Spells (Apath)

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Unofficial rules compendium

Some patches and new spells

New Spells

Alter Race

Transmutation (polymorph)
Level alchemist 1, bard 0, medium 0, mesmerist 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S, M (a strand of hair)
Range personal
Target you
Duration 1 minute/level (D)

You can assume the shape of a member of the humanoid race whose hair was used as a material component of the spell. This shapes shares your general appearance and is easily recognized as the same individual by anyone who knows you. You ignore the Disguise modifier for disguising yourself as a different race, but otherwise gain no bonus to Disguise. You lose any racial abilities your assumed race does not have, but do not gain the racial abilities of the assumed race.

This spell fails and ends if you are suffering any condition or suffer from any damage. If you get agitated, characteristics of your true form may appear, such as the ears and tail of a kitsune using this spell. This forces additional Disguise checks to maintain the disguise. The focus item must be one that belonged to a member of the selected race, and must be worn while the spell lasts; dropping or breaking it ends the spell.

Armor

Transmutation
Level: alchemist 1, bard 1, occultist 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: short (25 ft. + 5 ft./2 levels
Target: one creature wearing clothes
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

Visibly changes and reinforces the target's clothes, giving them the protective value of armor. This gives the wearer an armor bonus of +4 with no added weight, armor check penalty, or spell failure chance. Anything worn in pockets or as part of the clothing is still accessible. If the creature spends a standard action to take off the armor, the spell ends and the clothes return to normal.

Benign Dispel

Abjuration
Level: bard 0, cleric 0, druid 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, spiritualist 0, ranger 1, paladin 1, sorcerer/wizard 0, summoner 0, witch 0
Components: V, S
Casting Time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Target: one spell, creature, or object
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

You can use benign dispel to dispel magic you have created or cast yourself. You can dispel the effects of a single spell on a single target, or a single lasting area spell.

A dispelled spell ends as if its duration had expired. Spells that cannot be affected by dispel magic are also immune to benign dispel. Benign dispel can dispel spell-like effects you have created just as it does spells, but not supernatural effects.

Benign dispel cannot affect magic items of any kind.

Bone Armor

Necromancy
Level: medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, spiritualist 1, sorcerer/wizard 1, summoner 1, witch 1
Components: V, S, M (bug carapace)
Casting Time: 1 standard action
Range: touch
Target: one creature or 1 undead creature/level (see text)
Duration: 1 hour/level or 1 hour (D) (see text)
Saving Throw: Fort negates (harmless)
Spell Resistance: no

A living or undead target is covered in a carapace of bone, providing a +4 armor bonus to AC. Unlike mundane armor, bone armor entails no armor check penalty, arcane spell failure chance, or speed reduction. You can either affect one living or undead creature with a duration of 1 hour/level, or one undead/level with a duration of 1 hour.

Color Cantrip

Illusion (Glamer)
Level: bard 0, magus 0, mesmerist 0, occultist 0, psychic 0, sorcerer/wizard 0
Components: V, S
Cast Time: 1 standard action or more; see text
Range: touch
Target: part of object or creature touched up to Small size
Duration: 1 hour/level
Save: Will disbelief
SR: no

This spell changes the coloration of a willing creature or object. It can affect a creature or object of up to Small size, or a similarly-sized part of a larger object or about 10 sq. ft. of surface area [1 square meter]. This is enough to cover the head of a Large creature. Color gives a +2 competence bonus on Disguise, Forgery, Profession (Groom) and appropriate Craft skills, but the effect of such skill use ends when the spell does. When used with skills to create more than simple flat colors, the casting time is extended to the time such a craft project would normally take.

Cleromancy

Divination
Level: bard 2, bloodrager 2, cleric/oracle 2, druid 2, occultist 2, psychic 2, ranger 2, shaman 2, sorcerer/wizard 3, spiritualist 2, witch 2.
Components: V, S, F (divination tokens)
Cast Time: 1 standard action
Range: personal
Target: you
Duration: instantaneous

To cast this spell, you need a set of lots or tokens, each associated with a spiritual entity or ideal. You also need one blank lot. To select a specific mix of such tokens in preparation for using this spell is a full-round action. To make a new token to represent a new concept is also a full-round action. Tokens can be anything from pebbles and twigs to crafted items.

To use the power, you randomly select one of the tokens. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful cleromancy will yield the blank lot. To succeed, make a concentration check with a DC of 10, +2 per non-blank token in the draw. On a failure, a random token is drawn.

The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity's or spirit's influence the answer lies.

Anwulf casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The GM knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdall as the god of watchmen. Had Loki been in the lot, this token would have been the most meaningful.

Creature Image

Caster
Level
Maximum Creature
Image Size
1-2 Small
3-4 Medium
5-6 Large
7-8 Huge
9-10 Gargantuan
11+ Colossal

Illusion (Figment)
Level: mesmerist 2, psychic 2, sorcerer/wizard 2, spiritualist 2
Components: V, S, F (a tooth)
Cast Time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Effect: visual figment of one creature.
Duration: concentration + 1 round/level (D)
Saving Throw: Will disbelief
Spell Resistance: no

Creates a visual illusion of a single creature, as visualized by the caster. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. The maximum size of the illusory creature depends on caster level, see the attached table.

The figment acts according to the caster's instructions, not unlike a summoned monster. The spell ends if the figment moves out of range.

Cure XXX Wounds

These spells do not allow a saving throw for half damage.

Deepockets

Transmutation
Level: magus 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
Components: V, S, M (needle and thread)
Cast Time: 1 minute
Range: touch
Target: robe or pouch touched
Duration: 1 hour/level (D)
Save: Fortitude negates (harmless)
SR: yes (harmless, object)

This spell must be cast on spell component pouch, including one incorporated into a robe. It creates 1001 small openings into extradimensional space linked to the pockets. 1000 of these are very small; each of these can hold one diminutive item like one arrow, bolt or other ammunition, a wand, scroll, potion bottle, or a typical material component. Retrieving or storing an item in any of these pockets is a free action. The 1001st pocket opens the lining and allows direct access to all the stored items. This allows large objects to be stored, but storing or retrieving something through the lining is a move action. All of these items are held in a single extra-dimensional space, whose total capacity is 10 cu. ft. or 100 lbs.

