levels (maximum 4 rounds 
  at caster level 20th), the slimeball begins to eat through armor, clothes 
  and flesh, dealing 3d6 points of acid damage to armor, clothing, and the 
  affected creature. A successful Reflex save halves the initial damage and 
  avoids the secondary damage.
  Slime Bucket 
  School conjuration (creation); Level cleric/oracle 5
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area Cylinder (10-ft. diameter, 40 ft. high)
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  You conjure a glop of slime 40 feet above the intended area that then 
  falls. Anyone in the area takes 1d6 points of cold damage per caster level 
  (maximum 15d6) as the slime coats anyone in the area. The cold is created 
  by the slime drawing heat away from everything in the area, after which 
  it becomes inert. The slime is unable to freeze water surfaces and sinks 
  slowly if cast over water.
  Slow Aging 
  School necromancy; Level cleric/oracle 5, sorcerer/wizard 5
  Casting Time 1 action
  Components V, S, M (drop of molasses)
  Range touch
  Target living creature touched
  Duration permanent
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The target of this spell has her natural aging magically reduced to half 
  the normal pace. Additionally, any magical aging is affected by slow aging. 
  Affected years reduce the duration of this spell by one year for every two 
  years of magical aging. A Fortitude save avoids the effects of this spell. (See 
  the Pathfinder Roleplaying Game Core Rulebook for details on aging.)
  Slow Draw 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one weapon scabbard or sheath
  Duration 1 round/level
  Saving Throw Will negates (object); Spell Resistance yes (object)
  The targeted weapon scabbard or sheath becomes sticky on the inside, 
  making the weapon more difficult to draw. The owner must succeed on a 
  DC 15 Strength check to draw the weapon at all, and doing so requires a 
  full action — the Quick Draw feat is of no use in speeding the process.
  Slur 
  School transmutation; Level cleric/oracle 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  You temporarily alter the target’s throat and mouth in minor ways that 
  cause their speech to become garbled and twisted, making him very hard 
  to understand. A creature attempting to discern the subject’s words must 
  succeed on a DC 20 Intelligence check. A spellcaster affected by this spell 
  must succeed on a Spellcraft check (DC 10 + half your caster level + your 
  relevant ability score modifier) any time he attempts to cast a spell with 
  a verbal component. If the check fails, the spell fizzles away just as if it 
  had been cast. The target can resist these minor changes with a successful 
  Fortitude save.
  Smart Arrow 
  School transmutation; Level ranger 3
  Casting Time 1 standard action
  Components V, S, M (a piece of wire wrapped around the 
  shaft of the arrow)
  Range touch
  Target one arrow or bolt/2 caster levels
  Duration 1 round/caster level (see text)
  Saving Throw none; Spell Resistance no
  You can fire an arrow or bolt at a target out of your line of sight or who 
  has cover with no penalty. You must have seen the target within 2 rounds 
  of firing the projectile, but the arrow moves around obstacles, corners, 
  trees, or over walls to strike at the target. When using smart arrow, you 
  choose a target within range of your weapon and make your attack roll as 
  if they were in line of sight and had no cover. The arrow does not count 
  as magical to overcome damage resistance, unless it is cast upon a magic 
  arrow or fired from a magical bow. You can enhance 1 arrow for every 
  2 caster levels and these arrows remain enhanced for 1 round per caster 
  level or until fired.
  Smooth Talker 
  School enchantment; Level bard 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (a gold or silver coin)
  Range close (25 ft. + 5 ft./2 levels)
  Target one person
  Duration 1 minute
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The target is blessed with particular eloquence, gaining a +10 insight 
  bonus on her next Bluff, Diplomacy or Intimidate check.
  Smothering Cloud 
  School evocation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (small piece of woven cloth)
  Range close (25 ft. + 5 ft./2 1evels)
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  Target one living creature or 10-ft.-diameter circle
  Duration I round/level (D)
  Saving Throw Reflex negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  This spell creates a grayish blanket of magical energy that adheres di-
  rectly to the target. Normal fires in the area of the spell’s effect are ex-
  tinguished instantly, and any other phenomena that require air are also 
  stopped immediately. If cast on a living being, smothering cloud deprives 
  it of air, causing suffocation (see the Pathfinder Roleplaying Game Core 
  Rulebook) for the duration of the spell. Since the subject of the spell usu-
  ally does not have an opportunity to take a large breath before the spell’s 
  effect, the victim must begin rolling Constitution checks for suffocation 
  after his Constitution in rounds instead of 2 rounds per point of Consti-
  tution as per normal suffocation rules. A Reflex saving throw allows the 
  victim to avoid the smothering cloud.
  The smothering cloud does not hinder movement nor does it offer any 
  protection other than preventing air and other gases from reaching the 
  spell’s target. The spell can be used for protection against poison gas at-
  tacks, cloudkill, a monster’s stench aura, and the like as long as the pro-
  tected subject can hold its breath. It can also be used to trap opponents 
  who are in gaseous form.
  Snakes into Staves 
  School transmutation; Level cleric/oracle 4, druid 4
  Casting Time 1 standard action
  Components V, S, DF
  Range 60 ft.
  Target 1d4 snakes plus 1 snake/level
  Duration 1 round/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  By means of this spell, you change 1d4 Small or Medium snakes 
  plus 1 per caster level (maximum 1d4+20) into sticks that can be used 
  as weapons (Small snakes become clubs, and Medium snakes become 
  quarterstaffs). This spell affects only snakes of the animal type. Snake-like 
  creatures such as magical beasts, aberrations, outsiders, and so on cannot 
  be affected by this spell. 
  Snakes into staves dispels and counters staves into snakes.
  Snare Vessel 
  School transmutation; Level druid 5, sorcerer/wizard 5
  Casting Time 1 full minute
  Components V, S, M (a length of seaweed, thong or rope 
  that is 1 inch long for each foot of trap size)
  Range close (25 ft. + 5 ft./2 1evels)
  Area one vessel that enters a circular region with a 10-ft. 
  radius + 5 ft./level
  Duration 1 day/level or until triggered and broken (see text) 
  (D)
  Saving Throw none; Spell Resistance no
   You create a magic trap that slows or stops sea vessels. When the 
  spell is cast upon a suitable section of seaweed or rope, any area of water 
  around the material component becomes nigh impassable to other ships. 
  Note that the spell may be cast on a section of rope not yet in the water, 
  as long as the rope is thrown into the water as soon as casting is complete. 
  The affected region is invisible to eyesight, although it can be detected by 
  magical means. If the body of water affected by the spell is smaller than 
  the area of effect, then the entire area is affected, and any additional area 
  is wasted.
  The trap affects any ship that moves even partially into the area. If 
  the ship would fit fully into the circle described by the spell (even if its 
  movement path would not have caused it to be so), its movement ceases 
  as if the ship were suddenly strung out on a taut tether line. Passengers or 
  cargo of fast-moving ships may be injured by the sudden stop, although 
  the ship itself is not damaged. Ships larger than the area of effect have 
  their movement speed halved.
  Freeing a ship from such a magical snare (other than by dispel magic 
  or the like) requires a cooperative skill or ability check that takes a full 
  minute. The skill or ability check required is the same skill or ability that 
  is used to control the vessel (see “Vehicles” in Pathfinder Roleplaying 
  Game: Ultimate Combat). The DC of either of these checks is 20 + your 
  caster level. A successful check ends the spell and frees the vessel.
  The snare vessel remains in place and active for 1 day per level once 
  cast. If it is not triggered before that duration, the effect expires. However, 
  if the snare is activated, then the effect is permanent until it is broken or 
  dispelled.
  When the trap is triggered, the spellcaster is notified mentally as per the 
  mental alarm version of the alarm spell.
  Sneeze 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a pinch of pepper)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  By placing your hand, palm up, near your mouth and blowing gently 
  across it, you cause the target to suffer fits of sneezing if it fails its Will 
  save. The subject suffers a –4 penalty on attack rolls, checks, and saves 
  while sneezing. After the spell ends, the subject can act normally.
  Soften Wall 
  School transmutation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a pinch of mud and a chip of granite)
  Range close (25 ft. + 5 ft./2 levels)
  Target 2-ft.-square section of wall plus 1 square ft./level
  Duration 1 round + 1 round/three levels
  Saving Throw none; Spell Resistance no
  With this spell, you target a small 2-foot square + l foot per level area on 
  a wall. The affected area has only half its normal hardness and hit points 
  for the duration of the spell. This allows attackers to break though the wall 
  more easily at that specific spot.
  Solar Eclipse 
   
  School transmutation; Level sorcerer/wizard 9
  Casting Time An entire night
  Components S, M (a large diamond worth at least 50,000 
  gp that is consumed in the casting and a black velvet or silk 
  cloth with which to cover it)
  Range the sun (or suns)
  Effect the entire world
  Duration 10 minutes/caster level
  Saving Throw none; Spell Resistance no
  The tremendous power required to control the conjunction between the 
  Plane of Shadow and the Material Plane that this spell creates requires you 
  to spend the entire night before the day of a solar eclipse in preparation. 
  At dawn, the casting is complete and you may choose any moment of the 
  next day, from sunrise to sunset, for the effects of the spell to begin. There 
  is a period of several moments before the actual duration of the spell when 
  the sun is slowly blocked and then more time after the spell’s duration 
  when it is slowly revealed, but there are no special effects during this time 
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  except those the GM decides to impose for low light.
  The effects of this spell cover the entire geographical area of the 
  world that is illuminated by sunlight at the moment you decide to initi-
  ate the effects. When the duration of the spell begins, the entire sunlit 
  surface of the world is blanketed by very dim light. Normal vision al-
  lows sight up to 20 feet, while low-light vision doubles this to 40 feet. 
  Darkvision affords no benefits, as this is considered magical darkness. 
  Likewise, no light, whether mundane or magical (including all effects 
  not created directly by a god, even if that effect says that it overrides 
  all other variations of light or dark), pushes back this darkness; in fact, 
  such effects do not operate at all. Mundane light sources are extin-
  guished, magical lights are dampened until the end of the spell, and 
  magic that creates light, darkness or related effects simply does not 
  function.
  Solar Flare 
  School evocation (fire); Level cleric/oracle 8
  Casting Time 1 action 
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area 15-ft. radius
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  A column of divine fire roars down from the heavens. This fire always 
  strikes from the direction of the sun, as if being cast down directly from its 
  radiant beams. Solar flare deals 1d6 points of fire damage per caster level 
  (maximum 20d6). Half the damage is fire damage, but the rest results di-
  rectly from divine power and is therefore not subject to being reduced by 
  protection from elements (fire), fire shield, and similar magic. In addition, 
  all those in the area of effect who fail their Reflex saves must also imme-
  diately succeed at a Fortitude save or be blinded for 1d4 rounds.
  Solar Fury 
  School evocation [fire]; Level druid 6, sorcerer/wizard 5
  Casting Time 1 action
  Components V, S, M (handful of desert sand and a small 
  fragment of iron)
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  The caster glows with the same intensity as a daylight spell, shedding 
  light in a 60-foot radius. Each round, the spell absorbs the first 30 points 
  of fire damage the caster would otherwise suffer, regardless of whether its 
  source is natural or magical.
  Additionally, the caster radiates heat within a 20-foot radius. Creatures 
  within 10 feet of the caster take 2d4 points of fire damage per round. 
  Those 10 to 20 feet from the caster take 1d4 points of fire damage per 
  round. This damage is halved by a successful Fortitude save.
  Any creature wielding a metal weapon in melee combat with the caster 
  soon finds his weapon becoming intolerably hot. Weapons are affected as 
  per the heat metal spell, save that the damage remains in the searing stage 
  (2d4 points of damage per round) as long as the opponent remains in me-
  lee with the caster. During the round after the opponent leaves melee, the 
  metal drops one stage per round until it returns to its normal temperature.
  Solar Lens 
  School evocation [fire]; Level druid 4
  Casting Time 1 action
  Components V, S, F (a crystal lens or prism)
  Range 30 ft. (see text)
  Solar Spear
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  Effect semicircular, 30-ft.-long burst (see text)
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  The caster absorbs the sun’s energy and refocuses it as if his body was 
  a giant lens. Under normal circumstances, this spell’s area of effect is a 
  30-foot-long cone that deals 1d4 points of fire damage per caster level 
  (maximum 20d4) to anyone in its area of effect. This effect is halved with 
  a successful Reflex save. Victims must also make a second Reflex save or 
  be blinded for 1d4 rounds.
  The spell’s effects vary, depending on time of day and current weather con-
  ditions. In darkness, at night, or under dense clouds, the spell cannot be cast. 
  At dawn or sunrise, the cone’s area of effect is halved and the spell inflicts 
  only half damage. One hour before and after noon on a cloudless day in areas 
  of especially great heat such as a desert, the spell’s area of effect is doubled, 
  inflicting double damage, and the DCs to avoid its effects are increased by +2.
  Solar Spear 
  School evocation [force, light]; Level cleric/oracle 3 
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Effect see text
  Duration 1 minute/level (D)
  Saving Throw Fortitude partial; Spell Resistance yes
  This spell creates a glowing spear of positive energy. At the caster’s 
  discretion, the weapon can appear and function as a spear, shortspear or 
  longspear. The caster can wield the solar spear proficiently as a standard 
  melee weapon, with an enhancement bonus to attack and damage rolls of 
  +1, plus an additional +1 per 3 caster levels above 5th. The spear glows 
  brightly, providing illumination as per the light spell.
  The caster can also use the solar spear to make a single touch or ranged 
  touch attack in order to cure or inflict damage. The solar spear’s enhance-
  ment bonus applies to this attack. The solar spear may be hurled up to 
  the maximum range of the spell with no penalty to the roll. A successful 
  attack results in a brilliant blast of positive energy inflicting 2d4 points 
  of damage +2 points per caster level. The victim must also succeed on a 
  Fortitude save or be blinded for 1d4 rounds.
  If the caster elects to use the healing effect, she must touch a willing ally 
  or make a ranged touch attack on an ally. If successful, the recipient is sur-
  rounded in a bright nimbus of white light and cured of 2d4 points of damage 
  +2 points per caster level. As with other curing, this effect damages undead. 
  Any excess hit points over the target’s normal maximum, gained from this 
  effect, remain for 1 round per caster level as temporary hit points.
  When the solar spear is used for this special attack or for its healing 
  effect, the spell ends regardless whether or not the touch was successful.
  Solar Window 
  School evocation; Level bard 3, cleric/oracle 4, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area cone
  Duration 5 minutes/level
  Saving Throw none; Spell Resistance no
  This spell opens a conduit to the sun. Though darkness may reign in 
  your current surroundings, somewhere in the world the sun is shining. 
  Solar window transports actual sunlight to your location, appearing as if 
  through an open window and throwing light in a 50-foot cone. Creatures 
  who suffer penalties in bright light are affected as if standing in direct 
  sunlight. Being natural rather than magical light, the glow of the solar 
  window is negated by magical darkness. Unfortunately, the light provided 
  is filtered and is unable to damage creatures such as vampires that take 
  damage from natural sunlight.
  But the solar window has advantages over the standard daylight spell. 
  The light is as warm as normal sunlight, so that the temperature within the 
  cone is a balmy 85 degrees, very useful in cold environments or when you 
  need to melt ice or warm a chilly companion. The solar window may be 
  opened anywhere within the spell’s range, and you may mentally move it 
  for the duration of the spell to redirect the cone of light. For example, the 
  window may be positioned on a ceiling so that the cone aims downward, 
  and the next round you may shift it so that it points upward from the floor. 
  Each change in position is a move action. You may open and close the 
  solar window at any time as a free action.
  Solid Footing 
  School transmutation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a scrap of leather and a sliver of 
  wood)
  Range personal
  Target you
  Duration 10 minutes/level
  Saving Throw none; Spell Resistance no
  Whatever is directly beneath your feet takes on the feel and solidity of 
  rough stone — firm enough to stand upon, smooth enough for easy bal-
  ance, but textured enough for a good grip. As you walk, the solid footing 
  travels with you so that only those spots right beneath your feet are affect-
  ed. You can walk on water and even dense fog, but not empty air. Also 
  note that the spell does not change any other properties — for example, 
  a burning log now provides safe footing, but its heat and flame still burn 
  you as you cross.
  Song Barrier 
  School transmutation [see text]; Level bard 6
  Casting Time 1 action
  Components V, S, F (the bard’s instrument)
  Range medium (100 ft. + 10 ft./level)
  Effect invisible wall of sound up to a 10-ft. cube/level
  Duration concentration +1 round/level
  Saving Throw see text; Spell Resistance yes
  Through this spell, you transform your music into an immobile wall 
  of sound that either resonates with soothing melody and song or clashes 
  with discordant music into a cacophony of sonic force. The wall consists 
  of a 10-foot cube of sound per caster level and must form a straight line. 
  Multiple casters can use this spell to form boxes or other enclosures to 
  hold foes at bay. You choose which version of the wall to bring into being 
  as you cast the spell. You must then succeed on a DC 20 Perform check 
  in order to create the song barrier. The two types of walls are commonly 
  called the wall of melody and the wall of cacophony.
  A wall of melody transforms your song into an area that resonates with 
  music and song pleasing to the ears of most creatures. One side of the wall, 
  selected by you, sends forth waves of soothing melody. Creatures within 10 
  feet of that side of the wall must succeed on a Will save or become fascinat-
  ed as though under the effect of a hypnotic pattern spell. Stepping into the 
  wall itself forces the creature to make a separate Will save or fall into a deep 
  slumber for the duration of the wall’s existence plus 1 round/caster level. 
  Dragging or moving a slumbering or fascinated creature from within the 
  wall’s area of effect frees it from the enchantment. Leaving and re-entering 
  the area forces another Will save to resist the effects of the wall of melody. 
  Creatures who cannot hear are unaffected by the wall of melody. The wall of 
  melody is an enchantment, compulsion, and mind-affecting effect.
  A wall of cacophony transforms your music into a maelstrom of sound 
  magically funneled into the area you desire. One side of the wall, chosen 
  by you, causes 2d4 points of sonic damage to creatures within 10 feet and 
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  1d4 points of sonic damage to those who are 10 to 20 feet away. A Forti-
  tude save halves this damage. The wall causes this damage every round 
  that a creature is within range. In addition, if the creature steps into the 
  wall, it takes an additional 2d4+1 per caster level points of sonic damage 
  (maximum +20) and is deafened for 2d6+l rounds per level (a successful 
  Fortitude save halves damage and negates the deafness).
  A silence spell nullifies the effects of a song barrier in the area where it 
  is cast. In addition, another bard can nullify the effects of a song barrier 
  within 30 feet of herself by beating the spell’s save DC with a successful 
  countersong performance check.
  Song of Healing 
  School conjuration (healing); Level bard 6
  Casting Time 1 full-round action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You channel positive energy into a creature to wipe away injury and 
  afflictions through your song. The song of healing ends any and all of 
  the following adverse conditions affecting the target immediately: ability 
  damage, blinded, confused, dazed, dazzled, deafened, diseased, exhaust-
  ed, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and 
  poisoned. It also cures 100 points of damage.
  The song of healing does not remove negative levels, restore perma-
  nently drained levels, or restore permanently drained ability score points.
  If used against an undead creature, the song of healing deals 100 points 
  of damage; a successful Will save deals half damage. This spell cannot 
  reduce an undead creature below 1 hit point.
  Song of Rejuvenation 
  School conjuration (healing); Level bard 0
  Casting Time 1 standard action
  Components V, S, M
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  You channel positive energy through your song, reinvigorating a fa-
  tigued target. You must sing for 1 round and touch the target while singing 
  for the spell to take effect.This spell immediately reduces fatigue by 1 
  level; thus, two castings of song of rejuvenation can cure exhaustion. This 
  spell counters touch of fatigue.
  Song of Sanctuary 
  School abjuration; Level bard 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level, no two of which can be more 
  than 30 ft. apart
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance no
  This spell wards allies from direct attack. Any opponent attempting to 
  strike or otherwise directly attack the warded creatures, even with a target-
  ed spell, must succeed on a Will save. If the save succeeds, the opponent 
  can attack normally and is unaffected by that casting of the spell. If the 
  save fails, the opponent can’t follow through with the attack. That part of 
  his action is lost and he can’t directly attack the warded creatures for the 
  duration of the spell. Those not attempting to attack the subjects remain 
  unaffected. This spell does not prevent the warded creature from being 
  attacked or affected by area of effect spells. The subjects cannot attack 
  without breaking the spell but may use non-attack spells or otherwise act.
