101 4th Level Spells

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The document provides descriptions of 101 4th level spells for various spellcasting classes.

The document describes 4th level spells for bards, clerics, druids and sorcerers.

Example spells mentioned include Armor Plating, Boorishness, Charm Person Mass and Sonic Blast.

Rite Publishing Presents:

101 4th Level Spells


Sorcerer Supreme (Designer): Steven D. Russell
Spellbook Scribe (Editor): David Paul
Master Illusionist (Cover Artist): Peter Szabo Gabor
Transmuters (Interior Artwork): Claudio Pozas,
Joe Calkins (pg 4), Hugo Solis (pg 18)
Lowly Apprentice (Layout): Steven D. Russell

Dedication: To Mike Holt


You are the best amongst us.
Special Thanks to the subscribers: Ben Asaro, Chris Mattson,
Craig Johnston, Jani Vaara, Jeffery Spencer, Mark Gedak,
Michael Welham, Oliver Spreckelsen, and Paul Watson

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.
101 2nd level spells 2010 Steven D. Russell, Open Gaming License Copyright 2007
Wizards of the Coast. All rights reserved, 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. Some artwork by Claudio Pozas, copyright Expeditious Retreat Press,
used with permission.

4th4th-Level Bard Spells

Armor Plating: You gain a +5 armor bonus and DR


5/adamantine.
Bestow Affliction: Inflicts a disability on the target.
Blood Curse: Subject takes double damage from
slashing and piercing weapons and bleed effects.
Borrow Limb: Attach another creatures severed
arm to yourself.
Circle of Censure: Magical aura damages
aberrations, undead, and outsiders.
Cloud Dragon: Make a cloud into a gold or silver
dragon that can fly you about.
Commune with the Ancients: Commune with the
land or ancient ruins.
Confessions Hand: Forces out the truth in writing.
Contingent Serious Healing: Target that takes 12
or more damage instantly heals 4d8 hit points.
Curse Ability: You can remove one class ability or
one universal monster ability from a target creature.
Dampen Magic Item: As dispel magic on an item
but with a longer duration.
Escape the Bonds of Flesh: Target suffers 2d8
points of damage +1 point/caster level; if below 0 hp,
targets skeleton tears out of body and animates.
Hand of Time: Accelerates all magical effects in the
area of effect.
Heart of the Gazelle: Creature gains speed,
Dexterity and Constitution bonuses, and a bonus to
Acrobatics checks.
Imbue Creature With Divine Power: Grant a +2
bonus to subjects physical stats and next attack deals
+1 damage/level.
Kismet: One creature/5 levels takes damage when
you do.
Light Before, Darkness Behind: You create a
zone of light and darkness around an object or
creature.
Light of Truth: A colored aura reveals subjects true
or false statements to all.
Sanctum: You withdraw into an extradimensional
space. (Swift)
Smite Foe: Ray of sacred energy deals 1d8/2 levels
damage to one target or 1d8/level to evil outsiders and
undead.
Soften: Decrease an objects hardness.
Spirit Dragon: You create the partially real illusion
of an adult dragon.
Stomach Bloom: Subject is sickened, spews
stomach contents to deal 1d6 acid damage/2 levels
every 1d4 rounds.
Symbol of Despair: Triggered rune fills nearby
creatures with utter despair.
Wall of Light: You erect a wall that causes anyone
who passes through it to glow.
Watchful Spirits: Spiritual manifestations prevent
you from being flanked and grant you an insight
bonus on one Reflex save.
Wave of Pain: Subjects suffer a -4 penalty to attacks
and to initiative, skill and ability checks, and their
movement is reduced by 10 ft.
Witchbreaker: You generate a region that inflicts
damage on arcane spellcasters.

Armor Plating: You gain a +5 armor bonus and DR


5/adamantine.
Boorishness: Subjects Charisma drops to 1 for a
limited time.
Charm Person, Mass: As charm person, but affects
multiple targets within 30 feet.
Contingent Serious Healing: Target that takes 12
or more damage instantly heals 4d8 hit points.
Counter Silence: Dispels magical silence.
Crystalguard, Lesser: Ten crystals absorb spells.
Curse of Wanderlust: Forces target to travel in a
random direction.
Depth Charge: You stun and deal sonic damage to
underwater targets or damage surface targets in a
smaller area.
Dying Vengeance: Upon casters death, a scream
curses the killer, inflicting 1d4 points of Charisma
drain/day.
Eldritch Mouth: As magic mouth, but can trigger
command word magic items and effects.
Fit of Pique, Greater: Targets are forced to attack
their allies.
Fold: You become paper-thin and fold yourself into a
small square.
Foozle: Subjects become clumsy, suffering penalties
to their attacks, checks and more.
Inspiring Word: Grant allies temporary hit points,
and a bonus to attacks, Will saves, and against fear
effects.
Maddening Insult: Uncontrollable anger drives
target creature to attack you and suffer penalties to
AC and attacks.
Massmorph into Trees: Subjects appear as normal
trees.
Multi-Image: Creates multiple images of the caster,
all of which can act independently.
Power Word: Laughter: With a powerful word,
you send an opponent into a fit of laughter.
Remember Way: Allow a conveyance or animal to
guide itself on a known path.
Secret Missive: Short message is concealed within
larger text.
Shimmering Crystal: Targets see what they truly
want
Sonic Blast: Cone of sonic energy inflicts 1d4 points
of damage/level.
Sonic Lance: Creates melee weapon that inflicts 1d4
points of damage/two levels.
Subvert Charm: Transfers original charm effect to
casters control.
Supernatural Ward, Greater: Subject gains a +10
bonus on saves against supernatural effects.
(Immediate)
Watchful Spirits: Spiritual manifestations prevent
you from being flanked and grant you an insight
bonus on one Reflex save.

4th4th-Level Cleric Spells


Armor of Force: Targets armor bonus applies to
touch attacks.
1

Zone of Mishaps: Spells and casters in area must


make a caster level check or be subject to a scroll
mishap.
Zone of Parley: You create a zone where a truce is
enforced.

Unstable Form: Target creatures body is


destabilized into an amorphous mass.

4th4th-Level Paladin Spells


Armor of Force: Targets armor bonus applies to
touch attacks.
Armor of the Heart: Add your Constitution bonus
to your AC.
Armor Plating: You gain a +5 armor bonus and DR
5/adamantine.
Circle of Censure: Magical aura damages
aberrations, undead, and outsiders.
Exile: You put 1 creature/level into a temporary
extradimensional prison tied to you.
Exorcism: Expel a possessing creature from a
victim.
Foresight of the Just Warrior: If you possess the
Power Attack Feat you deal optimized Power Attack
damage.
Halo of Righteousness: Grants allies a +2 sacred
bonus to AC and Reflex saves, they ignore one chosen
condition, and you can use your mercies on them
without touching them.
Heroic Sacrifice: You take the damage and effects
for all chosen creatures.
Ideal Restraints: Conjured chains, manacles and
ropes restrain creatures.
Last Act: You ignore any conditions you are affected
with for 1 round.
Light of Truth: A colored aura reveals subjects true
or false statements to all.
Martyr: If target dies, he makes a limited wish that
cannot bring him back to life.
Portrait of the Wanted: Create a drawing of the
last person to touch an item.
Resist Damage: Gain damage reduction equal to
your Constitution modifier.
Shield of Ablation: Minimizes all variable weapon
damage inflicted on you.
Smite Foe: Ray of sacred energy deals 1d8/2 levels
damage to one target or 1d8/level to evil outsiders and
undead.
Track Magic: Allows you to trail a magical creature
or spellcaster.
True Sacrifice: You grant a true resurrection and
you die and cannot be raised or resurrected.
Untiring: The target does not need to make
Constitution checks related to fatigue or
environmental conditions, and isnt encumbered by
weight.
Ward of Mercy: All damage dealt within the area of
the spell is nonlethal damage.
Witchbreaker: You generate a region that inflicts
damage on arcane spellcasters.

4th4th-Level Druid Spells


Air and Water: Intermix air and water in 15-ft.radius emanation to allow breathing and impede
movement or melee.
Armor of Thorns: You gain a +4 natural armor
bonus, and whenever an enemy strikes you with a
natural or hand-held melee weapon, it takes 7 points
of damage.
Camouflage, Mass: One stationary subject/level
gains a +10 bonus on Stealth checks.
Circle of Censure: Magical aura damages
aberrations, undead, and outsiders.
Cloud Dragon: Make a cloud into a gold or silver
dragon that can fly you about.
Commune with the Ancients: Commune with the
land or ancient ruins.
Contingent Serious Healing: Target that takes 12
or more damage instantly heals 4d8 hit points.
Curse Ability: You can remove one class ability or
one universal monster ability from a target creature.
Dust Cloud: Obscures vision, blinds creatures, and
impedes movement.
Grappling Vine: A sticky vine shoots forth to
grapple and deal damage to a foe.
Heart of the Gazelle: Creature gains speed,
Dexterity and Constitution bonuses, and a bonus to
Acrobatics checks.
Imbue Creature With Divine Power: Grant a +2
bonus to subjects physical stats and next attack deals
+1 damage/level.
Massmorph into Trees: Subjects appear as normal
trees.
Primal Scream: Cone deals sonic damage to
creatures and objects, and grants you both Strength
and Constitution bonuses, and increases your charge
speed.
Puffball: Leathery sphere releases acidic vapor and
toxic dust as splash weapon, deals 1d8/two levels
damage (max. 5d8) plus Constitution damage and
blindness.
Remember Way: Allow a conveyance or animal to
guide itself on a known path.
Spirit Dragon: You create the partially real illusion
of an adult dragon.
Steam Jet: High-pressure steam deals 1d6/level
damage (max. 10d6), heats equipment, and can knock
creatures back.
Stomach Bloom: Subject is sickened and spews its
stomach contents to deal 1d6 acid damage/2 levels
every 1d4 rounds.
Sunray: You focus ambient light into a scorching
beam, dealing damage as ranged touch attack and
possibly setting targets on fire.
Teeth of the Wind: Blast of air bludgeons and
knocks creatures back.

4th4th-Level Ranger Spells


Armor of Thorns: You gain a +4 natural armor
bonus, and whenever an enemy strikes you with a
natural or hand-held melee weapon, it takes 7 points
of damage.
2

Circle of Censure: Magical aura damages


aberrations, undead, and outsiders.
Confessions Hand: Forces out the truth in writing.
Curse Ability: You can remove one class ability or
one universal monster ability from a target creature.
Halt Device: Mechanical object ceases to function.
Heart of the Gazelle: Creature gains speed,
Dexterity and Constitution bonuses, and a bonus to
Acrobatics checks.
Maddening Insult: Uncontrollable anger drives
target creature to attack you and suffer penalties to
AC and attacks.
Ideal Restraints: Conjured chains, manacles and
ropes restrain creatures.
Many Arms: Target gains additional arms.
Massmorph into Trees: Subjects appear as normal
trees.
Portrait of the Wanted: Create a drawing of the
last person to touch an item.
Prophets Eye: See, hear, and feel a targets
experiences.
Remember Way: Allow a conveyance or animal to
guide itself on a known path.
Track Magic: Allows you to trail a magical creature
or spellcaster.

Stomach Bloom: Subject is sickened and spews its


stomach contents to deal 1d6 acid damage/2 levels
every 1d4 rounds.
Watchful Spirits: Spiritual manifestations prevent
you from being flanked and grant you an insight
bonus on one Reflex save.

Divination
Div
ination
Light of Truth: A colored aura reveals subjects true
or false statements to all.
Portrait of the Wanted: Create a drawing of the
last person to touch an item.
Prophets Eye: See, hear, and feel a targets
experiences.
Remember Way: Allow a conveyance or animal to
guide itself on a known path.
Track Magic: Allows you to trail a magical creature
or spellcaster.
Translocation Viewing: You view the destination
of a conjuration (teleportation) effect as if standing
there.
Warriors Insight: You gain a +5 bonus to melee
attack, damage and AC.

Enchantment
Ench
antment
Boorishness: Subjects Charisma drops to 1 for a
limited time.
Charm Person, Mass: As charm person, but affects
multiple targets within 30 feet.
Confessions Hand: Forces out the truth in writing.
Fit of Pique, Greater: Targets are forced to attack
their allies.
Foozle: Subjects become clumsy, suffering penalties
to their attacks, checks and more.
Inspiring Word: Grant allies temporary hit points,
and a bonus to attacks, Will saves, and against fear
effects.
Maddening Insult: Uncontrollable anger drives
target creature to attack you and suffer penalties to
AC and attacks.
Power Word: Laughter: With a powerful word,
you send an opponent into a fit of laughter.
Shimmering Crystal: Targets see what they truly
want
Subvert Charm: Transfers original charm effect to
casters control.
Symbol of Despair: Triggered rune fills nearby
creatures with utter despair.

