involved in each.

(Make one check per aura: DC 15 + spell level,
CANTRIPS or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates
from a magic item, you can attempt to identify its properties
(see Spellcraft).
Magical areas, multiple types of magic or strong local magical
Acid Splash
emanations may distort or conceal weaker auras.
School conjuration (creation) [acid]; Level sorcerer/wizard 0
Aura Strength: An aura’s power depends on a spell’s functioning
Casting Time 1 standard action
spell level or an item’s caster level; see the accompanying table. If
Components V, S
an aura falls into more than one category, detect magic indicates the
Range close (25 ft. + 5 ft. /2 levels)
stronger of the two.
Effect one missile of acid
Lingering Aura: A magical aura lingers after its original source
Duration instantaneous
dissipates (in the case of a spell) or is destroyed (in the case of a
Saving Throw none; Spell Resistance no
magic item). If detect magic is cast and directed at such a location,
You fire a small orb of acid at the target. You must succeed on a
the spell indicates an aura strength of dim (even weaker than a
ranged touch attack to hit your target. The orb deals 1d3 points of
faint aura). How long the aura lingers at this dim level depends on
acid damage. This acid disappears after 1 round.
its original power:
Arcane Mark
Original Strength Duration of Lingering Aura
School universal; Level sorcerer/wizard 0
Faint 1d6 rounds
Casting Time 1 standard action
Moderate 1d6 minutes
Components V, S
Strong 1d6 × 10 minutes
Range touch
Overwhelming 1d6 days
Effect one personal rune or mark, all of which must fit within 1
Sq. ft.
Detect Magic
Duration permanent
Aura Power
Saving Throw none; Spell Resistance no
Spell or Object Faint Moderate Strong Overwhelming
This spell allows you to inscribe your personal rune or mark, which
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-
can consist of no more than six characters. The writing can be
level)
visible or invisible. An arcane mark spell enables you to etch the
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+
rune upon any substance without harm to the material upon which
(artifact)
it is placed. If an invisible mark is made, a detect magic spell causes
Outsiders and elementals are not magical in themselves, but if
it to glow and be visible, though not necessarily understandable.
they are summoned, the conjuration spell registers. Each round,
See invisibility, true seeing, a gem of seeing, or a robe of eyes
you can turn to detect magic in a new area. The spell can penetrate
likewise allows the user to see an invisible arcane mark. A read
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of
magic spell reveals the words, if any. The mark cannot be
lead, or 3 feet of wood or dirt blocks it.
dispelled, but it can be removed by the caster or by an erase spell.
Detect magic can be made permanent with a permanency spell.
If an arcane mark is placed on a living being, the effect
Disrupt Undead
gradually fades in about a month.
School necromancy; Level sorcerer/wizard 0
Arcane mark must be cast on an object prior to casting instant
Casting Time 1 standard action
summons on the same object (see that spell description for details
Components V, S
Dancing Lights
Range close (25 ft. + 5 ft. /2 levels)
School evocation [light]; Level bard 0, sorcerer/wizard 0
Effect ray
Casting Time 1 standard action
Duration instantaneous
Components V, S
Saving Throw none; Spell Resistance yes
Range medium (100 ft. + 10 ft. /level)
You direct a ray of positive energy. You must make a ranged touch
Effect Up to four lights, all within a 10-ft.-radius area
attack to hit, and if the ray hits an undead creature, it deals 1d6
Duration 1 minute (D)
points of damage to it.
Saving Throw none; Spell Resistance no
Flare
Depending on the version selected, you create up to four lights
School evocation [light]; Level bard 0, druid 0, sorcerer/wizard 0
that resemble lanterns or torches (and cast that amount of light),
Casting Time 1 standard action
or up to four glowing spheres of light (which look like will-o’-
Components V
wisps), or one faintly glowing, vaguely humanoid shape. The
Range close (25 ft. + 5 ft. /2 levels)
dancing lights must stay within a 10-foot-radius area in relation
Effect burst of light
to each other but otherwise move as you desire (no concentration
Duration instantaneous
required): forward or back, up or down, straight or turning
Saving Throw Fortitude negates; Spell Resistance yes
corners or the like. The lights can move up to 100 feet per round.
This cantrip creates a burst of light. If you cause the light to burst
A light winks out if the distance between you and it exceeds the
in front of a single creature, that creature is dazzled for 1 minute
spell’s range.
unless it makes a successful Fortitude save. Sightless creatures, as
You can only have one dancing lights spell active at any one
well as creatures already dazzled, are not affected by flare.
time. If you cast this spell while another casting is still in effect, the
Ghost Sound
previous casting is dispelled. If you make this spell permanent, it
School illusion (figment); Level bard 0, sorcerer/wizard 0
does not count against this limit.
Casting Time 1 standard action
Dancing lights can be made permanent with a permanency spell.
Components V, S, M (a bit of wool or a small lump of wax)
Detect Magic
Range close (25 ft. + 5 ft. /2 levels)
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Effect illusory sounds
Casting Time 1 standard action
Duration 1 round/level (D)
Component: V, S
Saving Throw Will disbelief; Spell Resistance no
Range 60 ft.
Ghost sound allows you to create a volume of sound that rises,
Area cone-shaped emanation
recedes, approaches, or remains at a fixed place. You choose what
Duration concentration, up to 1 min. /level (D)
type of sound ghost sound creates when casting it and cannot
Saving Throw none; Spell Resistance no
thereafter change the sound’s basic character.
You detect magical auras. The amount of information revealed
The volume of sound created depends on your level. You can
depends on how long you study a particular area or subject.
produce as much noise as four normal humans per caster level
1st Round: Presence or absence of magical auras.