  Song of the Eagle 
  School transmutation [sonic]; Level bard 4
  Casting Time 1 action
  Components V, F (instrument)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The target of this spell sprouts wings of light from her back that allow 
  her to fly at a speed of 80 feet with average maneuverability. Additionally, 
  targets of this spell gain a +6 bonus to Perception checks and a +1 bonus 
  to Survival checks for the spell’s duration. Targets also can communicate 
  with eagles as if using the speak with animals spell.
  Song of Vengeance 
  School abjuration; Level bard 5
  Casting Time 1 standard action
  Components V, M (a ruby of at least 50 gp value)
  Range close (30-ft. radius)
  Duration 1 round/level
  Saving Throw Fortitude half; Spell Resistance yes
  You sing a song that expresses the pain you feel in a very potent fashion. 
  For the duration of this spell, whenever an enemy successfully strikes you 
  during combat, all enemies within 30 feet of you takes 2d8 sonic  damage. 
  The damage sustained by your enemies is nonlethal damage that may 
  render them unconscious. Once unconscious, they no longer suffer the 
  effects of the spell. Creatures that cannot hear, or that are immune to sonic 
  damage, are also immune to this spell. The damage is considered sonic 
  damage for the purposes of energy resistance or similar spells.
  Sonic Boom 
  School evocation; Level cleric/oracle 1, druid 1
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 1evels)
  Target one creature
  Duration Instantaneous
  Saving Throw Reflex partial; Spell Resistance yes
  You make a ranged touch attack roll against a target within range. If 
  the attack hits, you deal your normal melee damage with the weapon cur-
  rently in your hand. The attack cannot critical, deliver a coup de grace, or 
  transmit any special effects of your strike (such as the disruption power 
  of some magical weapons). Besides taking damage, the target must also 
  succeed on a Reflex save or be knocked prone.
  The force of a sonic boom cannot drop or climb a vertical surface. 
  Range is calculated in a straight line along the ground, so it can be short-
  ened by uneven terrain.
  Sonic Shield 
  School abjuration; Level bard 1
  Casting Time 1 standard action
  Components V
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  Range close (5-ft. radius)
  Target you
  Duration 1 minute/level
  This spell allows you to shape sound in such a way as to make attacks 
  against you less effective. You essentially use your voice to vibrate the 
  air around you into a sonic shield that confers a +2 deflection bonus to 
  your AC. This bonus increases by +1 for every 4 caster levels you have 
  beyond 4th (+3 at 8th level, +4 at 12th level) to a maximum bonus of 
  +5. This spell may be used at the same time as your other vocal abilities, 
  but situations that deny you the use of your voice (underwater, magical 
  silence, and so on) negate this spell.
  Sonic Strike 
  School evocation; Level cleric/oracle 0, druid 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 1evels)
  Target one creature
  Duration Instantaneous
  Saving Throw Reflex negates; Spell Resistance yes
  Upon completing the spell, you make a ranged touch attack against a 
  target within range. If the attack hits, then the target must succeed on a 
  Reflex save to avoid being knocked prone. The force of a sonic strike can-
  not drop or climb a vertical surface. Range is calculated in a straight line 
  along the ground, so it can be shortened by uneven terrain.
  Soul of the Beast 
  School transmutation; Level druid 2, ranger 3
  Casting Time 1 full round
  Components V, S, DF
  Range touch
  Target one willing animal touched
  Duration 1 hour/level (maximum 12 hours)
  Saving Throw none; Spell Resistance no
  You gain the skills, feats, or extraordinary abilities of an animal you 
  touch. The exact nature of the powers gained is dependent on your caster 
  level. At caster level 5th or lower, you have access to the animal’s skills. 
  You gain ranks in these skills equal to the animal’s ranks or your own, 
  whichever are higher. At caster level 6th to 10th, you also gain all feats the 
  creature possesses. And at caster level 11th or greater, you may use any 
  of the animal’s extraordinary abilities. Whatever skills, feats, and abilities 
  you borrow from the animal, the animal in question does not possess for 
  the duration of soul of the beast. Borrowed skills are considered to be rank 
  zero for the animal, and it loses use of the borrowed feats and extraordi-
  nary abilities. 
  The spell must be cast on a willing animal, so you must have some 
  way of communicating with the creature in order to gain its agreement. 
  Usually, the animal expects some service from the caster in exchange for 
  the boon.
  Soul Shatter 
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (dirt from the ground where a murder-
  born [see the Tome of Horrors Complete] was destroyed or 
  powdered gems totaling 300 gp)
  Range touch
  Target living creature touched
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You make a touch attack against the subject while uttering the words 
  to this spell to send a wave of negative energy coursing through its body 
  that tears at its soul. The subject takes 1d6 points of Charisma drain. If the 
  subject succeeds on a Fortitude save, the Charisma drain is converted to 
  Charisma damage (that can be healed normally or magically).
  Soul Shield 
  School conjuration (creation); Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F (a preserved cocooned caterpillar)
  Range personal
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  Soul shield conjures a life form that drapes itself over you in a skin-
  tight defensive field. The soul shield drains half of your current hit points. 
  These hit points are then increased by half their number to determine the 
  total hit points of the soul shield. For example, a wizard with 40 hit points 
  who casts this spell loses 20 hit points, creating a soul shield with 30 hit 
  points. 
  The soul shield does not inhibit the caster in any way, and while the 
  spell is in effect, you cannot be physically harmed. Instead, the soul shield 
  takes any damage dealt to you, until it reaches zero hit points, at which 
  point it sloughs off you like a snake’s shed skin. You suffer any excess 
  damage from the injury that kills the soul shield. For example, a soul 
  shield with 5 hp remaining suffers a sword blow for 8 points of damage. 
  The shield dies, and you take 3 points of damage.
  The soul shield does not protect you from spells that do not cause dam-
  age, such as phantasmal killer, or from effects such as drowning or poison 
  gas.
  The soul shield shares all of your defenses, including your AC. The 
  field also makes saving throws as you would.
  You do not recover lost hit points needed to power the spell, even if the 
  shield is not destroyed before the spell concludes.
  Soul Strike 
  School necromancy; Level cleric/oracle 8, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (the heart of a humanoid killed within 
  the past week)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Area 40-ft.-radius burst
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  You create a burst of negative energy in the designated area. Any living 
  creature caught in the area takes 1d6 points of damage per caster level 
  (maximum 20d6). A creature slain by this spell cannot be returned to life 
  by a raise dead spell. Resurrection, true resurrection, wish, and miracle 
  work normally, however.
  Sound Worm 
  School enchantment; Level bard 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target 1 or more spellcasters
  Duration 1 round/level
  Saving Throw Will partial; Spell Resistance yes
  You utter an arcane rhyme that disrupts a spellcaster’s ability to keep control 
  over the complex process and concentration required to cast spells, not unlike 
  shouting out random numbers while someone is trying to count. You can 
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  affect a single spellcaster (who receives no saving throw) plus an additional 
  spellcaster per 4 caster levels (maximum 4), provided they are within 30 feet of 
  your primary target. Your secondary targets may attempt a Will save to negate. 
  Affected spellcasters must succeed at a Concentration check opposed by your 
  Perform check each time they attempt to cast a spell for the duration.
  Spark 
  School evocation [electricity]; Level sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You fire a small bolt of electricity from your fingertips at your target. 
  You must succeed on a ranged touch attack to damage your target. The 
  bolt deals 1d3 points of electrical damage.
  Spark of Flame 
  School evocation; Level druid 0, ranger 1, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./ 2 levels)
  Target one flammable object
  Duration Instantaneous
  Saving Throw Reflex negates (object); Spell Resistance yes 
  (object)
  You simply point at a target within range, and a spark of flame erupts. 
  It’s little more than a brief flash, but it’s enough to light a candle, a lamp, a 
  puddle of oil, a piece of loose paper, dry grasses or similar targets. Light-
  ing a flammable object with a spark of flame spell does not suffer the 
  difficulties associated with using flint and tinder. A spark of flame cannot 
  inflict damage by itself, although a creature suddenly caught in a burning 
  building may suffer normal damage from the fire.
  Speak with Objects 
  School divination; Level cleric/oracle 3, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level
  You can comprehend and communicate telepathically with objects, 
  including animated objects and constructs. You are able to ask questions 
  and receive answers from objects. An inanimate object’s sense of its 
  surroundings is limited, so it won’t be able to give or recognize detailed 
  descriptions of creatures or answer questions about events outside its 
  immediate vicinity.
  The spell doesn’t make animated objects or constructs any more 
  friendly or cooperative than normal. Furthermore, they are likely to make 
  inane comments. If an animated object or construct is friendly toward the 
  caster, it may do some favor or service for the caster (as determined by 
  the GM).
  Spectral Archers 
  School conjuration (creation); Level ranger 3, sorcerer/
  wizard 4
  Casting Time 1 action
  Components V, S, M (a single non-magic arrow)
  Spectral Archers
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  Range medium (100 ft.+ 10 ft./level)
  Area 40 square ft. + 10 square ft./level (S)
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance no
  Spectral archers must be cast on a single non-magical arrow before it is 
  shot. As it flies through the air, the arrow transforms into a flight of hun-
  dreds of arrows that rain down upon a 40-square-foot area plus 10 square 
  feet per caster level. Everyone in the targeted area, including the caster’s 
  allies, must succeed on a Reflex save or take 4d8 points of damage +1 per 
  caster level (maximum of +20). The arrows vanish as soon as they inflict 
  damage. This spell is not effective on magical arrows.
  Spectral Sail 
  School evocation [force]; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a small swatch of canvas)
  Range see text
  Area see text
  Duration 3 hours/level
  Saving Throw none; Spell Resistance no
  You create a shimmering sail of magical energy to take the place of 
  a lost or damaged sail to help keep a ship on course. The spectral sail 
  attaches itself to the yardarm you indicate and performs precisely like a 
  standard sail. It is made of magical force energy and is able to withstand 
  even the strongest winds, but damage from almost any source disrupts the 
  woven plane of energy and ends the spell.
  Speed Undead 
  School necromancy; Level cleric/oracle 2
  Casting Time 1 standard action
  Components V, S, M (three drops of water, sinew from a 
  mammal, and a drop of quicksilver)/DF
  Range touch
  Target one skeleton or zombie/level
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell grants a skeleton or zombie a +2 bonus to its Dexterity score 
  and a +1 bonus on Reflex saves (for a cumulative +2 bonus to Reflex 
  saves). The affected creature’s base land speed increases by 10 feet. 
  Furthermore, an affected zombie’s staggered weakness is suppressed 
  while this spell is in effect, thus allowing it to move and attack normally.
  Spell Inhibitor 
  School abjuration; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a pinch of powdered adamantine or 
  adamantine fillings worth at least 10 gp)
  Range personal
  Area 100-ft.-radius emanation, centered on you
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  This spell inhibits magical energy. Any spell cast by someone within 
  the radius of this spell is cast as if by a spellcaster of the lowest possible 
  level of the same class required to cast that spell. This spell affects range, 
  duration, area, etc., with the sole exception that it does not affect the tar-
  get spell’s caster level for penetrating spell resistance. For example, if a 
  15th-level wizard casts fireball within the area of effect of this spell, it 
  does only 5d6 points of damage since the minimum caster level for that 
  spell is 5th.
  Spell Kill 
  School transmutation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You fire a silvery ray of energy toward the target in an effort to wipe 
  away a spellcaster’s prepared spells or spell slots. You must make a 
  successful ranged touch attack to strike. While a non-spellcaster feels 
  nothing more than a tingling sensation, against a spellcaster the ray 
  negates a number of prepared spell levels (or spell slots in the case of 
  bards and sorcerers) equal to one-half your caster level. You choose a 
  combination of spell levels (or slots) to be depleted. The GM determines 
  the specific spells (if prepared) that are lost. For example, a 9th-level 
  caster can deplete a total of 4 spell levels. She can choose to deplete one 
  4th-level spell, or two 2nd-level spells, or one 3rd- and one 1st-level 
  spell, or four 1st-level spells. 
  Lost spells (or slots) are regained normally.
  Spell Legs 
  School universal; Level bard 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect spell effect already created
  Duration concentration up to 1 round/level
  Saving Throw special (see text); Spell Resistance Special (see 
  text)
  You usurp control of a spell with an ongoing effect such as a fog cloud, 
  stinking cloud, or darkness and can move it at a rate of 20 feet per round 
  as a move action. After casting this spell at the effect in question, you must 
  make a Knowledge (arcana) check with a DC value determined by the 
  level of the caster that created the spell (DC 10 + caster level). If you cast 
  the spell yourself, you automatically succeed. A successful check allows 
  you to direct the movement of the spell effect as a move action. Spell 
  effects that cannot be cast into certain areas or locations cannot be moved 
  into those locations with spell legs.
  If the spell is under control of a spellcaster already, such as a 
  flaming sphere, you must first make the above check, and then make a 
  Concentration check opposed by the Concentration check of the caster 
  presently in control of the spell. If both checks succeed you wrest control 
  of the spell away from the original caster and can turn the spell against 
  them.
  When the spell effect is moved over a target creature, that creature must 
  make any saving throws the spell effect permits to avoid its effects. The 
  saving throw, and spell effects, are those of the originally cast spell. If the 
  creature has spell resistance a caster level check is made using the original 
  caster’s level.
  You can’t usurp control of any spell effect above 3rd-level and the 
  original caster can still dismiss any spell that can be dismissed.
  Spellcaster’s Refusal 
  School abjuration; Level sorcerer/wizard 5
  Casting Time 1 round
  Components V, S, M (a pinch of dust from a spellcaster’s 
  tomb or burial site and a pinch of powdered chrysolite)
  Range close (25 ft. + 5 ft./2 levels)
  Area One 20-ft. cube/level
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
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  You create an invisible barrier that wards a point of entry (hallway, 
  doorway, window, or the like) against spellcasters and prevents them 
  from passing through the area. Non-spellcasters, creatures with spell-
  like abilities (but not those that can specifically replicate spells such as 
  nymphs), and spellcasters you designate, may freely pass through the 
  barrier. Spellcasters (including bards, paladins, and rangers that are of 
  sufficient level to cast spells and creatures such as the nymph that replicate 
  spells) are blocked from passing through the barrier.
  You can divide the area of effect among multiple points of entry so long 
  as the total area affected does not exceed your limit. You must be able to 
  see each point of entry to be warded when you cast this spell.
  The barrier does not prevent ranged attacks, ranged spells, or dimensional 
  travel (such as teleport, dimension door, and so on) by anyone, including 
  a blocked spellcaster. The invisible barrier is impervious to physical or 
  magical attacks (except for effects that dispel it). A disintegrate spell 
  instantly destroys the barrier and ends this spell.
  Spellchain Grounding 
  School abjuration; Level cleric/oracle 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (an iron nail)
  Range personal
  Target you
  Duration 1 min/level (D)
  This spell creates an invisible aura around you that attracts secondary 
  effects of chain-type spells, such as chain lightning or prismatic chain. 
  Anytime you are within range of a secondary beam or effect from such a 
  spell, all such secondary beams automatically arc to you and are negated. 
  This spell does not prevent damage to you if you are the primary target 
  of such an effect, though it does prevent any secondary beams from then 
  arcing out from you and striking others.
  Spilling of Blood 
  School necromancy; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, M (a few drops of blood)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (see text); Spell Resistance 
  yes
  You channel negative energy into the target, causing a gaping wound to 
  open on its body and gush blood each round. Each round this spell is in effect, 
  the target takes 1 point of Constitution damage. A successful Fortitude save 
  negates the Constitution damage for that round only. A new save must be 
  made each round. A successful Heal check (DC 10 + 1/2 your caster level + 
  your relevant ability score modifier) slows the spilling of blood to 1 point of 
  Con damage every other round for the remainder of the duration.
  Magical healing ends this spell’s effect if the healer succeeds on a caster 
  level check as per the dispel magic spell.
  Spirit Blast 
  School necromancy; Level sorcerer/wizard 2
  Casting Time 1 action
  Components V, S, F (a phial of the caster’s blood)
  Range medium (100 ft. + 10 ft./level)
  Effect ray
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  When this spell is initially cast, you sacrifice a number of your hit points. 
  You may not sacrifice more than your current hit point total plus your Con-
  stitution, although temporary hit points can be sacrificed. Once this is done, 
  you make a ranged touch attack on your target. You may do this even if you 
  sacrificed enough hit points to cause unconsciousness; you just fall uncon-
  scious immediately after making the attack roll. If the ranged touch attack 
  succeeds, the target then suffers damage equal to the number of hit points 
  sacrificed. As this is a positive energy attack, it inflicts double damage upon 
  undead.You may not regain any of your sacrificed hit points for 12 full 
  hours by any means short of a limited wish, wish, or miracle. After 12 hours 
  elapse, these hit points can be regained through the usual means.
  Spirit Cartographer 
  School conjuration (summoning) [law]; Level sorcerer/wizard 
  2
  Casting Time 1 full round
  Components V, S, M (a quill pen and a piece of parchment)
  Range close (25 ft. + 5 ft./2 1evels)
  Effect one summoned creature
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  Spirit cartographer creates a spirit that accurately maps any area the 
  caster traverses that the spirit can see (it possesses darkvision 30 feet plus 
  normal human sight). The spirit conforms to the statistics of a small air 
  elemental (see the Pathfinder Roleplaying Game Bestiary), although it is 
  considered a spirit of law, not an elemental. The spirit also possesses a 
  Perception skill of +5 and can make a Perception check to notice a secret 
  door if it passes within 5 feet of one. The spirit records any secret doors it 
  detects but does not actively search for them. The spirit also records any 
  special notes as instructed by you (e.g., to indicate traps the party’s rogue 
  discovers). The spirit does not fight or perform any other action except to 
  follow you and map. If attacked, it simply endures the punishment until 
  destroyed without counterattacking.
  Spirit Disk 
  School evocation [force]; Level sorcerer/wizard 8
  Casting Time 1 action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one target
  Duration 1 round/3 levels
  Saving Throw none; Spell Resistance yes
  You conjure a spinning disk of force and launch it at a foe. The disk 
  remains in existence for 1 round per 3 caster levels and can attack one 
  target in range each round. Each attack is a ranged touch attack that deals 
  2d12 points of damage and has a critical threat range of 19–20. If the disk 
  scores a critical hit, it functions as a vorpa1 weapon (see the Pathfinder 
  Roleplaying Game Core Rulebook). Maintaining this power is taxing, and 
  you takes 2 points of nonlethal damage for every round the spirit disk 
  remains in existence.
  Spirit Doll Enchantment 
  School transmutation; Level sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S, M, F (a doll roughly shaped like the mark, 
  a piece of hair or personal item of the mark, and a gem 
  worth 1,250 gp)
  Range touch
  Target one non-magical doll or figure
  Duration 1 day/level (0)
  Saving Throw none (object); Spell Resistance no (object)
  This spell turns an ordinary doll or figure into a spirit doll. During the 
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  time of casting, you specify a mark. The mark may be any living creature 
  native to the same plane. The spell requires a piece of hair, fingernail clip-
  ping, blood, or personal possession from the intended mark. This item is 
  then attached to the doll in some fashion.
  While the spell has no direct effect on the mark, it does make the spirit 
  doll a conduit between the mark and the doll, allowing other spirit mag-
  ic spells to be effective. If the mark and spirit doll are ever on different 
  planes, the link between the two is suppressed for that time but remains 
  active for whenever the two are once again on the same plane.If the spirit 
  doll is used as an extra focus component for any spell that does not already 
  require the spirit doll as a component or target, the doll’s mark receives a 
  –2 penalty to any saves versus spells cast in this manner.
  The spell finishes at the end of its duration, if a dispel magic or similar 
  spell is successfully cast upon the doll, or if the doll and the personal item 
  used in its creation are ever physically separated. When the spell does 
  end, the doll shrivels into nothingness as it is consumed by the magic that 
  enchanted it.
  Spiritbreaker 
  School abjuration; Level sorcerer/wizard 6
  Casting Time 3 rounds (see text)
  Components V, S, F (see text)
  Range close (25 ft. + 5 ft./2 levels)
  Target one outsider
  Duration see text
  Saving Throw none; Spell Resistance yes (see text)
  Spiritbreaker allows you to inflict wracking pains on an outsider, 
  usually in order to exact a service from it. If the creature refuses and you 
  continue the spell, it is eventually condemned to its plane of origin. This 
  spell is often used in combination with the various binding spells.