4th4th-Level Sorcerer/Wizard Spells


Abjuration
Abjur
ation
Armor of Force: Targets armor bonus applies to
touch attacks.
Circle of Censure: Magical aura damages
aberrations, undead, and outsiders.
Crystalguard, Lesser: Ten crystals absorb spells.
Dampen Magic Item: As dispel magic on an item
but with a longer duration.
Scapegoat, Greater: Transfer multiple poor die
rolls to another creature.
Spell Turning, Lesser: Reflects 1d4+3 levels of
spells back at caster.
Supernatural Ward, Greater: Subject gains a +10
bonus on saves against supernatural effects.
(Immediate)
Zone of Mishaps: Spells and casters in area must
make a caster level check or be subject to a scroll
mishap.

Conjuration
Conj
uration
Chaotic Blast: You blast forth an attack that has an
unpredictable form.
Corrosive Touch: Corrosive slime deals 2d6 acid
damage plus 2d6 in subsequent rounds.
Grappling Vine: A sticky vine shoots forth to
grapple and deal damage to a foe.
Ideal Restraints: Conjured chains, manacles and
ropes restrain creatures.
Puffball: Leathery sphere releases acidic vapor and
toxic dust as splash weapon, deals 1d8/two levels
damage (max. 5d8) plus Constitution damage and
blindness.

Evocation
ation
Evoc
Depth Charge: You stun and deal sonic damage to
underwater targets or damage surface targets in a
smaller area.
Dust Cloud: Obscures vision, blinds creatures, and
impedes movement.
Light Before, Darkness Behind: You create a
zone of light and darkness around an object or
creature.
Retaliatory Missile: You gain DR 10/magic, and
every time a missile attacks you, a magic missile
strikes the attacker.
3

Shockwave: Deals 1d6 damage/2 levels and bull


rushes all enemies in a 10-ft.-radius burst.
Spiritbow, Lesser: Bow of magical force can be
wielded or attack on its own, firing regular or special
force projectiles.
Staffstrike: Shockwaves from your staff deal
bludgeoning and sonic damage plus deafen creatures;
can also stun and knock creatures down.
Steam Jet: High-pressure steam deals 1d6/level
damage (max. 10d6), heats equipment, and can knock
creatures back.
Sunray: You focus ambient light into a scorching
beam, dealing damage as ranged touch attack and
possibly setting targets on fire.
Teeth of the Wind: Blast of air bludgeons and
knocks creatures back.
Wall of Light: You erect a wall that causes anyone
who passes through it to glow.

Cloud Dragon: Make a cloud into a gold or silver


dragon that can fly you about.
Fold: You become paper-thin and fold yourself into a
small square.
Giant Lava Ball: Transmutes stone into giant lava
ball.
Gruesome Appetite: Grants bite attack and
swallow whole ability.
Heart of the Gazelle: Creature gains speed,
Dexterity and Constitution bonuses, and a bonus to
Acrobatics checks.
Many Arms: Target gains additional arms.
Secret Missive: Short message is concealed within
larger text.
Solipsism: Object is only real half the time, and can
be ignored.
Unstable Form: Target creatures body is
destabilized into an amorphous mass.

Illusion
Illus
ion
Camouflage, Mass: One
stationary subject/level gains a +10
bonus on Stealth checks.
Eldritch Mouth: As magic mouth,
but can trigger command word
magic items and effects.
Eyes of Decay: Subject sees an
apocalyptic nightmare of undeath.
Massmorph into Trees: Subjects
appear as normal trees.
Multi-Image: Creates multiple
images of the caster, all of which can
act independently.

Necromancy
Necro
mancy
Blood Curse: Subject takes double
damage from slashing and piercing
weapons and bleed effects.
Borrow Limb: Attach another
creatures severed arm to yourself.
Curse Ability: You can remove one
class ability or one universal
monster ability from a target
creature.
Excruciating Grasp: Touched
creature takes Dexterity and
nonlethal damage.
Wave of Pain: Subjects suffer a -4
penalty to attacks and to initiative,
skill and ability checks, and their
movement is reduced by 10 ft.

Transmutation
Alter Range: Decrease or increase
the range increment of ranged
weapons.
Armor Plating: You gain a +5
armor bonus and DR 5/adamantine.
Brilliant Strike: Attack passes
through armor and shield. (Swift)

Eyes of Decay
4

Air and Water

equipment is the target of the spell, and any spell


resistance the creature or object has must be
overcome by the caster. Once the spell is in place,
though, spell resistance will not negate the effects of
the emanation for creatures or objects within it.

School: Transmutation [Air, Water];


Level: Brd 5, Drd 4, Sor/Wiz 5
Casting Time: 1 standard action
Components: V, S, M/DF (sealed vial, half-filled
with air and water)
Range: Touch
Target: Creature, object, or point in space touched
Duration: 1 hour/level (D)
Saving Throw: Will negates; see text;
Spell Resistance: See text.
You create a 15-foot-radius emanation centered on the
target, which can move if placed on a creature or a
movable object. The emanation acts on both air and
water, creating an area where the two mix in roughly
equal portions. Water within the emanation becomes
suffused with bubbles of air, creating an area where
air-breathing creatures can breathe normally, while
air within the emanation becomes a very wet mist
where water-breathing creatures can breathe
normally. The spell does not affect any contaminants
that may be suspended in the affected air or water,
such as poison gases, silt, or smoke. Likewise, the
spell does not function in a vacuum, nor will it affect
any magical liquid or any nonmagical liquid that is
not at least 75% water. Underwater, the emanation
creates an environment that functions partly as a land
area and partly as a water area. All the normal rules
governing underwater combat apply except as noted here.
The emanation functions as difficult terrain for any
creature swimming through it. Each square of
swimming movement counts as two squares moved
(three squares for each diagonal).
Creatures with land speeds make all melee attacks
normally provided that both they and their opponents
are within the emanation.
Creatures without land speeds suffer a 2 penalty on
melee attacks if they or their targets are within the area.
When an attacker inside the emanation attacks a
target outside (or vice versa) the target has cover (+4
bonus to AC,
+2 bonus on Reflex saves) unless the attacker has a
land speed and is under a freedom of movement effect
(as the spell).
A creature with a space larger than 5 feet (1 square)
can choose any square that it occupies to determine if
it is inside or outside the emanation. Similarly, when
attacking such a creature, the attacker can pick any of
the squares the defender occupies to determine if is
inside or outside the emanation.
On land, the emanations damp fog can obscure vision
(including darkvision). If line of sight to a creature or
object passes through 10 to 15 feet of fog, the subject
has concealment (attacks have a 20% miss chance). If
line of sight passes through more than 15 feet of fog,
the subject has total concealment (50% miss chance,
and the attacker cant use sight to locate the target).
Less than 10 feet of fog has no effect. Unattended
objects and points in space receive no saving throw
against this spell, nor does any spell resistance for the
object or area apply. An unwilling creature can
attempt a Will save to negate the effects if it or its

Alter
Alter Range
School: Transmutation; Level: Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (feather from an arrow)
Range: Long (400 ft. + 40 ft./level)
Target: One ranged weapon/level or 50
missiles/level, no two of which can be more than 30
ft. apart
Duration: 10 minutes/level
Saving Throw: Will negates (object);
Spell Resistance: Yes (object)
You can either enhance the range of ranged weapons
by doubling their range increment, or reduce their
range increment by one-half. Constructs are allowed a
Will save to resist the effects of this spell on their
built-in weapons, and other creatures are allowed a
save to resist for weapons they carry.

Armor of Force
School: Abjuration [Force];
Level: Clr 4, Pal 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Target: Touched suit of armor
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless);
Spell Resistance: Yes (harmless)
You evoke bands of invisible force around a suit of
armor, extending the armors natural protective
qualities to touch attacks. While this spell is in effect,
you may apply the armors total AC bonus, including
enhancement bonuses, to your touch AC.

Armor of the Heart


School: Abjuration; Level: Pal 4
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: Armor worn
Duration: 1 min./level (D)
Armor of the heart imbues your armor with your own
innate toughness and heartiness. While the spell is in
effect, your armor gains a bonus to AC equal to your
Constitution modifier (minimum +1).
This spell only affects armor. It has no effect on
shields or normal clothing.

Armor of Thorns
School: Conjuration (Creation);
Level: Drd 4, Rgr 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Personal
Target: You
Duration: 1 minute/level (D)
5

For the duration of the spell, your torso grows a weave


of green, writhing thorns. Creatures striking you with
natural weapons or hand-held weapons take 7 points
of piercing damage each time they hit you. In
addition, the thorns grant the caster a +4 natural
armor bonus. The caster may will the thorns to move
out of the way so he may safely receive beneficial
touch-based spells and spell-like effects. As a fullround action (does not provoke attacks of
opportunity), the caster can have the vines strike out
from his body, dealing 4d4 points of damage to all
creatures within a 5-foot-long, 180-degree arc in front
of him, or to all creatures within 5 feet of him (Reflex
save for half damage).

Cataracts: Cataracts are an affliction that


permanently degrades ones eyesight (-2 to Search
and Spot checks, -4 to attack rolls, and any Dexterity
bonus to AC is halved). It can be cured by the spells
listed above, or by a combination of the remove
disease and cure blindness spells.
Dementia: The afflicteds ability to interact with the
real world is compromised. Any time he attempts to
take a decisive action, he must make a Wisdom check
(DC 13), or act as though under the influence of a
confusion spell.
Diseased: The afflicted has suffered physical scars
from numerous sicknesses, and he perpetually stinks of
infection. He suffers a -5 penalty to his Charisma score.
Ecstatic: The afflicteds ability to understand
danger is compromised. In any excited or dangerous
situations, he must make a Wisdom check (DC 13), or
spend the next 1d4 rounds singing and dancing like a
drunk. While in ecstasy he is unable to attack or to use
any active defenses. At the end of the madness, make
another Wisdom check or the ecstasy continues.
Fixation: The afflicted takes on a quest in search of
an unattainable goal (e.g. an imaginary object or
impossible ideal) that puts him (and allies) into
dangerous situations.
Forgetfulness: The afflicteds ability to remember
facts is compromised. Any time he must do something
that requires accessing his memory (including casting
memorized spells), he must make an Intelligence
check (DC 13).
Impotence: The afflicteds ability to participate in
sex and to procreate are compromised. This is another
touchy subject, and its effects might be entirely
unimportant in some campaigns.
Lameness: The afflicteds speed is halved, and he
becomes incapable of running or charging. He also
suffers a -10 penalty to Acrobatics and Swim skills.
Mute: The afflicted loses the power of speech. He
can still make himself understood through writing,
and his hearing is unaffected.
Paranoia: The afflicteds ability to separate friend
from foe is compromised. Any time someone
confronts him with an unexpected situation, he
automatically views the other as an enemy and must
make a Wisdom check (DC 10) to avoid attacking him.
Phobia: The afflicted develops an irrational fear of a
common object, creature, or condition. He believes
the object of the phobia poses an immediate threat to
him and may even see it where it doesnt exist.
Sickly: The Sickly affliction means that the victim is
more likely to contract diseases. A Sickly person
always has a low-level cough or fever, and a -4 penalty
to saves against disease.

Armor Plating
School: Transmutation;
Level: Brd 4, Clr 4, Pal 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, F (four plates of metal)
Range: Personal
Target: Self
Duration: 10 minutes/level
This spell allows the caster to make metal plates
adhere and meld with his skin, literally bonding
armor to him. The metal plates are the material focus
of the spell, and grant both a +5 armor bonus and
damage reduction 5/adamantine. Due to the nature of
the metal actually merging with the casters skin, no
armor check penalties or the like are inflicted by the
temporary armor. After the duration of the spell has
expired, the armor plates simply drop off.

Bestow Affliction
School: Necromancy; Level: Clr 4
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates;
Spell Resistance: Yes
Bestow affliction causes the target to suffer a
permanent physical or mental disability. This curse
cannot be dispelled, but it can be removed with the
use of break enchantment, remove curse, limited
wish, wish, or miracle.
The caster can choose an affliction to bestow from the
following list:
Babble: The afflicteds ability to speak coherently is
compromised. Any time he attempts to communicate
(including casting spells with verbal components), he
must make a Will save (DC 16) or whatever he says
comes out as gibberish.
Barrenness/Infertility: Certain demons, curses and
diseases (and of course, old age) caused people to be
unable to produce or bear offspring. This is a touchy
subject, and the effects of the affliction might be
entirely unimportant in some campaigns. It can be
cured by any of the spells listed above, or by a fertile
womb spell.

