TEXT: Rite Publishing Presents 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   by Dave Paul 
  
   
   
   
  Rite Publishing Presents: 
   
  Sorcerer Supreme (Designer): David Paul 
  Spellbook Scribe (Editor): Rod Rynearson 
  Invoker (Cover Artist): Vincent Lefevre 
  Transmuters (Interior Artists): Guilherme Vargas,  
  Tadas Sidlauskas, Vincent Lefevre, Florian Hyboux,  
  Arthur Rackham, Caspar David Friedrich, Ryan Rhodes,  
  Camus Altamirano, Felipe Gaona, Jacqui Davis,  
  Matt Bulahao, Yoh, Trung Ta Ha ,   
  Lowly Apprentice (Layout & Publisher):  
  Steven D. Russell 
   
  Dedication: To Bob Vahovick, Dan Vahovick and Rod 
  Rynearson, for their input, feedback and inspiration 
   
  Special Thanks to Leslee Beldotti, Kevin Casault, Barry Cox, Paul 
  Grosse, Chad Sturgis, Alex Paul, Andrew Paul and Carol Paul 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee 
  compatibility, and does not endorse this product. 
   
  101 Swamp Spells © 2014 Steven D. Russell, Open Gaming License Copyright © 2007  Wizards of the Coast. All rights reserved, 
  Pathfinder is a registered trademark of Paizo Inc. and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
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  1 
   
  101
  101
  101
  101    Swamp Spells
  Swamp Spells
  Swamp Spells
  Swamp Spells    
   
  Most of the spells in this supplement are designed for 
  use by spellcasters who happen to adventure in, or re-
  side in or near, swamps of various types. Many of the 
  spells, of course, will be useful to those who don’t visit 
  such places, particularly the spells which make use of 
  fog, which could be great for those living in chilly port 
  towns (though there are plenty of occasions when a 
  swamp will be foggy). GMs will find many spells, and 
  combinations of spells, that will be excellent tools for 
  NPC casters (especially some multiclass and monster 
  NPCs!) to give players some new and unexpected expe-
  riences. GMs should feel free to allow PC spellcasters to 
  discover some of these spells, but, they should be han-
  dled carefully. Many of the spells here are designed to be 
  very advantageous in narrow circumstances. If there are 
  few or no circumstances for characters to explore places 
  like marshes or foggy shorelines, several of these spells 
  will be of no use. Many of the spells are maximally effec-
  tive when used in combinations with other spells, and 
  clever casters will discover great pairings of spells here. 
  The intended recipients of this work are druids, rangers 
  and witches, though alchemists, magi, sorcerers, wizards 
  and some clerics and oracles will find some joy within as 
  well. There are a handful of spells for bards, inquisitors, 
  paladins and antipaladins, but, the focus is the swamp, 
  and, in particular, spells used by swamp denizens to 
  deter others from invading their domicile. Several of the 
  spells are designed to work in foggy regions; any spell 
  which creates fog provides an opportunity for many of 
  these spells to be used in places other than those where 
  fog naturally occurs. In particular, moist, subterranean 
  dungeon crawls could get a lot more interesting with the 
  spells in this book. 
   
  New Witch Patron Spells
  New Witch Patron Spells
  New Witch Patron Spells
  New Witch Patron Spells    
   
  Swamp: 2nd—protection in swamps, 4th—bog fire, 
  6th—death by leeches, 8th—vapor dragon, 10th—plant 
  shape I, 12th—plant shape II, 14th—plant shape III, 
  16th—nature’s cocoon*, 18th—form of the swarm*. 
  *See 1001 Spells 
   
   
   
  
   
  2 
   
  Spell Lists
  Spell Lists
  Spell Lists
  Spell Lists    
   
  Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae    
  1st
  1st
  1st
  1st----Level
  Level
  Level
  Level    Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae    
  Marsh Dweller: Subject gains a climb and a swim 
  speed. 
   
  2nd
  2nd
  2nd
  2nd----Level
  Level
  Level
  Level    Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae    
  Airswim: You gain flight while in fog. 
  Boggard’s Breath: You can hold your breath and 
  croak as a boggard. 
  Swamp Sense: You gain scent, low-light vision and 
  sensitivity while in swamps. 
   
  3rd
  3rd
  3rd
  3rd----Level
  Level
  Level
  Level    Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae    
  Fade into Fog: You gain benefits of gaseous form and 
  invisibility while your body turns to fog. 
  Grippli’s Guise: Turns you into a grippli. 
  Into the Swamp: Gain the benefits of protection from 
  energy, delay poison, and +4 saves against disease. 
   
  4th
  4th
  4th
  4th----Level
  Level
  Level
  Level    Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae    
  Protection from Petrification: Touched creature 
  gains immunity from petrification. 
   
  5th
  5th
  5th
  5th----Level
  Level
  Level
  Level    Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae    
  Brineborn Transformation: Turns you into a 
  brineborn marsh giant. 
  Hag Form: You transform into a green hag. 
  Hydra Form: You transform into a hydra. 
   
  6th
  6th
  6th
  6th----Level
  Level
  Level
  Level    Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae
  Alchemist Formulae    
  Hag Form, Greater: You transform into an annis hag. 
   
   
  Antipaladin Spells
  Antipaladin Spells
  Antipaladin Spells
  Antipaladin Spells    
  1st
  1st
  1st
  1st----Level
  Level
  Level
  Level    Antipaladin Spells
  Antipaladin Spells
  Antipaladin Spells
  Antipaladin Spells    
  Blinding Mist: You blind several targets who are al-
  ready in fog. 
   
  2nd
  2nd
  2nd
  2nd----Level
  Level
  Level
  Level    Antipaladin Spells
  Antipaladin Spells
  Antipaladin Spells
  Antipaladin Spells    
  Accelerated Decomposition: Items in swamp decay 
  into sludge and slime. 
  Decay Weapons: Weapons age and decay rapidly be-
  coming broken and useless. 
  Swamp Bane Weapon: Melee weapon gains bane 
  special ability against swamp creatures. 
   
  3rd
  3rd
  3rd
  3rd----Level
  Level
  Level
  Level    Antipaladin Spells
  Antipaladin Spells
  Antipaladin Spells
  Antipaladin Spells    
  Nightmare Mount: You summon the brief services of 
  a nightmare mount. 
   
  4th
  4th
  4th
  4th----Level
  Level
  Level
  Level    Antipaladin Spells
  Antipaladin Spells
  Antipaladin Spells
  Antipaladin Spells    
  Curse of Eternal Fog: You transform a creature into a 
  foggy version of itself. 
  Unholy Fog: Fog in the region becomes unholy water 
  dealing 2d4 damage per round to good outsiders. 
   
   
  Bard Spells
  Bard Spells
  Bard Spells
  Bard Spells    
  1st
  1st
  1st
  1st----Level Bard Spells
  Level Bard Spells
  Level Bard Spells
  Level Bard Spells    
  Firefly Messengers: A cloud of fireflies delivers a 
  message for you. 
  Lingering Obscurement: Targets remain affected as 
  if in fog even after they leave the fog. 
  Unbound by Plants: Touched creature cannot be en-
  tangled by plants and resists being grappled by plants or 
  plant creatures. 
   
  2nd
  2nd
  2nd
  2nd----Level Bard Spells
  Level Bard Spells
  Level Bard Spells
  Level Bard Spells    
  Lifted from Fog: All subjects in region are temporarily 
  free from fog and its effects. 
  Torporific Bog: Targets are fatigued and staggered as 
  they are overwhelmed by lethargy. 
   
  3rd
  3rd
  3rd
  3rd----Level Bard Spells
  Level Bard Spells
  Level Bard Spells
  Level Bard Spells    
  Phantasmal Fog: Target creatures believe themselves 
  to be enshrouded in fog. 
  Wary Wakefulness: Subjects gain the insomnia afflic-
  tion and may hallucinate or become exhausted. 
   
  4th
  4th
  4th
  4th----Level Bard Spells
  Level Bard Spells
  Level Bard Spells
  Level Bard Spells    
  Bolster Fey: Fey creatures gain +2 bonus to many 
  combat rolls, improved vision and DR. 
  Detoxify Plants: One or more plants loses toxicity. 
  Disrupt Fey: Fey creatures gain -2 penalty to many 
  combat rolls, and have their vision and DR weakened. 
   
  5th
  5th
  5th
  5th----Level Bard Spells
  Level Bard Spells
  Level Bard Spells
  Level Bard Spells    
  Isolating Mists: Targets lose all their friends in the 
  fog. 
   
  6th
  6th
  6th
  6th----Level Bard Spells
  Level Bard Spells
  Level Bard Spells
  Level Bard Spells    
  Bog Nixie's Song: Compel others to helplessly move 
  adjacent to you. 
  Dank Calling: Subjects take on a quest to travel to the 
  center of the nearest swamp. 
  Hopelessly Lost: Subject lost and in fog also develops 
  amnesia. 
  Stygian Silence: Curse prevents communication ex-
  cept with the dead. 
   
   
   
  
   
  3 
   
  Cleric/Oracle Spells
  Cleric/Oracle Spells
  Cleric/Oracle Spells
  Cleric/Oracle Spells    
  0000----Level 
  Level 
  Level 
  Level Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle Spells
  Spells
  Spells
  Spells    
  Stepping Stone: A stone emerges from the ground 
  temporarily giving you a clear place to stand. 
   
  1st
  1st
  1st
  1st----Level 
  Level 
  Level 
  Level Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle Spells
  Spells
  Spells
  Spells    
  Protection in Swamps: Subject is hard to perceive, 
  gains +1 AC, +2 saves versus poison, disease and en-
  chantments, and resist acid. 
  Unbound by Plants: Touched creature cannot be en-
  tangled by plants and resists being grappled by plants or 
  plant creatures. 
   
  2nd
  2nd
  2nd
  2nd----Level 
  Level 
  Level 
  Level Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle Spells
  Spells
  Spells
  Spells    
  Blinding Mist: You blind several targets who are al-
  ready in fog. 
  Grant Mistight: You give another the ability to see 
  through mist and be unimpeded by its vision-limiting 
  effects. 
  Lifted from Fog: All subjects in region are temporarily 
  free from fog and its effects. 
  Putrid Vapors: Cloud of gas sickens subjects. 
  Swamp Paste: Muck is transformed into a healing 
  salve. 
  Wall of Fog: Creates a wall of fog which blocks line of 
  sight and provides concealment. 
   
  3rd
  3rd
  3rd
  3rd----Level 
  Level 
  Level 
  Level Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle Spells
  Spells
  Spells
  Spells    
  Fog Shift: Target creature is displaced while it remains 
  in fog. 
  Into the Swamp: Gain the benefits of protection from 
  energy, delay poison, and +4 saves against disease. 
  Swamp Bane Weapon: Melee weapon gains bane 
  special ability against swamp creatures. 
  Terrain Anchor: Prevents movement out of the cur-
  rent terrain type. 
   
  4th
  4th
  4th
  4th----Level 
  Level 
  Level 
  Level Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle Spells
  Spells
  Spells
  Spells    
  Bolster Fey: Fey creatures gain +2 bonus to many 
  combat rolls, improved vision and DR. 
  Converse with Kin: Kinsfolk (as determined by kin on 
  the moor) communicate with one another despite great 
  distance. 
  Detoxify Plants: One or more plants loses toxicity. 
  Disrupt Fey: Fey creatures gain -2 penalty to many 
  combat rolls, and have their vision and DR weakened. 
  Holy Fog: Fog in the region becomes holy water deal-
  ing 2d4 damage per round to undead and evil outsiders. 
  Necrotic Fog: Fog causes 1d3 Con damage each round 
  to creatures within. 
  Protection from Petrification: Touched creature 
  gains immunity from petrification. 
  Unholy Fog: Fog in the region becomes unholy water 
  dealing 2d4 damage per round to good outsiders. 
  Vapor Dragon: Make a cloud into a black or bronze 
  dragon that can fly you about. 
  Wary Wakefulness: Subjects gain the insomnia afflic-
  tion and may hallucinate or become exhausted. 
   
   
  Nightmare Mount 
   
  5th
  5th
  5th
  5th----Level 
  Level 
  Level 
  Level Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle Spells
  Spells
  Spells
  Spells    
  Haematic Plague: Target’s blood sprays into a malev-
  olent, draining cloud. 
  Into the Swamp, Mass: Extend the benefits of into 
  the swamp to several creatures. 
  Kin on the Moor: An area of the moor is dedicated to 
  you and your kinsfolk, granting the kin power. 
  Nightmare Mount: You summon the brief services of 
  a nightmare mount. 
  Swamp Demon: Call a hezrou to perform a task. 
   
  6th
  6th
  6th
  6th----Level 
  Level 
  Level 
  Level Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle Spells
  Spells
  Spells
  Spells    
  Healing Mists: All living beings in the area gain re-
  generation for 1 round/level. 
  Hezrou Skin: Gain darkvision, DR 10/good, immune 
  electricity and poison, and resist 10 acid, cold and fire. 
   