  In order to cast this spell, you must have a specially prepared document 
  that contains the outsider’s true name; otherwise, the spell automatically 
  fails. You can start and pause the reading at any time, so long as a number 
  of rounds equal to your caster level has not elapsed since the spell was 
  started. You can end the casting at any time by simply not finishing the 
  reading of the document.
  When you begin reading the document, the subject feels great 
  discomfort and is rooted to the spot (unable to move from its location 
  by either normal or magical means). The creature can escape in this 
  round by pitting its spell resistance against your caster level check. If 
  it succeeds, the creature is still powerless to attack you, but can move 
  normally (including retreating to its home plane unless magically held 
  or contained in such a way that it cannot escape; such as by any of the 
  planar binding spells).
  During the second round of reading, the subject feels great pain course 
  through its body; it is robbed of one-quarter of its total hit points (no save).
  At the beginning of the third round of reading, the subject is in immense 
  pain and loses one-half of its current hit points (no save). At the end of 
  the third round, the creature is condemned to its home plane — where it 
  remains confined (unable to be summoned to your plane and unable to 
  leave its own plane) and in torture for a number of years equal to your 
  caster level. From this point forward, said creature is your sworn enemy. 
  Note, this confinement/condemnation does not prevent the creature from 
  sending its minions and servitors to deal with you.
  Focus: The specially prepared document (described above) must contain 
  the true name of the outsider to be affected. The document itself costs 
  1,000 gp for the paper or parchment, special pens, and other materials. 
  The ink used to scribe the document must be made from powdered rubies 
  (totaling at least 5,000 gp) and the blood of a vrock, marilith, hezrou, or 
  glabrezu.
  Note: An outsider’s true name is not easy to come by. Many (particularly 
  in the case of demons) have more than one name they go by and some do 
  not even know their own true name. No outsider ever voluntarily reveals 
  its true name to anyone, especially a spellcaster from the Material Plane.
  Spiritual Trance 
  School divination; Level cleric/oracle 1
  Casting Time 1 round
  Components V, S
  Range 100 ft.
  Area 100-ft. spread, centered on you
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You place yourself in a trance (you cannot move, speak, or take any 
  action and are considered helpless) that allows you to sense magical 
  creatures (any creature with spell-like or supernatural abilities) or 
  permanent magical effects in the area (the presence of magic affecting an 
  area, not magic items). Each round you are in the trance, you can detect 
  the presence of any  incorporeal creature or permanent magical effect. 
  This spell does not allow you to communicate with a creature in the area.
  Spiteful Image 
  School illusion [shadow]; Level bard 3, sorcerer/wizard 3
  Casting Time 1 action
  Components V, S
  Range medium (100 ft. + 10 ft./ level)
  Target all mirror images of one target
  Duration see text
  Saving Throw Will negates; Spell Resistance no
  This spell causes a target under the effect of a mirror image spell to 
  be attacked by his images. A successful Will save by the targeted caster 
  negates the spell, and his mirror images continue to function as normal.
  Should the target fail his Will save, a deadly transformation occurs. 
  Each mirror image becomes a hostile shadow-creature, with hit points 
  equal to those of the target, divided by the number of images remaining 
  when spiteful image was cast. Their AC remains 10 + size modifier + Dex-
  terity modifier of the target. They attack once per round with the caster’s 
  highest attack bonus, dealing 1d6 points of damage per successful hit. The 
  target loses control of the images, can no longer merge or split with them, 
  and cannot voluntarily end the spell. The images do not disappear when 
  struck, but must be reduced to 0 hit points or be destroyed. They continue 
  to attack until the spell ends, at which time the surviving images go back 
  to functioning as normal, or until they are all destroyed, at which point 
  both the spiteful image and mirror image spells come to an end.
  Because the images no longer mimic the target’s actions, enemies of the 
  target no longer have difficulty distinguishing the target from his images.
  Spyworm 
  School conjuration (creation); Level druid 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Effect magical sensor
  Duration 1 hour/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The caster touches her intended target (making a melee touch attack if 
  cast on an unwilling target). Wherever you touch, a small, magical, pink-
  ish ringworm appears just beneath the target’s skin. The worm grows to 
  about 2 inches in diameter over the next 15 minutes.
  From that point until the spell fades, you can concentrate and hear any 
  sounds around the target as though the ringworm was one of your ears. 
  Clothing or the sound of scratching might muffle the reception. The in-
  fection lasts 1 hour per caster level, itches slightly, and is visible as a 
  discoloration of the skin. Spells that cure disease or dispel magic remove 
  the infection.
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  The spell fails if the target is not naturally susceptible to epidermal 
  infections or disease.
  Squeaking Floor Alarm 
  School transmutation; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, M (a rusty hinge)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Area one section of ground or floor 10 ft./level by 10 ft./level
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  This spell causes a surface such as a floor or section of ground to 
  squeak loudly when stepped on or touched. The noise generated by the 
  squeaking floor can be heard clearly in a 100-foot radius regardless of 
  any barriers. The affected surface must be solid (not liquid or gas or other 
  such substances), but can be made of wood, earth, stone, dirt, and so on; 
  material matters not, but it must be solid.
  A creature attempting to move quietly across the affected area takes a 
  –20 circumstance penalty on Stealth checks. Flying over the affected area 
  does not trigger the spell.
  Starlight 
  School evocation [light]; Level druid 2
  Casting Time 1 standard action
  Components V, S, M (several stalks from an amaryllis)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect dim light and shadowy illumination in a 60-ft.-radius area
  Duration 10 minutes/level (D)
  Saving Throw none; Spell Resistance no
  You illuminate an area with light equivalent to that given off by a clear 
  night sky filled with stars. Such light provides only shadowy illumination 
  (see the section on Environmental Rules in the Pathfinder Roleplaying 
  Game Core Rulebook for more information). A creature in the area has 
  concealment relative to a character viewing it. A creature in the area can 
  make a Stealth check to conceal itself.
  Starlight counters and dispels any darkness spell (one with the darkness 
  descriptor) of an equal or lower level.
  Staves into Snakes 
  School transmutation; Level cleric/oracle 4, druid 4
  Casting Time 1 standard action
  Components V, S, DF
  Range 60 ft.
  Target 1d4 sticks plus 1 stick/level
  Duration 1 round/level
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  By means of this spell, you change 1d4 sticks plus one per caster level 
  (maximum 1d4+20) into Small or Medium poisonous vipers, depending 
  on the size of the wood used (sticks under 4 feet long become Small vipers, 
  and sticks over 4 feet long become Medium vipers). Sticks or wood of a 
  magical nature, or those larger than 6 feet long, cannot be affected by this 
  spell. If a target stick is held or carried by someone other than you when 
  this spell is cast, the item receives a Fortitude save just as if the person 
  holding the stick was making the saving throw.
  The snakes have the abilities and statistics of a standard Small or 
  Medium viper (see the Pathfinder Roleplaying Game Bestiary). The 
  snakes do not attack you, and seek to attack your opponents to the best 
  of their ability. You can direct a snake as if by telepathy not to attack, to 
  attack particular enemies, or to perform other actions. When reduced to 0 
  Staves into Snakes
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  or fewer hit points, a snake reverts to its original (undamaged) stick form.
  Staves into snakes dispels and counters snakes into staves.
  Steal Breath 
  School necromancy; Level cleric/oracle 6
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration instantaneous (see text)
  Saving Throw Fortitude negates (see text); Spell Resistance 
  yes
  You literally “take the subject’s breath away” by stealing the air from its 
  lungs. The target can go without breathing for a number of rounds equal 
  to twice its Constitution. Each round thereafter, the subject must succeed 
  on a Constitution check (DC 10 +1 per previous check) to continue doing 
  so. If the subject fails a Constitution check, it falls unconscious (0 hp). On 
  the next round, the subject drops to –1 hit points and is dying. On the third 
  round, the subject suffocates and dies.
  A creature that is unable to breathe is also unable to speak and cannot 
  cast spells with a verbal component or communicate verbally with others.
  The target can break the spell by first making a successful Constitution 
  check using spell’s save DC followed by a successful Fortitude save. 
  Attempting to fill one’s lungs in this manner is a full-round action that 
  provokes an attack of opportunity.
  Steam Bolt 
  School evocation [fire]; Level druid 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You cause a superheated cloud of steam to strike an opponent. The 
  steam does 1d6 points of damage per caster level (10d6 maximum) to any 
  single creature it strikes. Anyone struck by the cloud is coated with a thin 
  film of water as the steam scalds them.
  Steam Cloud 
  School conjuration [fire]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M
  Range medium (100 ft. + 10 ft./level)
  Effect cloud spreads in 20-ft. radius, 20 ft. high
  Duration 1 round/level
  Saving Throw Fortitude half; Spell Resistance no
  You call up a billowing cloud of superheated air that rolls across the 
  ground toward an enemy. The steam cloud deals 1d4 points of damage 
  per caster level (10d4 maximum) to creatures that remain in the cloud. 
  Anyone within the cloud is also treated as if they are within a fog cloud. 
  The steam cloud moves away from you at 10 feet per round. Figure out 
  the cloud’s new spread each round based on its new point of origin, which 
  is 10 feet farther away from the point of origin where you cast the spell. A 
  strong wind or a gust of wind spell dissipates the cloud in 2 rounds.
  Steel Butterflies 
  School conjuration (creation); Level sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (the wings of a colorful butterfly)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Area cone
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance no
  This spell creates thousands of sharp, cold iron butteries that attack 
  all targets in the spell’s area of effect. Any creature in the area takes 1d4 
  points of slashing damage per caster level (maximum 15d4). Any fey 
  within the spell’s area receive a –4 penalty to saves against this spell. In 
  addition, any fey damaged by this spell must succeed on a Concentration 
  check (DC 10 + damage taken from spell) in order to use any of their 
  spell-like abilities until damage caused by the butterflies is healed.
  Stench of Death 
  School necromancy; Level druid 2
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./level)
  Target object or creature
  Duration 10 minutes/level
  Saving Throw Fortitude negates; Spell Resistance yes
  You cause a pungent odor to rise around you. The smell drives away wild 
  animals that come into range (although familiars or animal companions can 
  remain with a successful Fortitude save). Creatures that rely on the scent ability 
  must also make the Fortitude save to remain in the area. This spell reliably keeps 
  most normal animals, and even magical beasts, away from an area but it has the 
  drawback of attracting carrion-eating creatures from great distances.
  Stick Servant 
  School conjuration (summoning); Level druid 2, ranger 3
  Casting Time 1 full round
  Components V, S, M (a pile of sticks to animate)
  Range touch
  Target one pile of sticks
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell requires a small pile of sticks — about enough for a campfire. 
  It summons a nature spirit that animates the sticks, which take the form 
  of a 2-foot-tall humanoid. The stick servant performs simple tasks for you 
  upon verbal command, much as an unseen servant does. In addition to 
  these tasks, the stick servant can be directed to fight. 
  The stick servant can travel as far as it needs to in order to perform tasks, 
  but it cannot understand complex tasks that involve any form of civilized 
  human behavior, it cannot identify specific creatures or persons other than 
  the caster, and, being mute, it makes a poor herald. Similarly, you can leave 
  the stick servant, which continues to perform its tasks as commanded.
  It has the following statistics: 
  STICK SERVANT
  N Small construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 15 (1d10+10)
  Fort +0; Ref +1; Will +0
  Immune construct traits
   
  Speed 20 ft.
  Melee claw +1 (1d3–1)
   
  Str 9, Dex 13, Con —, Int —, Wis 11, Cha 1
  Base Atk +1; CMB –1; CMD 10
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  Sticky Tongue 
  School transmutation; Level druid 2
  Casting Time 1 round
  Components V, S, M (a frog), DF
  Range close (25 ft. + 5 ft./2 1evels)
  Target one creature per 3 levels of the caster
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  The tongue of a creature affected by this spell grows long and sticky, 
  like that of a frog.
  The sticky tongue is 10 feet long and sticky. Those possessing these 
  magical tongues gain one extra attack each round with their tongues as a 
  touch attack. If the tongue successfully hits an opponent the same size or 
  smaller, the subject gets an immediate grapple check with a +4 bonus to 
  its CMB.
  Entangled victims are –2 on attacks and have a –4 penalty to effective 
  Dexterity. They cannot move except toward the tongue attacker. Entan-
  gled spellcasters must succeed on a DC 15 Concentration check to cast a 
  spell. A CMB check, a DC 23 Strength check, or a DC 20 Escape Artist 
  check allows a victim to free himself.
  An enemy opposing a creature with sticky tongue may choose to hit 
  the tongue specifically, if it is extended and entangling an opponent. The 
  tongue is AC 11 and has 10 hit points. If an enemy successfully destroys 
  the sticky tongue, then it can no longer be used, but the creature with the 
  sticky tongue takes no damage.
  Once the spell’s duration ends, the creature possessing the sticky tongue 
  returns to normal. Characters suffer a –3 circumstance penalty to their 
  Charisma when possessing the sticky tongue, unless they are dealing with 
  amphibious creatures.
  Stonefast 
  School abjuration; Level cleric/oracle 4, sorcerer/wizard 4
  Casting Time 1 action
  Components V, S, M (a pebble)
  Range close (25 ft. + 5 ft./2 levels)
  Area 50-ft. cube + 10 cubic ft./level
  Duration 1 day/level
  Saving Throw none; Spell Resistance no
  This spell prevents the use of transmutation spells upon a given area 
  of stone. Spells such as transmute rock to mud simply do not function in 
  the area of effect, nor can earth elementals or beings with similar abilities 
  pass through the area. Passwall and similar spells do not work, though 
  teleport (which does not affect the stones themselves) does. Evocations 
  might damage the stones (though their hardness is increased by +2), but 
  the stones do not magically change form, no matter what the spell. This 
  spell works only on stone, however, and sand, metal, or soil are not held 
  fast by it. Bricks, mortared stone, and other non-solid stone walls halve 
  the area of effect.
  Storm of Vitriol 
  School evocation [acid]; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S
  Range 1 mile
  Area 100-ft. radius
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance Yes
  Storm of Vitriol
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  You blast a large area with burning droplets of vitriol, corroding and 
  dissolving anything in the area. This spell does 1d6 points per caster 
  level of acid damage (maximum 15d6) and 1d6 points per 2 caster levels 
  unnamed damage (maximum 10d6) (Fortitude save for half damage). 
  Anyone who takes damage from the vitriol must make a second Fortitude 
  save (same as the spell DC) or take 1d3 points of temporary Dexterity 
  damage from the poisonous fumes. Creatures that do not breathe (such 
  as undead) or which are immune to acid are immune to the secondary 
  effect.
  Storm’s Fury 
  School evocation [electricity]; Level druid 9
  Casting Time 1 round
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect one or more 30-ft.-long vertical lines of lightning
  Duration 1 minute/level
  Saving Throw Reflex half; Spell Resistance yes
  Immediately upon completion of the spell, and once per round thereaf-
  ter, you may call down a 5-foot-wide, 30-foot long, vertical bolt of light-
  ning that deals 7d6 points of electrical damage +1 point per caster level. 
  The bolt of lightning flashes down in a vertical stroke at whatever target 
  point you choose within the spell’s range (measured from your position 
  at the time). Any creature in the target square or in the path of the bolt is 
  affected. 
  You need not call a bolt of lightning immediately; other actions, even 
  spellcasting, can be performed. However, each round after the first you 
  may use a standard action (concentrating on the spell) to call a bolt. You 
  may call a total number of bolts equal to your caster level. 
  If you are outdoors and in a stormy area — a rain shower, clouds and 
  wind, hot and cloudy conditions, or even a tornado (including a whirlwind 
  formed by a djinni or an air elemental of at least Large size) — each bolt 
  instead deals 7d10 points of damage +1 point per caster level. 
  This spell functions indoors or underground but not underwater.
  Strength of the Earth 
  School transmutation [earth]; Level sorcerer/wizard 6
  Casting Time 1 round
  Components V, S, M (a pinch of powdered adamantine 
  worth 200 gp)
  Range touch
  Target 1 object touched
  Duration permanent
  Saving Throw none; Spell Resistance no
  This spell imbues a single object of Large or smaller size with a 
  hardness of 6 or less with the essence of the earth. This increases the 
  object’s hardness by +5, its Break DC by +5, and doubles its hit points.
  Strength of the Wyrm 
  School transmutation; Level cleric/oracle 8, sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (scale from a wyvern, wyrm, or 
  dragon)/DF
  Range touch
  Target creature touched
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  This spell grants the strength of the wyrm itself. The recipient receives 
  a +12 enhancement bonus to Strength and a +6 enhancement bonus to 
  Constitution, with all the relevant bonuses that accrue.
  Striking Likeness 
  School illusion (shadow); Level bard 5
  Casting Time see text
  Components V, S, M (paint or other pigments equal in value 
  to 1/100th the price of the final item), F (a paintbrush made 
  of phoenix feathers, worth 2,000 gp, with which the painting 
  is done)
  Range 0 ft.
  Effect One semi-real object
  Duration 1 day
  Saving Throw none; Spell Resistance no
  Casting the spell takes as long as it does to craft the painting, 
  determined per the normal rules for the Craft skill, except that the goal 
  is the price of the item being painted (not the painting), raw materials 
  costs are replaced with the material components, each check is DC 20 
  and represents one minute’s work instead of one week’s, and each check 
  gives progress in gold pieces as opposed to silver pieces. For example, 
  Leonard wishes to use this spell to produce a working model of a marble 
  statue from his sketch. The statue’s final value would be 4,000 gp, and 
  he has a Craft (painting) modifier of +15. Taking 10, he “produces” 500 
  gp of progress per minute, and thus finishes the painting (and casting 
  the spell) in 8 minutes, using 40 gp worth of paints and pigments in the 
  process.
  Once the painting is completed, the object springs in to being from 
  the canvas. For one day, it functions as though it really were what it 
  represents (except for a curious tendency to leave paint stains on 
  anything it touches), but then it molders in to formless shadows and 
  color and is no more.
  This spell cannot create magical items. Items created by this spell 
  cannot be used as spell components, but they can be used as spell foci.
  Subdual Ray 
  School evocation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a glove)
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 living creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  A ray of whitish-gray energy projects from your pointing finger. You 
  must succeed on a ranged touch attack with the ray to deal damage to a 
  target. The ray deals 1d6 points of nonlethal damage +1 point per caster 
  level (maximum +10). Creatures that are immune to nonlethal damage 
  (such as constructs) do not take any damage from this ray.
  Stupefy 
  School transmutation; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (one drop of pure grain alcohol)
  Range close (25 ft. + 5 ft./2 1evels)
  Effect target becomes intoxicated
  Duration 10 minutes/level
  Saving Throw Fortitude negates; Spell Resistance yes
  If the target fails his Fortitude saving throw, he loses 2 points of Dex-
  terity, Intelligence and Wisdom, which is immediately restored when stu-
  pefy expires. Multiple stupefy spells stack (a second spell would cause an 
  additional loss of 2 points of Dexterity, Intelligence and Wisdom). If a 
  victim is reduced to 0 in Dexterity, he is immobile. If he is reduced to zero 
  in either Intelligence or Wisdom, he falls unconscious. If attacked while 
  unconscious, the target can reawaken for a number of rounds equal to his 
  Constitution modifier before lapsing back into a stupor.
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  Submerge 
  School transmutation; Level druid 5, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a small vial of water)/DF
  Range medium (100 ft. + 10 ft./level)
  Target 1 living creature and a body of water within 15 ft. of 
  each other
  Duration 1 round/level
  Saving Throw Reflex negates
  Spell Resistance yes
  In order for this spell to function, the targeted creature must stand no 
  more than 15 feet away from a sizable body of water. Drowning a Me-
  dium-sized creature with this spell requires at least 10 gallons of water. 
  Multiply this requirement by five per size category beyond Medium. A 
  Huge victim would require at least 250 gallons (10 x 5 x 5), for example.
  The targeted creature gets a Reflex saving throw to avoid the watery em-
  brace. If the saving throw fails, the watery tentacles seize the creature long 
  enough to gush down into his respiratory tract, where the animated water 
  remains for the duration of the spell, resisting any attempts to cough it out.
  The affected creature must begin making Constitution checks each 
  round as per the rules for drowning (see the Pathfinder Roleplaying Game 
  Core Rulebook). The DC for this check is 10 the first round, and it increas-
  es by 1 each round after that. When the creature fails a Constitution check 
  it begins to drown. It loses consciousness on the first round, dropping to 
  0 hp. The next round, it loses another hit point and begins to die. On the 
  round following that, it dies. While drowning, a creature can do nothing 
  else.