Blood Curse
School: Necromancy; Level: Brd 5, Clr 4, Sor/Wiz 4
Casting Time: 1 round
Components: V, S
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Will negates;
6

Spell Resistance: Yes


With this spell, you cause a target creatures blood to
thin and its heart to beat faster, increasing blood
flowand with it, the amount of damage dealt by
wounds. A target under the effects of this spell suffers
double damage from all slashing or piercing attacks
and double damage from bleed effects (such as those
suffered by a dying character). This increased damage
stacks with any damage done by a critical hit. This
spell does not affect creatures with the construct,
elemental, plant, ooze, or undead creature type.
The curse bestowed by this spell cannot be dispelled,
but it can be removed with a break enchantment,
limited wish, miracle, remove curse, or wish spell.

limb is from a living creature that was not offered


freely, the spell gains the Evil descriptor.

Brilliant Strike
School: Transmutation; Level: Sor/Wiz 4
Casting Time: 1 swift action
Components: V
Range: Personal
Target: You
Duration: 1 round
One weapon you wield briefly changes into a brilliant
energy weapon. A significant portion of one weapon
you are wielding transforms into light, although this
does not modify the item's weight. It always gives off
light as a torch (20-foot radius). A brilliant energy
weapon ignores nonliving matter. Armor and shield
bonuses to AC (including any enhancement bonuses
to that armor) do not count against it because the
weapon passes through armor. (Dexterity, deflection,
dodge, natural armor, and other such bonuses still
apply.) A brilliant energy weapon cannot harm
undead, constructs, or objects. The benefits of this
spell can only be applied to melee weapons, thrown
weapons and ammunition.

Boorishness
School: Enchantment (Compulsion) [MindAffecting]; Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (a pinch of dung)
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour / level
Saving Throw: Will negates; Spell Resistance:
Yes
The subjects Charisma suffers a circumstance penalty
that reduces it to 1. This may manifest as rudeness,
boorishness or complete disinterest depending on the
subjects attitudes before being affected by the spell.
Creatures with a Charisma of 1 cannot cast spells as a
sorcerer or bard does; if the creature is subject to
damage or another penalty that would reduce its
Charisma below 1, the spell ends.

Camouflage, Mass
School: Illusion (Glamer); Level: Drd 4, Sor/Wiz 4
Casting Time: 1 standard action
Component: S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/caster level, no two of which
can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless); Spell
Resistance: Yes (harmless)
Mass camouflage changes the appearance of the
motionless target creatures to match its surroundings,
granting a +10 circumstance bonus on Stealth checks.
If the subject of the spell moves, attacks, or takes any
action that cant be accomplished while standing still,
the spell ends.

Borrow Limb
School: Necromancy; Level: Clr 4, Sor/Wiz 4
Casting Time: 1 full round
Components: V, S, M (XP see text)
Range: Personal
Target: You
Duration: 1 hour/level (D)
You attach the severed forelimb of another creature to
your torso, using it as an additional off-hand. You can
use it to make an additional attack in a full-attack
action, albeit at a 6 off-hand penalty (reduced to 3
if you have the Two-Weapon Fighting feat). You can
also use it to wield a shield at no penalty (you can
wield only one shield at a time). Additionally, you can
hold objects or weapons in two hands and still cast
spells with somatic components. When the spell ends,
the limb falls off painfully, dealing 1d3 points of
damage and impeding your concentration.
You also can use this spell to attach a limb to the
stump of one of your limbs that has been severed. In
this case, the spells duration changes to
Instantaneous, and you may gain some special
property of the limb if it has any (a trolls arm might
regenerate, for instance, or a gargoyles stony arm
might function as a shield). The GM may add an XP
component if the limb has special properties. If the

Charm Person, Mass


School: Enchantment (Charm) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more humanoid creatures, no two of
which can be more than 30 feet apart
Duration: 1 hour/level
Saving Throw: Will negates; Spell Resistance:
Yes
This spell functions like charm person, except that it
affects a number of creatures whose 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.

Spells simulated by chaotic blast affect all creatures


and/or objects in the area of effect. Metamagic feats and
other abilities that alter the composition or area of a
spell have no effect on chaotic blast. This spell is known
by many as hail of inappropriate objects.
Chaotic Blast
D20 Area/Targets/E
ffect
1
Cone
2
Cone
3
Four 10-ft. cubes
4
5
6
7
8

Chaotic Blast

15-ft. radius
spread

10

15-ft. radius
spread
5 ft. wide line out
to range
5ft. wide out to
range
One
creature/level, no
two of which can
be more than 30
ft. apart
One
creature/level, no
two of which can
be more than 30
ft. apart
Creature or object
touched
Creature or object
touched
One creature or
object
One creature or
object
5-ft.-diameter
sphere
(controlled like
flaming sphere)
All creatures, no
two of which can
be more than 60
ft. apart

11

School: Conjuration [Chaos]; Level: Sor/Wiz 4


Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Area: See text
Duration: See text
Saving Throw: See text; Spell Resistance: Yes
You release a chaotic blast of power to attack your foes.
The range, shape, substance, and damage are all
random, so your attack might be a flaming cone of
feathers, a ray of spurting water, a burst of kittens
(which vanish moments after the spells completion), or
any other of thousands of possibilities. First, roll to
determine the area of effect. After determining the area
of effect, choose the target(s). After choosing your
target(s), roll to determine damage dealt and then the
substance the chaos blast consists of. If the substance
includes a descriptor, such as [fire], the damage is of
that type. Otherwise, it is considered bludgeoning
damage. Roll once for each attribute (once for area of
effect, once for damage, once for substance). All results
dependent on level can go no higher than if the spell had
been cast by a 10th level caster (if the spell deals 1d4
damage/level, even a 20th level caster will only deal
10d4 damage). All matter created by this spell
disappears at the beginning of your next round.
If chaotic blast deals damage, the save is Reflex-based,
and the duration is instantaneous unless otherwise
stated. If chaotic blast instead has a spell effect, use the
saving throw and duration of that spell.

12
13

14

15
16
17
18
19

20

Four 10-ft. cubes


Ray (ranged
touch no save)
Ray (ranged
touch no save)
Cylinder (10-ft.
radius, 40-ft.
high)
Cylinder (10-ft.
radius, 40-ft.
high)

Dmg Dealt

Substance

1d3/level
1d4/level
1d4/level

Acid [acid]
Frost [cold]
Lightning
[electricity]
Fire [fire]
Sonic
[sonic]
Water
[water]
Shards of
metal and
stone
Intense
wind

1d6/level
1d6/level
1d8/level
1d8/level
Enhancement
penalty: 1d4
Str +1 Str/2
levels
Enhancement
penalty: 1d4
Dex +1 Dex/2
levels
Staggered
Blinded
Panicked

Many tiny
fury
animals, all
of the same
species
Animal
matter
Plant
matter
Coinage

Exhausted

Spider
webs

Paralyzed

Insects

Nauseated

Slime or
ooze
Household
objects
Prismatic
[light]
Stones
[earth]
Roll twice
and
combine

1d4 negative
levels
Stunned
Sleep
Unconscious

Helpless

Invisible
force
[force]

Circle of Censure

largest body of fresh water)?, or Where is the closest


drinkable water on the surface of the land?
The land replies as honestly and completely as it can,
but it is incapable of answering specific questions,
such as Does Rael Yundri live in these lands? or
Has a wizard (or the wizard Beldran Sendaer) ever
been here? (Or, Is Rael Yundri inside this castle or
on this farm right now?) The caster can ask about
specific spots or features (such as rooms or doors).
Queries about a particular set of ruins will be
answered about only those specific ruins. If queried
about an entire land or region, the land answers about
a plot of land of a 10-mile radius maximum area
centered on the caster.

School: Abjuration;
Level: Clr 4, Drd 4, Pal 4, Rgr 4, Sor/Wiz4
Casting Time: 1 standard action
Components: V, S
Range: Personal
Area: 30 ft. radius from you
Duration: 1 round/level
Saving Throw: Will Partial; Spell Resistance: Yes
You radiate a magical aura that damages any aberrations,
outsiders, or undead that come within 30 feet of you.
These creatures take 2d6 points of damage every round
they stay within your radius of effect, and outsiders must
pass 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.

Confessions Hand
School: Enchantment (Compulsion) [Mind-Affecting];
Level: Clr 4, Rgr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, F/DF (a silver pen worth 50 gp)
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates;
Spell Resistance: Yes
The subject must hold a pen when the spell is cast,
and must have a surface to write on while this spell is
in effect. The subject is compelled to hold the pen
until the spell ends. If the caster asks the subject a
question, he must write a truthful answer to the
question. The spell does not prevent unintentional
inaccuracies, and the subject may commit lies of
omission; the subject must also be literate. A pen
must be dipped in ink every few words, which slows
the writing process. A short answer to a question
usually takes about 30 seconds to write. A long answer
may take two minutes or more.

Cloud Dragon
School: Transmutation;
Level: Clr 4, Drd 4, Sor/Wiz 4
Casting Time: 10 minutes
Components: V, S, F (gold or silver dragons scale)
Range: Special
Target: Special
Duration: 1 min./level
Saving Throw: None; Spell Resistance: No
The energies of this spell are directed at clouds
overhead, which take on the form of an adult gold or
silver dragon under your control. This dragon has
partial substance and is capable of transporting up to
six Medium (or smaller) creatures on its back, just as
a regular dragon can; however, it cannot make attacks
and doesnt possess a breath weapon. Whenever you
are unable to concentrate on controlling the actions of
the cloud dragon, it simply stops, hanging motionless
despite winds or gravity, until you resume control or
the spell expires (whereupon the dragon vanishes).
The cloud dragon flies with the speed and
maneuverability of an adult gold or silver dragon. To
cast this spell, you must have seen a real gold or silver
dragon and be outdoors, able to see clouds in the sky.

Contingent Serious Healing


Healing
School: Conjuration (Healing); Level: Brd 4, Clr 4,
Drd 4
Casting Time: 1 standard action
Components: V, S, M/DF (drop of sacred oil)
Range: Touch
Target: Creature touched
Duration: 1 min./level (D) or until discharged
Saving Throw: Will half (harmless); see text;
Spell Resistance: Yes (harmless); see text
You bestow a small blessing on a target creature.
Whenever the creature takes 12 or more points of
damage, the spell discharges, suffusing the creature
with positive energy that cures 3d8 points of damage.
If used against undead, this spell is triggered in one of
two ways, dealing 3d8 points of additional damage
either the next time the undead target takes normal
damage, or the next time the undead target is healed
by taking negative energy damage. An undead
creature can apply spell resistance, and can attempt a
Will save to take half damage. A creature may only be
under the effect of one contingent healing spell (of
any sort) at a time.

Commune with the Ancients


School: Divination; Level: Clr 4, Drd 4, Sor/Wiz 5
Components: V, S, M (object from site worth 50 gp)
Casting Time: 1 hour
Range: Personal
Target: Caster
Duration: 10 minutes
Through this spell, you become one with the land or
ruins you are touching, gaining knowledge about your
immediate surroundings regarding any occurrence
that befell there during the last 48 hours. You can
mentally ask up to three simple questions about the
location; if your queries have clear answers, they will
instantly enter your mind. Common questions
include: How many beings like me (or larger than
me) usually dwell here?, What kinds of creatures
live in this forest?, In what direction is the nearest
body of water larger than a small stream (or the
9

Corrosive Touch

spell level glow brightly and disappear. Only the


effects of the spells that are cast that would affect the
target of lesser crystalguard can be absorbed. The
recipient of lesser crystalguard must have enough
gems remaining around his body to absorb a spell,
otherwise lesser crystalguard has no protective effect
against that spell.

School: Conjuration (Creation) [Acid];


Level: Drd 6, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M/DF (paste of ground acorns)
Range: Personal
Effect: Corrosive slime
Duration: 1 round/level (D)
Saving Throw: Reflex half; see text;
Spell Resistance: Yes
After casting this spell, corrosive slime oozes from one
of your hands, causing no harm to you or your
equipment but dealing 2d6 points of acid damage to
any object or creature you strike with a successful
melee touch attack, plus an additional 2d6 points of
acid damage each round for the next 1d4 rounds. If
you use your corrosive touch against objects your foe
carries or wears, treat the touch as a sunder attempt
that does not provoke an attack of opportunity and
deals the same damage as above. Washing off or
neutralizing the slime can negate continuing damage
from this spell, but requires a full-round action and a
successful Reflex save. Success is automatic if the
creature or item is completely immersed in water or
doused with something to neutralize the acid (such as
powdered chalk or bicarbonate of soda). Wiping or
scraping off the slime grants a +4 bonus to the save,
but the item used to remove the slime takes 2d6
points of acid damage.

Curse Ability
School: Necromancy; Level: Clr 4, Drd 4, Rgr 4,
Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Permanent
Saving Throw: Will negates;
Spell Resistance: Yes
The target of this curse has one named class ability or
named universal monster ability (see Pathfinder
Bestiary), spoken at the time of casting, rendered
non-functional (a rogue cannot sneak attack, a dragon
cannot use its breath weapon etc.).
The curse bestowed by this spell cannot be dispelled,
but it can be removed with a break enchantment,
limited wish, miracle, remove curse, or wish spell.

