TEXT: Companion Guides 
  spell Cards
  Ultimate 
  Spell DeckS
  LPJ9469
  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.
  3.5 SYSTEM COMPATIBLE
  
  Detect charm
  School divination; Level bard 1, cleric 1, paladin 1, sorcerer/
  wizard 1; Casting Time 1 standard action; Components V, S; 
  Range 60 ft.; Effect cone-shaped emanation; Duration concentra-
  tion, up to 1 minute/level(D)
  As detect magic, except you immediately detect the strength and 
  location of each charm, compulsion, and possession aura on all 
  creatures in the area. You can attempt to identify the properties of 
  each aura (see Spellcraft in the Pathfinder RPG Core Rulebook). 
  In addition to noticing the targets of these effects, you can recog-
  nize when creatures in the area are using these effects on others by 
  making a Sense Motive check as a standard action (DC 20 + caster 
  level). If you succeed, you may make a Spellcraft check to identify 
  what magic it is using (even if the target is not in the area). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Liberating comanD
  School transmutation; Level bard 1, cleric 1, druid 1, paladin 1, 
  ranger 1, sorcerer/wizard 1; Casting Time 1 immediate action; 
  Components V; Range close (25 ft. + 5 ft./2 levels); Targets one 
  creature; Duration instantaneous; Saving Throw Will negates 
  (harmless); SR yes (harmless)
  If the target is bound, grappled, or otherwise restrained, he may 
  make an Escape Artist check to escape as an immediate action. 
  He gains a competence bonus on this check equal to twice your 
  caster level (maximum +20). This spell has no effect if the target 
  could not get free by using the Escape Artist skill (for example, if 
  he were under the effects of a hold person spell or paralyzed by 
  Strength damage). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SuppreSS charmS  
  anD compuLSionS
  School abjuration; Level bard 2, cleric 2, paladin 2, sorcerer/
  wizard 2; Casting Time 1 standard action; Components V, S; 
  Range close (25 ft. + 5 ft./2 levels); Targets one creature plus one 
  additional creature per 4 levels, no two of which can be more than 
  30 ft. apart; Duration 10 minutes; see text; Saving Throw Will 
  negates (harmless); SR yes (harmless)
  As remove fear, except the targets gain a +4 morale bonus on 
  saves against charm and compulsion effects, and charms and 
  compulsions in effect on the targets are suppressed for the duration 
  of the spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Summon FLight oF eagLeS
  School conjuration(summoning); Level druid 6, ranger 4, sorcerer/
  wizard 6; Casting Time 1 round; Components V, S, F (a gold 
  feather worth 100 gp); Range close (25 ft. + 5 ft./2 levels); Effect 
  1d4+1 summoned creatures; Duration 1 minute/level; Saving 
  Throw none; SR no
  You summon 1d4+1 giant eagles to serve as mounts for creatures 
  you designate. The summoned birds do not fight independently, but 
  they willingly carry their riders into battle as if trained for combat. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aura oF the unremarkabLe
  School enchantment(compulsion)[mind-affecting]; Level bard 
  3, sorcerer/wizard 4; Casting Time 1 full round; Components 
  V, S, M (a white feather); Range 30 ft.; Targets non-allied 
  creatures within a 30-ft. emanation; Duration 1 minute/level and 
  instantaneous(D); Saving Throw Will negates; SR Yes
  An invisible sphere of magic surrounds you, clouding the minds 
  of creatures in the area so they regard even the strangest actions as 
  innocuous. For example, if you and your allies are beating a city 
  guard for information, creatures within the area do not think this 
  is unusual or cause for alarm; if your ally is aiming a crossbow 
  at the queen from a balcony, the affected creatures accept this as 
  normal and unworthy of concern. Any hostile actions by you or 
  your allies against a creature break the effect of the spell for that 
  creature. When the spell ends, observers see things normally but 
  altered perceptions from the earlier events remain. Any mention of 
  the events as noteworthy (such as being questioned about them by 
  an authority figure) allows the target another Will save to break the 
  effect and remember things normally. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  burning DiSarm
  School transmutation(fire); Level cleric 1, druid 1, sorcerer/wizard 
  1; Casting Time 1 standard action; Components V, S; Range 
  Short (25 ft. + 5 ft./2 levels): Targets Held metal item of one 
  creature or 15 lbs. of unattended metal; Duration Instantaneous; 
  Saving Throw Reflex negates (object, see text); SR Yes (object)
  This spell causes a metal object to instantly become red hot. 
  A creature holding the item may attempt a Reflex save to drop it 
  and take no damage (even if it is not their turn), otherwise the hot 
  metal deals 1d4 points of fire damage per caster level (maximum 
  5d4). Circumstances that prevent the creature from dropping 
  the item (such as a locked gauntlet) mean the creature gets no 
  saving throw. The heat does not harm the item, and it does not 
  get hot enough or last long enough to ignite flammable objects. 
  The item cools to its previous temperature almost instantly. If 
  cast underwater, burning disarm deals half damage and boils the 
  surrounding water. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Dweomer retaLiation
  School abjuration; Level sorcerer/wizard 3; Casting Time 1 
  immediate action; Components V; Range Long (400 ft. + 40 ft./
  level); Targets one creature you counterspelled since your last 
  turn; Duration instantaneous; Saving Throw none; SR yes
  You may only cast this spell immediately after successfully coun-
  terspelling an opponent. Drawing upon the residual energy of the 
  countered spells, you gain a number of temporary hit points equal 
  to the level of the countered spell plus your Charisma or Intel-
  ligence modifier (for sorcerers and wizards, respectively); your 
  counterspelled opponent takes damage equal to this amount. 
  If the countered spell was at least 4th level, you and your opponent 
  make opposed concentration checks. If you beat your opponent 
  by 10 or more, you retain this spell (or its spell slot, if you are a 
  sorcerer) as if you had not cast it. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  emergency Force Sphere
  School evocation(force); Level sorcerer/wizard 4; Casting Time 1 
  immediate action; Components V; Range 5 ft.; Effect 5-ft.-radius 
  hemisphere of force centered on you; Duration 1 round/level(D); 
  Saving Throw None; SR No
  As wall of force, except you create a hemispherical dome of force 
  with hardness 20 and a number of hit points equal to 10 per caster 
  level. The bottom edge of the dome forms a relatively watertight 
  space if you are standing on a reasonably flat surface. The dome 
  shape means that falling debris (such as rocks from a collapsing 
  ceiling) tend to tumble to the side and pile up around the base of 
  the dome. If you make a DC 20 Craft (stonemasonry), Knowledge 
  (engineering), or Profession (architect or engineer) check, the 
  debris is stable enough that it retains its dome-like configuration 
  when the spell ends, otherwise it collapses. 