  An affected creature has little hope of survival beyond the application 
  of a water breathing spell or effect or a timely dispel magic spell. The 
  victim spends the next 1–3 rounds coughing up the water (during which 
  time the victim is stunned).
  Naturally, this spell has no effect on water-breathing creatures or crea-
  tures that do not need to breathe, such as constructs or the undead.
  Subsume Knowledge 
  School divination; Level bard 4, cleric/oracle 4, sorcerer/
  wizard 4
  Casting Time 1 action
  Components V, S, M (pinch of salt and lock of your own 
  hair)/DF
  Range personal
  Target you
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  You gain a +3 competence bonus in a skill in which you already have 
  at least 1 rank. This bonus increases by +1/4 caster levels. You gain no 
  additional bonuses for multiple applications of this spell.
  Summon Dust Devil 
  School conjuration (calling); Level cleric/oracle 2, druid 2
  Casting Time 3 rounds
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect one called elemental of 2 HD
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You summon a dust devil from the Plane of Air. You can communicate 
  with the creature (it speaks Common) and direct it to attack, not attack, or 
  to perform special actions. If you and the dust devil move more than 30 feet 
  apart, the creature is automatically dispelled and returns to its home plane.
  The dust devil cannot be summoned into an environment that cannot 
  support it; it must be summoned into a dry environment. Likewise, the 
  dust devil cannot attack creatures native to a plane different from yours. 
  If the dust devil attacks a creature with innate spell resistance (not spell 
  resistance gained from a magic item, spell, or spell-like ability), it deals 
  normal damage if it hits, but is automatically dispelled after it attacks.
  DUST DEVIL
  N Medium outsider (air, elemental, extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +5
   
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 13 (2d10+2)
  Fort +1; Ref +6; Will +3
  Defensive Abilities air mastery; Immune elemental traits
   
  Speed fly 100 ft. (perfect)
  Special Attacks whirlwind (DC 12)
   
  Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +3; CMD 15
  Feats Flyby Attack
  Skills Fly +16, Perception +5, Stealth +8
  Languages Auran, Common
   
  Whirlwind (Ex) A dust devil’s natural form is that of a 
  whirlwind, 5 feet wide at the base, 10 feet wide at the top, 
  and 15 feet tall. A dust devil can move through the air or 
  along a surface at its fly speed. This ability is permanent and 
  cannot be dispelled. This ability functions like the whirlwind 
  ability of air elements, except it automatically deals 1d4+1 
  points of damage to any creature that starts it turn adjacent 
  to the dust devil and any creature caught up in its whirlwind.
  Summon Hell Hounds 
  School conjuration (calling) [evil]; Level sorcerer/wizard 7
  Casting Time 1 round
  Components V, S, M (a bit of bat dung, and a pinch of dirt 
  from one of the planes of Hell or a few drops of blood from 
  a devil)
  Range medium (100 ft. + 10 ft./level)
  Effect three or more hell hounds, no two of which can be 
  more than 30 ft. apart; see text
  Duration 1 week or 1 year (D); see text
  Saving Throw none; Spell Resistance no
  This spell summons 1d4+2 hell hounds. The creatures willingly aid you 
  in combat or battle, perform a specific mission, or serve as bodyguards. 
  The creatures remain with you for one week unless you dismiss them. If 
  the hell hounds are created only for guard duty, however, the duration of 
  the spell is one year. In this case, the hell hounds can be ordered to only 
  guard a specific site or location. Hell hounds summoned to guard duty 
  cannot move outside the spell’s range, which is measured from the point 
  where each first appeared.
  Summon Shadow 
  School conjuration (summoning) [evil]; Level sorcerer/wizard 5
  Casting Time 1 round
  Components V, S, M (a bit of smoky quartz)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one or more shadows, no two of which can be more 
  than 30 ft. apart
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You can summon 1 shadow for every 3 caster levels (maximum 6 shadows 
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  at 18th level). Shadows appear where you designate and act immediately, 
  on your turn. They attack your opponents to the best of their ability. If you 
  can communicate with them, you can direct them not to attack, to attack 
  particular enemies, or to perform other actions. Summoned shadows can be 
  turned or rebuked, and even redirected toward you if successfully rebuked.
  A summoned shadow cannot summon or otherwise conjure another 
  creature, nor can it use any teleportation or planar travel abilities. Shadows 
  created by summoned shadows act independently and are not under your 
  control. Summoned shadows also cannot use their create spawn ability 
  (see the Pathfinder Roleplaying Game Bestiary, “Shadow”).
  Swarm of Abyssal Beetles 
  School conjuration (summoning); Level sorcerer/wizard 5
  Casting Time 1 action
  Components V, S, M (an embalmed beetle husk)
  Range medium (100 ft. + 10 ft./level)
  Area one 10-ft. cube/3 levels (S)
  Duration 1 round/level
  Saving Throw Fortitude half; Spell Resistance no
  This spell summons a swarm of fiendish beetles from the Abyss. 
  These beetles coalesce out of a dark smoke that appears at a desired 
  point within the spell’s range and proceed to consume all organic ma-
  terial in their immediate vicinity. The beetles summoned are flightless 
  and only harm targets on the ground. They adhere to walls and ceilings, 
  as well. This spell functions like the caster level 7th vomit swarm spell, 
  except instead of wasps the insects are Abyssal beetles.
  The beetles are considered to be outsiders, so repel vermin offers no 
  protection.
  Swift Vessel 
  School transmutation; Level druid 2, sorcerer/wizard 2
  Casting Time 1 full round
  Components V, S
  Range touch
  Affect one ship not longer than 10 feet/level 
  of spell caster
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  The movement rate of watercraft affected by this spell increases by one 
  knot (nautical mile per hour) per caster level for the duration of the spell.
  Swim 
  School transmutation; Level cleric/oracle 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M (a few scales from a fish)
  Range touch
  Target creature touched
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  The subject gains a +10 enhancement bonus on Swim checks. The 
  enhancement bonus increases to +20 at caster level 6th, and to +30 (the 
  maximum) at caster level 10th. This spell does not constitute a swim 
  speed, so the recipient cannot take 10 on Swim checks or run while 
  swimming.
  Swirling Leaves 
  School abjuration; Level ranger 1
  Casting Time 1 standard action
  Summon Hellhounds
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  Components V, S, M
  Range close (5-ft. radius)
  Effect a confusing swirl of leaves
  Duration 1 round/level
  You surround yourself with swirling leaves that make it difficult for 
  an opponent to hit you with ranged attacks or melee weapons. All attacks 
  against you suffer a 20% miss chance.
  Symbol of Discord 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 7, sorcerer/wizard 7
  Casting Time 10 minutes
  Components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal with a total value of at least 
  5,000 gp)
  Range 0 ft. (see text)
  Effect one symbol
  Duration see text
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like symbol of death except that all creatures 
  with an Intelligence score of 3 or higher within 60 feet who fail a Will 
  save immediately fall into loud bickering and arguing. Meaningful 
  communication is impossible. If the affected creatures have different 
  alignments, there is a 50% chance that they attack each other. Bickering 
  lasts for 5d4 rounds. Fighting begins 1d4 rounds into the bickering and 
  lasts for 2d4 rounds. This symbol must be carefully engraved on a surface. 
  Once triggered, the symbol lasts 10 minutes per caster level. This version 
  is a mind-affecting spell.
  Symbol of Hopelessness 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 7, sorcerer/wizard 7
  Casting Time 10 minutes
  Components V, S, M (mercury and phosphorus, plus 
  powdered diamond and opal with a total value of at least 
  5,000 gp)
  Range 0 ft. (see text)
  Effect one symbol
  Duration see text
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like symbol of death except that all creatures within 
  the radius must attempt Will saves. If the rune is carefully engraved on a 
  surface, the save DC increases by 4. If the save fails, the creature suffers 
  from hopelessness for 3d4 x 10 minutes and submits to simple demands 
  from foes, such as to surrender or get out. If no foes are present to make 
  demands, there is a 25% chance that a hopeless creature proves unable 
  to take any action except hold its ground. If the creature remains free to 
  act, there is a 25% chance it retreats from the rune at normal speed. In 
  either case, the creature can defend normally if attacked. Once triggered, 
  the symbol lasts for 10 minutes per caster level. This version is a mind-
  affecting spell.
  Synaptic Disturbance 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Swarm of Abyssal Beetles
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  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You create a disruption in the nerve cells of the target creature that 
  cause them to misfire and send false impulses to the victim’s brain each 
  time it takes an action. During the duration of the spell, each time the 
  target creature makes or decides on an action, it must succeed at a Will 
  save to avoid taking 1d6 points of damage. Spellcasters suffer even more 
  horribly as the pain induced forces a successful Will save and a successful 
  Concentration check (DC 20+ spell level) in order to cast a spell.
  Tattoo Object 
  School transmutation; Level druid 4, ranger 4, sorcerer/
  wizard 4
  Casting Time 10 minutes
  Components V, S, M (see text)
  Range touch
  Effect one object (up to 1 cubic ft. per level)
  Duration permanent (D)
  Saving Throw Special (see text); Spell Resistance yes 
  (harmless)
  This spell converts one object into a small tattoo upon the body of the 
  recipient. The size of the object is reduced to about one-twelfth of its 
  normal dimensions, and it appears on the recipient at the place touched 
  during casting. The new tattoo has no weight associated with it. The item 
  is preserved in this form until it is returned to its normal form or the spell 
  is dispelled. The tattoo object can be returned to its normal form by having 
  either the recipient or the caster touch the tattoo and will the spell to end.
  This spell can be dispelled by an erase spell, and the object is treated 
  as a magical writing for this purpose. Dispelling the tattoo object in this 
  manner causes the item to revert to its normal form.
  Tattooing works automatically for non-magical items, but if the spell-
  caster tries to work this incantation upon a magic item, the spell recipient 
  must make a Fortitude save. Otherwise, the magic item does not transform 
  into a tattoo, and the material components are wasted. Magical items have 
  all of their properties suppressed while in tattoo form. Magical items of 
  artifact and relic power cannot be affected by so simple a spell as this.
  A maximum of 3 tattoo objects can affect 1 creature at any one time.
  Material Components: This spell requires the item to be tattooed and 
  tattooing pigments. If a magical item is being tattooed upon the recipient, 
  a mixture of powdered amber is also required in the tattooing inks. The 
  inks and dyes, worth 10 gp, and powdered amber, worth 200 gp, are the 
  material components for this spell.
  Taunt 
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 2, sorcerer/wizard 2
  Casting Time 1 standard
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one or more creatures, whose total HD do not 
  exceed twice your caster level.
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You call out insults and challenges that irritate and enrage nearby 
  creatures, forcing them to direct all of their attacks at you. You can affect 
  Taunt
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  a number of creatures whose total combined HD do not exceed twice your 
  caster level. Creatures failing a Will save move toward you at their normal 
  speed, foregoing any ranged attacks and spells, to engage you in melee 
  combat. Mindless creatures and creatures with an Intelligence score less 
  than 3 are immune to the effects of this spell.
  When you cast this spell, you choose the type (humanoid, magical 
  beast, monstrous humanoid, and so on) of creature to be affected. Only 
  one type can be affected by a single taunt spell. Hit Dice that are not 
  sufficient to affect a creature, or “extra” Hit Dice left over (if there are not 
  enough creatures of one type to affect), are wasted.
  For example a 6th-level wizard, casts taunt at a group of 3 gnolls (2 HD 
  each) and 2 minotaurs (6 HD each). He can affect a total of 12 HD worth 
  of creatures. Thus, he can choose to affect either both minotaurs (12 HD 
  total) or all 3 gnolls (6 HD total). If he chooses the gnolls, he affects all 6 
  HD; the remaining 6 HD he could affect is wasted (since there are no more 
  humanoids to be affected).
  Multiple taunt spells overlap; they do not stack. If a creature is affected 
  by more than one taunt, when the first wears off, it moves and directs its 
  attacks at the caster of the taunt spell still in effect.
  Tenacious Blade 
  School transmutation [force]; Level sorcerer/wizard 6
  Casting Time 1 hour
  Components V, S, M (masterwork dagger)
  Range touch
  Target one dagger
  Duration Discharge, maximum 1 hour/level and 1 round/
  level (D)
  Saving Throw Will negates (harmless, object) and Fortitude 
  negates (see text); Spell Resistance yes (harmless, object) 
  and yes
  A tenacious blade strikes as a normal dagger, but the blade then breaks 
  off at the hilt and stays within the victim. Opponents with damage reduc-
  tion or who are incorporeal are not injured by the blade’s initial stroke. 
  However, once the blade breaks loose, it transmutes into magical force 
  and houses itself in the victim. The blade continues to damage the victim 
  and cannot be removed by physical means. Victims with spell resistance 
  have one chance to resist the blade entering their body, and if the spell 
  resistance fails, they take damage as described below.
  Each round the blade is within the victim, he must succeed on a Forti-
  tude save against the DC of this spell to expel the blade and end the spell. 
  If the save fails, the blade delivers 1d6 points of damage that round. The 
  spell ends when the blade is expelled, when the duration (1 round per 
  level) expires, or when the victim dies.
  Once created, the dagger can be wielded by anyone.
  Tendrils of Night 
  School conjuration (summoning) [evil]; Level sorcerer/wizard 9
  Casting Time 1 full round
  Components V, S, M (black pearl worth at least 500 gp)
  Range medium (100 ft. + 10 ft./level)
  Area 10-ft. diameter
  Duration 1 round/level
  Saving Throw see text; Spell Resistance yes
  Tendrils of night creates a portal in the ground or floor with a 10-foot 
  diameter. Anyone standing in this area must succeed on a Reflex save or 
  fall in and immediately suffer the effects outlined below. Four shadow 
  tentacles spring out from the portal and attempt to grapple the caster’s 
  enemies and drag them through the portal. Each tentacle is 30 feet long 
  (Huge) and saves as the caster. It has AC 22, 2 hit points per caster level, 
  an attack bonus of +1 per caster level, and a Strength score of 23 (+6 
  bonus). Its CMB is equal to caster level +6 Strength +2 size. Its CMD is 
  its CMB + 10.
  Each round that a tentacle maintains a pin against an opponent it at-
  tempts to drag the victim through the portal. Once someone is dragged 
  into the portal, a tentacle holds the victim there until he is dead or the spell 
  ends. These are normal grapple attacks, except that they do not allow at-
  tacks of opportunity from opponents. They cause 1d6+6 points of damage 
  per round that the grapple is maintained. Once grappled, a target is drawn 
  toward the portal at the rate of 10 feet per round. The target may attempt 
  to break the grapple in the normal fashion.
  Anyone dragged into the portal must succeed on a Fortitude save each 
  round or gain 2 negative levels.
  The portal closes when the spell’s duration expires or when all four 
  tentacles are destroyed. When the portal closes, anyone trapped in the pit 
  is considered slain unless he can cast plane shift or similar planar travel 
  spells. If this is not done, such victims may be brought back only through 
  the use of a wish or similar spell.
  Testimony 
   
  School enchantment (charm) [mind-affecting]; Level bard 
  2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components S, M (a small mirror left with one of the spell’s 
  targets or in the location of your alibi’s presence)
  Duration 1 day/level
  Range close (25 ft. + 5 ft./2 1evels)
  Target a number of creatures equal to your level
  Saving Throw Will negates; Spell Resistance yes
  Upon casting this spell, those affected by it believe that you were in 
  their company for a period of time equal to your level in hours (or less, if 
  you so desire at the time of casting). These vague memories last for a pe-
  riod of days equal to your level. After this time passes, the false memories 
  fade, as minor details often do. Those individuals unaffected by the spell 
  have no idea that the spell was cast, but their memories of your presence 
  conflict with those you’ve created.
  Thicken 
  School transmutation; Level cleric/oracle 0, druid 0
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target object touched
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  You are able to manipulate small objects made from organic materials 
  such as wood, wool, linen, cotton and the like. You can increase or 
  decrease the affected object’s thickness and strength. For example, you 
  are able to thicken a woolen shirt into a warm winter-proof covering or 
  a change a thin hemp rope into a hardy cord capable of withstanding a 
  Medium creature’s weight. 
  The object you wish to manipulate cannot have a volume greater than 
  1 cubic foot and must be made of organic material. You can increase, 
  or decrease, the hardness and hit points possessed by the item by 10% 
  per caster level (maximum 50%). This spell won’t work on metal armor 
  or weapons because they are not made of organic materials. While you 
  couldn’t increase the AC value of a suit of leather armor, you could alter 
  its ability to withstand damage for a short period of time. Objects that 
  already have some form of enhancement or magical nature cannot be 
  affected by this spell.
  Thorn Snare 
  School conjuration (creation); Level cleric/oracle 2. druid 2
  Casting Time 1 standard action
  Components V, S, M
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  Range close (25 ft. + 5 ft./2 levels)
  Effect thorn thicket 5 ft./level radius
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  A thicket of thorns rises from the ground to snag at enemies trying to 
  pass. Movement through the thorny patch is halved as branches are cut 
  or moved aside. Anyone attempting normal movement must succeed at 
  a Reflex save or take 1d6 points of damage from the briar patch and be 
  slowed to 5 feet of movement per round while in the thicket.
  Time Acceleration 
  School illusion (phantasm); Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area one 10-ft. cube
  Duration 1 hour/level
  Saving Throw none; Spell Resistance yes
  The spell affects the minds and bodies of those entering the area into 
  believing the passage of time is much faster than normal. Every 10 minutes 
  spent in the area seems like a full hour; every hour is equal to six hours; 
  four hours is equal to one day. While in the area, a creature must eat, sleep, 
  etc., according to the faster passage of time. Spells cast or in effect in the 
  area follow the accelerated passage of time. Likewise, creatures in the 
  area rest, heal, and recover lost spells at an accelerated rate.
  Time acceleration dispels and counters time deceleration.
  Time Deceleration 
  School illusion (phantasm); Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area one 10-ft. cube
  Duration 1 hour/level
  Saving Throw none; Spell Resistance yes
  The spell affects the minds and bodies of those entering the area into 
  believing the passage of time is much slower than normal. Every 10 
  minutes spent in the area seems like a round; every hour is equal to 10 
  minutes; one day seems like four hours. While in the area, a creature must 
  eat, sleep, etc. according to the slower passage of time. Spells cast or 
  in effect in the area follow the decelerated passage of time. Likewise, 
  creatures in the area rest, heal, and recover lost spells at a decelerated rate.
  Time deceleration dispels and counters time acceleration.
  Torment 
  School evocation [evil]; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 1evels)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  Torrent
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  Unless the victim succeeds in a Fortitude save, torment inflicts 1d6 
  points of nonlethal damage per round for the spell’s full duration (maxi-
  mum duration 10 rounds) and adds a –2 morale penalty to the target’s at-
  tack rolls, saving throws and skill checks for the duration of the spell. Ad-
  ditionally, the caster and his allies receive a +4 circumstance bonus to any 
  skill checks used to interrogate or coerce victims afflicted by this spell.
  Torrent 
  School evocation [water]; Level cleric/oracle 6, druid 5
  Casting Time 1 standard action
  Components V, S, M (a small glass cone and a few drops of 
  sea water)
  Range 60 ft.
  Area cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  You create a blast of water, originating at your hands and extending 
  outward in a cone. A creature struck takes 1d6 points of nonlethal damage 
  per caster level (maximum 10d6). Additionally, treat the blast of water 
  attack as a bull rush with a +12 CMB. The torrent always moves with the 
  opponent to push that target back the full distance allowed, and it has no 
  speed limit.
  Totemic Transformation 
  School transmutation; Level druid 3, ranger 4, sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target one living creature
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The effect of this spell depends on the caster’s chosen totem, spirit 
  guide or chosen animal. If the caster has no such creature, the GM should 
  allow him to choose one for purposes of this spell. Some of the more 
  common totems and their effects are listed here. Others may be created 
  by the GM using the existing animal descriptions as guidelines (see the 
  Pathfinder Roleplaying Game Bestiary 1, 2, and 3 and Frog God Games’ 
  Tome of Horrors Complete). All bonuses are in addition to the character’s 
  normal statistics.
  Wolf: The subject gains an additional bite attack at his normal attack 
  modifier that delivers 1d6 points of damage, and gains a competence bo-
  nus on the following skills: Perception +6, Stealth +4, Survival +2 and 
  +10 feet per round movement speed.