Curse of Wanderlust
School: Enchantment (Compulsion) [MindAffecting]; Level: Brd 4, Sor/Wiz 5
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates;
Spell Resistance: Yes
The target of this spell experiences a powerful need to
travel and explore. On a failed save, the creature is
compelled to leave the area (though it may hastily
pack first), traveling for 8 hours in a random
direction. The target creature may make periodic
stops during its trek, and can detour or hide to avoid
danger as normal. For the balance of the journey
though, it must travel for 45 minutes of every hour
with the intention of leaving its former location
behind.
The curse bestowed by this spell cannot be dispelled,
but it can be removed with a break enchantment,
limited wish, miracle, remove curse, or wish spell.

Counter Silence
School: Transmutation [Sonic]; Level Brd 4
Casting Time: 1 move action
Components: S
Range: 10 ft.
Target: An area of magical silence no larger than 50
feet in diameter
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
You automatically dispel an area of magical silence
created by a 4th-level spell (or the equivalent) or
lower. Unlike all other bardic spells, you cast this
without need of verbal components.

Crystalguard, Lesser
School: Abjuration; Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (crystal worth 50 gp)
Range: Touch
Area: 1 person touched
Duration: 10 minutes/level or until all the crystals
are gone
Saving Throw: Will (harmless);
Spell Resistance: Yes (harmless)
When this spell is cast, 10 dimly glowing gems or
crystals of any color the caster wishes float around the
target's body protecting the target from spells, spelllike abilities, and spell-like effects from devices. Any
spell of 4th level or lower can be absorbed by lesser
crystalguard, if the target of lesser crystalguard
wishes, and the same number of crystals equal to the

Dampen Magic Item


School: Abjuration; Level: Clr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One magic item
Duration: 1 minute/level
Saving Throw: Will negates;
Spell Resistance: Yes
Dampen magic item suppresses all the magical
abilities of one magic item (similarly to how dispel
10

magic would, but for a far greater duration). You


make a caster level check (maximum +15) against the
caster level of the magic item. For the spells duration,
the item has no magical power (although a magic
sword is still a sword and can be used as such).
Artifacts are immune to this spell.

move action, you can direct it to move along the


ground up to 20 feet each round.

Dying Vengeance
School: Transmutation; Level: Brd 4
Casting Time: Special (see below)
Components: V
Range: Close (25 ft. + 5 ft./2 levels)
Target: One individual (see text)
Duration: Permanent
Saving Throw: Will negates;
Spell Resistance: Yes
This spell may be cast as an immediate action
whenever the caster is killed (reduced to 10 or fewer
hit points or the target of a successful death spell).
The bard chooses one target (who must be directly
responsible for her death).
The bard releases an unearthly and terrible scream
that tears at the murderers soul and may eventually
kill him. The curse deals 1d4 points of Charisma drain
per day. If the targets Charisma falls to zero, he
immediately dies and his soul is forever consigned to
the deity of vengeance. This prevents any raise dead,
resurrection or true resurrection spell, although a
miracle or wish has a 5 percent chance per caster level
of returning the victim to life.
The curse bestowed by this spell cannot be dispelled,
but it can be removed with a break enchantment,
limited wish, miracle, remove curse, or wish spell.

Depth Charge
School: Evocation [Sonic]; Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (a pinch of flammable
powder)
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft. radius burst (underwater) or 5-ft. radius
burst (above water)
Duration: 5 rounds or fewer; see text
Saving Throw: Fortitude partial (underwater) or
Reflex half (above water);
Spell Resistance: Yes
A tiny metallic cylinder under your direction rushes
from your hand to its intended destination where you
can detonate it at any time within the next 5 rounds.
Triggering the explosion in a subsequent round only
requires an immediate action. When the cylinder
erupts, the intense vibrations ripple through the water
stunning creatures underwater for 1 round and
dealing 1d6 points of sonic damage per caster level to
all creatures underwater within the area of effect
(maximum 15d6). Creatures not underwater but
within the area of effect suffer only the damage dealt
by the spell. A successful saving throw negates the
stunning effect and reduces the sonic damage by half.

Eldritch Mouth
School: Illusion (Glamer); Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (jade dust worth 20 gp)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Permanent until discharged
Saving Throw: Will negates (object);
Spell Resistance: Yes (object)
This spell imbues the chosen object or creature with
an enchanted mouth that suddenly appears and
speaks its message the next time a specified event
occurs. The message, which must be twenty-five or
fewer words long, can be in any language known by
you and can be delivered over a period of 10 minutes.
Unlike magic mouth, eldritch mouth can utter verbal
components, use command words, and activate
magical effects with 30 feet. It moves according to the
words articulated; if it were placed upon a statue, the
mouth of the statue would move and appear to speak.
Of course, eldritch mouth can be placed upon a tree,
rock, or any other object or creature.
The spell functions when specific conditions are
fulfilled according to your command as set in the
spell. Commands can be as general or as detailed as
desired, although only visual and audible triggers can
be used. Triggers react to what appears to be the case.
Disguises and illusions can fool them. Normal
darkness does not defeat a visual trigger, but magical
darkness or invisibility does. Silent movement or
magical silence defeats audible triggers. Audible

Dust Cloud
School: Evocation [Earth]; Level: Drd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M/DF (pinch of sand and a small
tube)
Range: Medium (100 ft. + 10 ft./level)
Effect: Dust spreads in 40-ft. radius, 20 ft. high
Duration: 10 min./level
Saving Throw: None or Fortitude partial; see text;
Spell Resistance: No
You create a roiling cloud of dust that rises from the
ground to a height of 20 feet. Living creatures within
the area must make a successful Fortitude save or be
blinded for as long as they remain in the cloud and for
1 round thereafter. The cloud obscures all sight,
including darkvision, beyond 5 feet. A creature within
5 feet has concealment (attacks have a 20% miss
chance), while creatures farther away have total
concealment (50% miss chance, and the attacker cant
use sight to locate the target). The squares containing
the cloud are difficult terrain (each square moved
counts as two squares of movement, with each
diagonal counting as three squares). The churning
dust makes spellcasting difficult, requiring a
Concentration check (DC 10 + your caster level plus
the relevant spellcasting ability modifier).
You can make the cloud twice as tall by making it half
as wide (20-foot-radius spread, 40 feet high). As a
11

triggers can be keyed to general types of noises or to a


specific noise or spoken word. Actions can serve as
triggers if they are visible or audible. An eldritch
mouth cannot distinguish alignment, level, Hit Dice,
or class except by external garb.
The range limit of a trigger is 15 feet per caster level,
so a 6th-level caster can command an eldritch mouth
to respond to triggers as far as 90 feet away.
Regardless of range, the mouth can respond only to
visible or audible triggers and actions in line of sight
or within hearing distance.
Eldritch mouth can be made permanent with a
permanency spell in the same way as magic mouth.

You create an extradimensional prison where you


store a captured creature in stasis. If the creature
holds more than a heavy load, the spell fails. This spell
places the subject into a state of suspended animation.
For the creature, time ceases to flow, and his
condition becomes fixed. The creature grows no older.
His bodily functions virtually cease, and no force or
effect can harm him. This prison is tied to you, so that
when the spell ends, the freed subject appears next to
you. This spell is often used on a willing subject
granting him mercy rather than death, or to keep a
rescued hostage or bystander safe until an escape is
made.

Escape the Bonds of Flesh

Exorcism

School: Necromancy [Death];


Level: Clr 4, Sor/Wiz 5
Casting Time: 1 standard action
Components: V, S, M (piece of bone)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half;
Spell Resistance: Yes
The victims skeleton writhes and twists within his
body, tearing muscles and rupturing flesh. The victim
suffers 2d8 points of damage, +1 point per caster level
(maximum +20). If the damage dealt by this spell
brings the target to -10 hit points or below, his
skeleton tears from its body and becomes an animated
skeleton. (See skeleton in the Pathfinder Bestiary.)
This skeleton is under the casters control in all
respects as if it had been created by the animate dead
spell. Should the skeleton possess too many Hit Dice
for the caster to control, it remains independent and
immediately attacks the nearest creature.

School: Abjuration; Level: Clr 5, Pal 4


Casting Time: 1 standard action
Components: V, S, F (see text)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One possessing creature
Duration: Instantaneous
Saving Throw: Will negates;
Spell Resistance: Yes
This spell expels a possessing entity (such as a ghost,
demon, or wizard using magic jar) from its victim.
Add the possessing creatures HD to its saving throw
and subtract the casters character level as well. If the
spell is successful, the creature is instantly expelled
from the possessed victim. Since the expelled creature
is free to act on its next turn, the exorcism spell is
often used in conjunction with protection from evil to
prevent the creature from possessing the victim (or
the priest) again. The spell focus used is any item that
is distasteful to the target. For each such object or
substance, the character gains +1 on the character's
caster level check to overcome the targets SR (if any)
and +2 on the saving throw DC. At the DMs option,
certain rare items or true names might work more
powerfully (each providing +2 against SR and +4 on
the spells DC).

Excruciating Grasp
School: Necromancy; Level: Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial;
Spell Resistance: Yes
Your extremities shine with malevolent energy. With a
touch, you fill your opponent with terrible pain. Your
successful melee touch attack deals 2d6 points of both
nonlethal and Dexterity damage. A successful save
negates the ability damage.

Eyes of Decay
School: Illusion (Phantasm) [Fear, Mind-Affecting];
Level: Sor/Wiz 4
Casting Time: 1 round
Components: V, S
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will disbelief;
Spell Resistance: Yes
With this spell, the caster causes the creature touched to
see its world as a dead and horrific place. The affected
target sees all living creatures surrounding it as hideous
undead zombies, and the rest of its surroundings as a
hellish nightmare. Buildings looked burned and ruined;
food looks spoiled; even the sky appears black and
ominous. This apocalyptic nightmare is so terrifying he
is panicked. A successful disbelief results in the creature
being shaken for 1 round.

Exile
School: Conjuration (Teleportation) Level: Pal 4
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be
more than 30 ft. apart
Duration: 1 day/level (D)
Saving Throw: Will negates;
Spell Resistance: Yes
12

Greater Fit of Pique

Fit of Pique, Greater

Foozle

School: Enchantment (Compulsion) [MindAffecting]; Level Brd 4, Sor/Wiz 4


Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/2 levels, no two of which
can be more than 30 feet apart
Duration: 1 round/level
Saving Throw: Will negates; Spell Resistance:
Yes
Your words cause your targets faces to twist and
contort as they turn to vent their wrath on their allies.
You force the targets to attack their nearest ally. This
attack can be of any sort, but it must be an attack that,
to the creatures knowledge, deals damage and is the
most effective form of attack in the targets arsenal. If
the creature has no ally, or if all its allies are out of
attack range, it takes no actions but defends itself
normally.

School: Enchantment (Compulsion) [Mind-Affecting];


Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (vial of alcohol)
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 (D)
Saving Throw: Will negates; see text;
Spell Resistance: Yes
The subjects of this spell become so clumsy and oafish
they find it exceedingly difficult to undertake most
actions without error, taking a 5 penalty on all attack
rolls, ability checks, and skill checks. Whenever an
affected creature fails an attack or skill check that
involves a manufactured weapon or tool, if must make
a Reflex save or drop it.
An affected creature can move at only up to one-half
its normal speed without having to make a Reflex save
to avoid falling prone.
In cases where a skill check also involves movement
(such as climbing, acrobatics, or swimming), ignore
the speed restriction but apply the check penalty
noted above. If a creature falls prone for any reason
while affected by this spell, it must make a Reflex save
to get up again. An affected creature must make a
Reflex save to draw a weapon, pick up a dropped item,
retrieve a stored item, and the like. If the save fails,
the creature drops the item in its space.
To cast a spell, an affected creature must succeed on a
Concentration check with a DC equal to 10+your
caster level. If the check fails, the creature loses the
spell with no effect.
Whenever foozle prevents a creature from completing
an action, the creatures turn ends.

Fold
School: Transmutation; Level: Brd 4, Sor/Wiz 4
Casting Time: 1 swift action
Component: S
Range: Personal
Target: You
Duration: 1 round/level (D)
You transmute your body and your equipment to
become paper-thin and flexible. You can then fold
yourself, as if you were parchment, into a tiny, fleshcolored, one-inch square. If you are moving, you
immediately come to rest in the square in which you
cast the spell. While in your folded state, you cannot
cast spells or take any actions except dismissing the
spell. You can be picked up, but the square weighs as
much as you and your equipment weigh normally.
However, you are fully aware of your surroundings,
allowing you to see and hear to the normal limits of
your abilities. If you are attacked in this state or are in
the area of a damaging spell effect, fold immediately
ends and you resolve the attack or spell as normal.