(maximum 40 humans). Thus, talking, singing, shouting, walking,
2nd Round: Number of different magical auras and the power of
marching, or running sounds can be created. The noise a ghost
the most potent aura.
sound spell produces can be virtually any type of sound within the
3rd Round: The strength and location of each aura. If the items
volume limit. A horde of rats running and squeaking is about the
or creatures bearing the auras are in line of sight, you can make
same volume as eight humans running and shouting. A roaring
Knowledge (arcana) skill checks to determine the school of magic
lion is equal to the noise from 16 humans, while a roaring dragon is

Target object weighing up to 30 lbs. If anything resists this activity (such as a bar on a door or a lock on a chest). Spell Resistance yes (object) You can open or close (your choice) a door. M (a feather or swatch of soft fabric) Components V. 5. School evocation [light]. or soil items in a 1-foot cube each of opportunity. S . Prestidigitation can create small objects. although it may do so in the case You can only have one light spell active at any one time. but it can be cast on a movable object.equal to the noise from 32 humans. S Components V. cleric 0. If you make this spell permanent (through able to read that particular writing without recourse to the use permanency or a similar effect). Level inquisitor 1. Casting Time 1 standard action Read magic can be made permanent with a permanency spell. druid 0. or flavor 1 pound of nonliving material. Effect. School universal. bottle. magus 1. or Area see text Target you Duration 1 hour Duration 1 round/level or until discharged Saving Throw see text. and increasing the light level for Duration 10 min. + 5 ft. with a DC 13 Spellcraft check. /2 levels) time to actually ignite an object. /2 levels) School evocation [fire]. though the spell ends if the distance Duration instantaneous between you and the object ever exceeds the spell’s range. Level bard 0. F (a brass key) you can use spark in any sort of weather and it takes much less Range close (25 ft. Spell Resistance yes Light A ray of freezing air and ice projects from your pointing finger. Anyone who hears a ghost sound Range close (25 ft. /2 levels) from a distance. Furthermore. As a move action. witch 0 Duration concentration Casting Time 1 standard action Saving Throw none. paladin 1 Ray of Frost Sorcerer/wizard 1 School evocation [cold]. magic contained in the writing. warm. sorcerer/wizard 0 Target object touched Casting Time 1 standard action Duration 10 min. /level an additional 20 feet by one step. this spell has no effect. Finally. that action still provokes attacks of opportunity extremely fragile. once the spell is cast cast this spell while another casting is still in effect. cleric 0. or soiling it) persists only 1 hour. Components V. Level alchemist 1. barrel. This spell automatically discharges as soon round. Effect ray Ghost sound can enhance the effectiveness of a silent image spell. druid 0. Level bard 0. A prestidigitation can slowly lift 1 pound of spells and use spell-like abilities without provoke attacks material. clean. weapons. doors. or other container. cleaning. creature or move more than 5 feet with a single move action. shedding Target you normal light in a 20-foot radius. as normal. Level bard 0. The ray deals 1d3 points of cold damage Casting Time 1 standard action Read Magic Components V. Level bard 0. Any actual change to an object (beyond just moving. you are thereafter casting is dispelled. F (a clear crystal or mineral prism) Saving Throw none. it does not count against this limit. the spell can only open and close things 1ST LEVEL SPELLS weighing 30 pounds or less. Range personal Target. The materials created by a prestidigitation spell are opportunity. up to normal light (darkness You can decipher magical inscriptions on objects—books. + 5 ft. Spell Resistance yes Open /Close (object) School transmutation. and similar objects sized for enormous creatures may be beyond this spell’s ability to affect. The effect is unintelligible. Saving Throw none. Once cast. and dim light becomes normal light). While you are subject to this simple magical effects for 1 hour. Thus. Duration instantaneous Ghost sound can be made permanent with a permanency spell. bag. but they look crude If the action that discharges the spell also provokes attacks of and artificial. M (a rabbit’s foot) Range 10 ft. weapons. + 5 ft. unattended object weighing up to 5 lbs. Spell Resistance no This spell creates a subtle and complicated force effect Prestidigitations are minor tricks that novice spellcasters use for that is most effective when used by a still or slow-moving practice. bard 1. as you make an attack. you can take two 5-foot steps each round and still cast severe limitations. becomes dim light. sorcerer/ Target one nonmagical. Level bard 0. S. Spell Resistance no Components V or S You point your finger at an object and can lift it and move it at will Range close (25 ft. you can propel the object as Target one Fine object far as 15 feet in any direction. The effects are minor and have spell. box. /level Components V. paladin 1. chest. It can color. You can read at the rate of one page (250 words) Light can be used to counter or dispel any darkness spell of equal or per minute. prestidigitation lacks the power to duplicate any other spell effects. cast a harmful spell against another It cannot deal damage or affect the concentration of spellcasters. sorcerer/wizard 0 check (DC 10 + spell level). In an scrolls. chests. Level bard 0. m a g u s 1. a greater glyph of warding with Mage Hand a DC 16 Spellcraft check or any symbol spell with a Spellcraft School transmutation. sorcerer/wizard 0 You can make an unattended Fine flammable object catch on Casting Time 1 standard action fire. S. a prestidigitation spell enables you to perform spellcaster or formula user. or spell components. the spell fails. BED OF I RON School necromancy. Adjuring Step Prestidigitation School abjuration (force). It can chill. The spell allows you to identify a glyph of warding lower spell level. S. Saving Throw Fortitude negates (object). This works as if you were using flint and steel except that Components V. of read magic. If you of a cursed or trapped scroll. ranger Range touch 1. sorcerer/ You must succeed on a ranged touch attack with the ray to deal wizard 0 damage to a target. M/DF (a firefly) School divination. S Spark Range close (25 ft. /2 levels) receives a Will save to disbelieve. wizard 0. window. pouch. + 5 ft. Level sorcerer/wizard 0 Casting Time 1 standard action Casting Time 1 standard action Component V. and they cannot be used as tools. or portal that can be opened or closed Duration instantaneous Saving Throw Will negates (object). Spell Resistance no Range personal This spell causes a touched object to glow like a torch. This deciphering does not normally invoke the immobile. the previous and you have read the magical inscription. sorcerer/wizard 0 sorcerer/wizard 1 Casting Time 1 standard action Casting Time 1 standard action Components V. and the like—that would otherwise be area of normal or bright light. In addition. druid 0. cleric 0.