Devil Contract

Conjuration (calling) [evil, lawful]
Level: bard 5, cleric/oracle 5, psychic 5, sorcerer/wizard 5, summoner 4.
Components: V, S, M (silver shackle worth 20 gp)
Cast Time: 1 minute
Range: close (25 ft. + 5 ft./ 2 caster levels
Target: Once creature and one devil
Duration: permanent until triggered
Save: Will negates
SR: yes

You curse the target with a devil contract. Stipulate a condition when the devil is summoned to attack the cursed creature. The condition can be a complex one with several clauses. The cursed creature need not know this condition, but it is often in your best interests to inform the victim. When the condition occurs, the devil appears and does its best to kill the cursed creature, as well as anyone nearby who interferes. It then disappears. If the devil is defeated or kills the victim, the curse ends.

The devil need not be present when the spell is cast, but must owe you this service, usually compelled by a planar ally' or planar binding spell. If the devil is present, a verbal agreement suffices.

Devil contract cannot be negated by dispel magic, but remove curse and stronger spells can negate it. If an attempt to negate the curse fails, the devil appears and tries to kill the cursed creature and anyone who interferes.

Dimension Door, Lesser

Conjuration (teleportation)
Level: bard 2, magus 1, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, psiritualist 2, witch 2
Components: V,S
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./level)
Target: you
Duration: instantaneous

This is the same as dimension door, except as noted above and in that you must see the destination when casting the spell. You can bring a familiar in physical contact with you along when you cast this spell, but not any other creature.

Feign Death

Necromancy [death]
Level: cleric 3, medium 2, mesmerist 3, occultist 3, psychic 3, shaman 2, sorcerer/wizard 3, spiritualist 2, witch 3
Components: V
Cast Time: 1 immediate action
Range: touch
Target: willing living creature touched
Duration: 1 day/level or until triggered
Save: no
SR: no

This spell kills a willing target, binds the soul to the body, and creates a contingency that allows the target resurrect itself at any time inside the duration of the spell. If the spell ends while the target is dead, the soul passes on and can no longer resurrect the body. As a part of this spell, the corpse and its possessions are protected by magic aura. Note that a corpse is an object, including a corpse under this spell.

The casting time is an immediate action; it can be cast as a reaction to an attack but before the attack is executed; seemingly the attack killed the target. If prepared with a contingency it can trigger on your death. While dead and bound to the body, the target can perceive what is within 10 ft. of his heart. At any time within the duration of the spell he can resurrect his body.

Coming back from the dead is an ordeal. The subject of the spell gains two negative levels when it is raised, just as if it had been hit by an energy-draining creature. The save DC to remove these negative levels is automatically successful. Resurrection by feign death does not cause the loss of spells.

A creature raised by feign death has half its full hit points. Any ability scores damaged to 0 are raised to 1. All poison and disease are cured in the process of raising the subject. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life.

This spell was adapted from first edition.

Feign Death, Greater

Level: cleric 6, medium 4, psychic 7, shaman 5, sorcerer/wizard 7, spiritualist 6, witch 7
Duration: 10 years/level or until triggered

This is the same as feign death except as noted above and as follows.

The target's body is repaired when resurrected, healing any attribute damage and restoring any missing body parts. Only the target's heart needs to be intact for the resurrection to be possible.

Fey Gold

Illusion (Shadow)
Level: bard 2, druid 3, mesmerist 1, sorcerer/wizard 2
Components: V, S, M (yellowed leaves)
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels.
Target: objects up to 1 lb./level.
Duration: 1 hour/level (D) (see text)
Save: Will disbelief (if interacted with)
SR: no

Covering the objects in autumn leaves, you turn it to gold, while spare leaves turn into a pile of gold coins.

This spell turns any object into semi-real gold. It can be used to swindle, but a safer use is to impress with paste jewelry. Yellow leaves turn into gold coins; other objects become golden versions of themselves. This seems to be gold to all senses and mundane detections, having the correct weight, softness and so on. Gold objects weigh twice as much as objects ordinary metal and eight times as much as an organic object of the same shape and have a Hardness of 5. One pound of raw gold is worth 25 gp, one pound of gold coins are worth 50 gp, the value of other forgeries seem to be worth a hundred times the object's original value. The maximum value possible is 50 gp per caster level. A magical object or one in a creature's possession gets a Will save when the spell is initially cast. A fey gold item touched by cold iron is restored to normal.

Fireflies

Firefly Swarm

N Fine vermin (swarm)
Init +1; Senses darkvision 60 ft.; Perception -1
DEFENSE
AC 19, touch 19, flat-footed 17; (+1 Dex, +8 size)
hp 4 (1d8)
Fort +2, Ref +3, Will -1
Defensive Abilities swarm traits; Immune weapon damage
Weakness swarm traits
OFFENSE
Speed 5 ft., fly 40 ft. (poor)
Space 30 ft.; Reach 0 ft.
A firefly swarm lacks swarm attack and distraction.
STATISTICS
Str 1, Dex 13, Con 10, Int —, Wis 8, Cha 9
Base Atk +0; CMB —; CMD —
Skills Fly +5, Perception -1 SQ glow, swarm traits, vermin traits.
SPECIAL ABILITIES
Glow: An individual firefly sheds just enough light to be seen. A swarm sheds dim illumination within its space. The color of the light varies by the species and can be blue, yellow, green, or pale red. Each firefly glows very faintly, low-light vision does not get any light benefit outside the swarm's space.

Conjuration (summoning)
Level: bard 1, druid 0, mesmerist 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 2, summoner 0, witch 1.
Components: V, S, M (hesperis flower)
Cast Time: 1 round
Range: close (25 ft. + 5 ft/ 2 levels
Effect: one summoned swarm of fireflies
Duration: concentration + 1 round/level
Save: no
SR: no

Waving a fragrant flower in the darkness, you summon a swarm of silent glowbugs whose light can just barely be seen in the darkness.

You summon a swarm of harmless fireflies. You can direct the swarm of fireflies to to move at a speed of 40 ft. The firefly swarm cannot attack or take any actions besides movement. If the swarm exits the range of the spell, the spell ends. A summoned swarm of fireflies will be seen as a natural event, possibly a pest but not a sign of danger. It takes a Knowledge (nature) or Survival check opposed by your Knowledge (nature) or Survival to realize the infestation is not natural.

Fools Gold

Transformation
Level: occultist 2, psychic 3, sorcerer/wizard 2
Components: V, S, M
Cast Time: 1 full round
Range: touch
Target: lead, copper, or bass objects, up to 1 lb/level
Duration: 1 hour/level (see text)
Save: Will negates (object) (see text)
SR: yes (object)

This spell turns lead, copper, or brass into shining gold. It can be used to swindle, but a safer use is to impress with paste jewelry. One pound of raw gold is worth 25 gp, one pound of gold coins are worth 50 gp, the value of other forgeries seem to be worth a hundred times the object's original value, up to a maximum of 100 gp per caster level. A magical object or one in a creature's possession gets a Will save when the spell is initially cast. When an object under fools gold touches lead or iron the transformation is negated.