  7th
  7th
  7th
  7th----Level 
  Level 
  Level 
  Level Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle Spells
  Spells
  Spells
  Spells    
  Beckon Kin: You teleport, from the same plane, one or 
  more kin, to the site designated by kin on the moor. 
  Recuperative Slumber on the Moor: Sleep pro-
  vides both heal and restoration to the kinsfolk subjects. 
  Stygian Silence: Curse prevents communication ex-
  cept with the dead. 
   
  8th
  8th
  8th
  8th----Level 
  Level 
  Level 
  Level Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle Spells
  Spells
  Spells
  Spells    
  Gloom of the Moors: Creatures within 30 feet suffer 
  Con drain granting you temporary hit points. 
  
   
  4 
   
  Murderous Intent: Touched creature flies into a 
  murderous rage for as long as you maintain concentra-
  tion. 
   
  9th
  9th
  9th
  9th----Level 
  Level 
  Level 
  Level Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle 
  Cleric/Oracle Spells
  Spells
  Spells
  Spells    
  Beckon Kin, Greater: You teleport, from anywhere, 
  one or more kin to the site designated by kin on the 
  moor. 
   
   
  Druid Spells
  Druid Spells
  Druid Spells
  Druid Spells    
  0000----Level 
  Level 
  Level 
  Level Druid Spells
  Druid Spells
  Druid Spells
  Druid Spells    
  Firefly Twinklings: The combined blinking of a cloud 
  of fireflies produces a muted light. 
  Stepping Stone: A stone emerges from the ground 
  temporarily giving you a clear place to stand. 
   
  1st
  1st
  1st
  1st----Level Druid Spells
  Level Druid Spells
  Level Druid Spells
  Level Druid Spells    
  Firefly Messengers: A cloud of fireflies delivers a 
  message for you. 
  Lingering Obscurement: Targets remain affected as 
  if in fog even after they leave the fog. 
  Marsh Dweller: Subject gains a climb and a swim 
  speed. 
  Protection in Swamps: Subject is hard to perceive, 
  gains +1 AC, +2 saves versus poison, disease and en-
  chantments, and resist acid. 
  Read Plants: Reveals information about the creatures 
  that have passed through this area of plants. 
  Soporific Fog: You cause sleep to come upon those 
  enshrouded in fog. 
  Sticky Fog: Target is surrounded by sticky fog, making 
  many actions more difficult. 
  Unbound by Plants: Touched creature cannot be en-
  tangled by plants and resists being grappled by plants or 
  plant creatures. 
  Utilize Natural Cover: You gain evasion while you’re 
  in the marsh or forest terrain. 
   
  2nd
  2nd
  2nd
  2nd----Level Druid Spells
  Level Druid Spells
  Level Druid Spells
  Level Druid Spells    
  Accelerated Decomposition: Items in swamp decay 
  into sludge and slime. 
  Airswim: You gain flight while in fog. 
  Blinding Mist: You blind several targets who are al-
  ready in fog. 
  Bog Fire: Random eruptions of fire within a 20-ft. ra-
  dius area cause 2d6 damage. 
  Boggard’s Breath: You can hold your breath and 
  croak as a boggard. 
  Cloak of Fog: You are protected by a resilient bank of 
  fog. 
  Decay Weapons: Weapons age and decay rapidly be-
  coming broken and useless. 
  Grant Mistight: You give another the ability to see 
  through mist and be unimpeded by its vision-limiting 
  effects. 
  Into the Swamp: Gain the benefits of protection from 
  energy, delay poison, and +4 saves against disease. 
  Lifted from Fog: All subjects in region are temporarily 
  free from fog and its effects. 
  Putrid Vapors: Cloud of gas sickens subjects. 
  Sculpt Fog: Solidifies fog into temporary objects. 
  Shocking Team: Caster and her allies gain the ability 
  to deliver powerful shocks. 
  Slippery Ground: You cause terrain to become quick-
  sand. 
  Stirge Touch: Your touch causes the subject to take 1 
  Con damage per round. 
  Swamp Paste: Muck is transformed into a healing 
  salve. 
  Swamp Sense: You gain scent, low-light vision and 
  sensitivity while in swamps. 
  Torporific Bog: Targets are fatigued and staggered as 
  they are overwhelmed by lethargy. 
  Wall of Fog: Creates a wall of fog which blocks line of 
  sight and provides concealment. 
   
  3rd
  3rd
  3rd
  3rd----Level Druid Spells
  Level Druid Spells
  Level Druid Spells
  Level Druid Spells    
  Control Bog: You alter the marsh terrain in the bog in 
  your area. 
  Control Fog: You alter the amount or density of fog. 
  Death by Leeches: Summons a leech swarm. 
  Detoxify Plants: One or more plants loses toxicity. 
  Disorienting Fog: Fog obscures vision and causes 
  those within to become lost. 
  Fade into Fog: You gain benefits of gaseous form and 
  invisibility while your body turns to fog. 
  Fog of Confusion: Your subjects become confused 
  while they remain in fog. 
  Fog Shift: Target creature is displaced while it remains 
  in fog. 
  Green Jelly Splash: Thrown blob deals 2d6 acid and 
  1d2 Dexterity damage and may dazzle creatures. 
  Grippli’s Guise: Turns you into a grippli. 
  Shrouds of Fog: Hides subject from divination while 
  the subject remains in fog. 
  Soporific Fog, Greater: You cause sleep to come up-
  on those enshrouded in fog, up to 10 HD. 
  Sticky Fog, Mass: Targets are surrounded by sticky 
  fog, making many actions more difficult. 
  Swamp Bane Weapon: Melee weapon gains bane 
  special ability against swamp creatures. 
  Terrain Anchor: Prevents movement out of the cur-
  rent terrain type. 
  Witchflame Aura: Targets are affected like faerie fire, 
  are vulnerable to fire, sickened, and attract will-o’-wisps. 
   
  4th
  4th
  4th
  4th----Level Druid Spells
  Level Druid Spells
  Level Druid Spells
  Level Druid Spells    
  Awaken Algae: You temporarily transform a colony of 
  algae into an algoid. 
  Boiling Fog: You create a superheated fog, boiling 
  those within. 
  Bolster Fey: Fey creatures gain +2 bonus to many 
  combat rolls, improved vision and DR. 
  Chill Fog: You create a supercooled fog, freezing those 
  within. 
  Converse with Kin: Kinsfolk (as determined by kin on 
  the moor) communicate with one another despite great 
  distance. 
  
   
  5 
   
  Curtain of Acid: Moving curtain of acid deals 1d4 acid 
  damage per two levels, blocks sight. 
  Disrupt Fey: Fey creatures gain -2 penalty to many 
  combat rolls, and have their vision and DR weakened. 
  Fog Conjuration: You duplicate the effect of a lower-
  level conjuration (creation) spell. 
  Fog Creature II: You transform fog into a creature 
  with the powers of a Tiny or Large animal. 
  Fog Stride: You teleport from one location to another 
  within a contiguous bank of fog. 
  Modify Poison: You alter the kind of poison damage a 
  creature or object causes. 
  Move Earth, Lesser: Digs trenches and builds hills. 
  Protection from Petrification: Touched creature 
  gains immunity from petrification. 
  Summon Gray Ooze: You summon one gray ooze. 
  Summon Ochre Jelly: You summon one ochre jelly. 
  Sundew Spray: Cone-shaped spray entangles crea-
  tures, deals acid and Con damage, and may fascinate. 
  Vapor Dragon: Make a cloud into a black or bronze 
  dragon that can fly you about. 
  Wary Wakefulness: Subjects gain the insomnia afflic-
  tion and may hallucinate or become exhausted. 
  Yellow Musk Spray: You nauseate and stupefy several 
  targets with yellow musk pollen. 
   
  5th
  5th
  5th
  5th----Level Druid Spells
  Level Druid Spells
  Level Druid Spells
  Level Druid Spells    
  Bring the Wisps: You summon will-o’-wisps to fight 
  on your behalf. 
  Curse of Eternal Fog: You transform a creature into a 
  foggy version of itself. 
  Fen Twin: Creates duplicate of a region of fen. 
  Guardian Slug: Summons a giant slug to defend you. 
  Haematic Plague: Target’s blood sprays into a malev-
  olent, draining cloud. 
  Into the Swamp, Mass: Extend the benefits of into 
  the swamp to several creatures. 
  Kin on the Moor: An area of the moor is dedicated to 
  you and your kinsfolk, granting the kin power. 
   
  6th
  6th
  6th
  6th----Level Druid Spells
  Level Druid Spells
  Level Druid Spells
  Level Druid Spells    
  Acid Pool: Pool of acid persists for several rounds, 
  damaging those who touch it. 
  Brineborn Transformation: Turns you into a 
  brineborn marsh giant. 
  Dank Calling: Subjects take on a quest to travel to the 
  center of the nearest swamp. 
  Flesh to Fog: Turns subject creature into statue of fog. 
  Fog to Flesh: Restores creature transformed to fog. 
  From Fog into Ether: You become ethereal for 1 
  round/2 levels. 
  Hag Form: You transform into a green hag. 
  Healing Mists: All living beings in the area gain re-
  generation for 1 round/level. 
  Lightning Bug Swarm: Summons swarms of light-
  ning bugs which arc electricity for 5d6 damage per 
  swarm. 
   
  7th
  7th
  7th
  7th----Level Druid Spells
  Level Druid Spells
  Level Druid Spells
  Level Druid Spells    
  Beckon Kin: You teleport, from the same plane, one or 
  more kin, to the site designated by kin on the moor. 
  Bog Nixie's Song: Compel others to helplessly move 
  adjacent to you. 
  Fog Conjuration, Greater: You duplicate the effect 
  of a lower-level conjuration (creation) spell. 
  Hag Form, Greater: You transform into an annis hag. 
  Hopelessly Lost: Subject lost and in fog also develops 
  amnesia. 
  Join Coven: You participate in a hags’ coven. 
  Swamp Rot: The swamp rapidly consumes your tar-
  gets. 
  Zone of Nature: Keeps out non-natural creatures and 
  objects. 
   
  8th
  8th
  8th
  8th----Level Druid Spells
  Level Druid Spells
  Level Druid Spells
  Level Druid Spells    
  Acid and Poison: Targets suffer 8d6 acid damage and 
  1 Con and 1 Dex damage each round. 
  Gloom of the Moors: Creatures within 30 feet suffer 
  Con drain granting you temporary hit points. 
  Recuperative Slumber on the Moor: Sleep pro-
  vides both heal and restoration to the kinsfolk subjects. 
   
  9th
  9th
  9th
  9th----Level Druid Spells
  Level Druid Spells
  Level Druid Spells
  Level Druid Spells    
  Beckon Kin, Greater: You teleport, from anywhere, 
  one or more kin to the site designated by kin on the 
  moor. 
  Killing Fog: 10 ft./level radius region of fog turns to 
  lethal contact poison causing 3d6 Con damage per 
  round. 
  Trees Reclaim the Land: Creates many square miles 
  of forest. 
  Zone of Nature, Greater: Permanently keeps out 
  non-natural creatures and objects. 
   
   
  Inquisitor Spells
  Inquisitor Spells
  Inquisitor Spells
  Inquisitor Spells    
  1st
  1st
  1st
  1st----Level
  Level
  Level
  Level    Inquisitor 
  Inquisitor 
  Inquisitor 
  Inquisitor Spells
  Spells
  Spells
  Spells    
  Protection in Swamps: Subject is hard to perceive, 
  gains +1 AC, +2 saves versus poison, disease and en-
  chantments, and resist acid. 
  Unbound by Plants: Touched creature cannot be en-
  tangled by plants and resists being grappled by plants or 
  plant creatures. 
   
  2nd
  2nd
  2nd
  2nd----Level
  Level
  Level
  Level    Inquisitor 
  Inquisitor 
  Inquisitor 
  Inquisitor Spells
  Spells
  Spells
  Spells    
  Lifted from Fog: All subjects in region are temporarily 
  free from fog and its effects. 
  Slippery Ground: You cause terrain to become quick-
  sand. 
  Swamp Bane Weapon: Melee weapon gains bane 
  special ability against swamp creatures. 
   
  3rd
  3rd
  3rd
  3rd----Level
  Level
  Level
  Level    Inquisitor 
  Inquisitor 
  Inquisitor 
  Inquisitor Spells
  Spells
  Spells
  Spells    
  Into the Swamp: Gain the benefits of protection from 
  energy, delay poison, and +4 saves against disease. 
  Terrain Anchor: Prevents movement out of the cur-
  rent terrain type. 
   
  
   
  6 
   
  4th
  4th
  4th
  4th----Level
  Level
  Level
  Level    Inquisitor 
  Inquisitor 
  Inquisitor 
  Inquisitor Spells
  Spells
  Spells
  Spells    
  Protection from Petrification: Touched creature 
  gains immunity from petrification. 
   