Foresight of the Just Warrior


School: Divination; Level: Pal 4
Casting Time: 1 action
Components: V, S, DF
Range: Personal
13

Target: Self
Duration: 1 round /level
You foresee the exact amount of force necessary to
control a situation. You must possess the Power
Attack feat to cast this spell; when you strike in melee
combat, you cause additional damage as if you were
using the Power Attack feat perfectly. For each point
by which your attack roll exceeds the number needed
to hit the target, the caster applies the difference as a
bonus to the damage based on the type of weapon you
are wielding (see the Power Attack feat in the
Pathfinder Roleplaying Game). If your opponent is
alive and not evil, the damage dealt is nonlethal
damage.

that you can move freely within the 30-foot range. The
round following a successful grapple, the vine
automatically attempts to pin the opponent, dealing
1d6 plus your relevant caster ability modifier points of
damage per round to a pinned foe. Once an opponent
is struck and grappled, the vine does not let loose until
the opponent is dead, the spell ends, or you release
the grappled creature voluntarily.
If you miss with the ranged touch attack, the vine
writhes uncontrollably for the rest of the round. On the
following round, you can make another ranged touch
attack against any creature within range. You can
continue to do this until the spell expires or is dispelled.
You can cast spells while the vine is grappling, but you
must make a Concentration check (DC 15 + spell level)
to do so. Spells with somatic or material components
require your other hand to remain free.
The vine has hardness 5 and 10 hit points per two
caster levels. Dealing at least 15 points of slashing
damage severs it, freeing any currently grappled
opponent. The severed tip instantly shrivels into dust,
but the vine regrows quickly and is ready to latch onto
a new target on your next turn.

Giant Lava Ball


School: Transmutation [Fire];
Level: Clr 5, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (strand of fire giant hair)
Range: Touch
Target: 1 stone/level (max. 15 stones)
Duration: 10 minutes/level, or until discharged
Saving Throw: None; Spell Resistance: No
With this spell you magically enhance stones such that
when you throw them they transform into giant balls
of lava that do not harm you. You treat these as light
thrown weapons with which you are proficient. These
balls of lava deal 2d6 points of bludgeoning damage
and 2d6 points of fire damage plus your caster ability
modifier in fire damage.
The boulders have a range increment of 60 feet and
can be thrown up to 5 range increments. The boulders
strike as bludgeoning weapons, rather than spells, and
are considered magic weapons for purposes of
damage reduction. The stones can be enhanced with
spells as though they were projectiles. Once a stone
strikes (or misses) its target, the magic within it is
discharged, and the stone reverts to normal.

Gruesome Appetite
School: Transmutation Level: Drd 3, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (a tooth from any Huge or
larger creature)
Range: Touch
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (harmless);
Spell Resistance: Yes (harmless)
The creature you touch gains a bite attack, grab, and
the swallow whole ability. A Small creature deals 1d4
points of damage with this bite, a Medium creature
deals 1d6 points of damage, and a Large creature
deals 1d8 points of damage. If the target already has a
bite attack, use whichever damage is higher. The bite
attack follows all rules for a natural weapon. The
target also gains the grab and swallow whole abilities
while using his bite (see Pathfinder Bestiary for
additional details). For the purposes of this spell the
CMB is equal to your caster level plus your relevant
ability caster modifier or the subject creatures normal
CMB, whichever is higher. If the target begins his turn
with an opponent held in his mouth, he can attempt a
new grapple check to swallow his prey. The opponent
immediately takes bite damage, and every round
thereafter takes 1d6 points of bludgeoning damage,
and 1d6 points of acid damage from the targets
digestive tract. The victims equipment also suffers
1d6 acid damage per round.
A swallowed creature can try to cut its way free with
any light slashing or piercing weapon, by dealing 20
points of damage against an AC of 10. Once the
creature exits, the targets stomach muscles close the
hole; another swallowed opponent must cut its own
way out. The target of gruesome appetite may hold in
his stomach one creature of equal size, two creatures
of one size smaller, or four creatures of two or more

Grappling Vine
School: Conjuration (Creation);
Level: Drd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, F (creeping vine)
Range: 30 ft.
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None; Spell Resistance: No
When you cast this spell, a thick, sticky vine launches
from your outstretched hand. You make a ranged
touch attack against an opponent up to 30 feet away.
If the touch attack hits, you can make an opposed
grapple check against the opponent on the same
round. Treat the vine as having a CMB equal to your
caster level plus your relevant caster ability modifier.
The vine maintains the grapple by itself (so you dont
have to move into the opponents space), and will
continue to grapple while you make other attacks.
You cant move more than 30 feet from the target
creature without releasing it or dispelling the vine,
though the vine contracts and expands as needed so
14

sizes smaller. If this spell ends while a creature or its


equipment is still in the targets stomach, the target
regurgitates whatever he has swallowed into any
adjacent square and is sickened for 1 round.

Halo of Righteousness
School: Abjuration; Level: Pal 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 1 min./level
Saving Throw: Will negates (harmless);
Spell Resistance: Yes (harmless)
Your allies in the area gain a +2 sacred bonus to AC
and Reflex saves; they ignore one condition chosen by
you (though not death) at the time of casting. In
addition, as the caster you know any conditions your
allies are affected by, and you can uses any of your
mercy abilities on those within the area without being
required to touch those allies.

Heart of the Gazelle

Heart of the Gazelle


School: Transmutation;
Level: Clr 4, Drd 4, Rgr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (heart meat of a gazelle)
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless);
Spell Resistance: Yes (harmless)
The recipient of this spell gains the speed, agility, and
endurance of one of natures most elusive creatures:
the gazelle. For the duration of the spell, the subjects
base land speed increases by 10 feet. This increase
stacks with any increase granted by class abilities, but
not with bonuses from other spells or magic items
(such as the expeditious retreat spell or boots of
striding and springing). The subject also gains the
benefits of the Run feat, as well as gaining a +4
enhancement bonus to Dexterity, a +2 enhancement
bonus to Constitution, and a +5 competence bonus on
Acrobatics checks.

Halt Device
School: Abjuration; Level: Rgr 4, Sor/Wiz 5
Casting Time: 1 round
Components: S, M (a broken wheel)
Range: Touch
Target: Mechanical object whose dimensions do not
exceed 5 cubic ft./level
Duration: 1 round/level (D)
Saving Throw: None; Spell Resistance: Yes
The mechanical device you touch ceases to function
for the duration of the spell, so that a cart no longer
rolls, a door no longer opens or closes, a trap does not
trigger, and so on. Any object with moving parts can
be affected by this spell. In the case of a mechanical
barrier (such as a door), the barrier can still be
destroyed as normal if this spell holds it closed.
Vehicles can be moved with appropriate force, but
wheels, rudders, and other moving parts remain
frozen, impeding directional control and normal
movement. For example, a cart under the effect of this
spell requires as much effort to push forward as it
normally would to push it sideways.

Heroic Sacrifice
School: Abjuration; Level: Pal 4
Casting Time: 1 immediate action
Components: V, 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: Instantaneous
Saving Throw: Fortitude negates (harmless);
Spell Resistance Yes (harmless)
You open up a brief but powerful divine conduit
between you and any target creatures, taking on the
damage and any other effects that creature suffers.
When a creature in range is hit by an attack or fails a
saving throw, you can cast this spell and the wounds
and/or effects are magically transmitted to you
instead of the target. You are affected as if you were
hit by the attack or failed the saving throw, taking all
the damage and suffering all of the adverse effects.
Any resistances or immunities you have are applied

Hand of Time
School: Evocation; Level: Clr 4
Casting Time: 1 standard action
Components: V, S, M (a waterclocks hand)
Range: Touch
Area: 60-ft. radius sphere
Duration: 1 minute/level; see text
Saving Throw: None; Spell Resistance: No
This spell accelerates temporal effects within the
affected sphere, but only in regard to the duration of
spells and the effects of magic items. When a subject
enters an area where the hand of time is in effect,
make a caster level check DC 10 + caster level of spell
or effect; if successful, all magical durations expire 20
times faster (for example: if a duration of a spell is 2
minutes, it expires in 1 round).
15

Kismet

normally, but you cannot otherwise reduce or negate


the damage or effects in any way.
You can use this spell against an effect that also
targets you or includes you in its area; you suffer the
effects for yourself and the targets you spared,
potentially taking damage or suffering other
consequences multiple times.

School: Necromancy; Level: Clr 4


Casting Time: 1 standard action
Components: V, S, M (loop of copper wire)
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 (D)
Saving Throw: Will negates; Spell Resistance: Yes
Kismet creates a mystic connection between you and
the spells subjects so that they feel your pain. You still
take damage normally, but while this spell is active
any damage you are dealt is dealt to the spells
subjects as well. Only hit point damage and ability
damage are transferred in this way, and target
creatures are not subject to any additional effects that
might accompany a damage-dealing attack (such as
poison or energy drain).
You can intentionally target yourself with an attack
(magical or otherwise) in order to deal damage to the
targets. However, whenever you are subjected to
damage that allows a saving throw, you must attempt
your saving throw before the damage is passed to the
spells subjects. You are not allowed to voluntarily fail
your saving throw or lower your spell resistance
against any damage-dealing effects while kismet is
active.
If all of the spells subjects are slain by transferred
damage, the spell ends. If a spellcaster casts kismet on
another spellcaster who has kismet already active,
both spells end immediately and both casters take 3d6
points of damage from magical feedback.

Ideal Restraints
School: Conjuration (Summoning);
Level: Pal 4, Rgr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 1 hour/level (D)
Saving Throw: Will negates; Spell Resistance: Yes
This spell ensnares a number of creatures or objects in
conjured manacles, chains and ropes. Creatures are
rendered immobile (and are subsequently helpless)
though they can attempt a Strength check (DC 10+
your relevant caster ability modifier) or an Escape
Artist check (DC 10 + your caster level + your relevant
caster ability modifier), to break the bonds as a
standard action.

Imbue Creature with Divine Power


School: Transmutation; Level: Clr 4, Drd 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Target: One creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless);
Spell Resistance: Yes (harmless)
You take a bit of divine energy and use it to fill
another with power. The recipient gains a + 2
enhancement bonus to Strength, Constitution and
Dexterity; also, on its first successful strike, the
recipient inflicts 1 extra point of damage per caster
level upon all opponents within 10 feet (including the
foe).

Last Act
School: Abjuration; Level: Pal 4
Casting Time: 1 immediate action
Components: V, DF
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Fortitude negates (harmless);
Spell Resistance: Yes (harmless)
You ignore any conditions affecting you (including
being dead) for the duration of the spell.

Inspiring Word
School: Enchantment (Compulsion) [Mind-Affecting];
Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Component: V
Range: 5 ft./level
Area: The caster and all allies within a 5-ft.
radius/level burst, centered on the caster
Duration: 3 rounds + 1 round/level
Saving Throw: None;
Spell Resistance: Yes (harmless)
While casting this spell, you shout a word of challenge
to foes, inspiring your allies. All allies within the area
of effect gain 2d8 temporary hit points +1 per caster
level (to a maximum of 2d8+20 temporary hit points
at caster level 20th), a +2 morale bonus on attacks
and Will saves, and a +4 morale bonus on saves
against fear effects.

Light Before, Darkness Behind


School: Evocation [Light]; Level: Clr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature or object touched
Duration: 10 min./level
Saving Throw: None; Spell Resistance: No
This spell surrounds the target with a hemisphere,
exactly half of which is lit as by a daylight spell and
half of which is as dark as a deeper darkness. Initially,
the illuminated section is directly in front of the target
and moves to correspond with his facing. He may
choose to rotate the facing of the light and dark
sections as a move-equivalent action, making up to
16

one full rotation per round. If cast on an object, the


caster can control the facing of the sections.
Neither daylight nor deeper darkness will dispel light
before, darkness behind, but this spell will dispel
either daylight or deeper darkness.

magic items, nor can it use Combat Expertise or any


item creation or metamagic feat.
Creatures with Intelligence scores of 2 or lower are
not affected by this spell.

Many Arms

Light of Truth

School: Transmutation; Level: Rgr 4, Sor/Wiz 4


Casting Time: 1 standard action
Components: V, S, M (vial of marilith blood 100gp)
Range: Touch
Target: Creature touched that has arms
Duration: 1 round/level
Saving Throw: Will negates (harmless); Spell
Resistance: Yes (harmless)
This spell causes the target creature to sprout an
additional 1 arm per 3 caster levels (maximum 6
additional arms). In addition, the targets clothes and
armor alter themselves to allow these new arms to
function without penalty. If the targets hands ended
in natural weapons such as claws, the new arms have
similar natural attack forms. These additional arms
allow the target to make additional attacks as part of a
full round action, with all new arms allowing
secondary attacks. If the target creature has the TwoWeapon Fighting feat, then it is treated as having the
multiweapon mastery ability and never takes penalties
to its attack roll when fighting with multiple weapons
for the duration of the spell.