Forget

Illusion (Phantasm) (Mind-Affecting)
Level: bard 2, mesmerist 1, psychic 2, sorcerer/wizard 3, witch 3
Components: V, S
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round and instantaneous (see text)
Save: Will negates
SR: yes

The target is dazed for one round and forgets what happened during the daze and in the last minute before. The memory loss is an instantaneous effect and cannot be dispelled, but lost memories can be recovered using modify memory or with any effect that restores Intelligence drain. This spell cannot negate charm, geas/quest, suggestion, or similar spells.

Tim the tax-collector confronts Wolfram the mage. Unwilling to pay the tax, Wolfram casts forget on the tax man. Unfortunately, even if Tim forgets the encounter, he still remembers that Wolfram is behind on taxes because he learned about that outside the time span affected by the spell.

Forget, Mass

Illusion (Phantasm) (Mind-Affecting)
Level: bard 3, mesmerist 3, sorcerer/wizard 5, psychic 4, witch 5
Components: V, S
Cast Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature/level, no two of which are more than 30 ft. apart.
Duration: 1 round and instantaneous (see text)
Save: Will negates
SR: Yes

Except as noted above, this is the same as forget.

Glitterdust

Conjuration (creation)
Level: bard 2, bloodrager 2, magus 2, mesmerist 2, occultist 2, sorcerer/wizard 2, summoner 2, witch 2
Components: V, S, M (ground mica)
Cast Time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Area: creatures and objects within 10-ft.-radius spread.
Duration: 1 round/level
Save: Reflex negates blinding
Spell Resistance: No

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which continues to sparkle until it fades or is removed. Any creature covered by the dust takes a -40 penalty on Stealth checks.

A successful saving throw negates the blinding, but creatures are still covered with dust. Each round on your turn turn blinded creatures may attempt new saving throws to end the blindness. As a standard action affected creatures can attempt a new saving throw to dust off the glitterdust and end the entire effect.

Hideous Laughter

Enchantment (compulsion) [emotion, mind-affecting];
Level bard 1, medium 2, mesmerist 1, psychic 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (tiny fruit tarts and a feather)
Range close (25 ft. + 5 ft./2 levels)
Target one creature; see text
Duration 2 rounds or until resisted (see text)
Saving Throw Will negates
Spell Resistance yes

This spell afflicts the subject with uncontrollable laughter. The subject can take no actions while laughing, but is not considered helpless. On the your 's next turn, the target may attempt a new saving throw to end the effect. If this save is successful, the effect ends. If not, the creature falls prone and continues laughing for the entire duration.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.

Inflict XXX Wounds

These spells do not allow a saving throw for half damage.

Launch Bullet

Transmutation
Level: magus 2, occultist 2, psyhic 2, sorcerer/wizard 2, spiritualist 2
Components: V, S
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one or more small missiles
Duration: instantaneous
Saving Throw: no
Spell Resistance: no

You launch rocks, coins, sling bullets or other small item to strike an opponent. You may fire one missile at levels up to 6, two missiles at level 7, and three missiles at level 11 and up. Each missile requires a ranged attack to hit and deals 4d6 points of smashing damage. The missiles counts as being launched from a missile weapon with an enhancement bonus to hit and damage of +1 per 3 caster levels (+1 at third level, +2 at sixth level, +3 at 9th level, +4 at 12th level, +5 at 15th level and +6 at 18th level) but ignoring range increments. Launch bullets can be used with sling bullets, use the normal rules for any special ammunition used.

The missiles may be fired at the same or different targets, but all of them must be aimed at targets within 30 feet of each other and fired simultaneously.

Living Monolith Curse

Publisher Purple Duck games
Necromancy (curse) [earth]
Level: cleric/oracle 7
Components: V, S, M (stone scarab worth at least 100 gp per hit dice of the target)
Casting Time: 1 standard action
Range: touch
Target: touched creature with class levels
Duration: permanent
Saving Throw: Will negates
Spell Resistance: yes

The cursed creature is stunned for 10 minutes and gains a living monolith archetype. Immediately retrain all the creature's feats and all class levels to levels in a living monolith prestige archetype. The target is also subject to a quest of the caster's choosing, and this can be an open-ended quest without the usual time limit. This quest can only be removed by breaking the living monolith curse. When the curse is lifted, the creature returns to its previous class(es), and may immediately advance any levels it gained as a living monolith. If the quest is fulfilled or becomes impossible to fulfill (such as if a guarded tomb is desecrated), the target has the option to return to his old class, or to continue forever as a living monolith; in either case the curse ends.

Living monolith prestige archetypes include the ib monoloth, living monolith, ren monolith, and sheut monoloith.

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.

Mature Plant

Caster Level Maximum Size
1-2 Small
3-4 Medium
5-6 Large
7-8 Huge
9-10 Gargantuan
11+ Colossal

Transmutation
Level: druid 1, Ranger 2, witch 2
Components: V, S, M (diamond dust, see text), DF
Casting Time: 1 standard action
Range: touch
Target: plant touched
Duration: 1 round/level (concentration)/instantaneous (see text)
Saving Throw: none
Spell Resistance: no

This spell matures a single plant, causing it to grow and mature in a matter of rounds. It can be cast on a newly planted seed or on an immature plant. For each round the plant grows by one size category, up to a maximum size depending on caster level. If the plant reaches its full natural size and the caster would be capable of making a plant larger than this, it will then burst into flower and fruit simultaneously on the next round, regardless of the season. If the spell is cast on a seed, the seed sprouts and the plant grows to tiny size on the first round, and then continues to grow as above. The grown plant is not magical and cannot be dispelled, but if the spell is dispelled while the plant is still growing, growth immediately stops.

The spell can never make the plant grow larger than it could naturally do in the current location and it will not grow in a way that causes it to damage construction. It can create difficult ground and the trunk of the plant is a solid volume, but the trunk can never fill the entire area where the plant is growing.

If the plant yields something of value, such as darkwood or medical or magical effects with a gold value, the caster needs to sprinkle an equal value in diamond dust over the plant as it grows. Normal hardwoods, fruit or herbs have no cost. This spell has no effect on plant creatures or plants with challenge rating, such as green slime.