  Coyote: The subject gains an additional bite attack at his normal attack 
  modifier that delivers 1d4 points of damage, and gains a competence bo-
  nus on the following skills: Bluff +5, Perception +5, Survival +2, Swim 
  +2.
  Bear: The subject gains 1d8 temporary hit points, gains an additional 
  bite attack at their normal attack modifier that delivers 1d6 points of dam-
  age, and he may take two claw attacks at their normal attack modifier –2 
  for 1d4 points of damage each in lieu of other, normal melee attacks.
  Eagle: The subject gains an additional bite attack at his normal attack 
  modifier that delivers 1d4 points of damage, and he may take two claw 
  attacks at his normal attack modifier –2 for 1d3 points of damage each in 
  lieu of other, normal melee attacks. The subject also gains a competence 
  bonus on the following skills: Perception +8.
  Fox: The subject gains an additional bite attack at his normal attack 
  modifier that delivers 1d4 points of damage, +10 feet per round movement 
  speed, and gains a competence bonus on the following skills: Perception 
  +5, Stealth +5.
  Cougar: The subject gains an additional bite attack at his normal attack 
  modifier that delivers 1d4 points of damage, and he may take two claw 
  attacks at his normal attack modifier –2 for 1d4 points of damage each in 
  lieu of other, normal melee attacks. The subject also gains a competence 
  bonus on the following skills: Acrobatics +5, Climb +5, Perception +4, 
  Stealth +9.
  Lion: The subject gains 1d8 temporary hit points, gains an additional 
  bite attack at his normal attack modifier that delivers 1d8 points of dam-
  age and may take two claw attacks at his normal attack modifier –2 for 
  1d4 points of damage each in lieu of other, normal melee attacks. The 
  subject of this spell is also immune to fear effects and gains a competence 
  bonus on the following skills: Acrobatics +5, Perception +5.
  Touch of Luck 
  School universal; Level cleric/oracle 1, ranger 2
  Casting Time 1 full round
  Components V, S, DF
  Range touch
  Target one creature
  Duration 1 week or until discharged
  Saving Throw none; Spell Resistance no
  When touch of luck is cast, the target declares that he is going to try for a 
  little good luck. The use of the spell must be declared before the player rolls 
  for any normal 1d20 roll such as an attack, saving throw, or ability or skill 
  check. Upon doing so, the player may roll the die twice and use whichever 
  result he prefers. No one creature can gain this divine favor more than once 
  per week.Touch of luck lasts one week or until its effect is used by the spell’s 
  recipient. No one creature can gain this divine favor more than once per week.
  Touch of Madness 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a handful of coal dust and a bit of 
  broken glass or quartz)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous
  Saving Throw Will negates (see text); Spell Resistance yes
  If the target fails a Will saving throw, its Wisdom score drops to 1. The 
  affected creature is unable to use Wisdom-based skills or cast spells if the 
  subject’s relevant casting ability score is Wisdom. The subject remains in 
  this state until a heal, limited wish, miracle, or wish spell is used to cancel 
  the effect of touch of madness.
  Tracer 
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F (a melee weapon)
  Range touch
  Target your weapon
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance no
  This spell causes your melee weapon to leave a blinding “tracer” of 
  itself as it is swung, appearing as a brightly glowing corona that trails 
  wisps of crackling light. The tracer leaves an afterimage of your weapon 
  in the air, making it harder for your opponent to discern your weapon’s 
  location at any one time and resulting in a +2 attack bonus for you for 
  the spell’s duration. Furthermore, your opponent cannot use the Dodge 
  feat against you, as he is unable to judge accurately your weapon’s 
  movements. A successful Will save means that your opponent keeps his 
  wits about him, and the spell has no effect.
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  Track Magic 
  School divination; Level ranger 4
  Casting Time 1 round
  Components V, S, F (a rare wooden dowsing rod enchanted 
  with special oils and components worth 250 gp)
  Range personal
  Target you
  Duration 1 hour/level
  You give yourself the ability to see traces of magic. You may follow the 
  trail of any creature that has active (or continuous) spells, magical items 
  or spell-like abilities. You must still make Survival checks to attempt to 
  trail someone in this fashion. Instead of weather affecting your ability 
  to follow, discharges of magic in an area have the same effect as rain on 
  the magical tracks. The spell lets you see a faint, glowing trail, but you 
  cannot tell what type of magic creates it. For every three active items/
  spells/abilities, you gain a +1 circumstance bonus to the Survival check. 
  This spell does not help you track via magic used to conceal or alter 
  normal tracks, such as trackless step or dust of tracelessness, but it would 
  still give you a chance to track other active magic in the possession of 
  someone using that magic to avoid being tracked.
  Track the Charm 
  School divination; Level sorcerer/wizard 1
  Casting Time see text
  Components V, S, M (the inscribed charm rune and a small 
  piece of magnetized metal)
  Range long (400 ft. + 40 ft./level)
  Effect one object or individual
  Duration see text
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Track the charm must be cast twice for full effect. In the first stage, the 
  caster inscribes or attaches a rune in the shape of a small arrow to the tar-
  get. The rune may be any size and can be hidden anywhere on the target, 
  but it must be large enough to be seen with the naked eye. The rune can be 
  painted on a particularly valuable object, permanently inscribed, tattooed 
  or otherwise added. It can also be drawn on a piece of parchment, applied 
  in the form of a brooch or other piece of jewelry or embroidered on a 
  piece of clothing. In such cases, however, track the charm leads the way 
  to the object, not the individual wearing it, so if the rune and its bearer are 
  separated in some way, the spell may be rendered useless. The caster may 
  inscribe a number of runes equal to his level at any one time. 
  The initial casting typically takes place well before the spell’s full ef-
  fects are needed. The day before an expedition into the wilderness, for 
  example, all members of an adventuring party can have track the charm 
  runes inscribed on them or be given objects bearing the appropriate rune, 
  so that any who are later separated from the group can be easily relocated. 
  After the initial inscription of the rune, the spell is considered cast. Wiz-
  ards must prepare the spell again or have a second track the charm spell 
  prepared in order to find the target. 
  The inscribed rune retains its magical effects until the target is located 
  using the second casting. After that, the spell effects vanish. The arrow 
  rune need not be re-inscribed unless it was somehow erased, but the spell 
  must be recast in order to renew the magical effects.
  Should the caster wish to locate an individual bearing a track the charm 
  rune, he must cast the spell a second time and name the target. At that 
  point, a shimmering, arrow-shaped pointer appears in the air and moves 
  with the caster, unerringly pointing the direction (though not necessari-
  ly the way) to the target. The magical pointer vanishes when the caster 
  touches the target, and the spell effects vanish.
  Track the charm is not without its limitations. The spell fails and all 
  effects vanish should the target be taken beyond the spell’s range. A suc-
  cessful dispel magic on the target eliminates the rune’s effectiveness and 
  destroys the spell. And as mentioned above, should a target be separated 
  from the object that bears the track the charm rune, the caster is able to 
  locate the object, but not its former bearer.
  Tracker’s Gaze 
  School divination; Level cleric/oracle 5
  Casting Time 1 standard action
  Components V, S
  Range long (400 feet + 40 ft./level)
  Target one creature
  Duration 1 hour/level
  Saving Throw none; Spell Resistance yes
  At the time of casting, you nominate one creature that you can perceive 
  in some way. While this spell is in effect, you can see the subject clearly, 
  regardless of distance, cover, lighting, or even illusions, as long as he or 
  she is within the range of your normal vision. This spell does not allow 
  you to see the true form of polymorphed, changed or transmuted crea-
  tures, but it does allow you to see the exact location of creatures under 
  blur or displacement effects and to see through illusions or invisibility. 
  Thus, even if the subject is invisible, at the edge of your vision, in total 
  darkness and partially behind a boulder, you can see him easily.
  Tranquil Grove 
  School conjuration (summoning); Level druid 8
  Casting Time 1 full round
  Components V, S, M (a leaf or piece of wood from the 
  druid’s sacred grove), DF
  Range close (25 ft. + 5 ft./2 1evels)
  Effect A single grove or glade 30 ft. in diameter
  Duration 1 hour /level
  Saving Throw none; Spell Resistance no
  This spell creates a small, green glade or copse of trees that exudes 
  peace and tranquility. Any characters who rest in the tranquil grove for 
  eight hours have all lost hit points restored, are cured of any diseases, 
  and have all effects of poisons and fatigue removed. Feeblemind, mental 
  diseases, blindness and deafness are not affected. The grove also provides 
  1d6 days’ worth of food in the form of fruits and other edible plant matter. 
  In addition, the grove and all within it are invisible to all save those that 
  the druid allows to see. Up to 10 characters may rest in the grove at any 
  one time. The spell may be cast only outdoors.
  Transfer of Vigor 
  School transmutation; Level cleric/oracle 5, druid 5, 
  sorcerer/wizard 4
  Casting Time 1 action
  Components V, S
  Range touch
  Target you and creature touched
  Duration 1 hour/level
  Saving Throw Fortitude negates; Spell Resistance yes
  The caster trades Strength and Constitution scores with the creature 
  touched. For the spell’s duration, the caster gains all relevant modifiers 
  such as attack and damage bonuses, temporary hit points, improved skill 
  rolls, etc. If either the caster or the target is reduced to 0 or fewer hit 
  points, the spell ends prematurely.
  Transform Boulder to Pebble 
  School transmutation; Level druid 4, sorcerer/wizard 4
  Casting Time 1 standard action
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  Components V, S, F (the boulder(s) to be affected)
  Range 50 ft.
  Target one boulder/level, all of which must be no larger than 
  a 10-ft. cube
  Area boulders within a 50-ft.-radius spread, centered on you
  Duration permanent (see text) (D)
  Saving Throw none (object); Spell Resistance no (object)
  This spell enables you to change one boulder per caster level into a 
  miniscule pebble no larger than 1 inch in size. Each boulder to be affected 
  must be within a 50-foot radius around you, and none can be larger than a 
  10-foot cube. Boulders that are transmuted remain that way until dispelled 
  and each radiates magic if detected for.
  This spell has no effect on creatures constructed of stone, nor can it be 
  used to alter statues, gemstones, or other such items.
  Transform Pebble to Boulder 
  School transmutation; Level druid 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, F (the pebble(s) to be affected)
  Range touch
  Target one pebble, plus 1/ 3 levels
  Duration instantaneous
  Saving Throw none (object); Spell Resistance no (object)
  This spell enables you to change a single pebble (a small rock no larger 
  than 1 inch in size) into a boulder. If thrown, the pebble transforms in 
  midflight and deals damage as a rock hurled by a hill giant (1d8+10 points 
  of damage). You are considered proficient with the pebble and must make 
  a successful ranged attack to hit. The pebble has a range increment of 20 
  feet. You must throw the pebble for the spell to take effect. The spell does 
  not affect a pebble thrown by any other creature.
  For every 3 caster levels, you can throw and change one additional 
  pebble. You can only throw one pebble per round and all affected pebbles 
  must be thrown in consecutive rounds (one right after the other) or the 
  spell ends.
  This spell has no effect on creatures constructed of stone.
  Transform Zombie 
  School necromancy [evil]; Level sorcerer/wizard 6
  Casting Time 1 full round
  Components V, S, M (A bone from a ghoul and a black onyx 
  gem worth at least l00 gp)
  Range touch
  Target one zombie
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  The caster touches a single zombie, which must succeed on a For-
  titude save to avoid the spell’s effects. If the zombie fails its saving 
  throw, it becomes a ghoul. Controlled zombies transformed by this 
  spell remain under their controller’s command and still count against 
  controlled undead HD limits, as do spawn created by the controlled 
  ghouls.
  Transmute Water to Acid 
  School transmutation [acid]; Level druid 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a few drops of acid and water)/DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect Up to 2 gallons of water/level
  Duration instantaneous
  Saving Throw none and Will negates and Fortitude half (see 
  text); Spell Resistance no and yes (see text)
  This spell transforms a volume of normal or magical water into an equal 
  volume of highly corrosive acid. Any creature touching this acid takes 1d6 
  points of acid damage per round of exposure. If the acid is consumed, the 
  victim takes 10d6 points of damage and must make a successful Fortitude 
  save or take 2d4 points of Constitution damage. One minute later, the victim 
  must make a second save or take another 2d4 points of Constitution damage.
  Magical liquids (including potions) can be affected by this spell and lose 
  their magical properties if transmuted. Potions and other magical waters 
  receive a save against this spell’s effect. Artifacts cannot be affected.
  This spell cannot be used to change water that a creature has already 
  consumed or ingested.
  If targeted against a water-based creature (one with the water subtype), 
  the creature takes 1d6 points of damage per caster level (maximum 15d6). 
  A successful Fortitude save halves the damage.
  Only dispel magic, limited wish, wish, miracle, or similar magic can 
  restore waters transmuted by this spell.
  Transparent Steel 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 round
  Components V, S, M (the steel to be transmuted)
  Range touch
  Area up to 10 lb. per level
  Duration permanent
  Saving Throw none (see text); Spell Resistance no
  This interesting spell is used to create entire blocks of transparent steel. 
  Steel products must be masterwork in order to take the enhancement 
  properly. The costs of the spell and its limited use generally mean a 
  craftsman could make a product out of gold and then use transmute gold 
  to steel before using transparent steel.
  A weapon made of transparent steel is not invisible, but is difficult to 
  detect while in motion during combat.
  Weapons made of transparent steel usually have a visible hilt for 
  the wielder. Attacks with a transparent weapon gain a +1 circumstance 
  bonus to attack rolls. Individuals with a Weapon Focus feat spent on 
  the appropriate weapon type receive a +2 circumstance bonus to attack 
  rolls and a +2 bonus to AC through an increased ability to parry with the 
  transparent weapon. These bonuses apply only to combat with creatures 
  that are able to see the wielder. They do not apply to sneak attacks, attacks 
  against blind or blinded creatures, or similar situations. 
  Transparency is a +1 bonus with respect to cost of creation and 
  enhancement of magic weapons (see the Pathfinder Roleplaying Game 
  Core Rulebook).
  Treacherous Blow 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range personal or touch
  Target you or living creature touched
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance no
  Using this spell grants you (or the creature you touch) the ability 
  to sneak attack an opponent as a rogue equal to your caster level. The 
  conditions of a sneak attack must still be met (opponent must be denied 
  Dexterity bonus to AC or must be flanking the target, and ranged sneak 
  attacks are effective only within 30 feet).
  Tree Ladder 
  School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M
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  Range touch
  Target one tree
  Duration 1 round/level
  Saving Throw see text; Spell Resistance yes
  Easy-to-climb, ladder-like handholds grow from the bark of a living 
  tree, allowing quick access into the upper branches of a tree. Climbing 
  a tree affected by this spell requires only a DC 0 Climb check. The 
  handholds are natural growths, but are sturdy enough to support a Medium 
  creature. The growths sink back into the tree when the spell ends. If used 
  on a sentient tree, the target gets a Will save to resist the effect.
  Tremorsense 
  School abjuration/divination; Level druid 2, ranger 1
  Casting Time 1 standard action
  Components V, S, M
  Range personal
  Duration 5 rounds/level
  You gain the supernatural ability of tremorsense and can detect all 
  moving creatures in contact with the ground within a 30-foot radius. 
  Flying or motionless creatures cannot be detected through the use of this 
  spell but creatures tunneling underground are easily detected.
  Trigger Sigil 
  School transmutation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Target 1 rune
  Duration Instantaneous
  Saving Throw none; Spell Resistance no
  When casting this spell, you pick any one rune that you have placed 
  previously and that is the listed trigger sigil range. The selected rune is 
  triggered immediately. You do not need to see the rune you wish to trig-
  ger, unless you are casting the spell through one of the circles of seeing. 
  This spell was developed to work best through either the minor circle of 
  seeing or the greater circle of seeing; see the descriptions of those spells 
  for more details.
  Trip 
  School transmutation; Level druid 2
  Casting Time 1 standard action
  Components V, S, F (a length of vine, rope, pole, or stick at 
  least 5-ft. long)
  Range touch
  Target one vine or similar object, 5-ft. long/level (see text)
  Duration 1 minute/level
  Saving Throw none (see text); Spell Resistance no
  This spell allows you to magically animate a length of rope or vine, 
  a pole, a stick, or other such object up to 5-feet long per caster level in 
  order to trip an unsuspecting opponent. This spell causes the affected 
  object to rise slightly off the ground whenever a living creature moves 
  into a space occupied by the object. Treat this as a trip attack with a 
  CMB equal to your base attack bonus +5 (for Strength 20). An opponent 
  that succeeds at its opposed check cannot react to trip the animated rope, 
  vine, pole, or object affected by this spell. A creature failing its opposed 
  roll falls prone and is stunned for 1 round. A running creature takes 1d6 
  points of nonlethal damage and is stunned for one additional round if it 
  fails its opposed roll.
  The affected object takes on a translucent form and is likely to be 
  overlooked, requiring a DC 25 Perception check to notice it. 
  Triple Shot 
  School conjuration (creation); Level bard 2, ranger 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 1evels)
  Effect enchants one arrow
  Duration 1 hour /level or until discharged
  Saving Throw none; Spell Resistance no
  This spell affects a single arrow, which holds the enhancement for one 
  hour per caster level or until the arrow is fired. When the affected arrow is 
  fired from any bow, two other arrows appear alongside it in midflight. This 
  spell allows the attacker to make three separate attack rolls on the target 
  of the original arrow. After inflicting their damage, all three arrows dis-
  appear, consumed by the spell. The two additional arrows created by the 
  spell are treated as magical arrows for the purpose of overcoming damage 
  reduction. However, the arrows themselves confer no magical bonus to 
  the archer’s attack or damage rolls.
  Truthful Words 
  School enchantment; Level cleric/oracle 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 feet + 5 ft./2 levels)
  Target two creatures who cannot be more than 30 ft. apart
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  For the duration of the spell, the two creatures targeted cannot lie to one 
  another, though they can refuse to speak. Note that they can lie to others 
  still, even while the other target of the spell is present; they simply cannot 
  lie when directly addressing one another.
  Tune of Passage 
  School evocation; Level bard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one lock per caster level
  Duration 1 minute
  Saving Throw personal; Spell Resistance no
  You gain the ability to manipulate locks by playing a tune at a special 
  frequency. This enables you to use a Perform skill check against a lock’s 
  Disable Device DC value. If you succeed, you unlock the lock. Note that 
  this does not deactivate any traps and it cannot be used at a distance. You 
  must be standing within 5 feet of the lock you are attempting to open. You 
  can open up to 1 lock per level with this spell within the duration of the 
  spell. It takes just as long for you to get the proper harmonics as it would 
  for a rogue to use their Disable Device skill.
  Twig Torture 
  School necromancy [evil]; Level cleric/oracle 4, sorcerer/
  wizard 4
  Casting Time 1 round
  Components V, S, M (a personal effect of the target, twine 
  left outside during a full moon)
  Range 1 mile
  Target one creature
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
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  You form a crude representation of a humanoid from dead twigs. 
  Something belonging to the target must be incorporated into the twig 
  being. If the spell succeeds, you are able to inflict pain upon the 
  target by breaking individual twigs of the caricature. You inflict pain 
  on the victim by breaking or burning pieces of the twig figure. You 
  can do a total of 1d6 points of damage per level (maximum 10d6) to 
  the victim and you can split this damage up over time. For example, 
  a 10th-level cleric could do 1d6 points of damage with one break, 
  followed by 5d6 points of damage on the next break, etc., until she 
  deals a total of 10d6 points of damage. You can spread this damage 
  out over a period of hours or inflict it all at once. The first time you 
  break a twig, the victim gets a Will save; if the save is successful, the 
  link between the twig figure and the victim is broken and damage to 
  the figure does not harm the target. Once you do maximum damage 
  to the target, or if the target makes its saving throw, the figure is 
  destroyed and worthless.
  Twitch 
  School enchantment (compulsion) [mind-affecting]; Level 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 5 rounds
  Saving Throw Will negates; Spell Resistance yes
  You cause a target to lose precise control over its finger movements. 
  While this doesn’t cause problems holding weapons for combat, 
  spellcasters suffer a 20% chance of miscasting and losing any spell with a 
  somatic component. The target also suffers a –4 circumstance penalty to 
  Climb, Disable Device, and Use Magic Device skill checks. A successful 
  Will save negates all spell effects.