  5th
  5th
  5th
  5th----Level
  Level
  Level
  Level    Inquisitor 
  Inquisitor 
  Inquisitor 
  Inquisitor Spells
  Spells
  Spells
  Spells    
  Into the Swamp, Mass: Extend the benefits of into 
  the swamp to several creatures. 
   
  6th
  6th
  6th
  6th----Level
  Level
  Level
  Level    Inquisitor 
  Inquisitor 
  Inquisitor 
  Inquisitor Spells
  Spells
  Spells
  Spells    
  Healing Mists: All living beings in the area gain re-
  generation for 1 round/level. 
  Hezrou Skin: Gain darkvision, DR 10/good, immune 
  electricity and poison, and resist 10 acid, cold and fire. 
  Hopelessly Lost: Subject lost and in fog also develops 
  amnesia. 
  Stygian Silence: Curse prevents communication ex-
  cept with the dead. 
  Swamp Rot: The swamp rapidly consumes your tar-
  gets. 
   
   
  Magus Spells
  Magus Spells
  Magus Spells
  Magus Spells    
  1st
  1st
  1st
  1st----Level
  Level
  Level
  Level    Magus 
  Magus 
  Magus 
  Magus Spells
  Spells
  Spells
  Spells    
  Sticky Fog: Target is surrounded by sticky fog, making 
  many actions more difficult. 
  Utilize Natural Cover: You gain evasion while you’re 
  in marsh or forest terrain. 
   
  2nd
  2nd
  2nd
  2nd----Level
  Level
  Level
  Level    Magus 
  Magus 
  Magus 
  Magus Spells
  Spells
  Spells
  Spells    
  Blinding Mist: You blind several targets who are al-
  ready in fog. 
  Cloak of Fog: You are protected by a resilient bank of 
  fog. 
  Green Jelly Splash: Thrown blob deals 2d6 acid and 
  1d2 Dexterity damage and may dazzle creatures. 
  Shocking Team: Caster and her allies gain the ability 
  to deliver powerful shocks. 
  Swamp Bane Weapon: Melee weapon gains bane 
  special ability against swamp creatures. 
  Wall of Fog: Creates a wall of fog which blocks line of 
  sight and provides concealment. 
   
  3rd
  3rd
  3rd
  3rd----Level
  Level
  Level
  Level    Magus 
  Magus 
  Magus 
  Magus Spells
  Spells
  Spells
  Spells    
  Fade into Fog: You gain benefits of gaseous form and 
  invisibility while your body turns to fog. 
  Fog Shift: Target creature is displaced while it remains 
  in fog. 
  Fog Stride: You teleport from one location to another 
  within a contiguous bank of fog. 
  Sticky Fog, Mass: Targets are surrounded by sticky 
  fog, making many actions more difficult. 
  Wary Wakefulness: Subjects gain the insomnia afflic-
  tion and may hallucinate or become exhausted. 
   
  4th
  4th
  4th
  4th----Level
  Level
  Level
  Level    Magus 
  Magus 
  Magus 
  Magus Spells
  Spells
  Spells
  Spells    
  Curtain of Acid: Moving curtain of acid deals 1d4 acid 
  damage per two levels, blocks sight. 
  Disrupt Fey: Fey creatures gain -2 penalty to many 
  combat rolls, and have their vision and DR weakened. 
   
  5th
  5th
  5th
  5th----Level
  Level
  Level
  Level    Magus 
  Magus 
  Magus 
  Magus Spells
  Spells
  Spells
  Spells    
  Brineborn Transformation: Turns you into a 
  brineborn marsh giant. 
  Hag Form: You transform into a green hag. 
  Hydra Form: You transform into a hydra. 
   
  6th
  6th
  6th
  6th----Level
  Level
  Level
  Level    Magus 
  Magus 
  Magus 
  Magus Spells
  Spells
  Spells
  Spells    
  Acid Pool: Pool of acid persists for several rounds, 
  damaging those who touch it. 
  Flesh to Fog: Turns subject creature into statue of fog. 
  Fog to Flesh: Restores creature transformed to fog. 
  Hag Form, Greater: You transform into an annis hag. 
  Swamp Rot: The swamp rapidly consumes your tar-
  gets. 
   
   
  Paladin Spells
  Paladin Spells
  Paladin Spells
  Paladin Spells    
  1st
  1st
  1st
  1st----Level Paladin Spells
  Level Paladin Spells
  Level Paladin Spells
  Level Paladin Spells    
  Lifted from Fog: All subjects in region are temporarily 
  free from fog and its effects. 
  Protection in Swamps: Subject is hard to perceive, 
  gains +1 AC, +2 saves versus poison, disease and en-
  chantments, and resist acid. 
   
  2nd
  2nd
  2nd
  2nd----Level Paladin Spells
  Level Paladin Spells
  Level Paladin Spells
  Level Paladin Spells    
  Swamp Bane Weapon: Melee weapon gains bane 
  special ability against swamp creatures. 
   
  3rd
  3rd
  3rd
  3rd----Level Paladin Spells
  Level Paladin Spells
  Level Paladin Spells
  Level Paladin Spells    
  Protection from Petrification: Touched creature 
  gains immunity from petrification. 
   
  4th
  4th
  4th
  4th----Level Paladin Spells
  Level Paladin Spells
  Level Paladin Spells
  Level Paladin Spells    
  Holy Fog: Fog in the region becomes holy water deal-
  ing 2d4 damage per round to undead and evil outsiders. 
   
   
  Ranger Spells
  Ranger Spells
  Ranger Spells
  Ranger Spells    
  1st
  1st
  1st
  1st----Level Ranger Spells
  Level Ranger Spells
  Level Ranger Spells
  Level Ranger Spells    
  Airswim: You gain flight while in fog. 
  Cloak of Fog: You are protected by a resilient bank of 
  fog. 
  Firefly Messengers: A cloud of fireflies delivers a 
  message for you. 
  Lifted from Fog: All subjects in region are temporarily 
  free from fog and its effects. 
  Lingering Obscurement: Targets remain affected as 
  if in fog even after they leave the fog. 
  Protection in Swamps: Subject is hard to perceive, 
  gains +1 AC, +2 saves versus poison, disease and en-
  chantments, and resist acid. 
  
   
  7 
   
  Read Plants: Reveals information about the creatures 
  that have passed through this area of plants. 
  Sticky Fog: Target is surrounded by sticky fog, making 
  many actions more difficult. 
  Unbound by Plants: Touched creature cannot be en-
  tangled by plants and resists being grappled by plants or 
  plant creatures. 
  Utilize Natural Cover: You gain evasion while you’re 
  in marsh or forest terrain. 
   
  2nd
  2nd
  2nd
  2nd----Level Ranger Spells
  Level Ranger Spells
  Level Ranger Spells
  Level Ranger Spells    
  Decay Weapons: Weapons age and decay rapidly be-
  coming broken and useless. 
  Disorienting Fog: Fog obscures vision and causes 
  those within to become lost. 
  Fog Shift: Target creature is displaced while it remains 
  in fog. 
  Grant Mistight: You give another the ability to see 
  through mist and be unimpeded by its vision-limiting 
  effects. 
  Grippli’s Guise: Turns you into a grippli. 
  Into the Swamp: Gain the benefits of protection from 
  energy, delay poison, and +4 saves against disease. 
  Slippery Ground: You cause terrain to become quick-
  sand. 
  Sticky Fog, Mass: Targets are surrounded by sticky 
  fog, making many actions more difficult. 
  Swamp Bane Weapon: Melee weapon gains bane 
  special ability against swamp creatures. 
  Swamp Paste: Muck is transformed into a healing 
  salve. 
  Swamp Sense: You gain scent, low-light vision and 
  sensitivity while in swamps. 
  Torporific Bog: Targets are fatigued and staggered as 
  they are overwhelmed by lethargy. 
   
  3rd
  3rd
  3rd
  3rd----Level Ranger Spells
  Level Ranger Spells
  Level Ranger Spells
  Level Ranger Spells    
  Bolster Fey: Fey creatures gain +2 bonus to many 
  combat rolls, improved vision and DR. 
  Control Bog: You alter the marsh terrain in the bog in 
  your area. 
  Control Fog: You alter the amount or density of fog. 
  Detoxify Plants: One or more plants loses toxicity. 
  Disrupt Fey: Fey creatures gain -2 penalty to many 
  combat rolls, and have their vision and DR weakened. 
  Fade into Fog: You gain benefits of gaseous form and 
  invisibility while your body turns to fog. 
  Fog of Confusion: Your subjects become confused 
  while they remain in fog. 
  Fog Conjuration: You duplicate the effect of a lower-
  level conjuration (creation) spell. 
  Modify Poison: You alter the kind of poison damage a 
  creature or object causes. 
  Protection from Petrification: Touched creature 
  gains immunity from petrification. 
  Shrouds of Fog: Hides subject from divination while 
  the subject remains in fog. 
  Terrain Anchor: Prevents movement out of the cur-
  rent terrain type. 
   
   
  4th
  4th
  4th
  4th----Level Ranger Spells
  Level Ranger Spells
  Level Ranger Spells
  Level Ranger Spells    
  Bring the Wisps: You summon will-o’-wisps to fight 
  on your behalf. 
  Fen Twin: Creates duplicate of a region of fen. 
  Fog Creature II: You transform fog into a creature 
  with the powers of a Tiny or Large animal. 
  Fog Stride: You teleport from one location to another 
  within a contiguous bank of fog. 
  Into the Swamp, Mass: Extend the benefits of into 
  the swamp to several creatures. 
  Move Earth, Lesser: Digs trenches and builds hills. 
  Sundew Spray: Cone-shaped spray entangles crea-
  tures, deals acid and Con damage, and may fascinate. 
   
   
  Sorcerer/Wizard Spells
  Sorcerer/Wizard Spells
  Sorcerer/Wizard Spells
  Sorcerer/Wizard Spells    
  0000----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Stepping Stone: A stone emerges from the ground 
  temporarily giving you a clear place to stand. 
   
  1st
  1st
  1st
  1st----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
   
  Evocation
  Evocation
  Evocation
  Evocation    
  Sticky Fog: Target is surrounded by sticky fog, making 
  many actions more difficult. 
   
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Lingering Obscurement: Targets remain affected as 
  if in fog even after they leave the fog. 
  Marsh Dweller: Subject gains a climb and a swim 
  speed. 
   
  2nd
  2nd
  2nd
  2nd----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
  Abjuration
  Abjuration
  Abjuration
  Abjuration    
  Cloak of Fog: You are protected by a resilient bank of 
  fog. 
  Lifted from Fog: All subjects in region are temporarily 
  free from fog and its effects. 
   
  Conjuration
  Conjuration
  Conjuration
  Conjuration    
  Putrid Vapors: Cloud of gas sickens subjects. 
   
  Enchantment
  Enchantment
  Enchantment
  Enchantment    
  Torporific Bog: Targets are fatigued and staggered as 
  they are overwhelmed by lethargy. 
  Wall of Fog: Creates a wall of fog which blocks line of 
  sight and provides concealment. 
   
  Evocation
  Evocation
  Evocation
  Evocation    
  Bog Fire: Random eruptions of fire within a 20-ft. ra-
  dius area cause 2d6 damage. 
   
      
      
  
   
  8 
   
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Stirge Touch: Your touch causes the subject to take 1 
  Con damage per round. 
   
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Accelerated Decomposition: Items in swamp decay 
  into sludge and slime. 
  Airswim: You gain flight while in fog. 
  Blinding Mist: You blind several targets who are al-
  ready in fog. 
  Boggard’s Breath: You can hold your breath and 
  croak as a boggard. 
  Decay Weapons: Weapons age and decay rapidly be-
  coming broken and useless. 
  Sculpt Fog: Solidifies fog into temporary objects. 
  Shocking Team: Caster and her allies gain the ability 
  to deliver powerful shocks. 
  Slippery Ground: You cause terrain to become quick-
  sand. 
   
  3rd
  3rd
  3rd
  3rd----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
  Abjuration
  Abjuration
  Abjuration
  Abjuration    
  Shrouds of Fog: Hides subject from divination while 
  the subject remains in fog. 
   
  Conjuration
  Conjuration
  Conjuration
  Conjuration    
  Disorienting Fog: Fog obscures vision and causes 
  those within to become lost. 
  Fog Shift: Target creature is displaced while it remains 
  in fog. 
  Green Jelly Splash: Thrown blob deals 2d6 acid and 
  1d2 Dexterity damage and may dazzle creatures. 
   
  Evocation
  Evocation
  Evocation
  Evocation    
  Sticky Fog, Mass: Targets are surrounded by sticky 
  fog, making many actions more difficult. 
  Witchflame Aura: Targets are affected like faerie fire, 
  are vulnerable to fire, sickened, and attract will-o’-wisps. 
   
  Illusion
  Illusion
  Illusion
  Illusion    
  Phantasmal Fog: Target creatures believe themselves 
  to be enshrouded in fog. 
   