School: Divination; Level: Clr 4, Pal 4, Sor/Wiz 4


Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Target: Creature touched
Duration: Concentration, up to 3 rounds/level
Saving Throw: Will negates;
Spell Resistance: Yes
If the spell is successful, the target is surrounded by a
pale blue glow; if she lies while under the influence of
the spell, this briefly shifts to an aura of red and black.
If the target succeeds at the initial Will save, the aura
never becomes visible.

Maddening Insult
School: Enchantment (Compulsion) [Mind-Affecting];
Level: Brd 4, Rgr 4, Sor/Wiz 4
Casting Time: 1 round
Components: V, S, M (bit of dung)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature; see text
Duration: 1 round/level (D)
Saving Throw: Will negates;
Spell Resistance: Yes
The target creature is afflicted with an uncontrollable
anger, taking a 2 penalty to Armor Class and a 2
penalty on attack rolls. Starting with the targets first
action after the spell has been cast, it tries to attack
you, disregarding any ranged attacks available to it in
order to attack with a melee weapon. The subject
makes up to a double move toward you (charging if
possible), and while it wont move into obvious
hazards trying to reach you, it may rush across hidden
dangers (such as covered pits or quicksand), even as it
ignores attacks from other creatures.
If the target gets within melee reach of you, it attacks
you to the exclusion of all other foes until the spell
ends or it kills you.
When attacking, the subject uses the most potent
melee attack or attacks it has available (subject to the
limitations below). If unable to reach or attack you,
the subject tries to position itself for melee attacks
against you for 1d4 rounds before turning and
attacking the nearest creature. Once it chooses a
creature to attack, it attacks that creature to the
exclusion of all others.
While the spell is in effect, the target creature cannot
use Concentration or any Charisma, Dexterity, or
Intelligence based skills (except for Acrobatics, Escape
Artist, Intimidate, and Ride), nor can it use any
abilities requiring patience or concentration. The
target creature cannot cast spells or activate
command-word, spell-trigger, or spell-completion

Martyr
School: Transmutation; Level: Pal 4
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level
The paladin imbues his body with the divine power of
his god. If he dies while the spell is active, he may
make a limited wish as cast by a sorcerer of his
character level. This effect cannot bring the paladin
back to life, though it can bring back other fallen
comrades through mimicking raise dead or other
spells.

Massmorph into Trees


School: Illusion (Glamer); Level: Brd 4, Drd 4, Rgr
4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (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 spells 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 its you, in which case you must succeed
17

on a Concentration check (DC 14 + damage taken) to


maintain the spell. If your check fails, the spell ends,
revealing all massmorphed subjects. Affected
creatures resume their normal appearances if slain.
Unwilling targets can negate the spells effect on
themselves by making Will saves or via spell
resistance. Those who interact with the subjects can
attempt Will disbelief saves to see through the glamer,
but spell resistance doesnt help. True seeing reveals a
massmorphed creature.

MultiMulti-Image
School: Illusion (Figment); Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Personal; see text
Target: You
Duration: 1 min./level (D)
Several illusory duplicates of you pop into being,
making it difficult for enemies to know which target to
attack. As a move action, the figments can all be
directed to act independently and disappear when
struck.
This spell creates 1d4 images plus one image per three
caster levels (maximum eight images total). These
figments separate from you though they must remain
within 10 feet/caster level of you. You can move into
and through an image. When you and an image
separate, observers cant use vision or hearing to tell
which one is you and which one is the image. The
figments may also move through each other. If not
directed by you, the figments mimic your actions,
pretending to cast spells when you cast a spell, drink
potions when you drink a potion, levitate when you
levitate, and so on.
Enemies attempting to attack you or cast spells at you
must select from among indistinguishable targets.
Generally, roll randomly to see whether the selected
target is real or a figment. Any successful attack
against an image destroys it. An images AC is 10 +
your size modifier + your Dex modifier. Figments
seem to react normally to area spells (such as looking
like theyre burned or dead after being hit by a fireball).
While moving, you can merge with and split off from
figments so that enemies who have learned which
image is real are again confounded.
An attacker must be able to see the images to be
fooled. If you are invisible or an attacker shuts his or
her eyes, the spell has no effect. (Being unable to see
carries the same penalties as being blinded.)

Portrait of the Wanted


You draw an image of the last creature that touched
the targeted item. Any creature with an intelligence
score of 3 or below that touched the item is not
revealed. You can draw an image of the last intelligent
creature to touch the item within a number of days
equal to your caster level with an extreme level of
skill. If the item hasnt 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 and draw an image of who touched it
last in hopes of identifying the killer or a witness. 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 affected by polymorph 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 draw only his masked face,
although you still get an idea of his general size and
shape.

Power Word: Laughter


School: Enchantment (Compulsion) [Mind-Affecting];
Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V
Range: Close (25 ft. + 5 ft./2 levels)
Area: One creature with 50 hp or less
Duration: See text
Saving Throw: None; Spell Resistance: Yes
When you speak this powerful yet humorous word,
you cause a single creature with 50 or fewer hit points
to succumb to uncontrollable laughter. The laughing
creature falls to the ground and is knocked prone for
the duration of the spell. A creature with 30 or fewer
hit points laughs for 4d4 rounds, one with 31 to 40 hit
points laughs for 2d4 rounds, and one with 41 to 50
hit points laughs for 1d4 rounds.

Portrait of the Wanted


School: Divination; Level: Pal 4, Rgr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, F (item on which it is cast)
Range: Touch
Target: Touched object
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No

18

Primal Scream

Duration: 1 min./level or until expended (D)


Saving Throw: Fortitude partial; see text;
Spell Resistance: Yes
A leathery sphere about the size of a grapefruit
appears in your palm, and can be thrown as a ranged
touch attack with a maximum range of 120 feet. If the
sphere is wielded by any other creature, treat it as a
splash weapon with a range increment of 10 feet.
When the sphere hits, it breaks with an audible pop
and releases a cloud of splinters, acidic vapor, and
toxic dust. The target struck takes 1d8 points of
damage per two caster levels (maximum 5d8), with no
save (half piercing damage, half acid damage). In
addition to damage, the burst fills a 15-foot radius
with a toxic cloud poisoning all creatures within it
(including the target and the wielder if the wielder
isnt you). Toxic dustcontact; save DC 10 + 1/2 your
caster level + your relevant caster ability modifier;
frequency 1/round for 6 rounds; effect 1d2
Constitution damage and blindness; cure 2
consecutive saves.

School: Transmutation; Level: Drd 4


Casting Time: 1 standard action
Components: V, S
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous and 1 round/level; see text
Saving Throw: Fortitude partial or Reflex negates
(object); see text; Spell Resistance: Yes
You unleash a scream filled with primal energy,
dealing 1d8 points of sonic damage per two caster
levels (maximum 5d8). A successful save reduces the
damage by half. Any exposed brittle or crystalline
object or crystalline creature takes 1d6 points of sonic
damage per caster level (maximum 15d6). An affected
creature is allowed a Fortitude save to reduce the
damage by half, and a creature holding fragile objects
can negate damage to them with a successful Reflex
save. In addition, you are filled with the primal fury of
the scream, gaining minor bonuses that last for 1
round per caster level. You gain a +2 bonus to
Strength and Constitution, and you can move up to
three times your speed before making an attack as
part of a charge (as opposed to being limited to twice
your speed on a charge).

Remember Way
School: Divination;
Level: Brd 4, Drd 4, Rgr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: One conveyance or mount
Duration: See text
Saving Throw: None; Spell Resistance: No
You cast this spell on a conveyance or mount to make
it memorize the course you follow for the next 1
hour/caster level. The journey instilled in this
memory remains until either replaced by a new
journey or dispelled. At any future trip through this
area, the conveyance does not require guidance.
Upon command, the subject 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 conveyance or mount can
only hold one journey in its memory at a time. This
only cause a conveyance to guide itself, it still must
have its own source of locomotion.

Prophets Eye
School: Divination; Level: Rgr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, F (glass eye worth 400 gp)
Range: Close (25 ft. + 5 ft./2 levels)
Target: Self and one living creature
Duration: 1 hour
Saving Throw: Will negates (see text);
Spell Resistance: Yes
You gain an immediate insight into the targets bodily
experiences. You see what she sees, experience what she
experiences, hear what she hears and even taste what
she tastes 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 her, not what it was. If the target
creature begins to do or say something that would
normally be kept secret she is allowed a second Will
save; if this save is successful, she gets an uneasy feeling
that someone is watching her but no idea who or how.
During the duration of the spell, you see what the target
sees in addition to what your 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.

Resist Damage
School: Transmutation; Level: Pal 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Personal
Target: You
Duration: 1 round/level
You gain minor damage reduction of an amount equal
to your Constitution modifier (minimum 1), that can
be overcome only by adamantine weapons. For
example, if your Constitution score is 17, you gain DR
3/adamantine. This damage reduction does not stack
with any damage reduction from other sources, and it
does not allow you to overcome the damage reduction
of other creatures.

Puffball
School: Conjuration (Creation) [Acid]; Level: Drd 4,
Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M/DF (dried puff ball mushroom)
Range: 0 ft.
Effect: One leathery sphere in your palm
19

Retaliatory Missile

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 scapegoat,
or recipient. 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
transfer that failed roll to the scapegoat and roll again.
You cannot transfer more than two rolls and must
accept the results of your second roll. Once you have
successfully transferred the two rolls to the scapegoat,
the next two attack rolls, saving throws, or skill checks
the scapegoat makes uses the result of your die rolls
before your own modifiers. If the target has yet to take
an action that would use the transferred rolls (for
instance, if the scapegoat chooses to move instead of
attacking), you cannot transfer another poor roll to
him. You may transfer a maximum of one poor roll per
three caster levels to the scapegoat by use of this spell.

School: Evocation [Force]; Level: Sor/Wiz 4


Casting Time: 1 standard action
Components: V, S, M (a tiny replica of a shield)
Range: Personal
Target: Caster
Duration: 1 round/level
When you cast this spell, it grants you limited protection
from projectile weapons and a retaliatory strike against
an attacker. You gain damage reduction 10/magic
against ranged weapons; however, this spell does not
grant the ability to damage creatures with similar
damage reduction. Additionally, for each projectile
weapon that strikes you within a round, a magic missile
spell streaks back at the source of the attack, so long as
the attacker is within 100 yards. The spell releases a
maximum of one magic missile spell each round (4 or 5
missiles). The magic missile is released even if the spells
damage reduction negates all damage inflicted by the
projectile weapon, so even nonmagical projectiles elicit
the retaliatory magic missile effect.

Secret Missive

Sanctum

School: Transmutation; Level: Brd 4, Sor/Wiz 4


Casting Time: 10 minutes
Components: V, S, M (rare inks worth 50 gp)
Range: Touch
Target: One page of text, up to 3 square feet
Duration: Permanent (D), see text
Saving Throw: None; Spell Resistance: No
When casting this spell, you write a short message of
up to 50 words which you then conceal within a larger
text (created by the spell) that seems perfectly normal
and innocuous. If you use a normal writing surface,
such as parchment or paper, you can use this spell
without making any additional checks. If you carve
the words into a surface or embellish the writing in
some way, you must make the appropriate Craft check
and supply all the necessary materials. For example, if
you were to scribe a secret missive into the pedestal of
a statue, you would need to make a Craft
(stoneworking) check. Craft checks made in
conjunction with this spell are normally DC 15.
If you have them available to you, you can include
explosive runes, illusory script, or sepia snake sigil in
the larger text, cast as part of the secret missives
casting time.
Your hidden message looks just like part of the larger
text, but the person or persons you designate at the time
you cast the spell are the only ones who can readily
discern it. A comprehend languages spell merely allows
someone to read the larger text, while a true seeing spell
reveals a faint web of magical tracery through the text
but not the hidden message itself. The whole message
has a dim aura of transmutation magic.
A character can pick out your hidden message with a
Linguistics check (DC 10 + your caster level + your
relevant caster ability modifier at the time you cast the
spell). The creature deciphering your message gains a
+10 competence bonus if using true seeing.
When you designate who can read the text, you can
specify creatures by name or can specify conditions or
triggers under which the hidden message can be read.