  Umbral Images 
  School illusion (shadow); Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components S
  Range personal
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  This spell is a version of the mirror image spell (see the Pathfinder 
  Roleplaying Game Core Rulebook) that uses shadow energy to create one 
  image plus one image per 3 caster levels (maximum seven images). Be-
  cause the images are made of quasi-real material, they do not disappear 
  when a foe strikes them. Each can sustain damage equal to 20% of your 
  hp. Otherwise, the spell is identical to mirror image.
  Umbral Shield 
  School evocation [darkness]; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components S
  Range Self
  Area 5-ft.-radius sphere
  Duration 2 rounds/level (D)
  Saving Throw Fortitude negates and Will negates; Spell 
  Resistance yes
  This spell surrounds you in a small, distended sphere of utter darkness 
  that cannot be pierced by any sort of sight, magical or otherwise. This 
  includes scrying and divination spells up to 5th level. However, you may 
  see out normally. If an individual attempts to pass through the umbral 
  shield or engage in melee with you through the shield, he must resist two 
  separate effects of the shield. First, he must succeed on a Fortitude save or 
  be blinded for the remainder of the umbral shield’s duration. Second, he 
  must succeed on a Will save or fall victim to fear (as per the spell) for 1d6 
  rounds. An umbral shield moves with you. Finally, the shield protects you 
  from all magical, light-based attacks.
  Umbral Smash 
  School transmutation; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components S
  Range close (25 ft. + 5 ft./2 1evels)
  Target one object of up to 2 lbs./level
  Duration permanent
  Saving Throw Fortitude negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  This powerful spell brings the force of the Plane of Shadow to bear 
  upon any one object in an attempt to transform the object from its material 
  state to one of pure shadow. Any magical object subjected to this magical 
  attack receives a saving throw, but if this save fails, the transformation is 
  permanent. Thereafter, if the object is exposed to bright light or complete 
  darkness, then it is destroyed automatically (no additional saving throw 
  allowed). A transformed object continues to operate as normal until such 
  a time as it is destroyed.
  Umbral Storm 
  School necromancy; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components S
  Range long (400 ft. + 40 ft./level)
  Area 2-ft. radius/level spread
  Duration Instantaneous
  Saving Throw Reflex half and, Fortitude half; Spell Resistance 
  yes
  Those within the area of the spread of this spell must succeed on a 
  Fortitude save or suffer the loss of the caster’s level (maximum loss of 12) 
  in temporary Strength and temporary Constitution points. A successful 
  save indicates that the targets lose only half of that number of temporary 
  points. Additionally, everyone in the spread must succeed on a Reflex save 
  or suffer 4d12 plus 1 point of damage per caster level (maximum +25). A 
  successful save halves the damage.
  Umbral Strike 
  School necromancy; Level sorcerer/wizard 3
  Casting Time 1 action
  Components S
  Range touch
  Target one creature’s shadow
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  This spell creates snaking tendrils of shadows that writhe in the caster’s 
  hands until he is able to make a successful touch attack on a subject’s 
  shadow. The time between casting and this successful touch attack does 
  count toward the duration of the spell. Once the writhing shadows trans-
  fer to the subject’s shadow, that shadow becomes a conduit for inflicting 
  damage on the subject who naturally casts that shadow. The shadow needs 
  be hit with only touch attacks and all blows against the shadow inflict full 
  and normal damage on the shadow’s owner.
  This spell is especially deadly in conjunction with other spells such 
  as infuse shadow or umbral twin, in which case damage on the animated 
  shadow is inflicted on the shadow and its owner.
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  Umbral Touch 
  School necromancy [evil]; Level cleric/oracle 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components S
  Range touch
  Target one creature
  Duration 1 minute/level
  Saving Throw Fortitude halves; Spell Resistance yes
  This spell gives you a Strength-draining touch. If you make a suc-
  cessful touch attack, the subject suffers 1d6 +1 per 2 caster levels (max-
  imum +6) of temporary Strength ability damage. A successful Fortitude 
  save halves the ability damage.
  If the subject’s Strength is reduced to 0 or less, he dies and is trans-
  formed 1d4+1 rounds later into a shadow permanently under your con-
  trol. You may control up to 2 HD of shadow creatures per caster level at 
  any one time. If you also control animated dead (per the animate dead 
  spell), the total HD of undead plus shadow creatures cannot exceed the 
  2 HD per level maximum.
  Umbral Twin 
  School illusion (shadow); Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components S, M (a 1,000 gp diamond and a 100 gp 
  black onyx cut in similar shapes and ground together into 
  a dust upon casting)
  Range medium (100 ft. + 10 ft./level)
  Target one being’s shadow
  Duration see text (D)
  Saving Throw none; Spell Resistance yes
  The umbral twin appears next to the target of the spell, and the tar-
  get casts no shadow for the duration of the spell. (Therefore, the target 
  cannot have more than one umbral twin of itself created at any one 
  time.) An umbral twin appears as a darker, slightly indistinct copy of 
  the creature it reflects. The energy that imbues the twin fades in any of 
  these three cases: 1) if you dismiss the spell; 2) the twin is slain; or 3) its 
  target is slain. Disbelief does not have any effect on an umbral twin. The 
  twin begins attacking the real version of itself, the target of the spell, on 
  the round following its creation, and it pursues the victim relentlessly. 
  The strength of the umbral twin created by this spell is dependent upon 
  the hit points, level, etc., of the target of this spell. When created, the twin 
  possesses 75% of the victim’s current hit points. The twin possesses mim-
  icked shadow versions of the target’s gear, although the magical properties 
  of any items are not replicated. In combat, the twin attacks with an attack 
  modifier of 75% of its target’s (less any adjustment if the target’s attack 
  modifier includes a bonus from a magical weapon, gear or spells in effect).
  If the umbral twin’s target is a spellcaster, then the umbral twin may 
  cast any spell up to the 6th level that the target had prepared when he 
  was twinned. When cast, such spells are also 75% effective. Note that 
  the energized shadow only casts spells that cause direct harm to its tar-
  get. Area-of-effect spells such as fireball might catch other targets as 
  well, but the shadow’s target must always be the intended victim.
  The umbral twin can also duplicate any spell-like abilities of its tar-
  get as long as the spell ability is of less than 6th level. When used, 
  such abilities are also only 75% as effective. Extraordinary abilities are 
  similarly mimicked but at full effectiveness. Supernatural abilities are 
  not duplicated.
  Umbral Weapon 
  School illusion (shadow); Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components S
  Umbral Twin
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  Range touch
  Target Shadows touched
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  This spell allows you to reach into any nearby shadows and draw out 
  shadowstuff with which you form a weapon. The weapon may appear to 
  be a sword or a mace or whatever weapon you desire. Regardless of its 
  appearance, all umbral weapons deal 1d6 points of damage and critical 
  based on the type of weapon fashioned. If you are able to cast this spell 
  multiple times, you may have multiple umbral weapons in existence si-
  multaneously. However, once you hand the weapon to another, only that 
  creature may wield it. Any attempts to set it down or hand it to another 
  results in the weapon becoming simple shadows again.
  An umbral weapon has a +2 attack bonus, and it is considered a +2 mag-
  ical weapon. However, the damage bonus for the weapon begins at +0. This 
  changes quickly through combat, though, since the target of the attack suf-
  fers 1 point of Strength damage every time the wielder of an umbral weapon 
  lands a blow. This Strength is transferred to the umbral weapon itself as a 
  damage bonus. This bonus to damage increases every time the wielder lands 
  a blow, although it may never increase to more than one-half your caster 
  level. Regardless of the bonus to damage, the attack bonus is always +2.
  A subject who survives the hit point damage of an umbral weapon but 
  dies when his Strength is reduced to zero is transformed into a shadow in 
  1d4+1 rounds and is permanently under your control. You may control up 
  to 2 HD of shadow creatures per caster level at any one time. If you also 
  control animated dead (per the animate dead spell), the total HD of un-
  dead plus shadow creatures cannot exceed the 2 HD per level maximum.
  Unbalance 
  School transmutation; Level sorcerer/wizard 2
  Casting Time 1 action
  Components V, S
  Range close (25 ft. + 5 ft./2 1evels)
  Effect ray
  Duration 1 minute/level
  Saving Throw Fortitude negates; Spell Resistance yes
  A crimson beam emanates from your palm, disorienting and unbalanc-
  ing the target. You must hit with a ranged touch attack to strike your target. 
  If the target fails its Fortitude save, it suffers 1d6 points of Dexterity dam-
  age, with an additional penalty of –1 per 2 caster levels (maximum –5). 
  The subject’s Dexterity score cannot drop below 1.
  Unbound Shot 
  School transmutation; Level cleric/oracle 7
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  While this spell is in effect, you suffer no range penalties when firing a 
  Undead Alteration
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  bow; if you can see an opponent standing a mile away, you can fire a shot 
  at him as if he were within one range increment. In addition, the farther 
  your arrow has to travel, the more force it builds up. You gain a +2 bonus 
  to damage for every range increment beyond the first; thus, a shot fired 
  from a shortbow at an opponent standing 200 feet away would gain an 
  additional +6 points of damage (as the target is three range increments 
  outside of the original 60 feet).
  Unchained Melody 
  School transmutation; Level bard 1
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 caster levels)
  Area 20-ft. radius
  Duration 1 round
  Saving Throw none; Spell Resistance no
  You weaken bonds, providing all creatures within a 20-foot radius a +5 
  circumstance bonus on Escape Artist checks.
  Unchained Melody, Greater 
  School transmutation; Level bard 4
  Casting Time 1 standard action
  Components V
  Range close (25 ft. +5 ft./2 caster levels)
  Target one lock or chain
  Duration instantaneous (see text)
  Saving Throw none; Spell Resistance no
  You target one lock or chain with this spell. If the target is a lock, 
  the spell causes the locking mechanism to malfunction and open as if 
  unlocked. If the target is a chain, it causes a link to pull open, allowing the 
  chain to be broken or pulled apart. The effect occurs as soon as the spell 
  is cast, but the lock can be relocked or the chain link fixed, which negates 
  the effects of the spell.
  Undead Alteration 
  School illusion; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (three drops of water, sinew from a 
  mammal, and a drop of quicksilver)
  Range touch
  Target undead equal to 1 HD/caster level
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  You alter the form of an undead creature to make it look like a skeleton 
  or zombie. The undead creature is cloaked with an illusionary form of a 
  skeleton or zombie (your choice). This is normally used to fool others into 
  thinking a more powerful undead such as a ghast, or even a vampire, is a 
  lowly skeleton or zombie. Anyone interacting with the creature(s) cloaked 
  by this spell, or attempting a turning check, is permitted a Will save to 
  disbelieve the new form.
  Undertow 
  School evocation [force]; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area 10-ft. radius/level
  Duration 3 rounds/level.
  Saving Throw Fortitude negates; Spell Resistance yes
  You create a powerful undertow that pulls any swimmer failing a 
  Fortitude save beneath the surface of the water to a depth of 10 feet. Every 
  round thereafter, until the spell’s duration elapses, the victim must succeed 
  on a DC 20 Swim check to break free of the undertow. A submerged 
  creature can hold its breath for a number of rounds equal to twice its 
  Constitution score. Thereafter, it must succeed on a Fortitude save (DC 
  10 +1 per round) or start to drown (see the Pathfinder Roleplaying Game 
  Core Rulebook for the effects of drowning).
  Undetectable Charm 
  School abjuration; Level bard 2, cleric/oracle 2, paladin 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or object
  Duration 24 hours
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
  Undetectable charm conceals any charm, compulsion, or enchantment 
  effect of an object or a creature from all forms of detection (such as by a 
  detect charm spell).
  Undulating Earth 
  School evocation [earth]; Level druid 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area 60-ft. cone
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance no
  By exerting control over the elements, you send a powerful wave 
  through the ground to knock your opponents off their feet. You reach 
  down to touch the ground with your hand to drive a wave of force through 
  the earth that travels away from you in a 60-foot cone. Creatures failing a 
  Reflex save are knocked prone, while those that succeed remain on their 
  feet and are unaffected. The quick wave undulates through the ground 
  only to lose power and have the earth return to normal in an instant. Trees 
  and other plants that take root are unaffected, but all other creatures in the 
  area are affected.
  Unfasten 
  School transmutation; Level bard 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components S, F (three platinum buckles of 50 gp value 
  each are the foci of this spell)/DF
  Range medium (100 ft. + 10 ft./level)
  Area 10-ft. radius burst
  Duration Instantaneous
  Saving Throw Reflex negates (object); Spell Resistance yes 
  (object)
  This spell causes a mass unbuckling of all buckles and clasps within 
  the spell range.
  All nonmagical buckles, lace ties, and clasps in the spell area — in-
  cluding, but not limited to belt buckles, armor straps, saddle girth buckles 
  and cloak clasps — magically come undone. The spell unknots two joined 
  rope ends or a rope end tied to another object, but it does not remove knots 
  tied in the middle of a rope.
  Objects receive saving throws per normal rules (see the Pathfinder 
  Roleplaying Game Core Rulebook), although all buckles on a target are 
  affected if the target fails its Reflex save for its items. Armor that becomes 
  unfastened begins to fall off. It is treated as if hastily donned for the first 
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  round (–1 to AC bonus and armor check penalty), and these penalties in-
  crease by one each subsequent round until the armor ceases to provide 
  any AC benefit. At that point, it is assumed to have fallen off completely.
  Unfettered Steed 
  School transmutation; Level paladin 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target your mount touched
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  For the duration of the spell, your mount does not suffer an armor check 
  penalty if wearing light or medium barding, nor is its speed decreased. If 
  your caster level is 5th or higher, this applies to heavy barding as well.
  Unhallowed Dagger 
  School necromancy (evil); Level cleric/oracle 9, sorcerer/
  wizard 9
  Casting Time 1 action
  Components V, S, M (a dagger that has drawn a paladin’s 
  blood)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous
  Saving Throw Will partial; Spell Resistance yes
  The caster creates a dagger of dark, shimmering energy that instantly 
  speeds toward its target. You must succeed on a ranged touch attack. If 
  successful, the target takes 1d4 points of damage per caster level (maxi-
  mum 20d4). Those slain by this spell must succeed on a Will save or im-
  mediately be transformed into a zombie-like creature. It effectively gains 
  the zombie template, except that it has a number of HD equal to its racial 
  and class levels. It can take no action unless you order it to act.
  Unholy Glare 
  School evocation [evil]; Level cleric/oracle 5
  Components V, S
  Casting Time 1 action 
  Range close (25 ft. + 5 ft./2 levels)
  Target you
  Duration 1 round/level
  Saving Throw Will half; Spell Resistance yes
  If subjected to your gaze (see the Pathfinder Roleplaying Game Besti-
  ary for rules governing gaze attacks), good- or neutral-aligned creatures 
  who fail their saving throw take damage and are paralyzed. A Will save 
  halves this damage and avoids the paralysis effect. Good creatures suffer 
  1d6 points of damage and are paralyzed for 1d6 rounds. Neutral creatures 
  take 1d6 points of damage and are paralyzed for 1d3 rounds.
  Unholy Ice Axe 
  School conjuration [cold]; Level antipaladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Effect an axe formed of unholy evil cold
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You call an axe formed of unholy evil cold to your hands. This acts 
  as a +3 returning throwing axe that only you can wield. Damage from 
  the unholy axe bypasses the DR of all good-aligned outsiders. For all 
  others, the axe is considered magic and evil. A successful hit from the 
  axe inflicts 3d6 points of damage and 3d8 points of unholy cold damage. 
  While wielding the axe, you gain resistance 15 to fire and cold and are 
  surrounded by a magic circle against good.
  Unluck 
  School transmutation; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a broken mirror or a crushed four-leaf 
  clover)
  Range 40 ft.
  Target one living creature
  Duration 1d6+2 rounds (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  You surround one creature with a fluctuating pattern of chaos. Each 
  time the creature makes an attack roll, damage roll, skill or ability check, 
  or saving throw, he must roll twice, taking the worst of the two rolls.
  Unseen Attendant 
  School conjuration (creation); Level bard 0
  Casting Time 1 standard action
  Components V, S, M (a bit of soap and a brush or comb)
  Range touch
  Effect cleans and grooms person touched
  Duration 1 minute/2 caster levels
  Saving Throw none; Spell Resistance yes
  You create an invisible, shapeless, mindless creature that quickly 
  grooms you or a creature touched, straightening clothing, brushing hair, 
  freshening breath, cleaning dirt from boots, cleaning off dirt and grime, 
  etc., and generally making you more presentable.
  Unstoppable Tracker 
  School divination; Level ranger 3
  Casting Time 1 round
  Components V, S, M (a sliver of clear quartz that is crushed 
  into powder and placed beneath the eyes)
  Range personal
  Target you
  Duration 1 hour/level
  You magically enhance your ability to track to such an extent that no 
  negative modifiers apply to your Survival check. This spell forces you to 
  keep in motion while tracking; if you stop moving, the spell ends. You 
  gain no bonuses to your Survival checks while tracking, you simply do 
  not suffer from any negative modifiers. If the creature or person you are 
  tracking used magical means such as pass without trace to cover his trail, 
  this spell negates their magic and allows you to track him normally. You 
  can maintain this spell for 1 hour/level (maximum 8 hours) so long as 
  you continue moving and focusing on tracking. If you stop to rest or for 
  combat, the spell immediately ends.
  Unyielding Durability 
  School transmutation; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (500 gp of refined adamantine)
  Range touch
  Target object touched
  Duration 1 minute/level
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  Saving Throw none or Will negates (harmless); Spell 
  Resistance no
  This spell enhances an item so that it cannot be broken by any normal 
  means. The object, which can weigh no more than 1 pound per caster 
  level, is immune to damage or breakage from any source, though it is not 
  immune to magic effects that transform its basic nature, such as polymorph 
  any object. If the object is subjected to a disintegrate effect, the object 
  remains undamaged but the unyielding durability spell immediately ends.
  Vengeful Environs 
  School transmutation; Level druid 5, ranger 4
  Casting Time 1 round
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 40-ft.-radius spread
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You cause every plant, bug, and animal within the spell’s radius to lash 
  out against your enemies. Anyone within the radius takes 2d6 points of 
  damage plus 1 point per caster level. This is similar to a swarm attack with 
  every small insect, animal and plant in the area inflicting a small portion 
  of the damage. Spellcasting in the area is almost impossible, requiring a 
  Concentration check (DC 10 + damage dealt + spell level) to cast a spell. 
  Individual melee and missile attacks against the affected area are useless, 
  but area attacks (such as a fireball) do enough damage to disrupt the spell 
  in at least part of the area. Consider the “swarm” created to have 20 hp 
  per 5-foot square and a possible saving throw of +0 against area damage. 
  Once these hp are exceeded, the small plants, insects, and animals in that 
  5-foot square are destroyed.
  Vermin Swarm 
  School conjuration (summoning); Level sorcerer/wizard 4
  Casting Time 1 full round
  Components V, S, M (piece of rodent fur)
  Range medium (100 ft. + 10 ft./level)
  Effect swarm of creatures in a 10-ft. radius
  Duration 1 minute/level (D)
  Saving Throw see text; Spell Resistance no
  Like other summoning spells, vermin swarm calls up a horde of crawl-
  ing, biting creatures, usually of the most unpleasant and vile variety (such 
  as leprous rats, large ugly spiders, centipedes and the like). Anyone caught 
  in the area of effect takes 1d4 points of damage each round from attacks 
  by the enraged vermin. The swarm remains stationary.
  Victims who take damage from the horde must make a Fortitude saving 
  throw or be affected by disease as per the spell contamination
  Vigil of Enlightenment 
  School divination; Level paladin 2
  Casting Time 8 hours
  Components V
  Range personal
  Target you
  Duration instantaneous
  After kneeling in unceasing prayer for eight hours you are granted a 
  vision of what your deity would ask of you.
  The vision granted may be symbolic or simply obscure; you must 
  demonstrate your wisdom in interpreting the vision correctly. For in-
  stance, a vision of a beggar huddled before a crumbling, forgotten tower 
  on a windswept heath may be symbolic of a disgraced noble bloodline 
  that you should aid, or it might be a vision of a physical tower to which 
  you must journey.
  Although you may cast vigil of enlightenment again before completing 
  the errand shown to you, it is considered ungrateful and a sign of incom-
  petence to do so.