  Normally this spell is used to buy time for dealing with avalanches, 
  floods, and rockslides, though it is also handy in dealing with 
  ambushes. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SigniFer’S raLLy
  School conjuration(teleportation)[evil]; Level cleric 7, sorcerer/
  wizard 7; Casting Time 1 standard action; Components V, S, 
  M (100 gp worth of bloodstone for every ally teleported); Range 
  medium (100 ft. + 10 ft./level); Targets one willing ally/5 levels; 
  Duration instantaneous; Saving Throw Will negates (harmless); 
  SR yes (harmless)
  You teleport up to one ally per five caster levels to your location. 
  You determine which allies you want to teleport at the time of 
  casting; these allies have 1 round to decide to allow or refuse your 
  spell, and they teleport immediately upon accepting. Allies are 
  teleported as if you had cast teleport on them (your current location 
  is at least “studied carefully” for this purpose), appearing in a puff 
  of brimstone in a space adjacent to you. If you are in combat and 
  your allies were not, your allies may roll initiative upon arrival but 
  are not considered flat-footed even though they have not taken any 
  actions. The spell does not function in areas warded against intru-
  sion by evil creatures (such as a magic circle against evil effect). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  twine DoubLe
  School illusion(shadow); Level sorcerer/wizard 3; Casting Time 
  10 minutes; Components V, S, M (cloth and twine); Range 0 
  ft.; Effect One duplicate creature; Duration 1 minute/level(D); 
  Saving Throw None; SR No
  As simulacrum, except you can only duplicate yourself, and the 
  duplicate is created from cloth and twine rather than ice and snow. 
  The double looks exactly like you except its eyes are balls of twine 
  (DC 10 Perception check to recognize double’s strange eyes). 
  It wears clothing and gear that appear exactly like what you are 
  wearing at the time of casting. Its copies of your magic items are 
  nonfunctional but radiate magic and have the same auras as your 
  items. Its aura is identical to yours. Attempts to scry you while the 
  double exists have a 50% chance of targeting the double instead 
  of you. 
  The double cannot attack, has no special abilities, and has a +0 
  bonus on all saves and checks. You may verbally give the double 
  orders as a free action, or control it telepathically as a standard 
  action. You know what the double is experiencing, and when 
  controlling it telepathically you can see and hear everything it 
  sees and hears, though events at your location may drown out the 
  sensory inputs from the double. The double has hit points equal 
  to half your hit points at the time of casting. If brought to 0 hit 
  points, it is destroyed, reverting to cloth and twine. The double is 
  an animated object. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  anceStraL communion
  School divination; Level bard 2, cleric 2; Casting Time 1 minute; 
  Components V, S, F/DF (stone or metal image of your ancestor); 
  Range personal; Targets you; Duration 1 minute/level
  You contact the spirits of your ancestors and use their great 
  wisdom to bolster your own knowledge. Consulting with the spirits 
  is a full-round action. If you consult with the spirits before making 
  a Knowledge check, you gain a +4 insight bonus on the check. If 
  you have already failed at a Knowledge check, you may consult 
  with your ancestors and make another attempt. The insight bonus 
  on these checks increases to +6 at caster level 7th and +8 at caster 
  level 11th. You may consult with the spirits for this purpose as 
  often as you like while the spell remains in effect. Only you can 
  hear the spirits speak to you. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  anceStraL giFt
  School conjuration(summoning); Level bard 4, cleric 4; Casting 
  Time 1 standard action; Components V, S, F/DF (stone or metal 
  image of your ancestor); Range personal; Effect magical weapon; 
  Duration 10 minutes/level
  A ghostly manifestation of one of your ancestors appears before 
  you bearing a weapon of your choice in its hands. The weapon 
  may be any simple, martial, or dwarven weapon. It has a +1 
  enhancement bonus and one weapon special ability (your choice) 
  from the Pathfinder RPG Core Rulebook with a price equivalent 
  to a +1 bonus (if the weapon is a double weapon, the ability and 
  the enhancement bonus only apply to one end, or the weapon can 
  have a +1 enhancement bonus on both ends but no other magical 
  abilities). 
  You may use the weapon as if you were proficient in it. The 
  weapon may not be wielded by anyone else, and if removed from 
  your grasp, it vanishes and the spell ends immediately. 
  If you conjure a weapon with the flaming, frost, shock, or thun-
  dering property, this spell has the fire, cold, electricity, or sonic 
  descriptor (respectively). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Summon anceStraL  
  guarDian
  School conjuration(summoning); Level bard 3, cleric 3; Casting 
  Time 1 standard action; Components V, S, F/DF (stone or metal 
  image of your ancestor); Range medium (100 ft. + 10 ft./level); 
  Effect two summoned ancestor spirits; Duration 1 round/level(D); 
  Saving Throw none; SR yes
  You call the spirits of two ancestors to manifest in the mortal world 
  and attack your enemies. Each appears as a transparent image of a 
  powerful, wise dwarf armed with a traditional dwarven weapon of 
  your choice. These spirits move and attack at your direction, each 
  having the abilities of a spiritual weapon, except they can attack 
  different targets and deal physical damage (bludgeoning, piercing, 
  or slashing, according to the weapon the spirit wields) instead of 
  force damage. Like creatures conjured with a summon monster 
  spell, your ancestors are not harmed if these manifestations are 
  destroyed. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  See through Stone
  School divination; Level druid 4, ranger 3; Casting Time 1 stan-
  dard action; Components V, S, DF; Range touch; Targets creature 
  touched; Duration concentration, up to 1 round/level(D); Saving 
  Throw Will negates (harmless); SR yes (harmless)
  You gain the ability to see through solid rock as if it were 
  transparent glass. You may see through 1 foot of stone per caster 
  level. You see within the stone as if you were looking at the area 
  in normal light, even if there is no illumination, though low-light 
  vision and darkvision have no effect on your ability to see through 
  stone. Metal at least 1 inch thick or wood or dirt at least 3 feet 
  thick blocks your vision. 