blinded. you must cut one of your hands. lowering the D C of any check to hear back into blood at the end of the round if they have not been what is said by -1 5. you cause a weapon wielded by Your successful melee touch attack deals 1d4 points of acid an ally within 30 feet to telekinetically fly across the space damage per caster level (maximum 5d4). Saving Throw Fortitude partial or Will negates. Saving Throw none. granting you EMBLAZON CREST a +2 circumstance bonus on attack rolls and weapon damage School transmutation. magus 1. sorcerer/wizard 1. and stunned flames touch them. taking 1d6 points of damage and 1 point of mighty horn or trumpet simply by miming the action of sounding Strength damage in the process. the a affected cast blood money to create the 250 gp worth of diamond dust creature gains the ability to create a sound like the blast of a required by that spell. see text Area cone-shaped burst Saving Throw Will negates. then stunned for 1 round. Fortitude saving throw. sorcerer/ This spell first rose to prominence among the elves of wizard 1. Level magus 1. see text. the subject can speak in a booming voice that carries Material components created by blood money transform easily over great distances. and A cone of searing flame shoots from your fingertips. Spell Resistance yes Duration instantaneous A vivid cone of clashing colors springs forth from your hand. 5. (Only living creatures are knocked unconscious. releasing for 1d4 rounds + 1 round per caster level.500 costs 3. First. This spell is particularly prized by battlefield used as a material component. S magi entered battle with this spell prepared to shield fallen Range touch comrades or stand firm against fell foes. disrupts School transmutation. Level sorcerer/wizard 1 Components V. An unconscious or dying ally is Range touch considered a “willing” target so long as the weapon to be Target creature touched called is still in contact with the ally’s body. summoner 1 Kyonin in the war to retake their ancestral land from the Casting Time 1 standard action demon lord Treerazer and his minions. Each touch channels negative Casting Time 1 swift action energy that deals 1d6 points of damage. As the elven Target creature or object touched presence returned to the world. Saving Throw Reflex half. this spell spread throughout Duration instantaneous the Inner Sea and beyond. Duration instantaneous. but creating such material Components V. perhaps also blinded. sorcerer/wizard 1 rolls made during the same round you cast this spell. Second. then blinded and stunned for 1d4 rounds. Level bard 1. magus 1. Range 30 feet Target one melee weapon wielded by an ally Corrosive Touch Duration instantaneous School conjuration (creation) [acid]. Even valuable components worth Casting T time 1 standard action more than 1 gp can be created. M (red. This extra energy persists in the weapon for the rest of the round. You cast blood money just before casting another spell. paladin 1. Flammable materials burn if the 2 HD or less: The creature is unconscious. Level bard 1. You can use this melee touch attack up to Effect 1 material component one time per level. sorcerer/wizard rd. The touched creature Components V. your blood CLARION CALL transforms into one material component of your choice School illusion.Range t o u c h Target o n e creature touched/level Chill Touch Duration 8 hours School necromancy.) Call Weapon 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds. Spell Resistance yes When you cast this spell. one. and blue powder or colored sand) Casting Time 1 standard action Range 15 ft. Level magus 1. Spellcasters who do not have commanders and champions who wish to make themselves blood cannot cast blood money. Elite units of elven Components V. S Sightless creatures are not affected by color spray. ranger 1 then stunned for 1 round. Components V. Casting Time 1 swift action 5 or more HD: The creature is stunned for 1 round. to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material components. Spell Resistance yes Casting Time 1 standard action harmless) Components V. cleric 1. Duration 1 h o u r/ level . 1. and a full-round action. A character can extinguish burning items as for 2d4 rounds. yellow. S This spell makes even the clunkiest armor feel soft as silk to the Range touch wearer. Components V.). Any possibly knocking them unconscious. plus a further point of damage for every full 500 gp Target creature touched of the component's value (so a component worth 500-999 gp Duration 1 0 minutes/ level costs a total of 2 points. Spell Resistance yes BLOOD MONEY A touch from your hand. School transmutation. The subjects of this spell are able to sleep comfortably Targets creature or creatures touched (up to one/level) in medium or heavy armor without suffering from fatigue the Duration instantaneous following day. When you cast another spell in that same round. 1 required by that second spell. a stream of blood that causes you to take 1d6 points of damage. which glows with blue energy. Level magus 1. Color Spray School illusion (pattern) [mind-affecting]. M (a piece of brass) components requires an additional cost of 1 point of Strength Range t o u c h damage. and those who are immune clearly heard or gain the attention of their allies or foes. between you and into your open hand. Level sorcerer/wizard 1 Burning Hands Casting Time 1 standard action School evocation [fire]. Each creature within the creature in the area of the flames takes 1d4 points of fire damage cone is affected according to its HD. You cannot Saving Throw Fortitude negates (harmless). S also takes 1 point of Strength damage unless it makes a successful Range 0 ft. Level sorcerer/wizard 1 Saving Throw Fortitude negates (harmless). etc. the spell fails. Spell Resistance yes causing creatures to become stunned. Duration Instantaneous An undead creature you touch takes no damage of either sort. S Area cone-shaped burst Range 15 ft. witch 1 the life force of living creatures. As part but it must make a successful Will saving throw or flee as if panicked of this spell's casting. Casting Time 1 standard action If the ally targeted for this spell is unwilling to give up Components S. F (an example of the crest or coat of arms) her weapon. Spell Resistance create magic items with blood money. a sorcerer with the spell stone skin prepared could The subject of this spell gains two benefits. yes (harmless) For example. per caster level (maximum 5d4). S.000-1.