Mirror Image

School illusion (figment);
Level bard 2, bloodrager 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2; Subdomain deception 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. When an attack is made, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed.

Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).

Mutual Attraction

Enchantment (Charm) (Mind-Affecting)
Level: bard 0, mesmerist 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0
Duration: 10 minutes/level (D)
Target caster and one humanoid creature

This is the same as charm person. It affects both the caster and the target, charming each in relation to the other. The spell only works as long as it affects both parties; if it is saved against, dispelled, suppressed, or otherwise negated for one part, it ceases for the other as well. The caster can end the spell at any time and need not be in range of the target to do so (the caster is always in range of himself).

Neglect

Illusion (Glamer)
Level: bard 0, medium 0, mesmerist 0, psychic 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components: V, S, M (tattered ribbon or some cobwebs)
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: burst out to range
Duration: 10 minutes/level
Save: Will disbelief (if interacted with)
SR: No

This spell causes the affected area to appear vacant, neglected, and unused. This spell creates illusory dust, cobwebs, thin wisps of mist, eerie but faint lights, rattling and prattling noises, ghostly footsteps, and other mood elements suited to an abandoned or haunted look as desired by the caster. It does not impair visibility in any way, merely making things look like they have been undisturbed for a long time. It neither helps or hinders tracking. It cannot change the appearance of living creatures.

Object Shape I

Transmutation (polymorph);
Level alchemist 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a piece of material of the form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)

You assume the shape of a Small or Medium animated object. You gain the following abilities:

  • Darkvision 60 ft.
  • Low-light vision
  • Hardness 5
  • Immunity to nonlethal damage, ability damage, fatigue, and exhaustion. You are not at risk of death from massive damage.

You can remain absolutely still to function as a regular (non-animated) object of your assumed form, this gives you a +10 bonus on Disguise checks (in addition to the unusual +10 bonus for assuming a form).

You can select up to two construction points worth of special abilities. You can take construction flaws to gain additional construction points.

Small animated object: If the form you take is that of a Small animated object, you gain a +2 size bonus to your Dexterity and a +4 natural armor bonus. You have a land speed of 20 ft. and a natural slam attack that does 1d3 points of bludgeoning damage.

Medium animated object: If the form you take is that of a Medium animated object, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You have a land speed of 30 ft. and a natural slam attack that does 1d6 points of bludgeoning damage.

Object Shape II

Level alchemist 4, sorcerer/wizard 4

This spell functions as object shape I, except that it also allows you to assume the form of a Tiny or Large animated object. You can select up to three construction points worth of special abilities.

Tiny animated object: If the form you take is that of a Tiny animated object, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +4 natural armor bonus. You have a land speed of 15 ft. and a natural slam attack that does 1d2 points of bludgeoning damage.

Large animated object: If the form you take is that of a Large animated object, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +6 natural armor bonus. You have a land speed of 30 ft. and a natural slam attack that does 1d6 points of bludgeoning damage.

Object Shape III

Level alchemist 5, sorcerer/wizard 5

This spell functions as object shape II, except that it also allows you to assume the form of a Diminutive or Huge animated object. You can select up to three construction points worth of special abilities.

Diminutive animated object: If the form you take is that of a Diminutive animated object, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +4 natural armor bonus. You have a land speed of 10 ft. and a natural slam attack that does 1 points of bludgeoning damage.

Huge animated object: If the form you take is that of a Huge animated object, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +9 natural armor bonus. You have a land speed of 30 ft. and a natural slam attack that does 1d8 points of bludgeoning damage.

Object Shape IV

Level alchemist 6, sorcerer/wizard 7

This spell functions as object shape III, except that it also allows you to assume the form of a Gargantuan or Colossal animated object. You can select up to nine construction points worth of special abilities.

Gargantuan animated object: If the form you take is that of a Gargantuan animated object, you gain a +10 size bonus to your Strength, a -6 penalty to your Dexterity, and a +13 natural armor bonus. You have a land speed of 30 ft. and a natural slam attack that does 2d6 points of bludgeoning damage.

Colossal animated object: If the form you take is that of a Diminutive animated object, you gain a +14 size bonus to your Strength, a -8 penalty to your Dexterity, and a +18 natural armor bonus. You have a land speed of 30 ft. and a natural slam attack that does 2d8 points of bludgeoning damage.

Add object shape IV to the spells shapechange can imitate.

Phantom Armor

Illusion (Shadow)
Level: alchemist 2, medium 2, occultist 1, spiritualist 2, sorcerer/wizard 2
Components: V, S, M (small bar of steel)
Cast Time: 1 standard action
Range: personal
Target: you
Duration: 10 minutes/level (D) or until disbelieved; see text.
Saving Throw: Will disbelief (See text)

This spell creates the illusion of a suit of full-plate armor on your person. This gives an armor bonus of +9 with no weight, chance of arcane spell failure, movement restriction, or armor penalty. An opponent that misses an attack against you is allowed a Will saving throw to disbelieve, which ends the spell but the miss is still a miss. If you take off the phantom armor, the spell ends. Phantom negates and is negated by mirror image.

This spell has been adapted from first edition.

Purge Evidence

Abjuration
Level: antipaladin 2, bard 3, inquisitor 3, medium 3, mesmerist 3, occultist 2, psychic 2, ranger 2, shaman 2, sorcerer/wizard 3, spiritualist 3.
Components: S
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./ 2 caster levels)
Target: one creature or a 50 ft. spread
Duration: instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)

You clean an area and all objects therein, removing any lingering auras in the area, making it impossible to use any object or the place itself as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific creature instead of an area, affecting everything worn or carried by this that—tough such objects will gain an new aura pretty soon.

Pushing Ray

Transmutation
Level: medium 0, magus 0, psychic 0, sorcerer/wizard 0, spiritualist 0, witch 0
Components: V, S
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous
Save: none
SR: yes

This ray gives a telekinetic push similar to what an normal human hand can do. This is sufficient to switch a lever, move small objects, and possibly open a stuck door or push weak creatures around but does not allow fine manipulation. A ranged touch attack is required to hit, and the spell can attempt Strength feats involving pushing (such as opening a stuck door), bull rush, or trip as a Medium size creature with Strength 10 and +0 CMB.

Raise Dead/Reincarnate

All kinds of resurrection that take place more than 10 minutes after death are inherently unstable and dangerous and generally fail unless a great quest to the outer planes is taken first to make them succeed. The exception is for targets slain by death effects, where these spells work normally.

