101 4th Level Spells
101 4th Level Spells
101 4th Level Spells
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101 2nd level spells 2010 Steven D. Russell, Open Gaming License Copyright 2007
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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.
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
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
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 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
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
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
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
12
13
14
15
16
17
18
19
20
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
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.
Corrosive Touch
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
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
Exorcism
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
Foozle
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.
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.
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
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.
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
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.
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.
Many Arms
Light of Truth
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.
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.)
18
Primal Scream
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
Secret Missive
Sanctum
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
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
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
22
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
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
Unstable Form
Transloc
Translocation Viewing
Viewing
Ward of Mercy
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.).
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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.
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