do not move on their turn do not need to make this check and are The spell affects one or more Medium or smaller creatures not considered flat-footed. As with any effect that increases your speed. the nonlethal damage. its height and multiplying its weight by 8. and so forth. with no bonus shield carried by the subject while this spell is active can be made for the height of the drop. sorcerer/wizard 1 Casting Time 1 immediate action Casting Time 1 standard action Components V Components V. There is no fatigued condition ends when the target recovers from effect on other modes of movement. + 5 ft. is 2 gallons. A grease spell covers a solid surface with a layer of slippery Spell Resistance yes (object) grease. A creature can walk within instantly changes the rate at which the targets fall to a mere 60 or through the area of grease at half normal speed with a DC 10 feet per round (equivalent to the end of a fall from a few feet). whatever it was supporting falls to the Multiple magical effects that increase size do not stack. an object wielded or employed by a creature requires its bearer to a Huge creature or object counts as four Medium creatures or make a Reflex saving throw to avoid the effect. + 5 ft. When the disk winks out. it still displays the a sword blow or a charging or flying creature subject's crest. climb. The adjustment is treated as an enhancement bonus. It can hold 100 pounds of materials enclosing it—the spell cannot be used to crush a creature weight per caster level. Enlarge person can be made permanent with a permanency spell. It does not affect even if the subject picks up a different shield. M (butter) Range close (25 ft. this spell exhausted even if it is already fatigued. The disk is 3 feet in in the process. Any enlarged item that leaves an enlarged creature’s it maintains a constant interval of 5 feet between itself and you. The disk floats approximately 3 feet above the All equipment worn or carried by a creature is similarly enlarged ground at all times and remains level. S. square level. doubling 10-foot-radius burst from the target point. or the equivalent in larger creatures: a Large Material objects not in use are always affected by this spell. S.-radius burst of light Target one humanoid creature Duration instantaneous Duration 1 min. If it fails. For example. Melee weapons affected by this spell deal more within spell range and will accompany you at a rate of no more damage (see page 145). Flare Burst Enlarge Person School evocation (light). /2 levels) Effect 10-ft. a normal rate of means it falls (see the Acrobatics skill for details). Enlarge person counters and dispels reduce person. /level (D) Your melee touch attack deals 1d6 points of nonlethal cold This spell increases your base land speed by 30 feet. Any tabard or tunic worn and any object does half normal damage based on its weight. load) or objects. apart Duration 1 min. SR no Saving Throw Will negates (harmless) or Will negates (object). + 5 ft. Spell Resistance yes This spell functions as flare. druid 1. the proper crest and coat of arms. sorcerer/wizard 1 Components V. possession (including a projectile or thrown weapon) instantly The disk winks out of existence when the spell duration expires. If the spell is cast on a falling item. Spell Resistance yes objects. + 5 ft. sorcerer/wizard 1 School conjuration (creation). When the spell duration expires. Spell Resistance yes Duration 1 min. witch 1 Expeditious Retreat Casting Time 1 standard action School transmutation. surface beneath it. its capacity by increasing its size. Other magical properties are not affected than your normal speed each round. /2 levels) Range close (25 ft. Level bard 1. and a –1 penalty on attack rolls and AC due to its Casting Time 1 standard action increased size. Frost bite School transmutation [cold]. the Saving Throw none. The target Floating Disk gains a +2 size bonus to Strength. This spell cannot make a creature or swim. items are not increased by this spell. except it affects all creatures in a This spell causes instant growth of a humanoid creature. touch attack up to one time per level. it is constrained without harm by the diameter and 1 inch deep at its center. This means that thrown and projectile The disk also winks out if you move beyond its range or try to weapons deal their normal damage. magus 1. Spell Resistance yes Saving Throw Fortitude negates. /2 levels) Range close (25 ft./level (D) Duration until landing or 1 round/level Save see text. Creatures that falling resumes. sorcerer/wizard 1 School transmutation. M (powdered iron) Range close (25 ft. Feather Fall Grease School transmutation. circular plane of force that Strength check (using its increased Strength) to burst any enclosures follows you about and carries loads for you. a –2 size penalty to Dexterity (to School evocation [force]. M (a drop of mercury) A humanoid creature whose size increases to Large has a space of Range close (25 ft. If the initial saving . Level sorcerer/wizard 1 a minimum of 1). Level druid 1. Level bard 1. and the target is fatigued. such as burrow. Magical properties of enlarged take the disk more than 3 feet away from the surface beneath it. Failure means it can’t move that round (and and the subjects take no damage upon landing while the spell must then make a Reflex save or fall). no two of which may be more than 20 ft. + 5 ft.Saving Throw Will negates (harmless). This spell does not change the Effect 3-ft. while creature or object counts as two Medium creatures or objects. Spell Resistance no creature attains the maximum possible size and may make a You create a slightly concave. /level (D) Saving Throw Fortitude negates. S Targets creature touched Range personal Duration instantaneous Target you Saving Throw none. by this spell. It floats along horizontally by the spell. returns to its normal size. You can use this melee affects your jumping distance (see the Acrobatics skill). If not otherwise directed. (including gear and carried objects up to each creature’s maximum The spell can also be used to create a greasy coating on an item./2 levels) Targets one Medium or smaller freefalling object or creature/ Target one object or 10-ft.-diameter disk of force target’s speed. Feather fall works only upon free-falling objects. Any creature in the area when the spell is cast must The affected creatures or objects fall slowly. This increase changes the creature’s size category to the next larger one. to display a coat of arms when the spell is cast. This damage + 1 point per level. Feather fall make a successful Reflex save or fall. Level bard 1. Acrobatics check. Components V. S. /2 levels) 10 feet and a natural reach of 10 feet. (Harmless) This spell has no special effect on ranged weapons unless they This spell ensures the subject touched is always able to display her are falling quite a distance. S Casting Time 1 standard action Range touch Components V. Duration 1 hour/level If insufficient room is available for the desired growth. regardless of the shield's normal appearance. If used to transport a liquid. while failure by 5 or more is in effect. Level sorcerer/wizard 1 Casting Time 1 standard action Casting Time 1 round Components V Components V. Level bard 1. fly.