Red Repellant

Abjuration (Electricity)
Level: magus 1, sorcerer/wizard 1, witch 0
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: willing creature touched
Duration: 1 hour/level (D)
Saving Throw: Reflex half, see text
Spell Resistance: yes

This spell surrounds the target in a field of red electric discharges. This gives a small electric shock to all diminutive or smaller creatures that enter or begin their turn in the caster's space. To such creatures, the spell inflicts 1 point of electrical damage per caster level and pushes it out of the caster's space. To a swarm of such creatures, the spell pushes it out of the caster's space and inflicts 1d6 points of electric damage per caster level, to a maximum of 5d6 at 5th level. This counts as an area attack against swarms. A Reflex saving throw halves the damage and prevents push (negating damage in the case of a single creature), but a new save is required on the next round if the creature remains in the area.

Reproduction

Transmutation
Level: inquisitor 2, medium 3, occultist 2, psychic 3, sorcerer/wizard 2, spiritualist 3
Components: V, S, M (quill)
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: object or objects with images and or writing
Duration: 10 minutes/level
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

You point at the object and then move your hand holding a stylus or quill. As you intone the spell, a copy appears on a sheet of paper close at hand.

You cause writing and images from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies one square foot (one page in a typical large codex, or approximately 250 words) per minute. It can also create a miniature version of a large image, copying up to a 10 ft. square image onto a 1 ft. square paper in one minute, but considerable detail is lost this way. The caster must remain within range while spell works, but need not pay attention.

The spell faithfully copies what is there to the limit of it's ability, but subtle clues or hidden details might be lost. What the spell produces is obviously a reproduction, but includes all salient details, similar to what a journeyman artist could produce (equivalent to a Craft (Calligraphy) roll of 15). The caster can use Craft (Calligraphy or Drawing) to improve the quality of what the spell produces if desired, but this requires concentration during the whole copying process.

The spell copies only non-magical text and images, not magical writings, symbols or images (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical imagery (such as a letter with explosive runes), only the normal parts are copied, leaving blank space in the copy where the magic would be expected. The spell triggers (but does not copy) writing and symbol-based magic traps in the material being copied. The material component quill (1hp, Hardness 0) does the actual writing, and if it is destroyed the spell ends.

Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.

Repulsiveness

Necromancy [curse];
Level animist 2, bard 2, mesmerist 1, psychic 1, sorcerer/wizard 2
Components V, S, M (rotten apple)
Casting Time 1 standard action
Range close (25 ft. + 5 ft. /2 levels)
Target one creature
Duration 1 hour/level (D)
Saving Throw Fortitude negates;
Spell Resistance Yes

The target becomes hideous to gaze upon. This gives a -2 enhancement penalty per caster level (to a maximum of -10) to all Charisma rolls and charisma-related skill checks except Intimidation and Use Magic Device.

Dispel magic cannot end repulsiveness, but remove curse and stronger abjurations can.

Riddle Resolver

Divination
Level: bard 1, inquisitor 2, medium 1, occultist 1, shaman 2, sorcerer/wizard 1, spiritualist 2
Components: V, S, M (brown sugar)
Casting Time: 1 standard action
Range: personal
Target: you
Duration: 1 round/level (D)

This spell lets you envision symbols, working out possible combinations and solutions to riddles, texts and ciphers in your head at a furious rate.

This allows you to use the Linguistics skill to decipher script or solve riddles as a full-round action instead of in one minute.

Rouse Undead I

Table: Rouse Undead I

Table: Rouse Undead II

Table: Rouse Undead III

Table: Rouse Undead IV

Table: Rouse Undead V

Table: Rouse Undead VI

Table: Rouse Undead VII

Table: Rouse Undead VIII

Table: Rouse Undead IX

Necromancy [evil]
Level antipaladin 1, cleric/oracle 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1
Casting Time 1 round
Components V, S, M/DF (drop of unholy water)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more undead creatures
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no

This spell temporarily rouses a spirit as an undead creature. The creature is created by the spell and disappears at the end of the duration. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell creates one of the creatures from the 1st Level list on Table: Rouse Undead. You choose which kind of creature to rouse, and you can choose a different one each time you cast the spell.

Undead cannot be roused within the area of a consecrate or hallow spell. A roused undead cannot rejuvenate, summon, spawn, multiply by infection, or otherwise recreate itself or create another creature. Creatures roused using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). An incorporeal roused creature can be damaged by all melee attacks as if those attacks were magical.

Rouse Undead II

School necromancy [evil]; Level antipaladin 2, cleric/oracle 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2

This spell functions like rouse undead I, except that you can rouse one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

Rouse Undead III

School necromancy [evil]; Level antipaladin 3, cleric/oracle 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3

This spell functions like rouse undead I, except that you can rouse one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

Rouse Undead IV

School necromancy [evil]; Level antipaladin 4, cleric/oracle 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 3, summoner 3

This spell functions like rouse undead I, except that you can rouse one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Rouse Undead V

School necromancy [evil]; Level cleric/oracle 5, occultist 5, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist 4, summoner 4

This spell functions like rouse undead I, except that you can rouse one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Rouse Undead VI

School necromancy [evil]; Level cleric/oracle 6, occultist 6, psychic 6, shaman 6, sorcerer/wizard 6, spiritualist 5, summoner 5

This spell functions like rouse undead I, except that you can rouse one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Rouse Undead VII

School necromancy [evil]; Level cleric/oracle 7, psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, summoner 6

This spell functions like rouse undead I, except that you can rouse one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Rouse Undead VIII

School necromancy [evil]; Level cleric/oracle 8, psychic 8, shaman 8, sorcerer/wizard 8

This spell functions like rouse undead I, except that you can rouse one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Rouse Undead IX

School necromancy [evil]; Level cleric/oracle 9, psychic 9, shaman 9, sorcerer/wizard 9

This spell functions like rouse undead I, except that you can rouse one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Scapegoat

Enchantment (Charm) (Mind-Affecting, Language-Dependent)
Level: bard 3, inquisitor 3, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
Range: Close (25 ft + 5 ft./2 caster levels)

This is the same as taunt, except that the caster designates a creature in range as the target of the attacks. If this creature saves against the spell, it is completely negated and affects no other targets.

Scent of Sight

Transmutation
Level: alchemist 4, bloodrager 4, druid 4, ranger 3.
Casting Time: 1 standard action
Components: V
Range: personal
Target: you
Duration: 10 minutes/level

Your sense of smell develops to fantastic proportions. You gain scent and can track, identify creatures and substances, and tell a creature's mood by scent, gaining a +8 bonus on Craft (alchemy), Perception, Sense Motive, and Survival checks for these purposes. You gain a scent-based blindsight with a range of 30 ft. Strong wind, the sickened or nauseated conditions, overpowering stench, and irritants like pepper negate this ability.