  The spell does not negate concealment for those creatures hiding 
  behind stone objects (the stone is still an obstacle to your attacks). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rune oF DurabiLity
  School transmutation; Level sorcerer/wizard 3; Casting Time 1 
  minute; Components V, S, M (iron filings); Range touch; Targets 
  weapon touched; Duration permanent; Saving Throw none; SR 
  no
  You inscribe an angular rune upon the surface of a weapon, 
  increasing its hit points. A weapon that bears this rune multiplies 
  its hit points by 2, as if it were one size category larger than it 
  actually is. Placing more than one rune of this type on a weapon 
  has no effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rune oF warDing
  School abjuration; Level sorcerer/wizard 3; Casting Time 1 hour; 
  Components V, S, M (powdered adamantine, diamond, or mithral 
  worth 200 gp); Range touch; Targets doorway or portal touched; 
  Duration permanent until discharged(D); Saving Throw Reflex 
  half; SR no (object) and yes (see text)
  You inscribe a series of runes upon the surface of a door or around 
  the border of an entryway. They function as a glyph of warding 
  (blast glyph), though unlike a glyph of warding, these runes are 
  always visible. The runes count as a glyph of warding for the 
  purpose of what spells can defeat it, placing multiple glyphs in the 
  same area, and so on. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  iLLuSory poiSon
  School illusion(phantasm)[mindaffecting]; Level sorcerer/wizard 
  3; Casting Time 1 standard action; Components V, S; Range 
  touch; Targets weapon touched; Duration 1 minute/level or until 
  discharged (see text); Saving Throw Will disbelief, then Fortitude 
  (see text); SR yes
  You create a phantasm of an oily green phantasmal poison on the 
  target weapon. The first creature hit by the poisoned weapon must 
  make a Will save against the illusion spell; success means the spell 
  has no effect and is expended from the weapon. If the creature fails 
  its save, it believes it has been poisoned and must make Fortitude 
  saves at the spell’s DC to avoid suffering illusory poison damage. 
  Delay poison allows the target to ignore the effects of the phan-
  tasmal poison until the delay poison spell ends, at which time it 
  may make a Will save to realize the poison is illusory and recover 
  all illusory poison damage. Neutralize poison, lesser restoration, 
  or restoration immediately recovers all damage from the spell. A 
  successful dispel magic spell ends the effect of the illusion, as do 
  spells that penetrate illusions (such as true seeing). 
  The target automatically recovers all illusory poison damage after 
  1 hour. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLooD rage
  School enchantment(compulsion)[mind-affecting]; Level adept 
  3, bard 2, cleric 3, sorcerer/wizard 3; Casting Time 1 standard 
  action; Components V, S, M (a drop of blood from each creature 
  to be affected); Range close (25 ft. + 5 ft./level); Targets one 
  willing living creature per 2 levels, no two of which may be more 
  than 30 ft. apart; Duration 1 round/level; Saving Throw Will 
  negates (harmless); SR yes (harmless)
  The targets of this spell become angrier as they fight, the pain of 
  their wounds fueling their strength. An affected creature gains 
  a cumulative +2 morale bonus to Strength and a cumulative -1 
  penalty to AC for every 5 points of damage it takes (maximum +10 
  Strength, -5 AC) for the duration of the spell. These bonuses last 
  until the spell expires or the target falls unconscious. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  enemy’S heart
  School necromancy[death, evil]; Level adept 2, cleric 2; Casting 
  Time 1 full-round action; Components V, S, M (creature’s 
  heart); Range touch; Targets living creature touched; Duration 
  concentration/10 minutes per HD of the subject; see text; Saving 
  Throw none; SR yes
  You cut out an enemy’s heart and consume it, absorbing that 
  enemy’s power as your own. As part of casting this spell, you 
  perform a coup de grace with a slashing weapon on a helpless, 
  living adjacent target. If the target dies, you must eat its heart 
  (a full-round action) to gain the spell’s benefits. If the target 
  survives, the spell is not wasted and you can try again as long as 
  you continue concentrating on the spell. When you consume the 
  heart, you gain the benefits of a death knell spell, except you gain 
  1d8 temporary hit points per Hit Die of the target, and the bonus to 
  Strength is a profane bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ghoSt woLF
  School conjuration(creation); Level sorcerer/wizard 4; Casting 
  Time 10 minutes; Components V, S, F (dire wolf tooth); Range 
  0 ft.; Targets one quasi-real dire wolf-like creature; Duration 1 
  hour/level (D) or 1 round/level; see text(D); Saving Throw none 
  (see description); SR no
  This spell conjures a Large, quasi-real, wolf-like creature made 
  of roiling black smoke. It functions as phantom steed, except as 
  noted above. In addition, the creature radiates an aura of fear. Any 
  creature with less than 6 Hit Dice within 30 feet (except the wolf 
  ‘s rider) must make a Will save or become shaken for 1d4 rounds 
  (this is a mind-affecting fear effect). A creature that makes its Will 
  save is unaffected by the steed’s fear aura for 24 hours. 
  The ghost wolf may also be used in combat. Once per round, the 
  rider may direct the wolf to attack in battle as a free action (bite 
  +10, 1d8+6 damage); unlike an animal mount, this does not require 
  a Ride check or any training. Once the ghost wolf attacks, it lasts 
  for only 1 round per level thereafter. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ShieLD the banner
  School abjuration; Level adept 1, cleric 1; Casting Time 1 
  standard action; Components V, S, DF; Range touch; Targets 
  standard touched; Duration 1 minute/level; Saving Throw Will 
  negates; SR no
  This spell is used to protect one of a tribe’s most valuable posses-
  sions: its tribal banner. Any creature (other than a member of the 
  tribe which the standard represents) attempting to directly attack or 
  touch the standard must make a Will save. This spell functions as 
  sanctuary, but only protects a standard or banner. In addition, the 
  spell grants a +2 bonus to the standard’s hardness, and +10 to the 
  standard’s hit points for the duration of the spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SpontaneouS immoLation
  School evocation[fire]; Level sorcerer/wizard 2; Casting Time 1 
  standard action; Components V, S, M (pinch of saltpeter); Range 
  medium (100 ft. + 10 ft./level); Targets one creature; Duration 
  instantaneous; Saving Throw Fortitude half and Reflex (see 
  description); SR yes
  You point your finger at a creature, causing it to spontaneously 
  burst into flame. The target takes 3d6 points of fire damage and 
  catches on fire (see page 444 of the Pathfinder RPG Core Rulebook 
  for rules on burning creatures). A successful Fortitude save reduces 
  this damage by half and prevents the target from catching on 
  fire. Each round on your turn, a burning target can attempt a new 
  save to extinguish the flames (DC equal to the DC of the spell); 
  otherwise it takes another 1d6 fire damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Vigor
  School transmutation; Level adept 0, cleric 0; Casting Time 1 
  standard action; Components V, S; Range touch; Targets creature 
  touched; Duration 1 minute or until discharged; Saving Throw 
  Will negates (harmless); SR yes
  This spell infuses the subject with a small surge of strength. 