Range personal The subjects gain hit points as though from resting. Effects that rely on actual sleep or dreaming are ineffective. it successfully disbelieves and the spell’s effect Duration 1 minute/level ends for that creature. You call forth a quick blast of water that knocks over and soaks one creature or square. Level druid 1. and to +30 (the Target you maximum) at caster level 9th. Your CMB for KEEP WATCH this bull rush is equal to your caster level plus your Intelligence. Spell Resistance yes the face of a willing target. S inquisitor 1. Wisdom. While staring the creature. Level inquisitor 1. antipaladin 1. see text Illusion of Calm Saving Throw Will negates (harmless). relieving the broken condition for a short Range close (25 ft. sorcerer/wizard 1 Saving Throw Will negates (harmless). The subjects suffer Component V. paladin 1. sorcerer/ (harmless) wizard 1 This spell enables the subjects to stand watch or keep vigil Casting Time 1 standard action throughout the night without any ill effects. and so Duration 1 minute/level on. sorcerer/wizard 1 Blind creatures and creatures immune to gaze attacks are Casting Time 1 standard action immune to this spell. Spell though the subjects are still susceptible to effects that would Resistance no put them to sleep. Level antipaladin 1. That double makes it look like you are affected creatures must either have the spell cast on them again standing still. Level alchemist 1. You can use this blast of water to make a bull rush against any one creature or object. witch 1 Range touch Casting Time 1 standard action Target creature touched Components V. granting creatures other than you difficult to speak. Components V. Magical Range t o u c h fires are unaffected. magus 1. S. If you willingly leave the target’s line of sight or become Jump unconscious or dead. or move out of your first square during a move action. Duration 1 minute/level This spell reduces the effect of range. so any spell casting with a verbal component concealment against the target’s attacks. M (a grasshopper’s hind leg) Range touch Longshot Target creature touched School transmutation. Level bard 1. it gains inquisitor 1. object). object) Casting Time 1 standard action When you cast this spell. It does not LINE BREAKER hide ranged attacks made with any type of projectile weapon. s in a single 5-foot square which it is targeted against. Spell Resistance yes regains no hit points. /level (D) inquisitor 1. and damage can still destroy the object. Spell School evocation [water]. a n d the the same space of you. the creature immediately drops the item. up or use the greased item. whichever is highest. make a ranged attack with a thrown weapon. The object Saving Throw none. such as sleep or deep slumber. Spell Resistance yes Casting Time 1 standard action The subject gets a +10 enhancement bonus on Acrobatics checks Components V. M/DF (a piece of fletching) made to attempt high jumps or long jumps. paladin 1. immediately ends the effect. and to Range touch their CMD to avoid being grappled. leaves your line of sight. you cast a spell. paladin 1. or Charisma modifier. even when you are not. School enchantment. object. magus 1. magus 1. Components V. and is treated as if it is not broken. sorcerer/wizard 1. Target o n e creature touched/2 levels Duration 8 hours or less. /2 levels) time. When a creature hits you with an attack of any type. Level druid 1. Hydraulic Casting Time 1 standard action push extinguishes any normal fires on a creature. ranger 1 a saving throw to disbelieve the figment. magus 1.throw fails. magus 1. an item with Target one creature or object the broken condition suffers no adverse effects from that Duration instantaneous condition. Any vigorous When casting this spell. Spell Resistance yes Target one creature (harmless) Duration 1 round/level This spell causes a brushy beard of stiff iron to erupt from Saving Throw Will negates. The iron beard may also be used as a weapon at you. The iron beard grants a +1 armor You compel the target to look at you and only you for the bonus to AC and this bonus stacks with any armor worn by spell’s duration or until the spell is discharged. S no fatigue and gain all the usual benefits of a full night's rest. it is blinded for 1 round and the spell ends. This ranger 1. antipaladin 1. ranger 1. witch 1 clothing gains a +10 circumstance bonus on Escape Artist checks Casting Time 1 standard action and combat maneuver checks made to escape a grapple. S. sorcerer/wizard 1 Resistance: yes (harmless. or Components V. /level Duration 1 round/level Hydraulic Push Saving Throw: Will negates (harmless. paladin 1. You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush IRON BEARD or overrun. granting a +10-foot bonus . While under the effects of this spell. sorcerer/wizard 1. magus 1. The enhancement Range personal bonus increases to +20 at caster level 5th. The iron beard makes it every creature but you. On a successful Target you saving throw. While under the effects or sleep for the remaining hours to avoid fatigue and gain the benefits of this spell. you create an illusory double that takes activity. ranger 1 Lock Gaze Casting Time 1 standard action School enchantment (compulsion) [mind-affecting]. see below). you do not provoke attacks of opportunity when of a full night's rest. sorcerer/wizard 1 bull rush does not provoke an attack of opportunity. cleric 1. Level alchemist 1. /2 levels) Save Fortitude negates (harmless). ranger 1. Saving Throw Will disbelieve (on hit. Level bard 1. School transmutation. wizard s may Target you prepare their spells as though they had slept for 8 hours. the spell creature suffers no ill effects. School transmutation. If the target willingly has a 20% spell failure chance. Duration 1 min. including fighting. A creature wearing greased armor or summoner 1. a spectral force binds a broken Components V. Target one broken object of up to 2 lbs. S Duration 1 minute/level Range close (25 ft. the target is considered to be averting its eyes from equivalent to cold iron armor spikes. Spell Resistance yes School illusion (figment). S weapon together. School transmutation. + 5 ft. magus 1. Level alchemist 1. A saving throw Jury-Rig must be made in each round that the creature attempts to pick School transmutation. + 5 ft.