School: Conjuration (Teleportation); Level: Clr 4


Casting Time: 1 swift action
Components: V, S, DF
Range: Personal
Target: You
Duration: 1 round/level (D)
You transport yourself to an extradimensional sanctuary
just large enough to hold you and what you hold or
carry. If you have a familiar or other companion
creature with the share spells ability, that creature can
accompany you into the sanctuary if it is touching you or
within 5 feet when you cast the spell. While in the
sanctuary, you can cast spells that target you, your
equipment, or your bonded companion, use skills, or
take other actions. Any spell you cast within the
sanctuary is automatically quickened (cast at normal
levels without your needing to know the Quicken Spell
feat), though you can still cast only one quickened spell
each round (this allows you to perform a nonspellcasting standard action and cast a spell but not cast
two spells in a round, while within the sanctum). Spells
from magic items (including scrolls) are not affected,
nor are spell-like abilities, other special abilities, or
spells that youve already quickened.
When sanctum ends, you reappear where you had been
when you cast the spell. If this location contains a solid
object, you appear in the nearest open space.
Spells and abilities that move you within a plane (such
as teleport and dimension door), do not function within
the sanctuary, although a plane shift spell allows you to
exit to whatever plane the spell designates.

Scapegoat, Greater
School: Abjuration; Level: Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (the hair of a goat)
Range: Close (25 feet + 5 ft./2 levels)
Target: One creature
20

Conditions can be as general or as detailed as desired,


though note that only visual and audible actions will
work as conditions (such that the spell cannot
distinguish alignment, level, Hit Dice, or class except by
external garb), and such conditions can often be fooled
by disguises and illusions. Normal darkness does not
defeat a visual trigger, but magical darkness or
invisibility does. Audible triggers can be keyed to
general types of noises or to a specific noise or word, but
silent movement or magical silence defeats them.
When you designate who can read your hidden text, you
can also limit the number of times the message can be
read in total. After this number of readings, the hidden
message and the text that disguises it disappear, ending
the spell. You can also make the message vanish (ending
the spell) under certain conditions you set, using the
same guidelines for specifying who can read the message.
A secret missive spell is destroyed when the surface that
holds it is destroyed, or if the spell is dispelled or
disjoined. An erase spell also removes it.

Components: V, S
Range: 10 ft.
Area: 10-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes
A powerful shockwave radiates outward from you,
blasting all creatures in the area for 1d6 points of
damage per two caster levels (maximum 10d6). In
addition, all creatures in the area are subject to a bull
rush attack from the spell. The CMB for the purposes
of this spell is your caster level plus your relevant
caster ability modifier.

Smite Foe
School: Evocation [good]; Level: Clr 4, Pal 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft. + 5 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: none; Spell Resistance: Yes
You create a ray of sacred energy which blasts one
target as a ranged touch attack. The ray deals 1d8
points of damage per two caster levels (maximum
5d8). Evil outsiders and undead suffer 1d8 per level
(maximum 10d8). This spell deals no damage to goodaligned creatures. Paladins and clerics can add their
smite evil special ability to the attack and damage
rolls of this spell.

Shield of Ablation
School: Abjuration; Level: Pal 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 shining
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 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.

Soften
School: Transmutation; Level: Clr 4, Sor/Wiz 5
Casting Time: 1 standard action
Components: V, S, M/DF (a pinch of wet clay)
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. cube
Duration: 2 rounds/level (D)
Saving Throw: Fortitude negates (see text);
Spell Resistance: Yes
You cause all the objects in the area to become softer,
making them more susceptible to damage.
Unattended nonmagical objects and materials receive
no save. Magic items make saving throws as usual,
and creatures may make saving throws for their items.
Failure indicates that the item or material has its
hardness reduced by 5 for the duration of the spell.
This only makes damaging the objects easier; it does
not reduce a creatures armor or natural armor bonus
to AC. Creatures with hardness, such as animated
objects, must also make a successful saving throw or
have their hardness reduced.

Shimmering Crystal
School: Enchantment (Compulsion) [MindAffecting]; Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (crystal worth 50 gp)
Range: Close (25 ft. +5 ft./2 levels)
Target: One target creature
Duration: 1 round/level
Saving Throw: Will negates; Spell Resistance: Yes
The target creature of this spell believes he is
transported to a place that holds whatever he wishes
for most. He also forgets where he was last, what he
was doing, and only thinks of the fact that what he
wants most is now near. He hasnt, of course, been
transported anywhereall of this happens in the
targets mind. The target is actually stunned for the
duration of the spell. In any round that the target
takes damage while under the influence of
shimmering crystal, he receives another saving throw
against shimmering crystal.

Solipsism
School: Transmutation [Chaos]; Level: Sor/Wiz 4
Casting Time: 1 full round
Components: V, S, M (a spoon)
Range: Medium (100 ft. + 10 ft./level)
Target: One object, up to a 10 ft. cube
Duration: 1 round/level
Saving Throw: Will negates (object);
Spell Resistance: Yes (object)

Shockwave
School: Evocation [Force]; Level: Sor/Wiz 4
Casting Time: 1 standard action
21

This spell can only be cast on a non-living object


that entirely fits within a 10-ft. cube (a normal door,
for example, but not a section of a wall or a very
large door). That object flickers in and out of
another plane, seeming to disappear and reappear
randomly. However, even if it disappears in this
way, the rest of the world still operates normally.
Ceilings are still supported, swords still hang on an
invisible sword rack, etc. At each count of the
initiative, there is a 50% chance the object is
present, and an identical chance that it is
somewhere else. If the object is not present,
creatures, objects, attacks, etc. can pass through its
space easily. It can appear and disappear several
times per round (but it is only necessary to roll to
see if it is present on those initiative counts that its
location becomes important).
If a creature or object spends more than one initiative
count in the object, such as if a character ends his
move in that spot, that creature or object is shunted to
the nearest clear spot as the object phases in and out.

Spirit Dragon

Spirit Dragon
School: Illusion (Shadow); Level: Clr 4, Drd 4
Casting Time: 10 minutes
Components: V, S, F (scale of a dragon)
Range: Close (25 ft. + 5 ft./2 levels)
Target: Special
Duration: 10 min./level
Saving Throw: Will (disbelief) negates; Spell
Resistance: Yes
When you cast this spell, a life-size, partially real adult
dragon (of a type the same as the scale) appears,
under your complete control. If, for any reason, youre
unable to concentrate on controlling the actions of the
spirit dragon, the illusory dragon simply ceases to
move or act until you retake control. Its natural
weapons and breath attack deal nonlethal damage; a
successful save negates this damage. You must have
seen a real dragon of the same type in order to cast
this spell.

Sonic Blast
School: Evocation [Sonic]; Level Brd 4
Casting Time: 1 move action
Components: V
Range: 50 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half; Spell Resistance: Yes
With a single note, you blast forth a cone of sonic
energy from your mouth inflicting 1d4 points of
damage per level (maximum 10d4).

Sonic Lance
School: Evocation [Sonic]; Level Brd 4
Casting Time: 1 move action
Components: V
Range: Touch
Effect: Sonic weapon
Duration: 1 round/level
Saving Throw: None; Spell Resistance: Yes
You shape a chord into a long melee weapon of sonic
energy. The weapon is sized appropriately for you, with
reach weapons requiring two hands for use. You are
proficient with this weapon, which inflicts 1d4 points of
damage per two levels (maximum 10d4), plus your
Charisma modifier. If an attacked creature has spell
resistance, check for resistance the first time the sonic
lance strikes it. A creature that successfully resists the
weapon dispels the spell. Otherwise, the weapon
retains its normal full effect for the spells duration.

Spiritbow, Lesser
School: Evocation [Force]; Level: Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: 0 ft.
Effect: A ghostly bow in your hand
Duration: 1 min./level (D), see text
Saving Throw: None; Spell Resistance: Yes
You conjure a bow of magical force which can be
wielded by you or attack on its own. As a move action,
you can set the bow loose to attack once per round at a
creature you designate (starting the round you release
it). The bow shoots on your turn in the initiative
order, staying in your space and firing at its target
until the spell ends, the target leaves your line of sight,
or you redirect the bow against another target (which
requires a move action). If the bow has nothing to
shoot at, it merely hangs in the air near you. With
each shot, the bow generates a force projectile that
functions just like an arrow fired from a regular
shortbow (range increment 60 feet, damage 1d6),
targeting only creatures and hitting with a ranged
touch attack. If the bow attacks a creature that has
spell resistance, check resistance the first time a
projectile strikes it. If you fail to penetrate the spell

Spell Turning, Lesser


School: Abjuration; Level: Sor/Wiz 4
Components: V, S
This spell functions like spell turning, except that it
turns from four to seven spell levels (1d4+3), but no
spell of greater than 4th level.

22

resistance, this casting of the spell has no effect on


that creature, but otherwise, successive attacks affect
the creature for the full duration of the spell. The bow
uses your base attack bonus (which might allow it
multiple attacks if you take the full attack action) plus
your Intelligence or Charisma bonus (whichever
ability governs your spellcasting) instead of a
Dexterity bonus. A projectile affects its target as a
spell, not as a weapon, and so ignores damage
reduction and immunity to piercing damage. As a
force effect, the bow has no miss chance against
incorporeal creatures, and it can affect ethereal
creatures. If you choose to wield the bow yourself, you
can fire normal or magic arrows (as available) from
the bow, or you can use the bow to shoot force
projectiles as a ranged touch attack (with all effects
and damage as described above). If you use arrows
you supply, you make normal ranged attacks, using
your Intelligence or Charisma bonus (whichever
ability governs your spellcasting) instead of your
Dexterity bonus if you desire. When shooting force
projectiles, you can fire the bow without penalty even
if you dont have proficiency (though a 4
nonproficiency penalty applies when shooting arrows
you supply). Any feats you have that improve your
ability to wield a bow (including Weapon Focus, Point
Blank Shot, or Rapid Shot) apply to any attacks you make.
Firing a real arrow from the bow has no effect on the
spells duration, but each time the bow fires a force
projectile (whether on its own or when wielded by
you), the duration is reduced by 1 minute. If a shot
would reduce the spells duration to less than 0, the
bow can no longer fire force projectiles. The bow
cannot be attacked, but spells such as dispel magic or
mages disjunction have normal effect, while a
disintegrate spell destroys it. Only you can fire the
bow, and if you let it go without using a move action
to set it loose to fire on its own, the spell ends.

Staffstrike
School: Evocation; Level: Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, F (a quarterstaff)
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial;
Spell Resistance: Yes
You send forth shockwaves from your staff, dealing
2d6 points of bludgeoning damage and 3d6 points of
sonic damage to all creatures and objects within the
area. Creatures are knocked prone and stunned for 1
round, and living creatures are also deafened for 1d6
rounds. A successful Fortitude save negates being
knocked prone, stunned and being deafened, but does
not reduce the damage.

Range: 60 ft.
Area: 60-ft. line
Duration: Instantaneous
Saving Throw: Reflex partial; see text;
Spell Resistance: Yes
A blast of high-pressure steam erupts from your hand,
dealing 1d6 points of damage per caster level
(maximum 10d6) to all creatures within its area (half
bludgeoning damage, half fire damage, Reflex save for
half). In addition to soaking creatures in scalding
water, the jet heats their equipment, dealing an
additional 1d6 points of fire damage per two caster
levels the following round to any creatures that fail
their Reflex saves. Any cold effects operating in the
area that are intense enough to deal damage negate
the extra fire damage from the spell (and vice versa)
on a point-for-point basis. Creatures in the jet may be
knocked down or pushed back if they fail their saves.
Tiny or smaller creatures are knocked down and
rolled to the end of the jet plus 1d4 x 10 feet if
standing on the ground, or are blown back to the end
of the jet plus 2d6 x 10 feet if flying. Small creatures
are knocked down and rolled to the end of the jet plus
1d3 x 10 feet by the force of the water, or are blown to
the end of the jet plus 2d4 x 10 feet if flying. Medium
creatures are knocked prone by the force of the steam,
or if flying are blown to the end of the jet plus 1d4 x 10
feet. Large creatures are knocked prone if standing, or
are blown to the end of the jet plus 1d3 x 10 feet if
flying. Huge or larger creatures arent moved or
knocked down by the spell.

Stomach Bloom
School: Conjuration (Creation) [Acid, Evil];
Level: Clr 4, Drd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, M (piece of rancid meat)
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Fortitude partial; see text;
Spell Resistance: Yes
This spell causes the target creatures stomach to fill
with unwholesome acidic fluid. On the first round and
every 1d4 rounds after that, the subject must make a
Fortitude save or be sickened and spew the contents of
its stomach into a random adjacent square, dealing 1d6
points of acid damage/2 caster levels divided between
the subject and the creatures in the affected square.
In addition, all creatures in other adjacent squares
take 1 point of splash damage/2 caster levels. A
successful save negates the sickened condition and the
spewing until the spell triggers again.