  The creature gets a +1 competence bonus on a single melee 
  damage roll. It must choose to use the bonus before making the 
  roll to which it applies. Ranged or spell attacks are unaffected by 
  this spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ape waLk
  School transmutation; Level druid 3, ranger 2, sorcerer/wizard 3; 
  Casting Time 1 standard action; Components V, S, M (an ape or 
  monkey paw); Range touch; Targets creature touched; Duration 
  10 minutes/level; Saving Throw Will negates (harmless); SR yes
  (harmless) The subject can climb as well as an ape or monkey, 
  gaining a climb speed of 30 feet and a +8 racial bonus on Climb 
  skill checks. The affected creature must have her hands free to 
  climb in this manner. In addition, as long as she has 10 feet of 
  space in which to make a running start, the subject can make a 
  long jump of up to 10 feet without making an Acrobatics check (an 
  Acrobatics check is still required to jump longer distances). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DeFoLiate
  School necromancy; Level druid 2, ranger 1, sorcerer/wizard 2; 
  Casting Time 1 standard action; Components V, S, M (a locust); 
  Range close (25 ft. + 5 ft./2 levels); Effect Target or see text; 
  Duration instantaneous; Saving Throw none; SR yes
  You hurl a tiny ball of negative energy, destroying plant life 
  either in a line 60 feet long or a 10-foot-radius spread. This 
  effect removes the cover and concealment provided by trees and 
  undergrowth, eliminates the movement penalties associated with 
  undergrowth, and so forth. 
  You may also target a single plant creature with this spell. 
  You must succeed on a ranged touch attack to hit your target. 
  An affected plant creature takes 2d8 points of damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  heatStroke
  School evocation[fire]; Level druid 3, sorcerer/wizard 3; Casting 
  Time 1 standard action; Components V, S, M (a drop of sweat); 
  Range close (25 ft. + 5 ft./2 levels); Effect ray; Duration 1 
  minute/level; Saving Throw Fortitude partial, see text; SR yes
  A wavering red ray projects from your finger. You must succeed on 
  a ranged touch attack with the ray to hit your target. 
  The ray inflicts 1d4 points of nonlethal damage, causing the target 
  to suffer from heatstroke as its body temperature dramatically 
  increases. Except as noted above, this spell otherwise functions as 
  ray of exhaustion. 
  Characters wearing heavy clothing or armor of any sort take a -4 
  penalty on their saves. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DeaDeye’S Lore
  School divination; Level bard 1, cleric 1, druid 1, inquisitor 1, 
  ranger 1; Casting Time 1 round; Components V, S; Range 
  personal; Targets you; Duration 1 hour/level
  While subject to this spell, you take upon yourself the mantle of 
  the outdoorsman, channeling a small sliver of Erastil’s divine 
  knowledge of the wild. You gain a +4 sacred bonus on all Survival 
  checks for the duration of the spell, and you do not have to move 
  at half your speed while traveling through the wilderness or while 
  tracking. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  enhance water
  School transmutation; Level bard 1, cleric 1, paladin 1; Casting 
  Time 1 round; Components V, S; Range touch; Targets 1 pint 
  of water/level; Duration instantaneous; Saving Throw Fortitude 
  negates (object); SR yes (object)
  This spell transforms water into an alcoholic beverage, typically 
  ale, beer, mead, or wine. The alcohol is of middling quality but 
  drinkable. The spell also serves to remove poisons, disease, 
  minerals, and other toxins from the water as it transforms. The 
  more contaminants exist in the water, the darker the ale and the 
  more full-bodied the wine. The alcohol content does not change. 
  This spell does not work on unholy water, potions, or other liquids 
  with magical power. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hairLine FractureS
  School transmutation; Level cleric 1, druid 1; Casting Time 1 
  standard action; Components V, S, M; Range touch; Targets 
  5-foot-square section of stone or a creature with the earth subtype; 
  Duration 1 round/level; Saving Throw Fortitude negates (object); 
  SR yes (object)
  With a single touch, you create momentary hairline fractures in a 
  piece of stone or a creature with the earth subtype. If you cast this 
  spell on a section of stone, you reduce its hardness to 5 and its hit 
  points to 10/inch of thickness. If you cast this spell on a creature 
  with the earth subtype, that creature takes a -2 penalty to AC for 
  the spell’s duration. A make whole spell reverses this spell’s effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  haze oF DreamS
  School enchantment(charm)[mind-affecting]; Level bard 1, 
  cleric 1, inquisitor 1, paladin 1; Casting Time 1 standard action; 
  Components V, M (pinch of sand); Range close (25 ft. + 5 ft./2 
  levels); Targets one creature; Duration 1 round/level; Saving 
  Throw Will negates; SR yes
  You fill an enemy’s head with waking dreams, a reminder of the 
  pleasures, delights, and terrors to be found in the dream world. 
  While in this strange dream state, the target moves at half its 
  normal speed (round down to the next 5-foot increment), which 
  affects the creature’s jumping distance as normal for decreased 
  speed. 
  Multiple haze of dreams effects do not stack, nor does this spell’s 
  effect stack with slow. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Sun metaL
  School transmutation[fire]; Level cleric 1, paladin 1, ranger 1; 
  Casting Time 1 standard action; Components V, S; Range touch; 
  Targets one melee weapon; Duration 1 round/level (see text); 
  Saving Throw Fortitude negates (object); SR yes (object)
  The target weapon ignites into flame that does not hurt the weapon 
  or the wielder, but damages those hit by the weapon. 