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Control Bog: You alter the marsh terrain in the bog in 
  your area. 
  Control Fog: You alter the amount or density of fog. 
  Fade into Fog: You gain benefits of gaseous form and 
  invisibility while your body turns to fog. 
  Grippli’s Guise: Turns you into a grippli. 
  Swamp Bane Weapon: Melee weapon gains bane 
  special ability against swamp creatures. 
   
  4th
  4th
  4th
  4th----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
  Abjuration
  Abjuration
  Abjuration
  Abjuration    
  Bolster Fey: Fey creatures gain +2 bonus to many 
  combat rolls, improved vision and DR. 
   
   
   
  Converse with Kin 
   
  Disrupt Fey: Fey creatures gain -2 penalty to many 
  combat rolls, and have their vision and DR weakened. 
  Protection from Petrification: Touched creature 
  gains immunity from petrification. 
   
  Conjuration
  Conjuration
  Conjuration
  Conjuration    
  Boiling Fog: You create a superheated fog, boiling 
  those within. 
  Detoxify Plants: One or more plants loses toxicity. 
  Fog Conjuration: You duplicate the effect of a lower-
  level conjuration (creation) spell. 
  Fog Stride: You teleport from one location to another 
  within a contiguous bank of fog. 
  Sundew Spray: Cone-shaped spray entangles crea-
  tures, deals acid and Con damage, and may fascinate. 
   
  Enchantment
  Enchantment
  Enchantment
  Enchantment    
  Wary Wakefulness: Subjects gain the insomnia afflic-
  tion and may hallucinate or become exhausted. 
   
  Evocation
  Evocation
  Evocation
  Evocation    
  Converse with Kin: Kinsfolk (as determined by kin on 
  the moor) communicate with one another despite great 
  distance. 
  Curtain of Acid: Moving curtain of acid deals 1d4 acid 
  damage per two levels, blocks sight. 
   
  
   
  9 
   
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Necrotic Fog: Fog causes 1d3 Con damage each round 
  to creatures within. 
   
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Boiling Fog: You create a superheated fog, boiling 
  those within. 
  Chill Fog: You create a supercooled fog, freezing those 
  within. 
  Daemonic Spit: You gain a spit attack which causes 
  targets to fall asleep. 
  Move Earth, Lesser: Digs trenches and builds hills. 
  Vapor Dragon: Make a cloud into a black or bronze 
  dragon that can fly you about. 
  Yellow Musk Spray: You nauseate and stupefy several 
  targets with yellow musk pollen. 
   
  5th
  5th
  5th
  5th----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
  Abjuration
  Abjuration
  Abjuration
  Abjuration    
  Kin on the Moor: An area of the moor is dedicated to 
  you and your kinsfolk, granting the kin power. 
   
  Illusion
  Illusion
  Illusion
  Illusion    
  Isolating Mists: Targets lose all their friends in the 
  fog. 
   
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Curse of Eternal Fog: You transform a creature into a 
  foggy version of itself. 
  Haematic Plague: Target’s blood sprays into a malev-
  olent, draining cloud. 
   
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Hydra Form: You transform into a hydra. 
   
  6th
  6th
  6th
  6th----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
  Conjuration
  Conjuration
  Conjuration
  Conjuration    
  Bring the Wisps: You summon will-o’-wisps to fight 
  on your behalf. 
  Dracolisk Summoning: You summon a dracolisk. 
   
  Evocation
  Evocation
  Evocation
  Evocation    
  Acid Pool: Pool of acid persists for several rounds, 
  damaging those who touch it. 
   
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Spirit Naga Soul: Gain the temporarily ability to cast 
  cleric spells. 
   
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Brineborn Transformation: Turns you into a 
  brineborn marsh giant. 
  Flesh to Fog: Turns subject creature into statue of fog. 
  Fog to Flesh: Restores creature transformed to fog. 
  From Fog into Ether: You become ethereal for 1 
  round/2 levels. 
   
  7th
  7th
  7th
  7th----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
  Conjuration
  Conjuration
  Conjuration
  Conjuration    
  Beckon Kin: You teleport, from the same plane, one or 
  more kin, to the site designated by kin on the moor. 
  Fog Conjuration, Greater: You duplicate the effect 
  of a lower-level conjuration (creation) spell. 
   
  Enchantment
  Enchantment
  Enchantment
  Enchantment    
  Bog Nixie's Song: Compel others to helplessly move 
  adjacent to you. 
  Dank Calling: Subjects take on a quest to travel to the 
  center of the nearest swamp. 
  Hopelessly Lost: Subject lost and in fog also develops 
  amnesia. 
   
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Stygian Silence: Curse prevents communication ex-
  cept with the dead. 
   
  Transmuta
  Transmuta
  Transmuta
  Transmutation
  tion
  tion
  tion    
  Hag Form: You transform into a green hag. 
  Swamp Rot: The swamp rapidly consumes your tar-
  gets. 
   
  8th
  8th
  8th
  8th----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
  Enchantment
  Enchantment
  Enchantment
  Enchantment    
  Join Coven: You participate in a hags’ coven. 
   
  Necromancy
  Necromancy
  Necromancy
  Necromancy    
  Gloom of the Moors: Creatures within 30 feet suffer 
  Con drain granting you temporary hit points. 
   
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Acid and Poison: Targets suffer 8d6 acid damage and 
  1 Con and 1 Dex damage each round. 
  Hag Form, Greater: You transform into an annis hag. 
   
  9th
  9th
  9th
  9th----Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells
  Level Sorcerer/Wizard Spells    
  Conjuration
  Conjuration
  Conjuration
  Conjuration    
  Beckon Kin, Greater: You teleport, from anywhere, 
  one or more kin to the site designated by kin on the 
  moor. 
   
  Transmutation
  Transmutation
  Transmutation
  Transmutation    
  Killing Fog: 10 ft./level radius region of fog turns to 
  lethal contact poison causing 3d6 Con damage per 
  round. 
   
   
  Summoner Spells
  Summoner Spells
  Summoner Spells
  Summoner Spells    
  1st
  1st
  1st
  1st----Level
  Level
  Level
  Level    Summoner 
  Summoner 
  Summoner 
  Summoner Spells
  Spells
  Spells
  Spells    
  Blinding Mist: You blind several targets who are al-
  ready in fog. 
   
  
   
  10 
   
  2nd
  2nd
  2nd
  2nd----Level
  Level
  Level
  Level    Summoner 
  Summoner 
  Summoner 
  Summoner Spells
  Spells
  Spells
  Spells    
  Cloak of Fog: You are protected by a resilient bank of 
  fog. 
  Wall of Fog: Creates a wall of fog which blocks line of 
  sight and provides concealment. 
   
  3rd
  3rd
  3rd
  3rd----Level
  Level
  Level
  Level    Summoner 
  Summoner 
  Summoner 
  Summoner Spells
  Spells
  Spells
  Spells    
  Converse with Kin: Kinsfolk (as determined by kin on 
  the moor) communicate with one another despite great 
  distance. 
  Fog Conjuration: You duplicate the effect of a lower-
  level conjuration (creation) spell. 
  Fog Stride: You teleport from one location to another 
  within a contiguous bank of fog. 
  Summon Gray Ooze: You summon one gray ooze. 
  Summon Ochre Jelly: You summon one ochre jelly. 
   
  4th
  4th
  4th
  4th----Level
  Level
  Level
  Level    Summoner 
  Summoner 
  Summoner 
  Summoner Spells
  Spells
  Spells
  Spells    
  Boiling Fog: You create a superheated fog, boiling 
  those within. 
  Chill Fog: You create a supercooled fog, freezing those 
  within. 
  Dracolisk Summoning: You summon a dracolisk. 
  Guardian Slug: Summons a giant slug to defend you. 
  Kin on the Moor: An area of the moor is dedicated to 
  you and your kinsfolk, granting the kin power. 
  Nightmare Mount: You summon the brief services of 
  a nightmare mount. 
   
  5th
  5th
  5th
  5th----Level
  Level
  Level
  Level    Summoner 
  Summoner 
  Summoner 
  Summoner Spells
  Spells
  Spells
  Spells    
  Beckon Kin: You teleport, from the same plane, one or 
  more kin, to the site designated by kin on the moor. 
  Bring the Wisps: You summon will-o’-wisps to fight 
  on your behalf. 
   
  6th
  6th
  6th
  6th----Level
  Level
  Level
  Level    Summoner 
  Summoner 
  Summoner 
  Summoner Spells
  Spells
  Spells
  Spells    
  Beckon Kin, Greater: You teleport, from anywhere, 
  one or more kin to the site designated by kin on the 
  moor. 
  Fog Conjuration, Greater: You duplicate the effect 
  of a lower-level conjuration (creation) spell. 
   
   
  Witch Spells
  Witch Spells
  Witch Spells
  Witch Spells    
  0000----Level Witch Spells
  Level Witch Spells
  Level Witch Spells
  Level Witch Spells    
  Firefly Twinklings: The combined blinking of a cloud 
  of fireflies produces a muted light. 
  Stepping Stone: A stone emerges from the ground 
  temporarily giving you a clear place to stand. 
   
  1st
  1st
  1st
  1st----Level Witch Spells
  Level Witch Spells
  Level Witch Spells
  Level Witch Spells    
  Firefly Messengers: A cloud of fireflies delivers a 
  message for you. 
  Lingering Obscurement: Targets remain affected as 
  if in fog even after they leave the fog. 
  Marsh Dweller: Subject gains a climb and a swim 
  speed. 
  Soporific Fog: You cause sleep to come upon those 
  enshrouded in fog. 
  Sticky Fog: Target is surrounded by sticky fog, making 
  many actions more difficult. 
   
  2nd
  2nd
  2nd
  2nd----Level Witch Spells
  Level Witch Spells
  Level Witch Spells
  Level Witch Spells    
  Accelerated Decomposition: Items in swamp decay 
  into sludge and slime. 
  Airswim: You gain flight while in fog. 
  Blinding Mist: You blind several targets who are al-
  ready in fog. 
  Cloak of Fog: You are protected by a resilient bank of 
  fog. 
  Decay Weapons: Weapons age and decay rapidly be-
  coming broken and useless. 
  Grant Mistight: You give another the ability to see 
  through mist and be unimpeded by its vision-limiting 
  effects. 
  Lifted from Fog: All subjects in region are temporarily 
  free from fog and its effects. 
  Putrid Vapors: Cloud of gas sickens subjects. 
  Sculpt Fog: Solidifies fog into temporary objects. 
  Shocking Team: Caster and her allies gain the ability 
  to deliver powerful shocks. 
  Slippery Ground: You cause terrain to become quick-
  sand. 
  Stirge Touch: Your touch causes the subject to take 1 
  Con damage per round. 
  Swamp Paste: Muck is transformed into a healing 
  salve. 
  Swamp Sense: You gain scent, low-light vision and 
  sensitivity while in swamps. 
  Torporific Bog: Targets are fatigued and staggered as 
  they are overwhelmed by lethargy. 
  Wall of Fog: Creates a wall of fog which blocks line of 
  sight and provides concealment. 
   
  3rd
  3rd
  3rd
  3rd----Level
  Level
  Level
  Level    Witch Spells
  Witch Spells
  Witch Spells
  Witch Spells    
  Control Bog: You alter the marsh terrain in the bog in 
  your area. 
  Control Fog: You alter the amount or density of fog. 
  Disorienting Fog: Fog obscures vision and causes 
  those within to become lost. 
  Fade into Fog: You gain benefits of gaseous form and 
  invisibility while your body turns to fog. 
  Fog of Confusion: Your subjects become confused 
  while they remain in fog. 
  Fog Shift: Target creature is displaced while it remains 
  in fog. 
  Green Jelly Splash: Thrown blob deals 2d6 acid and 
  1d2 Dexterity damage and may dazzle creatures. 
  Grippli’s Guise: Turns you into a grippli. 
  Into the Swamp: Gain the benefits of protection from 
  energy, delay poison, and +4 saves against disease. 
  Phantasmal Fog: Target creatures believe themselves 
  to be enshrouded in fog. 
  Shrouds of Fog: Hides subject from divination while 
  the subject remains in fog. 
  Soporific Fog, Greater: You cause sleep to come up-
  on those enshrouded in fog, up to 10 HD. 
  
   
  11 
   
  Sticky Fog, Mass: Targets are surrounded by sticky 
  fog, making many actions more difficult. 
  Witchflame Aura: Targets are affected like faerie fire, 
  are vulnerable to fire, sickened, and attract will-o’-wisps. 
   