  Vigor 
  School conjuration (healing); Level cleric/oracle 3, paladin 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature plus one additional creature per four 
  levels, no two of which can be more than 30 ft. apart
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Vigor frees each affected creature from the effects of fatigue (whether 
  normal or magical in nature). If the subject is exhausted (whether normal or 
  magical, such as that created by waves of exhaustion or ray of exhaustion), 
  the exhaustion is changed to fatigue. This spell has no effect on a spellcaster’s 
  ability to prepare spells; they must still rest and prepare spells normally.
  Vigor, Improved 
  School conjuration (healing); Level cleric/oracle 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature plus one additional creature per four 
  levels, no two of which can be more than 30 ft. apart
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Improved vigor functions as vigor, except that it removes fatigue and 
  exhaustion from each creature in the area. 
  Vile Vintage 
  School transmutation; Level cleric/oracle 5, druid 5, 
  sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (50 gp worth of powdered gemstones)
  Range touch
  Target one container of wine up to 1 cubic foot in volume
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You transform wine into the poison of your choice. The wine becomes 
  any of the ingested poisons listed in the Pathfinder Roleplaying Game 
  Core Rulebook; however, you cannot transform wine into a contact, in-
  haled or injury poison. Thus, although you could transform wine into the 
  equivalent of “lich dust” you could not transform it into the equivalent of 
  wyvern poison.
  The wine still tastes and smells untainted.
  Vines of Binding 
  School conjuration (plant); Level druid 4
  Casting Time 1 standard action
  Components V, S, DF
  Range multiple targets within a 30-ft. radius.
  Target one target/level
  Duration instantaneous
  Saving Throw Reflex negates; Spell Resistance no
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  Vines shoot forth from your fingertips and entwine targeted creatures. 
  One vine per level (maximum 10) springs from your fingers to twist and 
  wrap around a creature. Each vine is 30 feet long and may entangle a 
  Large or smaller creature. Anyone failing a Reflex save is wrapped up 
  tightly in the vines and falls to the ground prone and helpless. Vines that 
  miss their target fall harmlessly to the ground. The vines created by this 
  spell wither and fall to dust in 2d4 minutes.
  The vines are not attached to your hands or the ground. Multiple vines 
  may entwine a single creature, but only one saving throw is required 
  to dodge the vines. An entangled creature can break free with a DC 20 
  Strength check or a DC 25 Escape Artist check for each vine.
  The vines have AC 15, 10 hit points, and hardness 4.
  Violent Scream 
  School evocation [sonic]; Level bard 5, sorcerer/wizard 3
  Casting Time 1 action
  Components S, M (a silver whistle)
  Range 20 ft.
  Area cone
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
  This spell produces a 20-foot cone of damaging sound emitted from 
  your mouth, inflicting 1d6 points of sonic damage per level (up to 10d6). 
  You may choose to inflict fewer dice of damage than the maximum, but 
  not less than 1d6. The target must also succeed on a Fortitude save to 
  avoid being deafened for one round per die of damage. 
  Voice of Confession 
  School enchantment; Level bard 4
  Casting Time 1 round
  Components V, S, F (a shiny gold coin or pocket watch)
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature
  Duration (see text)
  Saving Throw Will partial; Spell Resistance yes
  You are able to use your voice to compel a creature to answer your 
  questions truthfully and completely. You may ask one question per level. 
  The victim receives a Will save against each question and may not be 
  asked about the same subject again unless the question is cleverly worded 
  enough as to make it seem different (a DC 15 Bluff check). Although you 
  can’t know for certain if the subject is resisting the spell, you receive a 
  +10 circumstance bonus to Sense Motive checks to determine whether or 
  not the target is telling the truth. The target of the spell answers questions 
  truthfully, but does not volunteer any additional pertinent information. 
  For instance, a question such as, “Did you steal the jewels?” elicits just a 
  “Yes” answer but not additional information such as, “Yes, they are in the 
  lockbox under my bed at the Green Harpy Inn, and look out for the poison 
  needle trap.” Only one individual may be questioned per spell.
  Volley of Thorns 
  School evocation; Level druid 3
  Casting Time 1 standard action
  Components V, S, M (a thorn)
  Range medium (100 ft. + 10 ft./level)
  Area cone
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  This spell creates a huge volley of sharp thorns that spread from the 
  caster’s hand in a cone. The thorns are small enough to find their way 
  into almost any kind of armor, although the better a victim’s AC, the less 
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  damage she sustains. All who are caught within the cone take 1d6 points 
  of damage per level (maximum 10d6) minus their AC. Those who save 
  take half this damage (halve damage after subtracting AC). 
  Volley Spell 
  School abjuration; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a bit of bent willow or other flexible 
  wood, wrapped with specially prepared strands of gut)
  Range touch
  Target one creature touched
  Duration 1 hour/level or until discharged (see text)
  Saving Throw Will negates (harmless, see text); Spell 
  Resistance yes (harmless, see text)
  This spell allows the recipient to turn (or volley) a single spell and 
  target it back upon the original caster. Range, duration, saving throw, 
  and so on are unchanged. The original caster receives a save against 
  the volleyed spell. If the save succeeds, the spell again flies toward the 
  original target. If the target again succeeds on its save, the spell once 
  again volleys back to the original caster. The spell continues volleying 
  back and forth until either creature fails its save or until the spell has 
  volleyed a number of times equal to twice the spell’s level. A creature 
  that fails its save is affected normally by the original spell and the volley 
  spell ends.
  For example, a character protected by this spell is targeted by a 
  lightning bolt. When the protected character is struck, the lightning bolt 
  bounces back to the original caster who must make a Reflex save. If the 
  save succeeds, it takes no damage and the spell again flies toward the 
  original target. That character must succeed on another Reflex save to 
  reflect the spell. If successful, the spell bounces again toward the original 
  caster. This continues for three full exchanges (6 bounces) or until the 
  character protected by this spell or the original caster fails a save.
  Note: This spell reflects area spells or spells that target more than one 
  creature. In such a case, only the portion that affects the creature protected 
  by this spell is volleyed; creatures or additional targets are affected 
  normally.
  Additionally, if an area or multiple-target spell is volleyed, only 
  the original caster, and not those around him, is affected by this spell. 
  Likewise, if the original caster saves and the spell volleys, only the 
  warded character is affected if it fails its save (those around it are not 
  affected again by the spell).
  Wail of Fate 
  School necromancy [fear, sonic]; Level bard 5, cleric/oracle 
  5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 1evels)
  Area cone
  Duration Instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  All those caught within the wail of fate must succeed on a Fortitude 
  save. Those who succeed avoid the worst of the spell’s effects but are still 
  shaken for 3d8 rounds. Those who fail are also shaken, as above, and must 
  additionally roll d% on the following table.
  d100
  Effect
  01–50 
  Victim is deafened
  51–75
  Victim is paralyzed
  76–00
  Victim is deafened and paralyzed.
  The effects of this spell remain until magically cured.
  Wailing Dirge 
  School enchantment (compulsion) [Mind-Affecting, Sonic]; 
  Level bard 3
  Casting Time 1 standard action
  Components V
  Range personal
  Target all creatures within a 30-ft. radius centered on the 
  caster.
  Duration concentration, maximum 1 minute per level
  Saving Throw Will negates; Spell Resistance yes
  All creatures within 30 feet of you that fail their saving throws lapse 
  into a deep depression. Despairing creatures stop what they are doing and 
  are 50% likely to drop whatever they are holding. Affected creatures take 
  no action other than to lament their misfortune for as long as the bard is 
  playing.
  The spell is immediately broken if any of the victims are attacked. Ad-
  ditionally, any action to which a depressed creature would normally react 
  violently allows it another Will save to break the spell.
  Wakefulness 
  School enchantment; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (pinch of black pepper)
  Range close (25 ft. + 5 ft./2 levels)
  Target one person
  Duration 8 hours/level
  Saving Throw Will negates; Spell Resistance yes
  The target cannot sleep for the duration of the spell. Note that this 
  means the victim cannot heal during this time, and cannot regain spells if 
  he is a spellcaster. Other penalties for fatigue may also apply.
  Walk in the Moonlight 
  School transmutation; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 10 min./level (D)
  You can walk across moonlight as if it were solid and horizontal, re-
  gardless of its angle or the material beneath it. You can walk across water 
  if a solid strip of moonlight shines across its surface, and you can walk up 
  a moonlit wall as if it were a level floor.
  Wall of Blood 
  School evocation; Level antipaladin 4
  Casting Time 1 standard action
  Components V, S, M (a bloody rag)
  Range medium (100 ft. + 10 ft./level)
  Area wall whose area is up to one 5-ft. square/2 levels
  Duration 1 round/level
  Saving Throw see text; Spell Resistance no
  Blood pours from your hands, forming into a heaving, queasy crimson 
  mass. The wall of blood is a flat, vertical barrier that appears where you 
  designate; however, it must be brought into existence with the lower edge 
  touching a flat surface of the same size or larger. The wall shape must be 
  a flat plane, but the edges can conform to fit the space it’s created in if 
  smaller than the area.
  The wall is 1-inch thick per caster level. Because it is liquid, it does 
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  not have any hit points. Objects and creatures can pass through it. The 
  wall gives concealment to those behind it (20% miss chance). Anyone 
  passing through it becomes coated with thick, slippery, cloying fluid. 
  They must succeed on a Reflex saving throw against the spell’s DC or 
  drop any held items. The smell and taste are also virtually impossible 
  to ignore. Any living creature must succeed on a Fortitude save or they 
  become nauseated for the next round.
  The nauseating effect of this spell typically does not affect creatures 
  that enjoy the taste of blood.
  Wall of Water 
  School evocation [water]; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a vial of saltwater, freshwater, or 
  brackish water, depending on the type of wall you wish to 
  form)
  Range medium (100 ft. + 10 ft./level)
  Effect Curtain of water whose area is up to one 5-ft. 
  square/level, or hemisphere of water with a radius of up to 
  3 ft. + 1 ft./level
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  An immobile curtain of water springs into existence in the area you 
  designate. The wall need not be anchored on its sides, but it must touch 
  the ground. Depending on the material component used, the wall can be 
  composed of saltwater, freshwater, or brackish water. A wall of water is 
  1-inch thick per 4 caster levels and composed of up to one 5-foot square 
  per level. You can double the wall’s area by halving its thickness. The 
  wall cannot be conjured so that it occupies the same space as a creature 
  or another object.
  The wall is immune to damage of all kinds, and is unaffected by most 
  spells (dispel magic still affects it). Disintegrate immediately destroys it, as 
  does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction 
  spell. Control water destroys a single 5-foot section of the wall.
  Creatures on one side of the wall of water have concealment from 
  creatures on the other side. Ranged attacks made through the wall suffer 
  a –2 penalty on attack and damage rolls. Spells can be cast successfully 
  through the wall, though it blocks vision. Any spell that requires the 
  caster to see his targets fails.
  Creatures can move through the wall at their normal movement rate 
  without harm. Fire creatures or those with a weakness to water take 1d4 
  points of damage per 2 caster levels (maximum 10d4).
  Hemisphere: The wall takes the form of a hemisphere whose 
  maximum radius is 3 feet +1 foot per caster level. The hemisphere 
  functions as the curtain, but it does not deal damage to fire creatures that 
  go through a breach.
  Warrior’s Touch 
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You bestow a warrior’s touch to the creature you touch to grant them a 
  base attack bonus equal to their total HD or levels in place of their normal 
  base attack bonus. The target also gains a +2 bonus to all Fortitude saves 
  and a +4 enhancement bonus to his Constitution. Fighters, paladins, 
  rangers or others with a base attack bonus equal to their HD or level 
  receive the bonus only to Fortitude saves and the enhancement bonus to 
  their Constitution.
  Wall of Blood
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  Water Double 
  School conjuration; Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, F
  Range touch
  Area A single body of liquid
  Duration 1 round/level (see text)
  Saving Throw none (see text); Spell Resistance yes (see text)
  By touching a body of liquid ranging in size from a goblet to an ocean, 
  you cause the liquid to form an exact duplicate of the first living creature 
  to cast a reflection in the affected liquid. The liquid holds the spell until 
  triggered and does not evaporate. 
  When a creature casts a reflection on the liquid, an exact double rises 
  in the same round. The double is the same size as the one who cast the 
  reflection unless the volume of liquid prevents this. For example, if the 
  affected liquid is contained in a goblet, then the double is only about 6 
  inches tall. Once animated, the double remains for 1 round per caster level 
  (maximum 10 rounds). The water double has a base speed equal to twice 
  that of the creature it resembles. It cannot use any of the target’s equipment, 
  spells, or special abilities. The water double, being amorphous, can flow 
  through cracks and small openings.
  The water double attempts to touch the creature it resembles. It must 
  succeed at a melee touch attack to do so. Its attack bonus is equal to your 
  caster level plus your Intelligence or Charisma modifier (for wizards or 
  sorcerers). If the touch succeeds, the victim must succeed on a successful 
  Reflex save or the liquid quickly spreads across the creature’s body, 
  engulfing it in a thin, liquid film. The film constricts the creature, dealing 
  1d6 points of damage each round until the spell expires, is dispelled, or 
  the film is destroyed. The film is AC 15 and has hit points equal to the 
  creature it resembles. Attacking the film with spells or weapons deals an 
  equal amount of damage to the creature engulfed. On a successful Reflex 
  save, the target avoids the attack and the water double dies.
  Spells that manipulate water such as control water or change water to 
  dust instantly kills the water double and ends the spell.
  Watery Blood 
  School transmutation; Level cleric/oracle 4, druid 5
  Casting Time 1 action
  Components V, S
  Range touch
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  You make a small cut on your body then cast this spell. A victim affect-
  ed by watery blood does not feel any outward change; however, the next 
  time the victim suffers any cut or wound, his blood does not clot. Those 
  affected by this spell take bleeding damage on subsequent rounds, based 
  upon the weapon that first inflicted the damage. On the round following 
  the initial damage, the victim automatically suffers damage that is one die 
  type less. On each following round, the damage is reduced by one die type 
  until it is finally reduced to 1d4, after which no further damage is taken. 
  This additional damage does not include any Strength or magic bonuses.
  For example, a victim slashed by a longsword suffers the initial damage 
  (1d8 points of damage plus any bonuses), then takes additional damage of 
  1d6 points on the next round, and 1d4 points on the round after that as his 
  blood pours from the wound. A strike by a greatsword causes 2d6 points 
  of damage initially, then 2d4 points on the following round. No further 
  damage is taken in this case, as damage dice cannot be reduced below d4.
  As with other bleed effects, this effect can be negated with a successful 
  DC 15 Heal check or any amount of magical healing.
  Weaken Outsider Will 
  School enchantment (compulsion) [mind-affecting] — see 
  text; Level sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one extraplanar creature
  Duration 3 rounds
  Saving Throw none; Spell Resistance yes
  Using this spell, you attempt to force compliance from an oppositely-
  aligned extraplanar creature. In most cases, the creature is bound in a 
  magic circle or restrained by a planar binding spell so it cannot attack you 
  while you cast this spell.
  During the round weaken outsider will is cast, the target creature feels 
  uneasy and suffers a –2 morale penalty to saves against mind-influencing 
  effects.
  In the next round, the creature becomes nervous; the affected creature 
  suffers a –4 morale penalty to saves against mind-influencing effects. 
  (This penalty replaces, and does not stack with, the penalty from the 
  previous round.)
  The following round, the creature feels a dull pain slowly envelop its 
  body; the affected creature suffers a –6 morale penalty to saves against 
  mind-influencing effects. (This penalty replaces, and does not stack with, 
  the penalty from the previous round.)
  The creature suffers a –6 morale penalty to saves against mind-affecting 
  spells cast by you for a period of 30 minutes after the end of the spell.
  If you are interrupted or distracted during the casting of weaken 
  outsider will and fail a Concentration check, the target creature can 
  automatically dominate you (as per the dominate person spell) with no 
  saving throw.
  Note: When you use weaken outsider will to force compliance from 
  a chaotic creature, it is a lawful spell; forcing compliance from an evil 
  creature, a good spell; forcing compliance from a lawful creature, a 
  chaotic spell; and forcing compliance from a good creature, an evil spell.
  Weapon of Retribution 
  School transmutation; Level paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target melee weapon touched
  Duration 10 minutes or until discharged (D)
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  You call upon your deity to imbue a melee weapon with power to seek 
  justice against a single evil opponent. The opponent must have aggrieved 
  you or one of your allies. The weapon gains the ability to strike a single 
  devastating blow to the specified enemy. The subject’s name need not be 
  known. This bonus applies only to the intended target chosen at the time 
  of casting. You gain a +1 morale bonus to attack and damage per caster 
  level (maximum of +20) with the weapon chosen. This bonus applies only 
  to the melee weapon focused on at the time of casting. The bonus applies 
  only once and is expended whether the first attack roll is successful or not, 
  and is not multiplied by a critical hit. You can use your smite evil ability 
  in addition to this bonus to create a truly devastating blow against your 
  evil opponent.
  The effect must be used within 10 minutes or it fades from the weapon. 
  If the weapon leaves your hand, the effect fades immediately.
  Weather Calming 
  School conjuration (creation); Level druid 3, sorcerer/wizard 4
  Casting Time 2 rounds
  Components V, S
  Area 10-ft.-radius area, centered on caster, + 10 ft./level
  Duration 10 minutes + 5 minutes/level
  Saving Throw none; Spell Resistance no
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  This spell creates a small area of calm, pleasant weather, regardless 
  of what the weather beyond is like — it may be sleeting, but within 
  this bubble the temperature is mild and the air pleasantly warm or cool 
  (your choice). Note that this cannot produce sun on a cloudy day, but it 
  does provide shade (as if the bubble were tinted) on a sunny afternoon. 
  This spell is not strong enough to calm an area until the effect of control 
  weather or other magically produced weather effects ends; such effects 
  counter this spell.
  Web Orb 
  School conjuration (creation); Level sorcerer/wizard 1
  Casting Time 1 action
  Components V, S, M (spider’s web rolled into a sphere)
  Range medium (100 ft. + 10 ft./level)
  Target one creature between Tiny and Large size, inclusive
  Duration 1 round/level
  Saving Throw Reflex negates; Spell Resistance yes
  A small gray glob of fluid projects from your hand, spreading as it flies 
  into a small net of sticky webbing as strong as fine-spun steel wire. The 
  target must succeed on a Reflex save to avoid the missile. If the save fails, 
  the web orb wraps itself tightly around the target.
  An affected creature is affected as if by the spell entangle until it breaks 
  free or the spell duration expires. A single strand of webbing extends from 
  the target to the caster, and on a successful opposed Strength check the 
  caster can drag the target 10 feet closer to him each round.
  Weeping Wounds 
  School transmutation; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, M (iron filings)
  Range medium (100 ft. + 10 ft./level)
  Target one injured, living creature
  Duration 1 round/level
  Saving Throw Fortitude half; Spell Resistance yes
  Weeping wounds causes blood to flow quickly from the affected targets’ 
  wounds, inflicting 1d6 points of damage per round, with a maximum du-
  ration of 10 rounds. Victims are allowed one Fortitude save at the onset of 
  the spell. A successful save reduces the damage each round by half. This 
  spell works only on victims who have sustained damage that has not been 
  healed fully.
  As with other bleed effects, this effect can be negated with a successful 
  DC 15 Heal check or any amount of magical healing.
  Whirlwind of Gore 
   
  School evocation [fear]; Level sorcerer/wizard 3
  Casting Time 1 full round
  Components V, S, M (small vial of blood)
  Range medium (100 ft. + 10 ft./level)
  Area 25-ft.-wide column, 40 ft. high
  Duration 1 round/level
  Saving Throw see text; Spell Resistance yes
  Whirlwind of gore envelops the entire area of effect in whirling blood 
  and has several effects on those caught within it. First, those in the area 
  of effect must succeed on a Reflex save or be blinded while they remain 
  within the whirlwind and for 2d6 rounds after leaving it. Second, all com-
  batants within the whirlwind of gore fight at –4 to their attack rolls, and 
  ranged attacks that pass through the whirlwind also suffer this attack pen-
  alty. Third, the blood is slightly acidic and causes 1d4 points of damage 
  per round. Finally, victims must succeed on a Will saving throw or be-
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  come frightened for the duration of the spell if 8 HD or above or panicked 
  if fewer than 8 HD. 
  Whisper Wind 
  School divination; Level cleric/oracle 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 feet + 10 ft./level)
  Target one creature
  Duration 1 hour/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You target one person within range. For the duration of the spell, you 
  can hear anything that person says, regardless of how far the person moves 
  from you. The subject must be within sight, however, even if he is only a 
  dot on the horizon.