Sense Sin

Divination;
Level: antipaladin 1, bard 1, cleric/oracle 1, inquisitor 0, paladin 1, psychic 1, witch 1.

As detect evil except that you pick one vice or sin that is considered morally distasteful in your culture when you cast the spell. You sense creatures and objects that strongly represent that sin, or that have recently acted upon that sin.

Singing Sword Curse

Necromancy (curse)
Level: cleric/oracle 5, bard 4, magus 5, shaman 5, sorcerer/wizard 5, witch 4
Components: V, S, F (iron ring)
Casting Time: 1 standard action
Range: touch
Target: creature or intelligent weapon touched
Duration: permanent
Saving Throw: Will negates
Spell Resistance: yes

The cursed creature becomes a singing sword. If the target is a creature it immediately gains the singing sword archetype. Any weapons the target are wielding go into the singing sword's extra-dimensional storage. If the target is an intelligent weapon, it needs to be generated as a character of a race and class suitable to its personality and a character level equal to its caster level. It also gains a non-intelligent copy of its original self for its absorb weapon ability, and this cannot be removed from the absorb weapon cache by any means.

Anyone wearing the iron ring that was used as the focus item gains a +5 bonus on Will saving throws against the cursed singing sword's Ego.

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. When the curse is lifted, the singing sword loses the archetype and an intelligent weapon resumes its original form and abilities.

Shadow Armaments

Illusion (Shadow)
Level: bard 2, inquisitor 1, magus 2, medium 1, mesmerist 1, psychic 1, shaman 2, sorcerer/wizard 2, witch 2
Components: V, S
Cast Time: 1 standard action
Range: touch
Target: one illusory enchanted item
Duration: 10 minutes/level
Saving Throw: Will partial (see text)
SR: no

This spell creates one illusory magic item out of shadow; either a weapon or suit of armor. This item has an enhancement bonus of +1 per four caster levels (minimum +1) and is used exactly like a normal item of its kind, except that the caster of the spell is always considered proficient with shadow armaments. Targets are entitled to a Will saving throw when first struck by such a weapon or when they miss a creature wearing such armor; on a success, the item’s mundane armor bonus or damage value can be ignored, but damage or armor class derived from the enhancement bonus applies as normal. Non-intelligent creatures and objects automatically succeed at this saving throw.

Shadow Evocation/Conjuration, Shades

All variants of Shades, Shadow Evocation, and Shadow Conjuration can emulate any spell up to the level of the spell cast (not one level lower, as all these spells do now).

Shadow Creation

Illusion (Shadow)
Level: occultist 3, shaman 3, sorcerer/wizard 3
Components: V, S
Cast Time: 1 minute
Range: 0 ft.
Target: unattended, nonmagical object, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Save: Will disbelief; see text
SR: no

You create an unattended item with no magical properties. The volume of the item created cannot exceed 1 cubic foot per caster level.

Items so created are only partially real. When interacting solely with dead matter, they have only 20% of their normal strength or capacity. When interacting with a creature the item functions normally, but that creature can attempt a Will saving throw; success causes the item to disappear. A specific creature can only attempt to disbelieve the spell once.

Jingen creates magical rope. He uses this rope to haul himself out of a crevice. He chooses to void his Will saving throw, and the shadow creation rope functions normally. Later, Jingen uses part of the rope to repair a bridge and then moves on; in this case the rope has only 20% of its normal strength. Finally, he uses some of it to tie up an opponent; the opponent can make a Will saving throw when he interacts with the rope to try and break free.

Attempting to use any created object as a material component only works 20% of the time, or never if the material component has a gold piece value.

Shadow Fighting

Illusion (Shadow)
Level: bard 1, cleric 1, inquisitor 1, magus 1, mesmerist 0, psychic 1, shaman 1, sorcerer/wizard 2
Components: V, S, M/DF (flimsy toy weapon)
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 minute/level or until disbelieved
Saving Throw: Will negates and Will disbelief; see text
Spell Resistance: yes

This spell turns the target's attacks into unreal shadows inflicting nonlethal damage. The attacks look and feel real enough, but cannot actually kill. This spell can be used to fool an opponent into causing unreal damage, but it is more commonly used to fake a conflict or make a performance. Any damage the target does is transformed into nonlethal damage, including damage done by spells and abilities. The target can apply any resistance or damage reduction it has to the apparent damage type. A creature immune to nonlethal damage takes normal damage from shadow fighting attacks. The spell will not affect any damage caused indirectly, such as by a summoned creature or from a fall caused by a bull rush.

Upon being targeted by the spell and each time the spell inflicts nonlethal damage, the target and the creature damaged can each try a Will save to disbelieve. Anyone bandaging or closely studying the illusory wounds can also disbelieve. Successful disbelief ends the spell. Any damage remains, but is now obviously nonlethal.

If the caster fails to overcome the spell resistance of either the wielder or a creature damaged, the spell is negated. If the spell has overcome a creature's spell resistance, it works normally against that creature for the duration.

Shadow Fighting, Mass

Illusion (Shadow)
Level: bard 2, cleric 3, inquisitor 3, magus 3, mesmerist 1, psychic 2, shaman 2, sorcerer/wizard 3
Range: close
Target: one creature/level, no two of which may be more than 30 ft. apart.

Except as noted, this is the same as the shadow fighting spell.

Shadow Necromancy, Lesser

Illusion (Shadow) [evil]
Level: mesmerist 3, psychic 4, shaman 4, sorcerer/wizard 4
Components: V, S, M (corpse dust, see text)
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels
Duration: 10 minutes/level
Saving Throw: Will disbelief (if interacted with), see text
SR: no

You use dust from a desiccated corpse to animate shadow undead. This works like animate dead, except as noted above and that you do not need an actual corpse to animate, only a pinch of desiccated dust from a corpse of the proper type. A single corpse yields thousands of pitches for this spell. Any and all undead created with this spell obey the caster, but intelligent creatures may go beyond the caster's orders.

Any creature that interacts with a shadowy creature can make a Will save to recognize its true nature. A creature that succeeds on its save sees that the creature is but a pale shadow. Objects automatically succeed on their Will saves against this spell. Against those that recognize the illusion, the creature inflicts only 20% normal damage and any special ability that do does not deal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are just one-fifth as large.