  When the weapon’s wielder hits with this weapon, it deals an 
  additional 1d4 points of fire damage. This damage is not multiplied 
  in the case of a critical hit. This effect immediately ends if the 
  weapon is submerged in water. This effect does not stack with 
  the flaming or flaming burst weapon special ability or any other 
  that grants the weapon extra fire damage. It does not function on 
  weapons with the frost or icy burst weapon special ability or any 
  other effect that grants a weapon extra cold damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  tap inner beauty
  School divination; Level bard 1, cleric 1; Casting Time 1 standard 
  action; Components V, M (a tiny mirror); Range personal; 
  Targets you; Duration 1 minute/level
  This spell allows you to tap into the natural beauty of your soul 
  and let it shine from your eyes and your speech. While the spell is 
  active, you gain a +2 insight bonus on all Charisma ability checks 
  and Charisma-based skill checks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  traiL oF the roSe
  School illusion(phantasm); Level bard 2, cleric 2; Casting Time 
  1 standard action Components S, V; Range touch; Targets 1 rose 
  touched; Duration 1 hour/level (D)(D); Saving Throw no; SR no
  This spell creates an illusory trail in the form of a misty and visible 
  scent coming from the rose used as this spell’s material compo-
  nent. When you cast this spell, the scent of the rose leaves a faint 
  pink-tinged illusion that ripples and flows in the area. Only you 
  and up to six creatures you designate upon casting the spell can 
  see the illusion. To designate a creature, you must know it well. 
  It is not enough simply to have met that creature once or heard of 
  the creature. 
  When you move, this illusory scent leaves a trail, though there 
  are no telltale signs of which direction you moved if creatures 
  designated by this spell find a middle section of the trail. This is 
  typically used to create backtracking method for the caster’s hand-
  picked allies, useful for navigating in and out of mazes or labyrin-
  thine cave complexes without leaving behind an obvious trail. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  weaponS againSt eViL
  School transmutation; Level cleric 1, inquisitor 1, paladin 1; 
  Casting Time 1 standard action; Components V, DF; Range close 
  (25 ft. + 5 ft./2 levels); Targets one weapon/level, no two of which 
  can be more than 20 ft. apart; Duration 1 round/level; Saving 
  Throw Fortitude negates (object); SR yes (object)
  The weapons this spell affects each shine with pale light that dimly 
  illuminates a 5-foot square. These weapons also ignore the DR of 
  evil creatures that have DR 5 or lower as long as it is not DR/epic. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FairneSS
  School enchantment(compulsion mind-affecting); Level cleric 1, 
  inquisitor 2, paladin 2; Casting Time 1 full-round action; Compo-
  nents V, S, DF; Range close (25 ft. + 5 ft./2 levels); Targets one 
  humanoid creature per level; Duration 1 minute/level; Saving 
  Throw Will negates; SR yes
  Humanoid creatures affected by this spell must trade fairly with 
  others to the best of their knowledge. If they know the fair value 
  (or even an estimated fair value) of a good or service, they cannot 
  allow a trade to proceed if it would benefit one side unfairly, 
  preventing them from cheating another while under the influence 
  of this spell. The symbol of Abadar appears above the heads of 
  those affected by this spell, making those affected and unaffected 
  by the spell immediately apparent. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SeDucer’S eyeS
  School enchantment(charm mind-affecting); Level bard 2, sorcerer 
  2, wizard 2; Casting Time 1 standard action; Components V, S, 
  DF; Range personal; Targets you; Duration 10 minutes/level 
  (D)(D)
  This spell increases your physical allure. You gain a bonus on 
  Charisma-based skill checks equal to 1 + 1 for every 4 caster levels 
  you possess (to a maximum of +5), but only benefits you when 
  interacting with those who might conceivably find you sexually 
  attractive. You do not gain this bonus against those you or your 
  allies are attacking or threatening. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Lighten object
  School transmutation; Level bard 1, cleric 1, sorcerer/wizard 1, 
  summoner 1; Casting Time 1 standard action; Components V, 
  M (goose down); Range close (25 ft. + 5 ft./2 levels); Targets 1 
  object of 1 cubic ft./level; Duration 1 minute/level; Saving Throw 
  Will negates (object); SR yes (objects)
  This spell decreases the target’s weight by half. If cast on armor, it 
  improves the armor check penalty by 1, though it does not change 
  the armor’s categorization as light, medium, or heavy. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Lighten object, maSS
  School transmutation; Level cleric 5, sorcerer/wizard 5, summoner 
  5; Casting Time 1 standard action; Components V, M (goose 
  down); Range close (25 ft. + 5 ft./2 levels); Targets multiple 
  objects of 1 cubic ft./level, no two of which can be more than 30 ft. 
  apart; Duration 10 minutes/level
  Saving Throw Will negates (object); SR yes (objects)
  This spell functions like lighten, except that it affects a number of 
  objects equal to half your caster level. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reaD weather
  School divination; Level bard 1, cleric 1, druid 1, ranger 1; 
  Casting Time 1 minute; Components V, S, F (a set of marked 
  sticks or bones worth at least 25 gp); Range personal; Targets 
  you; Duration instantaneous
  This spell allows you to precisely forecast the weather at your 
  current location for the next 48 hours, providing you with advance 
  warning of storms, blizzards, tornadoes, and other such meteoro-
  logical phenomena. It applies only to the weather that would arise 
  normally and naturally, and does not take into account any magical 
  occurrences that might change the weather of an area. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Sky Swim
  School transmutation[air]; Level cleric 3, druid 3; Casting Time 
  1 standard action; Components V, S, DF; Range touch; Targets 
  creature touched (Large or smaller); Duration 1 minute/level; 
  Saving Throw none; SR yes (harmless)
  This spell grants the target the ability to swim through the air. 
  Creatures with a swim speed can move through the air at that 
  speed. Those without a swim speed must make Swim checks to 
  move as normal. Still air is treated as calm water, light or moderate 
  wind is treated as rough water, strong or severe wind is treated as 
  stormy water, and stronger winds cannot be swum through (see 
  Core Rulebook page 439). This spell does not grant the ability to 
  breathe air to creatures that normally can’t. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  abStemiouSneSS
  School transmutation; Level bard 1, cleric 1, druid 1; Casting 
  Time 1 standard action; Components V, M; Range touch; Targets 
  a handful of berries, grains, nuts, or rice; Duration 1 hour; Saving 
  Throw none; SR yes
  Not everyone can achieve the physical stamina of the monk, 
  but sometimes Irori smiles on his worshipers and allows them a 
  reprieve from physical hungers and wants. This spell magically 
  enhances a handful of simple food, imbuing it with enough 
  nutrition to satisfy a Medium or smaller creature for a full day. 