  4th
  4th
  4th
  4th----Level Witch Spells
  Level Witch Spells
  Level Witch Spells
  Level Witch Spells    
  Boiling Fog: You create a superheated fog, boiling 
  those within. 
  Bolster Fey: Fey creatures gain +2 bonus to many 
  combat rolls, improved vision and DR. 
  Chill Fog: You create a supercooled fog, freezing those 
  within. 
  Converse with Kin: Kinsfolk (as determined by kin on 
  the moor) communicate with one another despite great 
  distance. 
  Curse of Eternal Fog: You transform a creature into a 
  foggy version of itself. 
  Curtain of Acid: Moving curtain of acid deals 1d4 acid 
  damage per two levels, blocks sight. 
  Daemonic Spit: You gain a spit attack which causes 
  targets to fall asleep. 
  Detoxify Plants: One or more plants loses toxicity. 
  Disrupt Fey: Fey creatures gain -2 penalty to many 
  combat rolls, and have their vision and DR weakened. 
  Fog Conjuration: You duplicate the effect of a lower-
  level conjuration (creation) spell. 
  Fog Stride: You teleport from one location to another 
  within a contiguous bank of fog. 
  Modify Poison: You alter the kind of poison damage a 
  creature or object causes. 
  Summon Gray Ooze: You summon one gray ooze. 
  Summon Ochre Jelly: You summon one ochre jelly. 
  Necrotic Fog: Fog causes 1d3 Con damage each round 
  to creatures within. 
  Wary Wakefulness: Subjects gain the insomnia afflic-
  tion and may hallucinate or become exhausted. 
  Yellow Musk Spray: You nauseate and stupefy several 
  targets with yellow musk pollen. 
   
  5th
  5th
  5th
  5th----Level Witch Spells
  Level Witch Spells
  Level Witch Spells
  Level Witch Spells    
  Bring the Wisps: You summon will-o’-wisps to fight 
  on your behalf. 
  Fen Twin: Creates duplicate of a region of fen. 
  Guardian Slug: Summons a giant slug to defend you. 
  Haematic Plague: Target’s blood sprays into a malev-
  olent, draining cloud. 
  Into the Swamp, Mass: Extend the benefits of into 
  the swamp to several creatures. 
  Isolating Mists: Targets lose all their friends in the 
  fog. 
  Kin on the Moor: An area of the moor is dedicated to 
  you and your kinsfolk, granting the kin power. 
  Nightmare Mount: You summon the brief services of 
  a nightmare mount. 
   
  6th
  6th
  6th
  6th----Level Witch Spells
  Level Witch Spells
  Level Witch Spells
  Level Witch Spells    
  Acid Pool: Pool of acid persists for several rounds, 
  damaging those who touch it. 
  Brineborn Transformation: Turns you into a 
  brineborn marsh giant. 
  Dank Calling: Subjects take on a quest to travel to the 
  center of the nearest swamp. 
  Flesh to Fog: Turns subject creature into statue of fog. 
  Fog to Flesh: Restores creature transformed to fog. 
  Hag Form: You transform into a green hag. 
  Healing Mists: All living beings in the area gain re-
  generation for 1 round/level. 
  Hezrou Skin: Gain darkvision, DR 10/good, immune 
  electricity and poison, and resist 10 acid, cold and fire. 
  Lightning Bug Swarm: Summons swarms of light-
  ning bugs which arc electricity for 5d6 damage per 
  swarm. 
  Spirit Naga Soul: Gain the temporarily ability to cast 
  cleric spells. 
   
  7th
  7th
  7th
  7th----Level Witch Spells
  Level Witch Spells
  Level Witch Spells
  Level Witch Spells    
  Beckon Kin: You teleport, from the same plane, one or 
  more kin, to the site designated by kin on the moor. 
  Bog Nixie's Song: Compel others to helplessly move 
  adjacent to you. 
  Fog Conjuration, Greater: You duplicate the effect 
  of a lower-level conjuration (creation) spell. 
  Hag Form, Greater: You transform into an annis hag. 
  Hopelessly Lost: Subject lost and in fog also develops 
  amnesia. 
  Join Coven: You participate in a hags’ coven. 
  Stygian Silence: Curse prevents communication ex-
  cept with the dead. 
  Swamp Rot: The swamp rapidly consumes your tar-
  gets. 
   
  8th
  8th
  8th
  8th----Level Witch Spells
  Level Witch Spells
  Level Witch Spells
  Level Witch Spells    
  Acid and Poison: Targets suffer 8d6 acid damage and 
  1 Con and 1 Dex damage each round. 
  Gloom of the Moors: Creatures within 30 feet suffer 
  Con drain granting you temporary hit points. 
  Murderous Intent: Touched creature flies into a 
  murderous rage for as long as you maintain concentra-
  tion. 
  Recuperative Slumber on the Moor: Sleep pro-
  vides both heal and restoration to the kinsfolk subjects. 
   
  9th
  9th
  9th
  9th----Level Witch Spells
  Level Witch Spells
  Level Witch Spells
  Level Witch Spells    
  Beckon Kin, Greater: You teleport, from anywhere, 
  one or more kin to the site designated by kin on the 
  moor. 
  Killing Fog: 10 ft./level radius region of fog turns to 
  lethal contact poison causing 3d6 Con damage per 
  round. 
   
      
  
   
  12 
   
  Accelerated Decomposition
  Accelerated Decomposition
  Accelerated Decomposition
  Accelerated Decomposition 
  School: Transmutation; Level: Antipaladin 2, Druid 2, 
  Sorcerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a live, short-lived insect) 
  Range: Touch; see text 
  Targets: Non-living objects within a 5-ft./level-radius 
  burst 
  Duration: Instantaneous; see text 
  Saving Throw: Fortitude negates (object); Spell Re-
  sistance: No 
  You touch the ground and send a wave of magical energy 
  through it causing leather, wood, rope, and other similar 
  objects of worked but natural origin to rapidly decom-
  pose. Non-magical, unattended items made from natu-
  ral materials decay immediately and are rendered into 
  swamp sludge and slime. Magical items are unaffected 
  by this spell. Attended, non-magical items take damage 
  only if the individual fails its save with a natural 1 (see 
  the section on magic and item’s saving throws in the 
  Pathfinder® Roleplaying Game Core Rulebook™). 
  If the terrain you touch could be considered a swamp, it 
  affects both magical items and attended items upon a 
  failed save. 
   
  Acid and Poison
  Acid and Poison
  Acid and Poison
  Acid and Poison    
  School: Transmutation [acid, poison, water]; Level: 
  Druid 8, Sorcerer/Wizard 8, Witch 8 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (sealed vial containing equal 
  parts acid and poison) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: Creature, object, or point in space; see text 
  Duration: 1 round/level (D) 
  Saving Throw: Reflex for half, Fort partial; see text; 
  Spell Resistance: Yes 
  You create a 15-ft.-radius emanation centered on the 
  target, which can move if placed on a creature or a mov-
  able object. The emanation causes environmental liq-
  uids (see below) in the area to transmute into acids and 
  poisons. All creatures in contact with the liquid within 
  the area suffer 8d6 acid damage on your turn each 
  round they remain in the region (Reflex save for half 
  damage). Each time a creature takes acid damage from 
  acid and poison, it must make a secondary Fortitude 
  save or suffer 1 point each Con and Dex damage. Any 
  creature fully immersed in liquid affected by acid and 
  poison takes 10d6 acid damage instead (no Reflex save), 
  suffers 1d6 Con and 1d6 Dex damage (a successful Fort 
  save halves the ability damage, minimum 1 each), and 
  risks suffocation. 
  Environmental liquids refer to naturally occurring mois-
  ture from the water droplets in clouds, fog, mist or sea 
  spray; the water in rain, the melting water from snow, 
  ice or hail; and the water found in ponds, rivers, etc. 
  Environmental liquids do not include attended or unat-
  tended items such as skins of wine or casks of rain wa-
  ter; they also do not include the liquids within (or exit-
  ing) the bodies of creatures, including blood, sweat, sali-
  va, etc. 
  Magical liquids within the emanation are unaffected by 
  acid and poison. 
  If the terrain you are in when you cast the spell could be 
  considered a swamp, it affects magical liquids as well as 
  attended liquids, and you ruin these liquids upon a suc-
  cessful caster level check (you can choose not to affect 
  liquids attended by you and your allies). 
   
  Acid Pool
  Acid Pool
  Acid Pool
  Acid Pool    
  School: Evocation [acid]; Level: Druid 6, Magus 6, 
  Sorcerer/Wizard 6, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S, M (ancient black dragon scale) 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 5 ft.-radius/3 levels pool of acid; see text 
  Duration: Up to 5 rounds; see text 
  Saving Throw: Reflex for half; Spell Resistance: 
  Yes 
  You create a pool of acid with a radius of 5 ft. per three 
  caster levels. Anyone inside its area when the pool is 
  created takes 1d6 acid damage per caster level (maxi-
  mum 15d6), or half that on a successful Reflex save. Any 
  creature starting its turn touching the pool takes dam-
  age, but can make a Reflex save for half. Each round, the 
  total damage dice of the pool is halved until the result 
  would be less than 1d6 (in any case, the pool causes no 
  damage after the 5th round). 
  If the pool is created in marsh terrain containing water, 
  the radius of the pool is 5 ft. per two caster levels. The 
  acid is somewhat dilute causing 1d4 acid damage per 
  caster level; however, it is also longer-lasting so the 
  damage dice decreases by two every round (and, in any 
  case, the pool causes no damage after the 10th round). 
   
  Airswim
  Airswim
  Airswim
  Airswim    
  School: Transmutation [air, water]; Level: Alchemist 
  2, Druid 2, Ranger 1, Sorcerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a feather of a swamp-dwelling 
  bird) 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  You gain the ability to fly at a speed of 60 feet (or 40 feet 
  if you wear medium or heavy armor, or if you are carry-
  ing a medium or heavy load) through fog, mists or 
  clouds. (In most respects, treat airswim as fly but re-
  stricted to functioning only in fog, mists or clouds and as 
  a personal rather than a touch spell.) Airswim does not 
  grant you any special ability to see though fog, mists or 
  clouds, so moving in this was could be exceptionally 
  hazardous. You can also use this ability to walk on the 
  top of fog, mists or clouds as if it were land. 
  If you leave a region of fog, mist or clouds, you fall slow-
  ly as described in the fly description when that spell 
  expires. However, your rate of descent is 60 feet per 
  round for 1d3 rounds. 
   
  A
  AA
  Awaken Algae
  waken Algae
  waken Algae
  waken Algae    
  School: Transmutation [air, water]; Level: Druid 4 
  Casting Time: 1 standard action 
  
   
  13 
   
  Components: V, S, M (skin of an algoid), DF 
  Range: Touch 
  Target: Algae touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  With a touch, you convert a colony of algae into an al-
  goid. This awakened algoid lacks the special ability to 
  animate trees. The algoid regards you as an ally. 
   
  Algoid
  Algoid
  Algoid
  Algoid    CR 4
  CR 4
  CR 4
  CR 4    
  XP 1,200 
  N Medium plant (fungus) 
  Init +0; Senses low-light vision; Perception +12 
   
  Defense
  Defense
  Defense
  Defense 
  AC 16, touch 10, flat-footed 16; (+6 natural) 
  hp 37 (5d8+15) 
  Fort +7, Ref +1, Will +3 
  DR 5/bludgeoning and magic; Immune electricity, 
  fire, plant traits 
  Weaknesses vulnerability to water 
   
  O
  O
  O
  Offense
  ffense
  ffense
  ffense 
  Speed 20 ft. 
  Melee 2 slams +8 (1d6+4) 
  Special Attacks mind blast, stun 
  Spell-like Abilities (Cl 5th) 
  At will—detect thoughts, discern location 
  1/day—shocking grasp (3d6, DC 13) 
   
  S
  SS
  Statistics
  tatistics
  tatistics
  tatistics 
  Str 19, Dex 10, Con 16, Int 4, Wis 10, Cha 10 
  Base Atk +3; CMB +7; CMD 17 
  Feats Iron Will, Skill Focus (Perception), Weapon Fo-
  cus (slam) 
  Skills Perception +12, Stealth +10 (+18 in swamps and 
  forests); Racial Modifiers +4 Perception, +4 Stealth 
  (+12 Stealth in swamps and forests) 
  Languages Common (can’t speak) 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Mind Blast (Sp)Once per day, an algoid can use a 
  mind blast in a 60-foot cone. Any creature caught in the 
  cone must succeed on a DC 14 Will save or be stunned 
  for 3d4 rounds. The save DC is Charisma-based and 
  includes a +2 racial bonus. 
  Stun (Ex) If an algoid scores a critical hit with a slam 
  attack, the opponent struck must succeed on a DC 16 
  Fortitude save or be stunned for 1d2 rounds. The save 
  DC is Strength-based. 
  Vulnerability to Water (Ex) A control water spell 
  deals 1d6 points of damage per caster level (maximum 
  10d6) to an algoid (no save). 
   