Finally, regardless of whether it's recognized as shadowy, the creature only has 20% of its normal hit points.

Shadow Necromancy

Illusion (Shadow) [evil]; Level: mesmerist 5, psychic 6, shaman 6, sorcerer/wizard 6

This spell functions like lesser shadow necromancy, except that it can also duplicate create undead and that the illusion has 50% substance.

Shadow Necromancy, Greater

Illusion (Shadow) [evil]; Level: psychic 8, shaman 8, sorcerer/wizard 8

This spell functions like lesser shadow necromancy, except that it can also duplicate create undead and create greater undead and that the illusion has 80% substance.

Shadow Polymorph

Illusion (Shadow)
Level: medium 4, mesmerist 4, psychic 4, shaman 4, sorcerer/wizard 4
Components: V, S
Cast Time: 1 standard action
Range: willing creature touched
Duration: 1 minute/level
Saving Throw: Will disbelief (if interacted with), see text
Spell Resistance: no

This is like polymorph, except you use material from the Plane of Shadow to transform a creature touched into a quasi-real shape. Any creature that interacts with the shadow polymorphed creature can make a Will save to recognize its true nature. A creature that succeeds on its save sees the shadow polymorph as transparent images superimposed on the true form. Objects automatically succeed on their Will saves against this spell.

Against a creature that recognizes the illusion, physical damage and the damage of any power gained from the shadow polymorph is only 30% of normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, any natural armor bonus is 30% of normal. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the attack being simulated allows.

The target of the spell must be willing and make himself believe in it for the spell to work, and gains all the benefits and limitations of the new form except as outlined above.

Shadow Polymorph, Greater

Illusion (shadow); mesmerist 6, psychic 6, shaman 6, sorcerer/wizard 6

This spell functions like shadow polymorph, except that it duplicates greater polymorph. Illusory attacks deal 50% damage to nonbelievers, natural armor is 50% as effective, and non-damaging effects are 60% likely to work against nonbelievers.

Shadow Shape

Illusion (Shadow)
Level: bard 4, magus 4, medium 4, mesmerist 4, psychic 4, sorcerer/wizard 4
Components: V, S
Cast Time: 1 standard action
Range: personal
Duration: 1 minute/level
Saving Throw: Will disbelief (if interacted with), see text

You use material from the Plane of Shadow to transform yourself into a quasi-real shape. Shadow transmutation can mimic any sorcerer or wizard transmutation (polymorph) spell with a personal range of 4th level or lower. Any creature that interacts with you while you are under the spell can make a Will save to recognize your true nature. A creature that succeeds on its save sees the shadow transmutation as transparent images superimposed on your true form. Objects automatically succeed on their Will saves against this spell.

Against a creature that recognizes you as a shadow creature, your physical damage and the damage of any power gained from the shadow shape is one-fifth (20%) normal, and all special abilities that do not deal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, your natural armor bonus is one-fifth as large. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the attack being simulated allows.

The caster of the spell must make himself believe in it for the spell to work, and gains all the benefits and limitations of the new form except as outlined above.

Shadow Shape, Greater

Illusion (shadow); Level bard 6, magus 6, mesmerist 6, psychic 6, sorcerer/wizard 6

This spell functions like shadow shape, except that it duplicates any sorcerer or wizard transmutation (polymorph) spell of 6th level or lower. Illusory attacks deal 50% damage to nonbelievers, natural armor is half as effective, and non-damaging effects are 50% likely to work against nonbelievers.

Shadow Shape, True

Illusion (shadow); Level psychic 8, sorcerer/wizard 8

This spell functions like shadow shape, except that it duplicates any sorcerer or wizard transmutation (polymorph) spell of 8th level or lower. Illusory attacks deal half (80%) damage to nonbelievers, natural armor is 80% as effective, and non-damaging effects are 80% likely to work against nonbelievers.

Shadow Wounds

Illusion (Shadow)
Level: bard 1, magus 2, medium 2, mesmerist 1, psychic 2, sorcerer/wizard 2
Components: V, S
Cast Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
SR: Yes You inflict 2d8 + level (maximum +10) hit points of nonlethal damage or grant that much illusory healing that fades when the spell ends. Creatures that are neither alive or dead are not affected by shadow wounds. Illusory healing is temporary hit points that stack with other illusory healing but cannot exceed the damage the creature has currently taken. They do not stack with normal temporary hit points.

Spectral Wounds

Illusion (Shadow); Level: bard 3, magus 4, medium 4, mesmerist 3, psychic 4, sorcerer/wizard 4

As shadow wounds, except the spell heals or inflicts 4d8 + level (maximum +20) illusory damage.

Shadow Heal/Harm

Illusion (Shadow); Level: bard 6, magus 6, mesmerist 5, psychic 6, sorcerer/wizard 6

As shadow wounds, except that you heal or inflict 10 hit points of illusory healing per level (maximum of 150 hp at level 15). Shadow heal/harm cannot render a creature unconscious; it cannot inflict more nonlethal damage than one point short of the target's current hit points. While a shadow heal/harm used for illusory healing is in effect, any ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned effects on the target are suppressed, but the effect resumes once shadow heal/harm ends unless they would normally have run out in the meantime.

Stall Flight

Abjuration
Level: bloodrager 3, cleric/oracle 3, druid 3, inquisitor 3, magus 3, occultist 3, psychic 3, ranger 2, shaman 3, sorcerer/wizard 3.
Components: V, S
Casting Time: 1 standard action
Range: long (400 ft. + 40 ft. / caster level)
Target: one flying creature.
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes

You remove a creature's ability to fly. It will fall instantly but harmlessly to the ground, and cannot achieve flight again for the rest of the duration. This spell counters and is countered by fly, and fly (mass).

Stun Spell

Enchantment (Compulsion) (Mind-Affecting)
Level: bard 4, magus 4, mesmerist 4, psychic 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: short (25ft. + 5 ft./2 caster levels)
Target: one creature.
Duration: 1 round/level or until broken (D) (see text)
Saving Throw: Will negates
Spell Resistance: yes

The target is stunned. At the end of each of their turns, targets can attempt a new Will Save to break free.

Stun Spell, Mass

Enchantment (Compulsion) (Mind-Affecting)
Level: mesmerist 6, psychic 6, sorcerer/wizard 6
Target: One creature per level, no two of which can be more than 30 ft. apart.

Except as noted, this is the same as stun spell.