If you shoot multiple missiles. This penalty does not Casting Time 1 round stack with itself. a creature blinded by this spell The missile strikes unerringly. The mount comes with a bit and bridle and a Target you riding saddle. two opponents within your reach. A monk’s unarmed Duration 1 min. Level sorcerer/wizard 1 Fortitude save reduces this penalty by half. The mudball can also be wiped off by Specific parts of a creature can’t be singled out. and Intimidate Range touch checks as well as any performance combat checks it attempts Target weapon touched Duration 1 min. Spell Resistance yes confirm against only one opponent. compare the result to the AC of This spell does not function underwater. witch 1 School evocation [force]. If you fail to use the effect A coruscating ray springs from your hand. sorcerer/wizard 1. Hitting only one opponent Casting Time 1 standard action allows you to deal that opponent normal damage for your Components V. S as a mount (see the Pathfinder RPG Bestiary). /2 levels) Range medium (100 ft. A Casting Time 1 standard action single missile can strike only one creature. The target of this Components V. cleric 1. Your hit is a normal hit rather than a critical if you Saving Throw Fortitude half. witch 1 you can have them strike a single creature or several creatures. Spell Resistance yes mud and launch it at an enemy’s face as a ranged touch A missile of magical energy darts forth from your fingertip and attack. On a critical threat. sorcerer/wizard 1. /level Obscuring Mist Saving Throw Will negates (harmless. Level sorcerer/wizard 1 Casting Time 1 standard action Casting Time 1 standard action Components V. witch 1 Saving Throw none. the target is blinded. ranged touch attack to strike a target. and thus it can be enhanced by Saving Throw none. You can’t cast this spell on a natural weapon. A strong wind (21+ mph) disperses the Duration see text fog in 1 round. S. You regain one use of all 0-level and 1st-level spell-like abilities you can use as a result of a . If you hit both enemies. S. If the selected opponents are flanking you. Spell Resistance yes Casting Time 1 standard action The target’s actions and words fail to impress. flame strike. bard 1. such as an Effect cloud spreads in 20-ft. you gain a +2 bonus on your attack roll (and Ray of Enfeeblement confirmation attack roll. sorcerer/ Magic Missile wizard 1. + 5 ft. M (a bit of horse hair) Range close (25 ft. School illusion. you deal half your critical hit damage Duration 1 round/level to each. Diplomacy. no two of which can be more than Duration instantaneous 15 ft. you gain an additional missile—two at 3rd level. you conjure a single ball of sticky Saving Throw none. You must succeed on a before the end of your next turn. three at 5th. + 5 ft. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). radius from you. Level cleric 1. A successful School conjuration (summoning). /2 levels) Target one creature Magic Weapon Duration 1 round/level School transmutation. sorcerer/wizard 1 miss chance). Before the end of your next turn. A misty vapor arises around you. Level sorcerer/wizard 1 you can deal half damage to each. sorcerer/wizard 1 Saving Throw Will negates. Target you disperses the fog in 4 rounds. A Mirror Strike creature 5 feet away has concealment (attacks have a 20% School transmutation. If you Effect ray confirm against both. The steed serves Range personal willingly and well. see text. creature affected by it as a standard action. Spell Resistance no Casting Time 1 standard action You summon a light horse or a pony (your choice) to serve you Components V. your next melee attack roll. the spell ends. An enhancement bonus does not stack with a Components V. Each round strikes its target. A wall of fire burns away the two attacks. Level cleric 1. /2 levels) roll to confirm the critical hit against both opponents. Range close (25 ft. Spell Resistance no this spell. magus 1. 20 ft. ending the effect. object) wizard 1 Magic weapon gives a weapon a +1 enhancement bonus on attack Casting Time 1 standard action and damage rolls. The vapor obscures all sight. druid 1. Range personal A moderate wind (11+ mph). DF spell takes a –10 penalty on any Bluff. four at 7th. inquisitor 1. magus 1. recharging your innate magic abilities. Spell Resistance School conjuration (creation). including darkvision. It is stationary. or similar spell burns away the You briefly alter the flow of time to split a melee attack into fog in the explosive or fiery spell’s area. apart Saving Throw Reflex negates. /level (D) strike is considered a weapon. paladin 1. high unarmed strike (instead. object). S attack. Level bard 1. combat. + 5 ft. at the beginning of its turn. + 5 ft. Mount The subject’s Strength score cannot drop below 1. magus 1. M (a shard of mirror) the target). and the maximum Negative Reaction of five missiles at 9th level or higher. so long as it has less than total cover or total concealment. S Range close (25 ft. Creatures farther away have total concealment Casting Time 1 standard action (50% miss chance and the attacker cannot use sight to locate Components V. such as from a gust of wind spell.to the range increment of any weapon used by the subject. even if the target is in melee can attempt a Reflex saving throw to shake off the mud. Spell Resistance no Duration instantaneous When you cast this spell. Level magus 1. /level) Effect single fist-sized blob of sticky mud Targets up to five creatures. School necromancy. For every two caster levels beyond 1st. A fireball. MUDBALL School conjuration [earth]. Duration instantaneous You channel magic energy into your own aura. see magic fang). you can make only one attack Range close (25 ft. Apply the highest penalty instead. when you make fog in the area into which it deals damage. + 10 ft. S masterwork weapon’s +1 bonus on attack rolls. If the mudball hits. S. beyond 5 feet. Objects are not the creature affected by it or by a creature adjacent to the damaged by the spell. /2 levels) RECHARGE INNATE MAGIC Effect one mount School transmutation. Level druid 1. S Components V. sorcerer/ yes (harmless. You must designate Components S targets before you check for spell resistance or roll damage. Components V. Range 20 ft. dealing 1d4+1 points of force damage. see below). Duration 2 hours/level (D) druid 1. Level alchemist 1.