  The algoid is a living colony of algae that has developed 
  some semblance of intelligence and mobility. It is rough-
  ly humanoid in shape and resembles a green humanoid. 
  Algoids make their lairs in marshes and swamps. They 
  are often encountered with other marsh-dwelling sen-
  tient plants; though never with shambling mounds (they 
  hate them and usually attack them on sight). The algoid 
  is 7 feet tall and weighs about 300 pounds. In its natural 
  surroundings, it is nearly invisible until it attacks and 
  uses this to its advantage when prey is nearby. The 
  “skin” of an algoid is coarse and rough with a leafy tex-
  ture. The algoid often lies in wait, partially submerged in 
  water or a bog, until its prey passes nearby. It springs to 
  attack with its powerful fists when its opponents come 
  within range. 
   
  Beckon Kin
  Beckon Kin
  Beckon Kin
  Beckon Kin    
  School: Conjuration (teleportation); Level: Cler-
  ic/Oracle 7, Druid 7, Sorcerer/Wizard 7, Summoner 5, 
  Witch 7 
  Casting Time: 1 standard action 
  Components: V 
  Range: Unlimited 
  Target: One or more kin as determined by kin on the 
  moor, no two of which may be more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: None or Will negates (harmless, ob-
  ject); Spell Resistance: No or Yes (harmless, object) 
  You must be within the area designated by kin on the 
  moor to cast this spell, and the targets must have al-
  ready established a kinship with you in the place, via 
  their own castings of kin on the moor. If the targets are 
  willing, beckon kin teleports the targets to within 30 ft. 
  of you, chosen by the targets, within the area predeter-
  mined by kin on the moor. 
  The beckoning of this spell does not require that the 
  targets be touching or that they appear in the same spa-
  tial configuration as they’d had when they were beck-
  oned. All of the kin to be beckoned must be on the same 
  plane as you and the area designated by kin on the 
  moor. 
  If the terrain from which you cast this spell could be 
  considered a swamp, it can even affect creatures on an-
  other plane. 
   
  Beckon Kin, Greater
  Beckon Kin, Greater
  Beckon Kin, Greater
  Beckon Kin, Greater    
  School: Conjuration (teleportation); Level: Cler-
  ic/Oracle 9, Druid 9, Sorcerer/Wizard 9, Summoner 6, 
  Witch 9 
  Casting Time: 1 standard action 
  Components: V 
  Range: Unlimited 
  Target: One or more kin as determined by kin on the 
  moor 
  Duration: Instantaneous 
  Saving Throw: None or Will negates (harmless, ob-
  ject); Spell Resistance: No or Yes (harmless, object) 
  You must be within the area designated by kin on the 
  moor to cast this spell, and the targets must have al-
  ready established a kinship with you in the place, via 
  their own castings of kin on the moor. If the targets are 
  willing, beckon kin teleports the targets to within 150 ft. 
  of you, chosen by the targets, within the area predeter-
  mined by kin on the moor. 
  The individual targets of greater beckon kin may be on 
  any plane. So long as there is a pathway through a tran-
  sitive plane (such as the Astral Plane) between the target 
  and the area designated by kin on the moor, that target 
  
   
  14 
   
  will be successfully teleported by this spell. Any target’s 
  pathway being blocked has no effect on any other tar-
  get’s being successfully beckoned. 
  If the terrain from which you cast this spell could be 
  considered a swamp, it can affect targets on another 
  plane if there is not a transitive plane and it will over-
  come blocking affects such as dimensional anchor. 
   
  Blind
  Blind
  Blind
  Blinding Mist
  ing Mist
  ing Mist
  ing Mist    
  School: Conjuration (creation) [acid]; Level: Anti-
  paladin 1, Cleric 2, Druid 2, Magus 2, Sorcerer/Wizard 
  2, Summoner 1, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: 20 ft. 
  Effect: Cloud spreads in 20-ft. radius from you, 20 ft. 
  high 
  Duration: 1 min./level (D) 
  Saving Throw: Fortitude negates; Spell Resistance: 
  Yes 
  Everyone within the vapors created by blinding mist 
  who fails a save is blinded by the mildly caustic mists 
  damaging their eyes. The blindness is such that the tar-
  gets see nothing but fog before them, as though the fog 
  had become so thick as to completely obscure all vision. 
  (As a result, the targets might not even realize that 
  they’ve been blinded.) Anyone whose eyes remain closed 
  while exposed to the mists is immune to the blindness 
  caused by this spell. Those who save are treated as if 
  they were in the effect of an obscuring mist spell. 
   
  Bog Fire
  Bog Fire
  Bog Fire
  Bog Fire    
  School: Evocation [fire]; Level: Druid 2, Sorcer-
  er/Wizard 2 
  Casting Time: 1 standard action 
  Components: V, S, M 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Flames erupt randomly within a 20-ft. radius 
  Duration: 1 round/level 
  Saving Throw: Reflex half; Spell Resistance: Yes 
  You ignite the organic gases emerging from under-
  ground. For several rounds, each square in the area may 
  spontaneously erupt in flame. Each round on the cast-
  er’s turn, 1d4 randomly chosen 10 ft. x 10 ft. regions 
  contain an eruption in one of the squares within that 
  region. An eruption causes 2d6 fire damage to anyone in 
  the square and 1 fire damage to those in adjacent 
  squares. If the chosen area of effect contains some areas 
  which could not produce such gas (some regions of wa-
  ter, though in a bog, the water may indeed harbor flam-
  mable gases), that associated eruption simply does not 
  occur. 
  If the terrain from which you cast this spell could be 
  considered a swamp, it deals an additional 1d6+3 fire 
  damage to those in the affected square and an additional 
  2 points to those in adjacent squares. 
   
  Bog
  Bog
  Bog
  Bog    Nixie’s Song
  Nixie’s Song
  Nixie’s Song
  Nixie’s Song    
  School: Enchantment 
  (compulsion) 
  [evil, 
  mind-
  affecting]; Level: Bard 6, Druid 7, Sorcerer/Wizard 7, 
  Witch 7 
   
   
  Bog Nixie Song 
   
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: 60 ft. 
  Targets: Up to 4 creatures 
  Duration: 1 minute/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  This spell causes those within the area to wish to join 
  you. While it is a mind-affecting spell, it is not language-
  dependent, any creature able to identify music could be 
  targeted. Those failing their saves will attempt to move 
  adjacent to you and will otherwise only take actions to 
  defend themselves or you. If the path leads them into 
  dangerous areas, they receive a secondary save to end 
  the effect before moving into peril. Once such creatures 
  are adjacent to you, they will no longer act to defend 
  themselves, rendering them helpless. 
  If the terrain from which you cast this spell could be 
  considered a swamp, then no feature of marsh terrain 
  triggers the secondary save (allowing creatures affected 
  by this spell to be entangled or to drown, if circumstanc-
  es permit it). 
  A remove curse spell ends bog nixie’s song only if its 
  caster level is at least two higher than your caster level. 
  Break enchantment does not end bog nixie’s song, but 
  limited wish, miracle, and wish do. 
  Any creature with a similar ability, such as a siren or 
  harpy, is immune to this spell. 
   
  
   
  15 
   
  Bog
  Bog
  Bog
  Boggard’s Breath
  gard’s Breath
  gard’s Breath
  gard’s Breath    
  School: Transmutation (polymorph); Level: Alchemist 
  2, Druid 2, Sorcerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (bit of boggard skin) 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  Saving Throw: None or Will; see text; Spell Re-
  sistance: No or Yes; see text 
  You temporarily transform into a boggard gaining the 
  hold breath, swamp stride, and terrifying croak abilities. 
  Hold Breath (Ex) You can hold your breath for a 
  number of rounds equal to four times your Constitution 
  score before you risk drowning or suffocating (this effect 
  ends if the spell ends). 
  Swamp Stride (Ex) A boggard can move through any 
  sort of natural difficult terrain at its normal speed while 
  within a swamp. Magically altered terrain affects a bog-
  gard normally. 
  Terrifying Croak (Su) Once, as a standard action, 
  you can emit a loud and horrifying croak. Any non-
  boggard creature within 30 feet must make a Will save 
  (same DC as this spell) or become shaken for 1d4 
  rounds. Creatures that are already shaken become 
  frightened for 1d4 rounds instead. 
   
  Boiling Fog
  Boiling Fog
  Boiling Fog
  Boiling Fog    
  School: Conjuration (creation) [fire]; Level: Druid 4, 
  Sorcerer/Wizard 4, Summoner 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M (fog) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area 20-ft.-radius emanation centered on a creature, 
  object, or point in space 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial; see text; Spell Re-
  sistance: Yes 
  Boiling fog creates an effect like a fog cloud except the 
  air and water of the fog is superheated. Creatures suffer 
  the effects of the heated fog based on when they enter 
  (or are forced into) the region (see table below) as it is 
  the fog that heats up and not just the individuals within 
  the fog. Each round that creatures subject to damage 
  from fire or heat remain in the area, they take the dam-
  age indicated by the heat buildup that round. Each sub-
  ject must attempt a save each round while in the area 
  and each successful save halves the damage that round. 
   
  Round 
  Fog Temperature 
  Damage 
  1 
  Hot 
  1d6 
  2 
  Severe 
  2d6 
  3 
  Extreme 
  3d6 
  4 
  Scalding 
  5d6 
  5+ 
  Deadly 
  10d6  
   
  At the onset of the 5th round, the steam in the fog is so 
  hot that the targets are treated as though immersed in 
  boiling water (see heat dangers in the Pathfinder® 
  Roleplaying Game Core Rulebook™). In addition to the 
  damage per the table above, anyone in the fog after the 
  fifth round of its heating takes 1d6 damage just by 
  breathing (there is no save to reduce the damage result-
  ing from breathing in the superhot fog, though not 
  breathing prevents this damage). 
  If the terrain which the area of this spell effects could be 
  considered a swamp, natural features (excessive mois-
  ture, flammable gases, etc.) increase the damage dealt 
  each round by +1 point per die. 
   
  Bolster Fey
  Bolster Fey
  Bolster Fey
  Bolster Fey    
  School: Abjuration; Level: Bard 4, Cleric/Oracle 4, 
  Druid 4, Ranger 3, Sorcerer/Wizard 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One fey creature/level, no two of which may 
  be more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  Bolster fey grants the following advantages to fey crea-
  tures subject to its effect: +2 on attack and damage rolls, 
  +2 on skill and ability checks, +2 on saving throws. Fey 
  creatures 
  temporarily 
  gain 
  low-light 
  vision 
  and 
  darkvision 60 ft. if they do not have them (and have 
  their ranges increased by 50% if they do). Fey creatures 
  gain one additional use of each multiple-use spell-like 
  and supernatural ability they have so long as those abili-
  ties are no more powerful than 4th level spells. All bonus 
  effects end when bolster fey ends. Fey creatures gain DR 
  5/cold iron (if they already had DR 5/cold iron or high-
  er, its DR improves by 2 points). 
  In addition, when you cast this spell, select a terrain 
  type, when the fey are in that terrain type they gain SR 
  12+ their CR. 
  Bolster fey counters and dispels disrupt fey. 
   
  Brineborn Transformation
  Brineborn Transformation
  Brineborn Transformation
  Brineborn Transformation    
  School: Transmutation (polymorph); Level: Alchemist 
  5, Druid 6, Magus 5, Sorcerer/Wizard 6, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S, M (a piece of a marsh giant) 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  When you cast this spell you can assume the form of a 
  brineborn marsh giant (a Large humanoid creature of 
  the giant subtype). Once you assume your new form, 
  replete with (nonfunctioning) tentacles and scales, you 
  gain the following abilities: a +6 size bonus to Strength, 
  a -2 penalty to Dexterity, a +4 size bonus to Constitu-
  tion, a +4 natural armor bonus, and low-light vision. 
  You also gain rock catching and rock throwing (range 60 
  feet, 2d6 damage) and a swim speed of 30 feet. 
  If your transformation occurs in marsh terrain, then you 
  also gain fog cloud as a spell-like ability (useable once 
  while you remain in this form) and the constant use of 
  speak with animals (animals indigenous to this swamp 
  only) and quench while you remain in this form. 
   
   
   
  
   
  16 
   
  Bring the Wisps
  Bring the Wisps
  Bring the Wisps
  Bring the Wisps    
  School: Conjuration (summoning) [evil]; Level: Druid 
  5, Ranger 4, Sorcerer/Wizard 6, Summoner 5, Witch 5 
  Casting Time: 1 round 
  Components: V, S, F (a flame lit within a swamp) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One or more summoned creatures (see text) 
  Duration: 1 round/level or less (see text) (D) 
  Saving Throw: None; Spell Resistance: No 
  This spell functions similarly to the summon monster 
  spells. The duration of the summoning varies with the 
  number of will-o’-wisps; see the table below. In all cases 
  of duration, round down (minimum of 2 rounds). 
   
  Number of 
  Will-o’-wisps 
  Duration 
  1 
  1 round/level 
  2 
  1 round/2 levels 
  3 
  1 round/3 levels 
  4 
  1 round/4 levels 
   
  If you summon the will-o’-wisps in marsh terrain when 
  the spell is cast you gain an additional will-o’-wisp that 
  does not count against the duration. 
   