  Willful Transformation 
  School transmutation; Level cleric/oracle 2, paladin 2
  Casting Time 1 action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  For the spell’s duration, your Wisdom modifier replaces that of Strength, 
  Dexterity, or Constitution (chosen by you). This may grant temporary hit 
  points (see the Pathfinder Roleplaying Game Core Rulebook, “Temporary 
  Hit Points”).
  Wine Fount 
  School conjuration [creation]; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S, M (handful of grapes, crushed during 
  casting)
  Range close (25 ft. + 5 ft./2 levels)
  Effect see text
  Duration see text
  Saving Throw Reflex half (see text); Spell Resistance yes
  You may choose one application of this spell at the time of casting.Cre-
  ate Wine: This spell generates up to 2 gallons of wine of the quality and 
  type of your choosing. You may choose the characteristics of the wine to 
  your specifications (acidity, bouquet, color, etc.), but cannot raise or lower 
  the alcoholic content beyond what is usual. This application of the spell is 
  instantaneous; the wine remains until spilt, evaporated or drunk.Dionysian 
  Geyser: By slamming the end of your staff into the ground, you cause a 
  10-foot-tall geyser of wine to erupt from the ground anywhere within range. 
  If the geyser is placed under a creature, it does 1d4 points of damage per 
  caster level (maximum 10d4). A Large or smaller target that fails its Reflex 
  save is knocked to the ground. The geyser issues wine for 3 rounds; anyone 
  who moves into the geyser takes damage and must make a Reflex save, as 
  above. The wine created by the geyser disappears after one minute.
  Wings of Heaven 
  School transmutation; Level paladin 3
  Casting Time 1 standard action
  Components V, S, M (wing feather of a large flying creature)
  Range touch
  Target paladin’s mount
  Duration 10 minutes/level
  Saving Throw Will Negates (harmless); Spell Resistance yes
  Your called mount sprouts wings like a pegasus and gains the ability to 
  fly. The mount has a fly speed of 120 feet with average maneuverability.
  Wise Defense 
  School divination; Level cleric/oracle 3, paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance no
  You grant the target a measure of wisdom in defense. The target is able 
  to see where her attackers are going to strike before they do so, granting her 
  an insight bonus to Armor Class bonus equal to 4 + her Wisdom modifier.
  With the Wind 
  School evocation; Level sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range 5 feet
  Target one ranged weapon
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You call upon the winds to assist you or your ally by carrying a ranged 
  weapon farther than it would normally reach. This spell effectively dou-
  bles the range increment for that weapon. If the spell is cast on a bow or 
  sling, the effects confer to any projectiles launched by the weapon.
  Wither Limb 
  School necromancy [evil]; Level cleric/oracle 7, druid 9
  Casting Time 3 full rounds
  Components V, S, DF
  Range touch
  Target living creature touched
  Duration instantaneous and permanent (see text)
  Saving Throw Fortitude negates; Spell Resistance yes
  You choose a limb of your target (an arm or leg) that withers and ceases 
  functioning immediately. In 2d8 rounds, the withered member drops 
  from the opponent’s body and crumbles to dust. A withered leg causes 
  an opponent to fall prone and slows its movement to 5 feet per round. 
  A withered arm might inhibit the creature’s attack or defense if it loses 
  its “sword arm” or “shield arm.” Anything a creature is holding when an 
  arm is withered is dropped. A spellcaster who loses an arm must succeed 
  on a Spellcraft check (DC 10 + level of the spell attempted) any time it 
  attempts to cast a spell with a somatic component. If the check fails, the 
  spell fizzles and fails to take effect (the caster loses it or the slot for the 
  day just as if it had been cast). Wither limb counters regenerate and is 
  countered by regenerate.
  Wolf’s Hearing 
  School transmutation; Level druid 2, ranger 1
  Casting Time 1 action
  Components V, S
  Range personal
  Target self only
  Duration 1 round/level
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  Saving Throw Will negates; Spell Resistance yes (harmless)
  This spell adds a + 1/4 levels insight bonus to the caster’s hearing-based 
  Perception checks, up to a maximum of +5.
  Wolf’s Howl 
  School abjuration; [sonic]; Level druid 2, ranger 2
  Casting Time 1 standard action
  Components V, S
  Range close (50-ft. radius)
  Target living creatures in a 50-ft. radius
  Duration Instantaneous
  Saving Throw Will negates; Spell Resistance yes
  Animals in the spell’s area of effect that possess fewer HD than your 
  caster level must succeed on a Will save or flee as if affected by a fear spell. 
  Other intelligent opponents or animals whose HD exceed your caster level 
  must also succeed on a Will save or suffer a –1 morale penalty to attack rolls 
  for 2d4 rounds due to the eerie and frightening nature of the howl. This spell 
  is not effective against vermin. This is a sonic, mind-affecting fear effect.
  Woodland Shriek 
  School abjuration; Level druid 1
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation centered on inanimate trees 
  and bushes
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  You imbue plants and bushes in an area to shriek wildly if a Small or 
  larger creature enters the warded area. The shrieking plants are audible 
  up to a mile away. This alarm warning is rather nonspecific and can often 
  be triggered by animals such as deer that would normally be considered 
  harmless. Once a shriek is triggered, the spell ends. 
  Invisible, ethereal, or astral creatures do not trigger the shriek.
  The spell fails if cast on a sentient plant.
  Words of Thunder 
  School conjuration (creation) [sonic]; Level druid 6, sorcerer/
  wizard 6
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 1evels)
  Area see text
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  When uttered, the words of thunder quickly rises to a tremendous pitch 
  and washes outward as a tangible boom of sound. All creatures within 60 
  feet of the caster with 30 or fewer hit points are immediately deafened and 
  dazed, with no saving throw for 1 round. Creatures with between 30 and 
  60 hit points are deafened, but not dazed, for 1 round. Creatures with more 
  than 60 hit points are unaffected. Words of thunder can be cast within 
  magical silence, and it also destroys all magical silence within 60 feet of 
  the caster, although creatures that were in the zone of silence are insulated 
  from the effects of the words of thunder.
  Worst Luck 
  School enchantment (compulsion) [chaotic, mind-
  affecting]; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one spell caster
  Duration discharge (D), 1 hour maximum
  Saving Throw Will negates; Spell Resistance yes
  This spell has no effect when cast on a non-spellcaster (including those 
  who have spell-like abilities as opposed to prepared spells). Spellcasting 
  targets must succeed on a Will save to resist the effects. The GM should 
  roll this save secretly if the spell is affecting a player character, as the 
  target of this spell cannot be certain if he resisted it or not.
  If the saving throw fails, the next spell the caster invokes is chosen ran-
  domly by the GM from the caster’s remaining prepared spells (or simply 
  chosen by the GM for more interesting roleplaying — leaning toward the 
  absurd or disastrous given that the spell stems from the god of trickery and 
  the unlucky). If the caster has only one spell prepared when afflicted by 
  worst luck, then it has no effect. 
  Worst luck must take place within an hour of casting or its power is lost.
  Wound Reading 
  School divination; Level cleric/oracle 2, druid 2, ranger 2
  Casting Time 1 minute
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Touching the wounds of a subject shows you a mental image of what inflicted 
  the injury (another person, a monster, trap, self-inflicted wound, and so on). If 
  the subject did not see its attacker, you gain no information using this spell.
  Wrack the Mind 
  School evocation [mind-affecting, chaotic, evil]; Level 
  sorcerer/wizard 9
  Casting Time 1 full round
  Components V, S, M (a platinum sculpture of a brain that 
  costs no less than 5,000 gp; the sculpture is destroyed at the 
  time of the casting)
  Range touch
  Target creature touched
  Duration discharge (see text)
  Saving Throw Will partial; Spell Resistance yes
  This spell is effective only on creatures with an Intelligence of 3 or 
  higher. Upon casting wrack the mind, your hand glows with crackling 
  black and red energies. If you then succeed in delivering a melee touch 
  attack on any creature, the target is immediately drained of 1d4 points of 
  Intelligence and must make a Will save. If this save is successful, no other 
  effects are suffered. Should the target fail the Will save, he is drained of 
  an additional 1d6 points of Intelligence and suffers a random debilitating 
  effect. Roll 1d6 to determine the effect:
  d6
  Effect
  1
  Target becomes shaken.
  2
  The target develops a severe phobia to a relatively 
  common object. Anytime the target is within 15 feet 
  of the object and is able to observe it, he becomes 
  helpless until either he or the source of the phobia 
  moves out of range. You choose the subject of the 
  phobia. The object should be common, but not 
  omnipresent. For instance, “spoons” would be an 
  appropriate subject, while “dart’’ would not.
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  Book of Lost Spells
  d6
  Effect
  3
  The target becomes unable to use any Intelligence-
  based skills.
  4
  Target becomes confused.
  5
  The target suffers amnesia. He is unable to recall any 
  details of his past, and he is unable to cast spells or 
  use Knowledge skills.
  6
  The target’s mind regresses to a childlike state. His hit 
  points and ability scores, aside from the Intelligence 
  drain, remain unchanged. All other aspects of the 
  character are created as if he were a 1st-level 
  commoner (see the Pathfinder Roleplaying Game 
  Core Rulebook).
  All effects of this spell are permanent and may be eliminated only with 
  a remove curse, miracle, or wish spell. A remove curse spell removes only 
  the Intelligence drain or the debilitating effect, so two castings are re-
  quired to completely cure the target.The forces that give this spell its pow-
  er are not easily controlled and can backfire on their wielder. If the spell is 
  not discharged within 8 rounds of casting, it rebounds on you, causing you 
  to suffer the full effect of the spell with no saving throw.
  Wyvern Guard 
  School conjuration (creation); Level cleric/oracle 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect creates one wyvern-like creature
  Duration 8 hours and 1 round/level (see text)
  Saving Throw none and Fortitude negates (see text); Spell 
  Resistance no and yes (see text)
  Wyvern guard creates a bank of swirling, nearly insubstantial haze that 
  quickly takes the shape of a wyvern. The wyvern created is Huge, and has 
  a reach of 10 feet. The wyvern is immobile and does not leave the area it 
  occupies. Any living creature that comes within 10 feet of it is attacked. 
  The wyvern has an attack bonus equal to your caster level plus your 
  Wisdom modifier, +3 for its Dexterity score (16), –2 for being Huge. On 
  a successful attack, an opponent struck must succeed on a Fortitude save 
  or be paralyzed for 1 round for each caster level you possess (maximum 
  6 rounds). If the wyvern succeeds on its attack roll (whether it paralyzes 
  an opponent or not), this spell ends and the wyvern dissipates. (Note, a 
  paralyzed creature remains paralyzed for 1 round per caster level or until 
  healed even after the wyvern guard spell ends.) If the wyvern’s attack roll 
  misses, the wyvern guard remains in place, and the wyvern can attack 
  again in the next round. Attacks or spells (including area spells) directed 
  at the wyvern do not harm it. The wyvern guard can be dispelled normally.
  This spell lasts 8 hours unless dispelled or discharged (when the wyvern 
  makes a successful attack roll). In areas of bright light, the wyvern is 
  clearly visible; in twilight, it takes a DC 20 Perception check to notice it 
  at distances of 30 feet or greater; in darkness, it takes a DC 30 Perception 
  check to notice it at distances of 30 feet or greater.
  Xenophobic Rage 
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric/oracle 8, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 Medium or smaller humanoid/4 levels
  Duration concentration up to 1/round per level
  Zephyr of Death
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  Book of Lost Spells
  Saving Throw Will partial (see text); Spell Resistance yes
  You sow chaos by drawing upon the secret fears of the targets to make 
  them instantly aggressive to anyone not of their own race. Elves won’t 
  attack elves, but they do attack the nearest dwarf, halfling, gnome, or 
  human without pause. You give the target an “us against them” mentality 
  where anyone of their own race is “us” and every other creature is “them” 
  and deserving of a deep-seated feeling of hatred and rage. The targets use 
  all of their skills to the best of their ability to destroy their enemies (which 
  basically include anyone not of their own race).
  This potent enchantment lasts for up to 1 hour/level and cannot be 
  removed with a dispel magic. A break enchantment, heal, limited wish, 
  wish, miracle, or similar magic must be used to bring the spell to an early 
  end. Those targets fortunate enough to make their Will saves are still 
  affected as if by a confusion spell for 1 round.
  Yellow Smoke 
  School conjuration (creation); Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (the crushed petals of a carrion flower)
  Range medium (100 ft. + 10 ft./level)
  Effect cloud spreads in 20-ft. radius, 20 ft. high
  Duration 1 round/level
  Saving Throw Fortitude negates (see text); Spell Resistance 
  no
  Yellow smoke creates a bank of fog similar to that created by stinking 
  cloud, except that the vapors sicken living creatures in the cloud. This 
  condition lasts as long as the creature is in the cloud and for 1d4+1 rounds 
  after it leaves (roll separately for each sickened character). Any creature 
  that succeeds on its save but remains in the cloud must continue to save 
  each round at the start of your turn.
  Yellow smoke can be made permanent with a permanency spell. A 
  permanent yellow smoke dispersed by wind reforms in 10 minutes.
  Zephyr of Death 
  School necromancy [evil] [Fear, Mind-Affecting]; Level 
  sorcerer/wizard 8
  Casting Time 1 standard action
  Components V
  Range 100 ft.
  Target living creatures
   within a 100-ft. cone
  Saving Throw Will negates; Spell Resistance yes
  You send a light breeze past your hated enemies. Whispers and taunts 
  of death and mayhem carried quietly on the breeze send such horrible 
  images into their minds that the weak-willed are driven to their own 
  deaths by their secret fears. The breeze extends from your mouth in a 
  cone to a maximum distance of 100 feet before losing its power. You 
  are able to extend your mental power to slay as many as 1d4 HD of 
  creatures per caster level, with creatures above 10 HD being immune 
  to your manipulations. The closest creatures are affected first, with all 
  creatures allowed a Will save to resist the effects. Undead creatures and 
  outsiders are immune to this spell.
  Zombify Self 
  School necromancy; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (one handful of zombie flesh)
  Range personal
  Target you
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  This spells converts your body into that of a zombie. You become im-
  mune to poison, sleep, paralysis, stunning and disease. You are no longer 
  subject to nonlethal damage, ability damage, energy drain or death from 
  massive damage.Your Dexterity decreases by 4 for the duration of this 
  spell, and you suffer a –4 penalty to Charisma whenever you must make a 
  Bluff or Diplomacy check. Also, because of the concentration of negative 
  energy within you, you are vulnerable to energy channeling. Cure spells 
  damage you and inflict spells heal you.
  Lastly, when the spell ends, you must succeed on a DC 15 Fortitude 
  save or be is stunned for one round and take 5d4 points of damage as the 
  negative energy ravages your body as it is forced out. If this damage kills 
  you, you rise the next night as a zombie unless your body is blessed.
  Zone of Ablation 
  School abjuration; Level antipaladin 4, paladin 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level (D)
  You surround yourself with a barely-perceptible shimmering field 
  that reduces damage from most physical sources. All variable dice 
  of damage from purely physical sources, such as weapon attacks and 
  falling, is minimized to 1 point per die. This includes damage from 
  critical hits and sneak attacks, but does not include damage from 
  special effects such as poison or energy effects. It also does not affect 
  variable effects that do not cause direct hit point loss, such as ability 
  score damage or drain.
  Sean Silva-Miramon (order #26599028)
  
  196
  Legal Appendix
  Designation of Product Identity: The following items are hereby des-
  ignated as Product Identity as provided in section 1(e) of the Open Game 
  License: Any and all material or content that could be claimed as Prod-
  uct Identity pursuant to section 1(e), below, is hereby claimed as product 
  identity, including but not limited to: 1. The name “Frog God Games” as 
  well as all logos and identifying marks of Frog God Games, LLC, includ-
  ing but not limited to the Frog God logo and the phrase “Adventures worth 
  winning,” as well as the trade dress of Frog God Games products; 2. The 
  product name “Cyclopean Deeps,” as well as any and all Frog God Games 
  product names referenced in the work; 3. All artwork, illustration, graphic 
  design, maps, and cartography, including any text contained within such 
  artwork, illustration, maps or cartography; 4. The proper names, person-
  ality, descriptions and/or motivations of all artifacts, characters, races, 
  countries, geographic locations, plane or planes of existence, gods, dei-
  ties, events, magic items, organizations and/or groups unique to this book, 
  but not their stat blocks or other game mechanic descriptions (if any), and 
  also excluding any such names when they are included in monster, spell or 
  feat names. 5. Any other content previously designated as Product Identity 
  is hereby designated as Product Identity and is used with permission and/
  or pursuant to license.
  This printing is done under version 1.0a of the Open Game License, 
  below. 
  Notice of Open Game Content: This product contains Open Game 
  Content, as defined in the Open Game License, below. Open Game Con-
  tent may only be Used under and in terms of the Open Game License.
  Designation of Open Game Content: All text within this product—
  excluding any text on the inside or outside of the front or back cover or on 
  the Credits page—is hereby designated as Open Game Content, subject to 
  the Product Identity designation included in this Legal Appendix. 
  Use of Content from Tome of Horrors Complete: This product con-
  tains or references content from the Tome of Horrors Complete and/or 
  other monster Tomes by Frog God Games. Such content is used by per-
  mission and an abbreviated Section 15 entry has been approved. Citation 
  to monsters from the Tome of Horrors Complete or other monster Tomes 
  must be done by citation to that original work.
  OPEN GAME LICENSE Version 1.0a The following text is the prop-
  erty of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc. (“Wizards”). All Rights Reserved. 
  1. Definitions: (a) “Contributors” means the copyright and/or trade-
  mark owners who have contributed Open Game Content; (b) “Derivative 
  Material” means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modi-
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  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the pri-
  or art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, includ-
  ing translations and derivative works under copyright law, but specifical-
  ly excludes Product Identity; (e) “Product Identity” means product and 
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  tifacts; creatures; characters; stories, storylines, plots, thematic elements, 
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  other visual or audio representations; names and descriptions of charac-
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  special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identi-
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  to identify itself or its products or the associated products contributed to 
  the Open Game License by the Contributor; (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and oth-
  erwise create Derivative Material of Open Game Content; (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content 
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  3. Offer and Acceptance: By Using the Open Game Content You indi-
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  4. Grant and Consideration: In consideration for agreeing to use this 
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  with any Trademark or Registered Trademark in conjunction with a work 
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  Open Game Content using the name of any Contributor unless You have 
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  12. Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All 
  Sean Silva-Miramon (order #26599028)
  
  197
  Legal Appendix
  rights reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Ca-
  sey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Original Spell Name Compendium, Copyright 2002 Clark Peterson; 
  based on NPC-named spells from the Player’s Handbook that were 
  renamed in the System Reference Document. The Compendium can be 
  found on the legal page of www.necromancergames.com.
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors 
  Patrick Lawinger, Scott Greene, and David Mannes, with Erica Balsley, 
  Chris Bernhardt, Casey W. Christofferson, Bill Collins, Jim Collura, 
  Chad Coulter, Patrick Goulah, Skeeter Green, Jeff Harkness, Lance 
  Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al 
  Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, 
  Greg Ragland, Gary Schotter, Joe Walmsley, and Bill Webb.
  Creature Collection Copyright 2001, Clark Peterson
  Creature Collection 2: Dark Menagerie Copyright 2001, White Wolf 
  Publishing, Inc.
  Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc.
  Hollowfaust: City of Necromancers Copyright 2001, White Wolf 
  Publishing, Inc.
  The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.
  Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.
  Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf 
  Publishing, Inc.
  Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Campaign Setting: Ghelspad Copyright 2002, White 
  Wolf Publishing, Inc.
  If Thoughts Could Kill Copyright 2002, Bruce R. Cordell. All Right Reserved
  Relics and Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.
  Relics & Rituals: Excalibur Copyright 2005, White Wolf Publishing, Inc.
  Relics & Rituals: Olympus Copyright 2004, White Wolf Publishing, Inc.
  The Book of Lost Spells Copyright 2015 Frog God Games LLC
  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Green.
  Book of Lost Spells - Copyright 2015, Frog God Games, LLC
  Sean Silva-Miramon (order #26599028)
  
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  Sean Silva-Miramon (order #26599028)
  
  $19.99
  ISBN 978-1-62283-232-3
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Book of Lost Spells.pdf