  The spell does not create food, and as such will not alone prevent 
  someone from starving, but it can extend even limited reserves for 
  extended periods. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SpeLL gauge
  School divination[mind-affecting]; Level bard 2, cleric 2, 
  inquisitor 2, sorcerer/wizard 2; Casting Time 1 standard action; 
  Components V, S, F (a silver piece); Range close (25 ft. + 5 ft./
  level); Targets one creature; Duration instantaneous; Saving 
  Throw yes; SR yes
  Upon casting this spell, you immediately know a selection of the 
  spells the target creature has prepared or knows. The number of 
  spells revealed to you is equal to your caster level. The target’s 
  lowest-level spells are revealed first-ignoring 0-level spells-in a 
  random order. Once all of the target’s 1st-levels spells are revealed, 
  the spell begins revealing 2nd-level spells, then 3rd-level spells. 
  This spell does not reveal spells of 4th level or higher, nor does 
  it reveal spell-like abilities or other special abilities. If cast on a 
  creature that is not a spellcaster, that only has spells of 0 level or 
  of 4th level or higher prepared, that has expended all of its spells, 
  or that has not prepared any spells that day, the spell is expended 
  without effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  earLy juDgment
  School divination; Level cleric 2, inquisitor 2; Casting Time 1 
  standard action; Components V, S, DF; Range close (25 ft. + 5 ft./
  level); Targets one humanoid creature; Duration 1 round; Saving 
  Throw Will negates; SR yes
  You show one creature the effect of its life so far and what it might 
  expect when it passes under Pharasma’s impartial gaze at the end 
  of its life. Depending on the creature’s alignment and its adherence 
  to its ethos, you can provide it a brief glimpse of the reward or 
  punishment that waits for it when it dies by showing it a mental 
  image of its destined plane in the Great Beyond. If your target 
  is good-aligned, it must save or be fascinated for 1d4 rounds. If 
  your target is neutral-aligned, it must save or be confused for 1d4 
  rounds. If your target is evil-aligned, it must save or be shaken for 
  1d4 rounds. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLot
  School transmutation; Level bard 3, cleric 3, sorcerer/wizard 3; 
  Casting Time 1 standard action; Components V, S, M (a bit of 
  cloth made wet with saliva); Range close (25 ft. + 5 ft/2 levels); 
  Effect 10 ft.-radius burst; Duration 24 hours; Saving Throw Will 
  negates (object); SR yes (object)
  This spell reduces all types of writing and other recognizable 
  symbols found on any sort of surface within range into illegible 
  smears. It affects books, carvings on stone, or even tattoos with 
  equal ease. It does not affect writing that is not actually on a 
  surface, such as an illusion, projection, reflection, or anything 
  similar. Spellbooks and magical items that contain writing (such 
  as scrolls) gain a saving throw to resist the effects of this spell. 
  Against magical writing created by spell effects (such as glyphs of 
  warding or symbols), blot instead functions as a dispel magic spell 
  capable of targeting all such spell effects in the area. This spell has 
  no on writing found on artifacts or similarly unique surfaces. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Fire Sneeze
  School evocation[air, fire]; Level alchemist 2, druid 2, sorcerer/
  wizard 2; Casting Time 1 standard action; Components V, S, M 
  (hot pepper soaked in oil); Range personal; Targets you; Dura-
  tion 1 round + 1 round/2 levels; Saving Throw Reflex half; SR yes
  This spell causes you to begin sneezing gouts of fire that can not 
  only set creatures ablaze but also drop them flat on their backs. 
  Once you cast this spell, you must sneeze each round as a standard 
  action-you can take no other standard action as long as this spell 
  is in effect, nor can you take full-round actions. Each time you 
  sneeze, you produce a 10-foot-long cone of fire and wind. All 
  creatures caught in this cone take 2d6 points of fire damage-a 
  successful Reflex save halves this damage. Any creature that fails 
  to resist this spell with a Reflex save must immediately make a DC 
  12 Fortitude save or be knocked prone by the blast of wind associ-
  ated with the sneeze. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Limp LaSh
  School necromancy; Level sorcerer/wizard 2, witch 2; Casting 
  Time 1 standard action; Components V, S, M (a dead wasp); 
  Range 20 ft.; Targets 1 creature; Duration special (see below); 
  Saving Throw none; SR yes
  You create a dark whip-shaped field of energy that wraps around an 
  enemy’s neck, leaving everything except his head paralyzed until 
  you let go of the whip or it is destroyed. You must make a ranged 
  touch attack with this spell. If you strike your target, he takes a 1d6 
  penalty to his Strength, Dexterity, and Constitution each round. 
  This penalty cannot reduce any attribute to less than 1, and once 
  any of these attributes reaches 1 the target collapses and his body, 
  except his head, becomes paralyzed. While paralyzed in this way, 
  the target retains full use of his senses, including the ability to 
  feel pain, and can speak (including casting spells with only verbal 
  components). The whip has a maximum length of 20 feet, 15 hit 
  points, and a hardness of 5. The spell ends immediately if you let 
  go of the whip or it is destroyed. When the spell ends, all penalties 
  the target took from this spell also end. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  abLatiVe Sphere 
  School abjuration; Level sorcerer/wizard 3; Casting Time 1 stan-
  dard action; Components V, S, M (a crystalline sphere worth 10 
  gp); Range personal; Target you; Duration 1 minute per level (D)
  An immobile, crystalline, weblike globe surrounds you. When 
  the ablative sphere winks into existence, it provides you with 
  improved cover (Core Rulebook 196). The barrier does not impede 
  a spell’s line of sight or effect.
  The sphere is 1 inch thick per caster level, has hardness 5, and 3 
  hit points per inch of thickness. When an ablative sphere loses hit 
  points, the level of cover it provides is reduced. When the ablative 
  sphere has lost one-third of its hit points, it provides cover instead 
  of improved cover. Once it has lost two-thirds of its hit points, it 
  provides only partial cover. Finally, when the ablative sphere’s hit 
  points reach 0, the globe is destroyed. When an attack reduces an 
  ablative sphere’s hit points to 0, you take any remaining damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aDmoniShing ray
  School evocation [force]; Level cleric 2, sorcerer/wizard 2; 
  Casting Time 1 standard action; Components V, S; Range close 
  (25 ft. + 5 ft./2 levels); Effect one or more rays; Duration instanta-
  neous; Saving Throw none; Spell Resistance yes
  You blast your enemies with rays of nonlethal force. You may fire 
  one ray, plus one additional ray for every four levels you possess 
  beyond 3rd (to a maximum of three rays at 11th level).