  Chill Fog
  Chill Fog
  Chill Fog
  Chill Fog    
  School: Conjuration (creation) [cold]; Level: Druid 4, 
  Sorcerer/Wizard 4, Summoner 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M (fog) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area 20-ft.-radius emanation centered on a creature, 
  object, or point in space 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial; see text; Spell Re-
  sistance: Yes 
  Chill fog creates an effect like fog cloud except the air 
  and water of the fog is supercooled. Creatures suffer the 
  effects of the cold fog based on when they enter (or are 
  forced into) the region (see table below) as it is the fog 
  that becomes excessively cold and not just the individu-
  als within the fog. Each round that creatures subject to 
  cold damage remain in the area, they take the damage 
  indicated in the table below. Each subject must attempt 
  a save each round while in the area and each successful 
  save halves the damage that round (until the 5th round, 
  see below). 
   
  Round 
  Fog Temperature 
  Damage 
  1 
  Cold 
  1d6 
  2 
  Icy 
  2d6 
  3 
  Freezing 
  4d6 points 
  4 
  Extreme 
  -2 Con 
  5+ 
  Deadly 
  Encased in ice* 
   
  At the onset of the 5th round, the targets are encased in 
  ice per the encase in ice spell (see 1001 Spells). For each 
  subject, for each round after the 5th that the subject has 
  remained in the area, until chill fog ends, it must make 
  another save or become encased in ice. Once a subject 
  has been encased in ice, the encase in ice spell descrip-
  tion supersedes this one. 
  If the effect of this spell is in aquatic or swamp terrain, 
  increase the freezing damage dealt by +1 point per die. 
   
  Cloak of Fog
  Cloak of Fog
  Cloak of Fog
  Cloak of Fog 
  School: Abjuration; Level: Druid 2, Ranger 1, Magus 
  2, Sorcerer/Wizard 2, Summoner 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a vial containing fog) 
  Range: Personal 
  Area: 5-ft.-radius emanation centered on you 
  Duration: 1 round/level (D) 
  You are shrouded in a persistent bank of extremely re-
  sistant fog. For the duration of the spell, you cannot be 
  targeted by effects requiring line of sight by non-
  adjacent creatures. Because of the resilience of the fog, 
  you have fire resistance equal to your caster level (max-
  imum 10) and are treated as though you were two sizes 
  larger when subjected to wind effects. 
  Winds stronger than 30 mph are necessary to disperse 
  it. Natural fire does not burn off this fog; magical fire 
  causing more than 30 points of damage at once will 
  burn it away. If strong wind or fire disperses the fog, 
  then the spell ends. 
  If the terrain from which you cast this spell could be 
  considered a swamp, your fire resistance is equal to your 
  caster level +2 (maximum 12). 
   
  Control Bog
  Control Bog
  Control Bog
  Control Bog 
  School: Transmutation [earth, water]; Level: Druid 3, 
  Ranger 3, Sorcerer/Wizard 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a pebble from a bog) 
  Range: Varies but centered on you; see text 
  Area: 5 ft. radius per level centered on you 
  Duration: 10 min./level or instantaneous; see text 
  Saving Throw: None; see text; Spell Resistance: No 
  You become aware of the depth of the water and mud in 
  the area around you. Each round, as a standard action, 
  you can cause the mud and water to shift such that the 
  bogginess of that square shifts by one. For instance, you 
  can cause any square of shallow bog to become either 
  normal terrain or deep bog on your turn. See the Marsh 
  Terrain entry in the Pathfinder® Roleplaying Game 
  Core Rulebook™. Any aquatic terrain is subject to the 
  geographical conditions (that is, the aquatic terrain 
  might be flowing or standing water, depending upon 
  how near that square of terrain is to any rivers or exist-
  ing lakes). If the existing terrain contains trees or other 
  plants, they are affected accordingly. 
  The terrain remains as you’ve adjusted it until the forces 
  of nature change it. If there are no currents or other 
  forces shifting the terrain, you can use this spell to cre-
  ate at least temporarily stable areas even capable of sup-
  porting structures. Effectively, your changes are perma-
  nent, subject to the natural conditions of the area. (The 
  duration of the spell determines how long your ability to 
  manipulate the terrain lasts, the changes themselves are 
  permanent.) 
  
   
  17 
   
   
  Terrain 
  Water Depth 
  Normal 
  — 
  Shallow bog 
  1 ft. 
  Deep bog 
  4 ft. 
  Aquatic 
  5 ft. + 
   
  Individual creatures in a square that is undergoing 
  change are subjected to the effects of the terrain when it 
  changes (i.e. someone standing on normal ground that 
  becomes a shallow bog suddenly find it costlier to move 
  through). The change from shallow to deep bog forces 
  Small or smaller creatures to swim to get out of the 
  square and drowning becomes a possibility. Medium or 
  larger creatures in a square that becomes aquatic must 
  also swim to get out of the aquatic squares. 
   
  Bogs: If a square is part of a shallow bog, it has deep 
  mud or standing water of about 1 foot in depth. It costs 2 
  squares of movement to move into a square with a shal-
  low bog, and the DC of Acrobatics checks in such a 
  square increases by 2. 
  A square that is part of a deep bog has roughly 4 feet of 
  standing water. It costs Medium or larger creatures 4 
  squares of movement to move into a square with a deep 
  bog, or characters can swim if they wish. Small or small-
  er creatures must swim to move through a deep bog. 
  Tumbling is impossible in a deep bog. 
  The water in a deep bog provides cover for Medium or 
  larger creatures. Smaller creatures gain improved cover 
  (+8 bonus to AC, +4 bonus on Reflex saves). Medium or 
  larger creatures can crouch as a move action to gain this 
  improved cover. Creatures with this improved cover take 
  a –10 penalty on attacks against creatures that aren't 
  underwater. 
  Deep bog squares are usually clustered together and 
  surrounded by an irregular ring of shallow bog squares. 
  Both shallow and deep bogs increase the DC of Stealth 
  checks by 2. 
   
  Control Fog
  Control Fog
  Control Fog
  Control Fog 
  School: Transmutation [water]; Level: Druid 3, Rang-
  er 3, Sorcerer/Wizard 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a vial containing fog) 
  Range: Varies but centered on you; see text 
  Area: Either 5 ft. radius per level centered on you or 
  within a 50 ft./level radius region; see text 
  Duration: 10 min./level or until expended 
  Saving Throw: None; Spell Resistance: No 
  This spell has two different applications, both of which 
  control fog in different ways. The first version of the 
  spell causes fog in the area to become more or less 
  dense; the second version of the spell causes the fog in 
  the area to spread or dissipate. 
  Change density: This causes the fog to become thicker 
  or thinner per your wishes. In a radius around you equal 
  to 5 ft. per level, you can control whether the fog is im-
  penetrably dense (you cannot see even in your own 
  square), heavily obscured (you can see in your own 
  square, but not beyond), obscured (you can see crea-
  tures that are adjacent, similar to obscuring mist), hazy  
   
   
  Control Fog 
   
  (you can see creatures up to two squares away), minimal 
  (you can see creatures up to four squares away), or dis-
  sipated (you cause all fog around you to lift). You may 
  change the density of the fog within your radius (and 
  you may limit the size of the radius from its maximum 
  extent down to your own square, in 5 ft. increments) 
  once per round while control fog is in effect (as a move 
  action which requires concentration and provokes at-
  tacks of opportunity; or as a standard action which does 
  not require concentration and does not provoke attacks 
  of opportunity). Each change in density cannot be more 
  than one step of change more than its state at the begin-
  ning of your turn. 
  Change amount: This causes the fog bank to grow or 
  diminish. Within a radius of 50 ft. per level, you can 
  cause the existing fog to spread out to those confines or 
  recede from within them. Each round you can cause the 
  bank of fog to grow or shrink up to 5 ft. per 25 ft. incre-
  ment. (For each line of fog away from you, for every 5 
  continuous squares of fog in that line, you can add or 
  subtract 1 fog square at the end of that line; each round 
  you can add or subtract a minimum of 1 square of fog, 
  you cannot add a second square until the line of fog is at 
  least 10 squares long, and the maximum is limited only 
  by the extent of your full range.) When you cause the fog 
  to grow or recede it grows or recedes in a plane around 
  you, but does not grow above or below you. 
  If the terrain from which you cast this spell could be 
  considered a swamp, your caster level is treated as 
  though it were one higher when determining area and 
  duration. 
  
   
  18 
   
  Converse with Kin
  Converse with Kin
  Converse with Kin
  Converse with Kin 
  School: Evocation; Level: Druid 4, Cleric/Oracle 4, 
  Sorcerer/Wizard 4, Summoner 3, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M 
  Range: See text 
  Target: One kinsfolk (as determined by kin on the 
  moor)/level; see text 
  Duration: 10 minutes 
  Saving Throw: None; Spell Resistance: No 
  The caster of converse with kin must be in the region 
  designated by kin on the moor though the targets of the 
  spell may be anywhere. At the outset of the spell, the 
  caster identifies the kinsfolk to be targeted by the spell; 
  each individual may then elect or deny to participate. If 
  a subject is on a plane other than the plane from which 
  the caster has cast converse with kin, there is a 10% 
  chance that the initial contact was prevented (in such a 
  case, the intended recipient is never aware of the at-
  tempt, though the caster is aware that the recipient was 
  not contacted because of an interruption between 
  planes—the specifics, however, are unknown). 
  For the duration of the spell, all of those who elected to 
  participate may converse as though they were all partic-
  ipating in a normal conversation in the same room. An-
  yone participating in the conversation who changes 
  planes (including using any form of teleportation or 
  dimensional travel) before the spell ends interrupts his 
  own connection to the others and no longer remains 
  part of the conversation. 
   
  Curse of Eternal Fog
  Curse of Eternal Fog
  Curse of Eternal Fog
  Curse of Eternal Fog 
  School: Transmutation [curse]; Level: Antipaladin 4, 
  Druid 5, Sorcerer/Wizard 5, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Creature touched 
  Duration: Permanent 
  Saving Throw: Will negates; Spell Resistance: Yes 
  You curse a subject by rendering its form and equipment 
  to fog (though the subject retains its shape, similar to 
  that caused by flesh to fog), similar to that caused by 
  gaseous form. The subject remains in this foggy state 
  until restored. The effect cannot be removed by remove 
  curse. However break enchantment will restore the 
  creature if the caster level check is made. In addition, 
  fog to flesh, limited wish, miracle, or wish will restore 
  the subject. 
  The subject may move using any of its normal move-
  ment abilities, though its speed is limited to 10 feet and 
  it may not run. If the subject is in an area of fog (natural 
  or magical), its speed is instead half normal (minimum 
  10) and it may run. 
  As with gaseous form, the subject and all its gear be-
  come insubstantial, misty, and translucent. Its material 
  armor (including natural armor) becomes worthless, 
  though its size, Dexterity, deflection bonuses, and armor 
  bonuses from force effects still apply. The subject gains 
  DR 10/magic and becomes immune to poison, sneak 
  attacks, and critical hits. It can't attack or cast spells 
  with verbal, somatic, material, or focus components 
  while in gaseous form. This does not rule out the use of 
  certain spells that the subject may have prepared using 
  the feats Silent Spell, Still Spell, and Eschew Materials. 
  The subject also loses supernatural abilities while in 
  gaseous form. If it has a touch spell ready to use, that 
  spell is discharged harmlessly when the curse of eternal 
  fog spell takes effect. 
  The creature is subject to the effects of wind, and it can't 
  enter water or other liquid. It also can't manipulate ob-
  jects or activate items, even those it carried prior to be-
  ing turned to fog. Continuously active items remain ac-
  tive, though in some cases their effects may be moot. 
  If the terrain from which you cast this spell could be 
  considered a swamp, the curse also prevents the subject 
  from leaving the swamp. 
   
  Curtain of Acid
  Curtain of Acid
  Curtain of Acid
  Curtain of Acid    
  School: Evocation [acid]; Level: Druid 4, Magus 4, 
  Sorcerer/Wizard 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M (a pinch of acid) 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Wall up to 30 ft. long and 20 ft. high; see text 
  Duration: Concentration +1 round 
  Saving Throw: Reflex half; see text; Spell Re-
  sistance: Yes 
  You cause a 1-foot thick curtain of swirling mists to ap-
  pear. This curtain’s mists are opaque to all but the caster 
  and block line of sight but not line of effect for others. 
  Because it blocks line of sight, targets on the one side of  
  the curtain of fog have total concealment from attacks 
  made from the other side (as the curtain is only 1 foot 
  wide, it is possible for the curtain to be between adjacent 
  creatures). The curtain may not be made smaller than a 
  single, vertical 5-ft. square, and its sizes may be in 5 ft.-
  increments in either dimension up to its maximum size. 
  You can see through the curtain and can move it on your 
  turn (as a move action you can move the curtain up to 
  30 ft.). If a creature enters the same square as a square 
  occupied by the curtain of acid (or the curtain enters the 
  creature’s square), that creature must attempt a Reflex 
  save for half damage or suffer 1d4 acid damage per two 
  caster levels (maximum 10d4). A creature remaining in 
  a square occupied by the curtain of acid on its turn suf-
  fers 10d6 damage (or half that on a successful Reflex 
  save). 
   