you may dismiss your shield. S. /2 levels) Effect o n e ball of ice and snow Target one weapon that can be thrown Duration instantaneous Duration 1 minute/level Saving Throw Fortitude partial (see text). Spell Resistance yes ( harmless) Your successful melee touch attack deals 1d6 points of electricity With a sweep of your hand. returning weapon special ability (see page 471 of the Core Rulebook). The illusion does not create sound. sorcerer/ School evocation [electricity]. water]. Your next single attack roll (if it is made throw halves the damage. before the end of the next round) gains a +20 insight bonus. object) . yes (harmless. your unarmed strikes ignore Shield creates an invisible shield of force that hovers in front of the hardness of any object with a hardness less than 8. M (a chip of granite) Shield Range personal School abjuration [force]. 5. Spell Resistance yes (harmless. at a single target as a ranged touch attack. S This spell transforms your hands into living stone. cube/level (S) Components V. cannot be wearing other armor. you are not affected by the miss chance that applies to Silent Image attackers trying to strike a concealed target. The armor (or is carrying a metal weapon or is made of metal). In addition. Creatures armored Components V. Target you At any time. Level bard 2. intuitive insight into the immediate future creatures within a 5-foot burst. magus 1. summoner 1. St one Fist This spell can be used as the School transmutation [earth]. Spell Resistance no Saving Throw Will negates (harmless. Spell Resistance of the size of the effect. this spell immediately ends incorporeal touch attacks. the a successful hit and the target must make a successful Fortitude target weapon acts as if it had the saving throw or be staggered for 1 round. When delivering the jolt. The shield has and you take 4d6 points of damage no armor check penalty or arcane spell failure chance. Duration see text at which point it deals 1d6 points of electrical damage to all You gain temporary. A Reflex saving during your next attack. prerequisite for the returning weapon sorcerer/wizard 1 special ability. S. S Components V . Level inquisitor 1. Level alchemist 1. your unarmed strikes do not provoke attacks of Target you opportunity and deal 1d6 points of lethal bludgeoning damage Duration 1 min. cleric 2. S with this spell are considered to have donned Range personal the armor properly. This bonus applies against incorporeal Range personal touch attacks. subjects of the spell must be capable of wearing the chosen armor. including you. you select a number of targets damage per caster level (maximum 5d6). Additionally. sorcerer/wizard 1 Casting Time 1 standard action Unerring Weapon Components V. F (a bit of fleece) School transmutation. + 40 ft. The disk provides Components V. Level alchemist 1. Level druid 1. magus 1. /level) wizard 1. F (small wooden replica of an archery target) a +2 shield bonus to AC. The targets of this you gain a +3 bonus on attack rolls if the opponent is wearing metal spell are immediately c l a d in the armor that you choose . School illusion (figment). since it is a force effect. While this Range personal spell is in effect.racial trait. The disk Stone to flesh immediately dispels stone fist. object). + 5 ft. Level sorcerer/wizard 1 wizard 1 Casting Time 1 standard action Casting Time 1 standard action Components V. + 5 ft. Level magus 1. It negates magic missile attacks directed at you. creature. witch 2 Casting Time 1 standard action Casting Time 1 standard action Components V. all of which must be This spell creates the visual illusion of an object. M (the armor to be worn) Range touch Range close (2 5 feet + 5 feet level) Target creature or object touched Target o n e willing creature/level Duration instantaneous Duration instantaneous Saving Throw none. The chosen armor must be empty a n d cannot sorcerer/wizard 1 be currently worn by another creature (thus you cannot move armor Casting Time 1 standard action from one wearer to another with this spell ) . You can move the image within the limits Saving Throw Will negates (harmless. School abjuration [electricity. sorcerer/wizard 2. paladin 1. Level sorcerer/wizard 1 strong as the shield spell. Level bard 1. magus 1. School conjuration (teleportation). + 5 ft. S Duration concentration Range close (25 ft. Spell Resistance yes Saving Throw none. sorcerer/wizard 1. The snowball d e a l s object) 1 d 6 points of cold damage per caster level (maximum 5d6) o n For the duration of the spell. as a free action. Should you be also provides a +4 shield bonus to AC. you. force]. S Range c l o s e (2 5 ft. S Components V. together at the time of casting as visualized by you. /2 levels) Range close (25 ft. witch 1 Effect visual figment that cannot extend beyond four 10-ft. /level (D) (1d4 if you are Small). cubes Casting Time 1 standard action + one 10-ft. druid 1. SNOWBALL Returning Weapon School conjuration (creation) [cold. Target you Duration 1 minutes/level (D) True Strike This spell creates an invisible shield similar to but not as School divination. Spell Resistance no Targets one weapon or 20 projectiles. This shield hovers in front of you and Casting Time 1 standard action negates magic missile attacks directed at you./2 levels) Saving Throw Will disbelief (if interacted with). You conjure a ball of packed ice and snow that you can throw object). and must Shock Shield be able to properly fit in n to the chosen armor. SERREN'S SWIFT GIRDING Shocking Grasp School transmutation. and the same number of suits of armor. witch 1 inquisitor 1. sorcerer/ Range long (400 ft. This bonus applies against the target of transmute rock to mud. ranger 1. Level sorcerer/wizard 1 Target you Casting Time 1 standard action Duration 1 minute/level (D) Components V. magus 1. or force. Duration 1 round/level texture or temperature. smell. Casting Time 1 standard action Components V.