  Each ray requires a ranged touch attack to hit and deals 4d6 points 
  of nonlethal damage. This is a force effect. The rays may be fired at 
  the same or different targets, but all rays must be fired simultane-
  ously and aimed at targets within 30 feet of each other. 
  The rays hit about as hard as a punch from a strong adult human, 
  and can knock away unattended objects weighing up to 10 pounds 
  if that amount of force could normally do so.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  burning arc 
  School evocation [fire]; Level sorcerer/wizard 2; Casting Time 
  1 standard action; Components V, S; Range close (25 ft. + 5 
  ft./2 levels); Targets one primary Target plus one additional 
  target/3 levels (each of which must be within 15 ft. of the primary 
  target); Duration instantaneous; Saving Throw Reflex half; Spell 
  Resistance yes
  This spell causes an arc of flame to leap from your fingers, burning 
  a number of enemies nearby. It deals 1d6 points of fire damage 
  per caster level (maximum 10d6). For every additional target 
  the discharge arcs to, reduce the number of damage dice by half 
  (rounded down). Therefore, at 9th level, your burning arc deals 9d6 
  points of fire damage to the primary target, then 4d6 points of fire 
  damage to a secondary target, then 2d6 points of fire damage to an 
  additional target.
  Each target can attempt a Reflex saving throw for half damage. The 
  Reflex DC to halve the damage of the secondary bolts is 2 lower 
  than the DC to halve the damage of the primary bolt. You may 
  choose secondary targets as you like, but they must all be within 
  15 feet of the primary target, and no target can be struck more than 
  once. You can choose to affect fewer secondary targets than the 
  maximum.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cuLturaL aDaptation 
  School divination; Level bard 1, cleric 1, sorcerer/wizard 1; 
  Casting Time 1 standard action; Components V, S, M/DF (a 
  document written in the language of the culture to be emulated); 
  Range personal; Target you; Duration 10 minutes per level
  When casting this spell, you must concentrate on the culture to 
  which you wish to adapt. If you speak the native language of the 
  culture in question, then for the duration of this spell, you speak 
  the language with a native accent.
  The spell does not teach you the language in question, but may 
  be combined with tongues or a similar spell. Your body language 
  and gestures mark you as a native of the culture, and you 
  unconsciously make small decisions that help you blend in. These 
  combined new traits give you a +2 on Diplomacy checks made 
  to influence members of the culture to which you have adapted. 
  You also gain a +2 circumstance bonus on Disguise checks made 
  to pass yourself off as a member of the culture. Additionally, the 
  DCs of enchantment (charm) spells you cast against natives of the 
  culture to which you are attuned increase by +1.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Detect the FaithFuL
  School divination; Level cleric 1, druid 1, paladin 1, ranger 1; 
  Casting Time 1 standard action; Components V, S, DF; Range 60 
  ft.; Area cone-shaped emanation; Duration concentration, up to 1 
  minute/level (D); Saving Throw none; Spell Resistance no
  You can detect other worshipers of your deity (mortal worshipers, 
  outsider servants, and so on). The amount of information revealed 
  depends on how long you focus on a particular area or subject.
  1st Round: Presence or absence of the faithful.
  2nd Round: Number of individual faithful in the area.
  3rd Round: The exact location of each worshiper. If a fellow 
  worshiper is outside your line of sight, then you discern his direc-
  tion but not his exact location.
  Each round you can rotate to detect worshipers in a new area. The 
  spell can penetrate barriers, but a sheet of lead, 1 foot of stone, 1 
  inch of common metal, or 3 feet of wood or dirt blocks it.
  The GM decides if worshipers are present. A creature’s personal 
  interpretation of its beliefs determines whether or not it is of the 
  same faith as you—hence heretics and splinter cultists of your 
  deity still count as worshipers of that deity. The Green Faith counts 
  as a deity for the purpose of this spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Dirge oF the  
  VictoriouS knightS
  School illusion (shadow); Level bard 6; Casting Time 1 full 
  round; Components V, S, F (a medal from a dead knight or a copy 
  of a evil opera script); Range 120 ft.; Effect 120-ft. line, 10 ft. 
  wide; Duration instantaneous; Saving Throw Reflex half; Spell 
  Resistance yes
  You call forth spectral illusions of mounted knights to trample your 
  foes under the hooves of their glorious steeds. The incorporeal 
  knights appear in your square and ride forward in the direction you 
  indicate, dealing 1d6 points of damage per caster level (maximum 
  20d6) to all creatures in their path. Half of this damage is cold 
  damage, while half results directly from arcane power and is not 
  subject to cold resistance or immunity. The knights cannot pass 
  through force effects or barriers that block incorporeal creatures 
  or undead.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  enhanceD DipLomacy
  School divination; Level cleric 0, druid 0; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration 1 minute or until discharged; Saving Throw 
  Will negates (harmless); Spell Resistance yes (harmless)
  You imbue the subject with divine diplomacy skills. The creature 
  gets a +2 competence bonus on a single Diplomacy or Intimidate 
  check. It must choose to use the bonus before making the roll to 
  which it applies.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SanD whirLwinD
  School conjuration (creation); Level cleric 3; Casting Time 1 
  standard action; Components V, S, M (a handful of sand, dust, or 
  fine powder); Range medium (100 ft. + 10 ft./level); Target one 
  creature; Duration 1 round/level; Saving Throw Will negates 
  (blinding only); Spell Resistance no
  A whirling cloud of sand strikes the target, blinding it and 
  hampering its ability to speak. To speak while affected by the spell, 
  the target must make a Concentration check (DC equal to the DC 
  of this spell). If the target tries to cast a spell, the Concentration 
  DC increases by the level of the spell being cast.
  A successful Will save negates the blindness but not the speech-
  hampering effect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SanD whirLwinD, greater
  School conjuration (creation); Level cleric 5; Area 10-ft.-radius 
  spread
  This spell functions as sand whirlwind except as noted above.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ShieLD Speech
  School abjuration; Level bard 1, cleric 1, druid 1, sorcerer/wizard 
  1; Casting Time 1 standard action; Components V, S; Range 10 
  ft.; Target you and one other creature; Duration 1 minute/level 
  (D); Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You can securely communicate with one creature within range. 
  So long as your target remains within 10 feet of you, you and it 
  can speak freely to each other without fear of being overheard. 