Subvert Charm
School: Enchantment (Charm) [Mind-Affecting];
Level: Brd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (two small mirrors)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature currently affected by a charm
effect or spell

Steam Jet
School: Evocation [Fire, Water];
Level: Drd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M/DF (a bladder filled with water)
23

Duration: Special (see below)


Saving Throw: None; Spell Resistance: No
Make a caster level check (DC 10 +caster level of
charm effect). If successful, the charm effect that is
affecting the subject is altered in such a way that the
caster of subvert charm becomes the originator of the
effect. The duration of the original charm effect is
unchanged. This spell does not affect compulsions.

detect and disable. A rogue (only) can use the


Perception skill to find a symbol of despair and
Disable Device to thwart it. The DC in each case is 25
+ spell level, or 29 for symbol of despair.

Teeth of the Wind


School: Evocation [Air]; Level: Drd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M/DF (miniature bellows)
Range: 60 ft.
Area: 60-ft. line
Duration: 1 round
Saving Throw: Fortitude partial and Reflex half;
Spell Resistance: Yes
This spell creates a blast of air and grit at storm
strength (approximately 70 mph) that originates from
you and affects all creatures in its area. The force of
the blast deals 1d8 points per two caster levels
(maximum 15d8). Creatures caught in the blast are
allowed Reflex saves for half damage. Creatures in the
blast may be knocked down or pushed back if they fail
their saves. Small or smaller creatures are blown away
and rolled 1d4 x 10 feet if standing on the ground
(taking 1d4 points of nonlethal damage per 10 feet), or
are battered back 2d6 x 10 feet (taking 2d6 points of
nonlethal damage) if flying. Medium creatures are
knocked prone by the force of the wind, or if flying are
blown back 1d6x10 feet. Large or Huge creatures are
unable to move forward against the force of the wind,
or if flying are blown back 1d6 x 5 feet. Gargantuan or
Colossal creatures can move normally within a teeth
of the wind effect. In any event, though, teeth of the
wind cant move a creature beyond the limit of the
spells range.
Regardless of size, all creatures take a 8 penalty on
Listen checks and ranged attack rolls for thrown
weapons in the spells area. Ranged weapon attacks in
the area are impossible, and siege engines have a 4
penalty on attack rolls.
The force of the gust automatically extinguishes
candles, torches, and similar unprotected flames. It
causes protected flames, such as those of lanterns, to
dance wildly, with a 75% chance to be extinguished as
well. In addition to the effects noted, teeth of the wind
can do anything that a sudden blast of wind would be
expected to do, including fan a large fire, move
unsecured objects (treat them as creatures of the
appropriate size), heel over a ship, or blow gases or
vapors to the edge of its range.

Sunray
School: Evocation [Fire, Light]; Level: Drd 4,
Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M/DF (a glass lens)
Range: Medium (100 ft. + 10 ft./level)
Effect: Beam of focused light
Duration: 1 round/level
Saving Throw: None; Spell Resistance: Yes
You gather the ambient light from your surroundings
and focus it into a scorching beam dealing 2d8 fire
damage on a ranged touch attack; undead creatures
suffer 4d8 points of fire damage from this beam. You
can make one attack with the beam as a free action in
the round you cast the spell and then make one attack
as a standard action each round for as long as the
spell lasts.

Supernatural Ward,
Ward, Greater
School: Abjuration; Level: Brd 4, Clr 3, Sor/Wiz 4
Casting Time: 1 swift action
Components: V, S, DF
Range: Touch
Target: Creature touched
Duration: 1 round
Saving Throw: Will negates (harmless);
Spell Resistance: Yes (harmless)
The subject gains a +10 bonus to its saving throws
against supernatural abilities for the spells duration.

Symbol of Despair
School: Enchantment (Compulsion) [Mind-Affecting];
Level: Clr 4, Sor/Wiz 4
Casting Time: 10 minutes
Components: V, S, M (mercury, phosphorus,
powdered diamond and opal worth 750 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 (see the
Pathfinder Roleplaying Game), except each creature
within the radius of a symbol of despair is afflicted
with a sense of utter despair for 1 minute per caster
level. Each affected creature takes a 2 penalty on
attack rolls, saving throws, ability checks, skill checks,
and weapon damage rolls.
Unlike symbol of death, symbol of despair has no hit
point limitonce triggered, a symbol of despair
simply remains active for 10 minutes per caster level.
Magic traps such as symbol of despair are hard to

Track Magic
School: Divination; Level: Pal 4, Rgr 4, Sor/Wiz 4
Casting Time: 1 round
Components: V, S, F (rare dowsing rod 250 gp)
Range: Touch
Target: One creature touched with the track feat
Duration: 1 hour/level (D)
Saving Throw: Yes (harmless);
Spell Resistance: Yes (harmless)
You grant the ability to see traces of magic. The
subject may follow the trail of any creature that has
24

Translocation Viewing

True Sacrifice
Sacrifice

active (or continuous) spells, magic items or spell-like


abilities. The subject must still make Survival checks
and have the Track feat to attempt to trail someone in
this fashion. Instead of weather affecting the subjects
ability to follow, discharges of magic in an area have
the same effect as rain on the magical tracks. The spell
lets the subject see a faint, glowing trail, but the
subject cannot tell what type of magic creates it. For
every three active items/spells/abilities, the subject
gains a +1 circumstance bonus to the Track check.
This spell does not help the subject track via magic
used to conceal or alter normal tracks, such as
trackless step or dust of tracelessness, but it would
still give the subject a chance to track other active
magic in the possession of someone using those
magics to avoid being tracked.

School: Conjuration (Healing); Level: Pal 4


Casting Time: 10 minutes
Components: V, S, M/DF (diamond worth 25,000 gp)
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text;
Spell Resistance: Yes (harmless)
This spell functions like true resurrection except at
the end of the spell you are dead (or destroyed) and
cannot be raised or resurrected. If the soul chooses
not to return to life or is unable to be returned to life
you do not die (nor are you destroyed).

Unstable Form

Transloc
Translocation Viewing
Viewing

School: Transmutation (Polymorph) [Chaos];


Level: Drd 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (a small ball of clay)
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 min./level
Saving Throw: Fortitude negates; see text;
Spell Resistance: Yes
Corporeal instability causes the targets body to
destabilize into an amorphous, ever-shifting mass.
The creatures body melts, flows, writhes, and boils.
The affected creature is unable to hold or use any
item. Clothing, armor, rings, helmets, and backpacks

School: Divination (Scrying); Level: Sor/Wiz 4


Casting Time: 10 minutes
Components: V, S, F (a glass eye)
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 min./level
Saving Throw: None; Spell Resistance: No
You are able to see the destination of the most
recently used conjuration (teleportation) spell cast
within range. You are able to view the destination as if
standing there. And, though you cannot move your
perspective from the destination point, you can look
around as if you were there.
25

Ward of Mercy

become useless. Large itemsarmor, backpacks, even


shirtshamper more than help, reducing the
creatures Dexterity score by 4. Soft or misshapen feet
and legs reduce speed to 10 feet or one-quarter
normal, whichever is less. Searing pain courses along
the nerves, so strong that the creature cannot act
coherently, attacking blindly, unable to distinguish
friend from foe (-4 penalty to hit and a 50% miss
chance, regardless of the attack roll). At the end of the
spells duration, it returns to its normal form. A
creature can regain its own shape by taking a standard
action to attempt a new save. A success reestablishes
the creatures normal form for 1 minute. On a failure,
it can repeat the check each round until successful.

School: Abjuration Level: Pal 4


Casting Time: 1 standard action
Components: V, S, M/DF (a padded cloth glove)
Range: Anywhere within the area to be warded
Area: 10 ft. radius/level emanation
Duration: 1 min./level (D)
Saving Throw: None; Spell Resistance: Yes
All damage dealt to living creatures in the area of the
spell is changed to nonlethal damage.

Warriors Insight
School: Divination; Level: Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 round/level
You gain a temporary, intuitive insight into the vagaries
of combat. You receive a +5 insight bonus to melee
attack rolls, melee damage rolls, and to your Armor
Class. Additionally, you are not subject to the miss
chance that applies to a concealed or invisible target
when making a melee attack.

Untiring
School: Abjuration; Level: Clr 5, Pal 4
Casting Time: 1 action
Components: V, S
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None; Spell Resistance: No
This spell allows one person to ignore the effects of
fatigue. He doesnt need to make checks related to
fatigue, nor Fortitude saves against environmental
conditions such as desert heat, nor is his speed
affected by the amount of gear he carries (although he
still suffers armor check penalties and penalties to
skills such as Acrobatics and Swim).

Watchful Spirits
School: Conjuration (Summoning);
Level: Brd 4, Clr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M/DF (small vial of anointing oil)
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Opponents gain no bonus from flanking you, as if you
had the improved uncanny dodge ability (see the
barbarian class feature in the Pathfinder Roleplaying
Game; use your caster level in place of barbarian levels
for the purpose of determining whether a rogue can
sneak attack you).
In addition, while this spell is in effect, you add your
caster level as an insight bonus on any one Reflex save.
Using this function is an immediate action and must be
declared before the save is rolled. Using this ability
discharges the spell.

Wall of Light
School: Evocation [Light]; Level: Clr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (a lit candle)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft.
square/level, or a sphere or hemisphere with a radius
of up to 1 ft./level
Duration: 1 minute/level
Saving Throw: See text; Spell Resistance: Yes
This spell creates an immobile wall of shimmering
white light, illuminating the area within 60 ft. It does
not provide any sort of barrier to entry or attack, but
any undead that walk through the light take 1d8 +
caster level in divine damage. Any living creature that
walks through the wall is illuminated as if by a faerie
fire spell for one minute/caster level. If the caster
attempts to cast the wall on individual creatures, they
may make Reflex saves to avoid taking damage (if
undead) or being illuminated (if living).
Wall of light counters or dispels any darkness spell of
equal or lower level, but is only dispelled by darkness
spells or effects of 4th level or higher.
The caster can form the wall into a flat, vertical plane
whose area is up to one 10-ft. square per level, or into
a sphere or hemisphere with a radius of up to 1 ft. per
level. The wall of light must be continuous and
unbroken when formed.

Wave of Pain
School: Necromancy Level: Clr 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level, no two of which
can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Fortitude negates;
Spell Resistance: Yes
The target creatures suffer wracking pains that
impose a 4 penalty on attacks and on initiative, skill,
and ability checks. In addition, the target creatures
speed suffers a 10-ft. circumstance penalty (to a
minimum speed of 5 ft.).
26

Zone of Mishaps
School: Abjuration; Level:
Clr 4, Sor/Wiz 4
Casting Time: 1 standard
action
Components: V, S
Range: Close (25 ft. + 5 ft./2
levels)
Area: 20-ft.-radius emanation
Duration: 1 min./level
Saving Throw: None; Spell
Resistance: No
By casting zone of mishaps, you
manipulate magical energy in
your immediate vicinity so that
spells that are cast within the
area are affected by a mishap.
This effect is centered on you
and moves with you. Anyone
who enters the zone
immediately becomes subject to
its effects, but those who leave
are no longer affected.
Each time a spell is affected by
this spell, its caster must
succeed on a caster level check
(DC 15 + your caster level) or
suffer a spell mishap, as per the
rules for Scroll Mishaps (See
Pathfinder Roleplaying Game).

Zone of Parley
School: Abjuration; Level:
Clr 4
Casting Time: 1 standard
action
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2
levels)
Area: 5-ft. radius/level
emanation
Duration: 1 hour
Saving Throw: See text;
Spell Resistance: No
The zone of parley is a special fortified sanctuary.
When it is set up, anyone who enters it is compelled to
proclaim whether he will respect the truce of the zone;
this declaration is a free action. If he agrees to honor
the truce, he is protected by a sanctuary spell until he
leaves the zone. However, he must make a Will save to
make any attack (even in response to anothers attacks
on him) within the zone, and suffers 6d8 points of
divine damage even if he successfully makes his save.
He loses his sanctuary when he attempts to commit
an act that violates the zone, but must continue to
make saving throws when he attempts to commit
further acts of violence (and suffers the damage).
The zone of parley is most commonly used during
parlays in battle.

Witchbreaker

Witchbreaker
School: Evocation; Level: Clr 4, Pal 4
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft. radius sphere
Duration: Instantaneous
Saving Throw: Will partial; Spell Resistance: Yes
This spell creates a blast of divine energy that causes
anyone who can cast an arcane spell to take 1d6 divine
damage per two levels (maximum 10d6 damage) and
be staggered. A successful saving throw results in half
damage and negates the staggered condition.
27

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 20002005, Wizards of the Coast, Inc. d20
System Reference Document Copyright
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Williams, Rich Baker, Andy Collins, David
Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary

Gygax and Dave Arneson.


Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author:
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The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene,
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copyright Silven Publishing and Matthew J. Hanson.
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Original Spell Name Compendium Copyright 2002 Clark Peterson; based on
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101 4th Level spells copyright 2010 Steven D. Russell Author: Steven D. Russell

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