Stupefy Spell

Enchantment (Compulsion) (Mind-Affecting)
Level: bard 2, inquisitor 3, mesmerist 1, psychic 2, sorcerer/wizard 2
Components: V, S, M (pinch of brightly colored sand)
Casting Time: 1 standard action
Range: medium (100 ft. + 10 ft./caster level)
Target: one creature.
Duration: 1 round/level or until broken (D) (see text)
Saving Throw: Will negates
Spell Resistance: yes

You toss colored sand in the air, drawing the gaze of your target. The sand freezes to hang motionless in the air, and the targets attention remains riveted to it.

Targets are dazed and can take no actions, tough it defends itself normally, and gets a new saving throw each round to break the spell (which counts as a full-round action). A target that takes any damage is immediately free of the spell.

Summon Monster / Nature's Ally

Creatures of Intelligence 1 summoned by this spell are domesticated and trained to perform the attack, down, and exclusive tricks. A creature of Intelligence 2 adds come, guard, and heel tricks. You can handle summoned animal(s) as a free action or push it as a move action See Handle Animal for rules on tricks, handling, and pushing an animal.

Summon Zero

Level bard 0, cleric/oracle 0, druid 0, medium 0, psychic 0, shaman 0, sorcerer/wizard 0, spiritualist 0, summoner 0, witch 0
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one animal
Duration Concentration
Saving Throw none
Spell Resistance no

This spell summons a tiny animal to your side. You can summon any tiny animal available to be a familiar, as the wizard's arcane bond class feature. The summoned creature is not a familiar, you just use the same list of creatures. Summoned creatures gain none of the benefits of being a familiar, you do not gain the advantages of having a familiar, and you cannot summon improved familiars or familiars with an archetype. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All summoned animals are neutral unless otherwise noted.

The summoned animal appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You can handle summoned animal(s) as a free action or push it as a move action See Handle Animal for rules on tricks, handling, and pushing an animal.

If you know this spell and are able to cast summon monster I or summon nature's ally I, you can use the spell to summon 1d3 tiny animals available to be a familiar, as the wizard's arcane bond class feature. If you know this spell and are able to cast summon monster II or summon nature's ally II, you can use the spell to summon 1d4+1 such animals. If you use summon monster this way, you can apply either the celestial or fiendish template to the animals so summoned. This functions in all respect as summon monster or summon nature's ally, only adding a level zero list of summoning options.

Taunt

Enchantment (Compulsion) (Mind-Affecting, Language-Dependent)
Level: bard 1, bloodrager 1, inquisitor 1, magus 1, medium 1, mesmerist 0, paladin 1, psychic 1, ranger 1, sorcerer/wizard 1, witch 1
Components: V, S, M (slug or toad - live, dead, or imitation)
Casting Time: 1 standard action
Range: 15 ft.
Target: One or more creatures in range.
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You spit the component at a group of creatures, followed by insults, coaxing them to ignore everything else in order to attack you.

Targets can perform no other standard or full-round action than to attack the caster in melee. If they do not attack the caster, they can take no other standard or full-round action. They can spend move, free, and swift actions however they like. Targets get a new saving throw on each of your turns to break the spell.

Transfer Enhancement

Transmutation
Level: bard 4, cleric 4, druid 5, occultist 3, psychic 5, shaman 4, sorcerer/wizard 3, witch 2
Components: V, S, F (cauldron of cold iron worth 100 gp)
Casting Time: 1 hour
Range: touch
Effect: two items touched
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes

Putting two similar items into the cold-iron cauldron, you laboriously invoke the spell. When you are done, only one item remains.

This spell transfers all magical properties from one item to another, destroying the first item while making the second item magical. The destination item must be non-magical, but capable of holding the enchantment to be transferred. In the case of arms and armor, it must be a masterwork item.

The magic item gets a saving throw to resist the effect, and if this succeeds, it is immune to further castings of this spell from this caster until the caster advances in caster level.

True Seeing (revised)

True seeing does not see freestanding illusions for what they are, but does see trough illusions used to alter the appearance of items or creatures, including invisibility.

Unseen Musician

Illusion (Figment)
Level: bard 0, cleric 2, mesmerist 1, psychic 2, shaman 0, sorcerer/wizard 2, spiritualist 1
Components: V, S
Cast Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Effect: audio figment similar to a single performer.
Duration: 10 minute/level (D)
Saving Throw: Will disbelief
Spell Resistance: no

This creates an audible illusion of a musician; the only action it can perform is to play music as the caster directs. It can generate sound as if it carried a portable musical instrument of your choice. The caster must know the tune to be played, and the unseen musician gives only a passable performance, equivalent to a Perform check of 10. It can do the "aid other" action by providing musical accompaniment. It is mostly used as background music or as accompaniment for a singer or dancer. The unseen musician can only drone, hum and play instruments; it cannot speak or sing intelligibly.

Wall of Thorns (revised)

Conjuration (Creation)
Level: druid 5, shaman 5; Domain: blood 5, plant 5
Components: V, S
Range medium: (100 ft. + 10 ft./level)
Effect: wall of thorny brush, up to one 10-ft. cube/level (S)
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: no

A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. The wall provides cover and concealment to creatures inside it, while any intervening square of thorns provide full cover and total concealment.

You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns.

Any ability to pass through overgrown areas unhindered, such as woodland stride, lets a creature pass through a wall of thorns at normal speed without taking damage, even if such abilities would not normally work on magically controlled plants.

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the wall but is otherwise unaffected. If the save fails, the creature gains the grappled condition.

The thorns are difficult ground and cost 2 movement points per square to enter. Anyone moving into one or more squares of thorns must make a combat maneuver bonus check or Escape Artist check as part of their move action, with a DC equal to caster level of the spell +10. Creatures that fail take damage, lose their movement, and become grappled in the first square of thorns that they enter.

A grappled creature can break free by making a combat maneuver check or Escape Artist check as a standard action against the caster level of the spell +10, taking damage if they fail.

Any creature damaged by the wall of thorns takes piercing damage per round of movement equal to 25 minus the creature's AC. This includes creatures pushed into the wall. Creatures with an AC of 25 or higher take no damage from contact with the wall. The wall can only cause damage to a particular creature once per round.

A wall of thorns can be breached by slow work with edged weapons. Clearing a single square of thorns is a full-round action and requires an attack roll or Disable Device check against the caster level of the spell +10. Normal fire and energy effects other than fire cannot harm the barrier, but magical fire can destroy it - the caster of the fire spell makes a Will save against the spells DC separately for each square covered by magical fire to destroy that square.

The effects created by this spell move with a ship. (Skull & Shackles Player's Guide)

See Also

External Links

Spellcasting Guides


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