  Communications that involve shield speech cannot be spied on, 
  such as with a divination spell, and observers of the conversation 
  can tell you are communicating but cannot read lips or hear the 
  conversation unless they are the target of the spell. If you or the 
  target speak to any other creatures, they can hear you normally 
  (only communication between you and the target is protected).
  The spell does not shield writing, sign language, or any form of 
  communication other than speaking.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ShieLD Speech, greater
  School abjuration; Level cleric 4, druid 4, sorcerer/wizard 4; 
  Range 30 ft.; Area 30-ft. emanation centered on you; Duration 
  10 minute/level
  This spell functions as shield speech, except all creatures within 
  the dome may communicate with each other as if linked by shield 
  speech. If they speak with anyone outside the area, those outside 
  the area hear them normally.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Snow Shape 
  School transmutation [water]; Level cleric 2, druid 1, sorcerer/
  wizard 2; Casting Time 1 standard action; Components V, S, M/
  DF (a miniature shovel); Range touch; Target snow or snow-
  sculpted object touched, up to 5 cubic ft. + 1 cubic ft./level; Dura-
  tion instantaneous; Saving Throw none; Spell Resistance no
  In frozen northern lands, where the earth may be hidden beneath 
  heavy drifts of snow, druids developed a variation of stone shape 
  that other spellcasters have since learned. You can form a mass of 
  snow into any shape that suits your purpose, as per the spell stone 
  shape. While it’s possible to make crude objects with snow shape, 
  most fine details aren’t possible. 
  However, a successful Craft (weapons) check allows you to create 
  a bladed weapon from the snow. The DC of this check is equal to 
  the DC listed with the Craft (weapons) skill (Core Rulebook 93). 
  You must be the one to make the Craft check and must do so at the 
  time of casting this spell. A failed check means that the spell is cast 
  normally but the weapon created is malformed and useless. This 
  spell can only be used to craft weapons and not more precise tools 
  or elaborate armors.
  Once you create the item with this spell, it solidifies into super-
  hard ice, gaining a hardness of 5 and 10 hit points per inch of 
  thickness. This weapon takes double damage from fire. Anyone 
  using an ice weapon takes a –2 penalty on attacks due to the slip-
  pery, unwieldy nature of the weapon, but the weapon deals 1 point 
  of cold damage in addition to its normal damage. A weapon created 
  by this spell lasts for 24 hours before melting into uselessness.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  caLL the VoiD
  School evocation; Level sorcerer/wizard 3; witch 3; Casting Time 
  1 standard action; Components V, S; Range personal; Target you; 
  Duration 1 round/level (D); Saving Throw Reflex for half; see 
  text; Spell Resistance yes
  This spell surrounds you with an aura of nothingness that channels 
  the mysterious energies of the Dark Tapestry. 
  Creatures adjacent to you when this spell is cast and at the start of 
  your turn take 2d6 points of damage. In addition, creatures affected 
  by your aura are fatigued, cannot breathe, and cannot speak or cast 
  spells with somatic components. Creatures adjacent to you are 
  allowed a Reflex save to halve the damage and negate the fatigue 
  effect, but cannot breathe or speak regardless of whether their save 
  is successful as long as they are adjacent to you.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  creDitS
  Spellcard data obtained from Perram’s Spellbook © 2011 Jefferson 
  Jay Thacker (http://www.thegm.org/) Spell data created by Mike 
  Chopswil, (http://d20pfsrd.com/magic/spells-db)
  Designation of Open Game Content: All Text
  open game LicenSe  
  VerSion 1.0a
  The following text is the property 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 trademark owners who 
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  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
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  to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including translations 
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  means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your accep-
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  4. Grant and Consideration: In consideration for agreeing to use this License, the 
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  the exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as 
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which 
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  9. Updating the License: Wizards or its designated Agents may publish updated 
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  10. Copy of this License: You MUST include a copy of this License with every copy of 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
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  13. Termination: This License will terminate automatically if You fail to comply with 
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  14. Reformation: If any provision of this License is held to be unenforceable, such 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  Advanced Players Guide, Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn
  Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, 
  LLC; Author: Joshua J. Frost.
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, 
  LLC; Author: JD Wiker.
  Pathfinder Companion: Qadira, Gateway to the East. Copyright 2009, Paizo Publishing, 
  
  LLC; Author: Brian Cortijo.
  Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; 
  Authors: Steve Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.
  Pathfinder Player Companion: Inner Sea Primer. Copyright 2010, Paizo Publishing, 
  LLC; Author: Colin McComb.
  Pathfinder Player Companion: Humans of Golarion. © 2011, Paizo Publishing, LLC; 
  Authors: James Jacobs, Colin McComb, Sean K Reynolds, Amber Scott, and Larry 
  Wilhelm.
  Pathfinder Player Companion: Halflings of Golarion. Copyright 2010, Paizo Publishing, 
  LLC; Authors: Hal MacLean and Amber E. Scott.
  Pathfinder Companion: Gnomes of Golarion. Copyright 2010, Paizo Publishing, LLC; 
  Authors: Hal Maclean, Colin McComb, Mark Moreland, Jeff Quick, Sean K Reynolds, 
  Steven Schend, and Owen K. C. Stephens.
  Pathfinder Player Companion: Faiths of Purity. © 2011, Paizo Publishing, LLC; Author: 
  Colin McComb.
  Pathfinder Player Companion: Faiths of Balance. © 2011, Paizo Publishing, LLC; 
  Author: Colin McComb.
  Pathfinder Companion: Elves of Golarion, Copyright 2008, Paizo Publishing, LLC; 
  Authors Jeff Quick and Hal Maclean.
  Pathfinder Companion: Dwarves of Golarion. Copyright 2009, Paizo Publishing, LLC; 
  Authors: David A. Eitelbach, Russ Taylor, JD Wiker, Keri Wiker, and Hank Woon.
  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, 
  LLC; Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Chris-
  tine Schneider, and Amber E. Scott.
  Pathfinder Companion: Andoran, Spirit of Liberty. Copyright 2010, Paizo Publishing, 
  LLC; Authors: Jonathan Keith, Hal Maclean, Colin Moulder-McComb, Jason Nelson, 
  and Hank Woon.
  Ultimate Spell Decks: Companion Guides Spell Cards, Copyright 2012, Louis Porter 
  Jr. Design, Inc.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9469 - Ultimate Spell Decks - Companion Guides.pdf