If the spell is cast on projectiles. or even swim (though it can walk on water). Its base when subject to this spell. cast defensively. a character who wields the transmuted weapon is also considered to be wielding the wand as well. Level magus 1. It cannot be killed. drawers. S Range touch Target creature touched Duration 1 round/level (up to 5 rounds) (D) Saving Throw Will negates (harmless). but it can exert only 20 pounds of without provoking attacks of opportunity. to the ground. you cause a portion of the weapon to open like the skin of a partially peeled apple. parrying and turning so as long as you remain within range. which is not enough to activate certain pressure plates cast them defensively. Components V. S. the wand drops an attack.) If you attempt to send it beyond the spell’s range (measured from your current position). The servant cannot attack in any way./2 levels) Casting Time 1 standard action Effect one invisible. but instead allows you to use improving the result of a critical threat. It has an effective Strength any opponent nor does it damage them. Spell Resistance no Range personal An unseen servant is an invisible. You provoke attacks of using a skill that can’t be used untrained. destroyed during the duration of weaponwand. For this spell. (It gets no saves against attacks. M (a piece of string and a bit of wood) summoner 2 Range close (25 ft. but it dissipates if it takes 6 points of damage from area attacks. Like invisibility. shapeless servant Components V. It can open only normal back melee attacks aimed at you. lids. cleric 1. without the need to force. It only as a defense. The servant can perform only one activity at a time. F (a magic wand) Range touch Target one weapon Duration 1 minute/level Saving Throw Will negates (harmless. It can run and fetch Duration 1 round/level things. open unstuck doors. you can insert a single wand into the weapon. damage to the wand’s attack roll. you may a specific projectile whenever that projectile is used to make catch the weapon as a free action. Vanish School illusion (glamer). except the effect only lasts for 1 round per caster level (maximum of 5 rounds). object). the servant ceases to exist. For the spell’s duration. Spell Resistance yes (harmless. and hold chairs. you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s . You can attack normally with the weapon or use the weapon as if it were the encased wand. the encased wand is similarly broken or destroyed. The weapon serves score of 2 (so it can lift 20 pounds or drag 100 pounds). and the like. it is never allowed an attack roll. additional bonus point per four caster levels (maximum total At the end of the spell’s duration. but does not strike back at doors. S. As part of the spell’s casting. F (one melee weapon you are proficient in Duration 1 hour/level and you are holding) Saving Throw none. + 5 ft. If you have a free hand. Level bard 1. mindless. Level bard 1. Spell Resistance yes (harmless) This spell functions like invisibility. climb. If the effect created by the wand requires an attack roll to successfully strike a foe. revealing a space large enough to insert a single wand within. It lunges at opponents. Weaponwand School transmutation. otherwise. shapeless force that Target you performs simple tasks at your command. Unseen Servant School conjuration (creation). but it repeats the same activity over and over again if told to do as if guided by a martially trained hand. and other devices. object) When you cast this spell on a weapon. though you can still choose to speed is 15 feet. S. sorcerer/wizard 2. regardless of whether the attack hits. the effect ends on ejected from the weapon. Level bard 1. sorcerer/wizard 1 Casting Time 1 standard action Component V. This transmutation your skill with the weapon to boost your chance of hitting with grants a +2 bonus on attack rolls to confirm critical hits plus 1 the spell. mindless. sorcerer/wizard 1 Warding Weapon Casting Time 1 standard action School abjuration. the spell immediately ends if the subject attacks any creature. the encased wand is bonus +7). you can cast spells can trigger traps and such. as well as clean The focus of this spell flies upward above your head and takes and mend. While it protects you. This servant cannot opportunity for casting spells against these creatures even fly.This spell causes a weapon to veer closer to vital areas. If the weapon housing the wand is broken or shuriken are considered projectiles. inquisitor 1. It can’t perform any task that requires a A creature with the Disruptive feat (Core Rulebook 122) can skill check with a DC higher than 10 or that requires a check easily bypass this spell’s defenses. at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. a defensive position within your space. magus 1 Casting Time 1 round Components V.