  Daemonic Spit
  Daemonic Spit
  Daemonic Spit
  Daemonic Spit 
  School: Transmutation; Level: Sorcerer/Wizard 4, 
  Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of fouled water) 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  Saving Throw: See text; Spell Resistance: See text 
  Your head transforms into something horrid and toad-
  like, your eyes become bulbous and large and the skin 
  on your neck and head becomes rubbery and slimy. You 
  gain the ability to breathe water and immunity to poison 
  
   
  19 
   
  for the duration of the spell. In addition, your lungs con-
  gest with a substance which does not harm you but 
  which you can spit at foes causing them to fall asleep. 
  The range of your spit attack is 20 feet; you can use it 
  once per round as a standard action with a ranged touch 
  attack. Targets hit by it must succeed on a Will save or 
  fall asleep for the remainder of the duration of daemonic 
  spit. In addition, if the target of your spell is in swampy 
  marsh or aquatic terrain, the target does not awaken 
  when it falls prone into the water and it begins drown-
  ing. 
  Unconscious targets must begin making Constitution 
  checks immediately upon being submerged (a check is 
  permitted each round though the DC increases by 1 each 
  round). Once the target fails one of these checks, it im-
  mediately drops to –1 (or loses 1 additional hit point, if 
  its total is below –1). On the following round, it drowns. 
  Creatures that can breathe water or do not breathe are 
  immune to drowning caused by this spell. 
   
  Dank Calling
  Dank Calling
  Dank Calling
  Dank Calling 
  School: 
  Enchantment 
  (compulsion) 
  [language-
  dependent, mind-affecting, curse]; Level: Bard 6, Dru-
  id 6, Sorcerer/Wizard 7, Witch 6 
  Casting Time: 10 minutes 
  Components: V 
  Range: Close (25 ft. + 25 ft./2 levels) 
  Targets: One creature/level, no two of which may be 
  more than 30 ft. apart 
  Duration: 1 day/level or until discharged (D) 
  Saving Throw: Will negates; Spell Resistance: Yes 
  Dank calling places a magical command on creatures to 
  travel to the center of the nearest swamp. This spell 
  cannot compel a creature to kill itself or perform acts 
  that would result in certain death. 
  The enchanted creature must follow this desire until it is 
  completed, no matter how long it takes. If a subject is 
  prevented from obeying the dank calling, it takes a -3 
  penalty to each of its ability scores. Each day, another -3 
  penalty accumulates, up to a total of -12. No ability score 
  can be reduced to less than 1 by this effect. The ability 
  score penalties are removed 24 hours after the subject 
  resumes obeying the dank calling. 
  Dank calling (and all penalties caused by it) can be end-
  ed by limited wish, remove curse (if the caster level is at 
  least two higher than your caster level), miracle, or 
  wish. 
   
  Death by Leeches
  Death by Leeches
  Death by Leeches
  Death by Leeches    
  School: Conjuration (summoning); Level: Druid 3, 
  Summoner 2 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned leech swarm 
  Duration: 1 min./level 
  Saving Throw: None; Spell Resistance: No 
  This spell summons a leech swarm which immediately 
  attacks a creature in its space. If the terrain from which 
  you cast this spell could be considered a swamp, the 
  leech swarm has the Advanced Creature template. 
  Decay Weapons
  Decay Weapons
  Decay Weapons
  Decay Weapons 
  School: Transmutation [water]; Level: Antipaladin 2, 
  Druid 2, Ranger 2, Sorcerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a handful of salt) 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One weapon/level, no two of which may be 
  more than 30 ft. apart; see text 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  With a wave of your hand, you cause the targeted weap-
  ons to rapidly suffer the effects of age and decay as if 
  having spent years in a swamp. All such weapons suffer 
  the broken condition. Attacks made with a broken item 
  suffer a –2 penalty on attack and damage rolls. Such 
  weapons only score a critical hit on a natural 20 and 
  only deal ×2 damage on a confirmed critical hit. Each 
  time the weapon causes damage, it suffers 1d4 hit points 
  of damage. Each time the weapon confirms a critical hit, 
  the weapon suffers an additional 1d4 damage. If the 
  weapon causes more damage in one strike than its own 
  break DC, the item breaks and is useless. 
  Masterwork weapons suffer only 1 point of damage each 
  time they cause damage (and only an additional 1 point 
  on a critical). Magical and natural (claws, fangs, etc.) 
  weapons (even those which are only temporarily magi-
  cal) are unaffected by this spell. 
  If the terrain from which you cast this spell could be 
  considered a swamp, masterwork weapons suffer 1d3 
  points of damage each time they cause damage (and an 
  additional 1d3 points on a critical hit), and, magical 
  weapons must save or be affected (all magical weapons 
  are masterwork weapons). However, even in this case, 
  weapons with the impervious special ability are unaf-
  fected. And, of course, artifacts are immune to such 
  magic. 
   
  Detoxify Plants
  Detoxify Plants
  Detoxify Plants
  Detoxify Plants 
  School: Conjuration (healing); Level: Bard 4, Cler-
  ic/Oracle 4 Druid 3, Ranger 3 
  Casting Time: 1 standard action 
  Components: V, S, M (charcoal) 
  Range: Close (25 ft. + 5 ft./2 levels) or touch; see text 
  Target: Plants in 5-ft.-radius/level spread or plants 
  touched; see text 
  Duration: 10 min./level 
  Saving Throw: Will negates (harmless, object); see 
  text; Spell Resistance: Yes (harmless, object) 
  Detoxify plants has two different casting forms. Regard-
  less of the form chosen, if the target is a plant (and not a 
  plant creature), it is treated as an object and does not 
  (usually) receive a saving throw. 
  When the caster uses detoxify plants by touch, she must 
  either target one specific plant (which may be a plant 
  creature) or a small group of plants that can all be 
  touched at once (such as touching a shrub next to a tree, 
  a vine growing on the tree, and the tree itself). When the 
  caster touches the plants, those plants lose whatever 
  toxic properties they had. When the caster touches a 
  plant creature, if it fails its save, it loses its ability to use 
  any poison abilities it has for the duration of the spell. 
  
   
  20 
   
  When detoxify plants is cast as a range touch spell, the 
  DC of the saving throw is +4. 
  When detoxify plants is cast as a range close spell, all 
  plants (and plant creatures) in the area are affected. Like 
  the touch range spell, plants receive no save though 
  plant creatures do receive a save. When cast in this fash-
  ion, there is no change to the DC of the saving throw. 
  If the terrain from which you cast this spell could be 
  considered a swamp, treat your caster level as one high-
  er. 
   
  Disorienting
  Disorienting
  Disorienting
  Disorienting    Fog
  Fog
  Fog
  Fog 
  School: Conjuration (creation) [mind-affecting]; Lev-
  el: Druid 3, Ranger 2, Sorcerer/Wizard 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Disorienting fog spreads in 40-ft. radius 
  Duration: 10 min./level 
  Saving Throw: None and Will negates; see text; Spell 
  Resistance No and Yes; see text 
  A bank of fog, similar to that created by fog cloud, ex-
  cept as noted here, billows out from the point you desig-
  nate. In addition to duplicating the effects of fog cloud, 
  disorienting fog also causes those within its area of ef-
  fect to immediately become lost (see Getting Lost in the 
  Pathfinder® Roleplaying Game Core Rulebook™) if 
  they fail their saving throw. 
   
  Effect of Being Lost 
  DC 
  Recognizing You're Lost 
  20, -1 per hour of 
  random travel 
  Setting a New Course 
  15, +2 per hour of 
  random travel 
   
  Characters may disagree on the proper course of travel 
  (see Conflicting Directions in Getting Lost). Any subject 
  who would normally succeed (via Survival checks) at 
  recognizing that he's lost will, if he remains in the fog 
  and the duration of this spell has not expired, become 
  lost again in d4 x 10 minutes. 
  If a subject of disorienting fog is in terrain that could be 
  considered a swamp, then all the DCs associated with 
  this spell are increased by +2 (anyone with swamp as a 
  favored terrain ignores this increase). 
   
  Disrupt Fey
  Disrupt Fey
  Disrupt Fey
  Disrupt Fey    
  School: Abjuration; Level: Bard 4, Cleric/Oracle 4, 
  Druid 4, Magus 4, Ranger 3, Sorcerer/Wizard 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One fey creature/level, no two of which may 
  be more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  Disrupt fey disrupts a fey creature’s connection to na-
  ture or its proximate sources of magical energy. Any fey 
  creature failing its save suffers the following effects: -2 
  on attack and damage rolls, -2 on skill and ability 
  checks, and -2 on saving throws. Fey creatures with  
   
   
  Disrupt Fey 
   
  magical darkvision temporarily lose that darkvision, and 
  fey creatures with low-light vision have the range of 
  their low-light vision halved. Fey creatures with DR/cold 
  iron have the strength of their DR halved (rounded 
  down, to a minimum of DR 1/cold iron). 
  In addition, when you cast this spell, select a terrain 
  type, when the fey are in that terrain type they are sub-
  ject 
  to 
  the 
  confounded 
  casting 
  spellblight 
  (see 
  spellblights in the Pathfinder Roleplaying Game Ulti-
  mate Magic). 
  Confounded Casting: A spellcaster with confounded 
  casting has a mental disconnect between the spells she 
  intends to cast and the spells she actually casts. The first 
  time on her turn that she casts a spell or uses a spell-like 
  ability, she makes a concentration check with a DC of 15 
  + twice the level of the spell being cast. If the concentra-
  tion check fails, the caster must pick another spell or 
  spell-like ability of the same level or lower to cast with 
  the same casting time. If the spellcaster has no other 
  spell or spell-like ability, the action is lost. The spell or 
  spell-like ability she originally picked is not spent and 
  she can attempt to cast that spell again later. 
  Confounded casting is cured by any effect that removes 
  confusion or insanity. Creatures that are immune to 
  mind-affecting effects are immune to this spellblight. 
  Disrupt fey counters and dispels bolster fey. 
   
  
   
  21 
   
  Dracolisk Summoning
  Dracolisk Summoning
  Dracolisk Summoning
  Dracolisk Summoning    
  School: Conjuration (summoning); Level: Sorcer-
  er/Wizard 6 
  Casting Time: 1 round 
  Components: V, S, F/DF (a dracolisk’s claw) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned dracolisk 
  Duration: 1 round/level (D) 
  Saving Throw: None; Spell Resistance: No 
  This spell summons to your side a dracolisk. It appears 
  where you designate and acts immediately, on your turn. 
  Whenever the summoned dracolisk is in marsh terrain, 
  it has the Advanced Creature template. 
   
  Fade into Fog
  Fade into Fog
  Fade into Fog
  Fade into Fog    
  School: Transmutation [air, water]; Level: Alchemist 
  3, Druid 3, Magus 3, Ranger 3, Sorcerer/Wizard 3, 
  Witch 3 
  Casting Time: 1 standard action 
  Components: S, M (a wisp of fog) 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  You disappear utterly into the fog in your area, com-
  pletely undetectable to any non-magical sense as your 
  entire physical being (and all your gear) temporarily is 
  converted into fog. In most respects, your form is akin to 
  someone subject to gaseous form (as regards move-
  ment, defenses, etc., except as noted here), however, so 
  long as you remain within fog, you are also invisible 
  (and, because you are not the subject of a glamer effect, 
  your invisibility is not detectable via see invisibility or 
  even true seeing which itself does not penetrate the ob-
  scuring concealment of fog). Unlike someone subject to 
  gaseous form, you may not cast spells. 
  You cannot be harmed by physical attacks while in this 
  form (including magical physical attacks from weapons). 
  You can suffer damage from force effects normally, and 
  you are subject to poison effects to the degree to which 
  the poison could linger with your physical form (for ex-
  ample, an aerosolized poison which mingled with the 
  water droplets of your form would remain attached to 
  you) though the poison cannot take effect until you re-
  vert to your normal form (which is also when you would 
  make any saving throw). If the poison’s duration expires 
  before you revert, you are unaffected by that poison. 
  Energy attacks affect you (as you’re made of fog, power-
  ful fire spells could harm you, electricity can travel 
  through you causing harm, sonic spells can harm you via 
  vibrations, etc.), though you take half damage from 
  them as your form more easily distributes and disperses 
  that energy. 
  If an effect would disperse the fog making up your being, 
  or should all the fog in your space be removed, you im-
  mediately revert to your original form. 
   
  Firefly Messengers
  Firefly Messengers
  Firefly Messengers
  Firefly Messengers    
  School: Illusion (pattern) [language-dependent, mind-
  affecting]; Level: Bard 1, Druid 1, Ranger 1, Witch 1 
  Casting Time: Varies; see text 
  Components: V, S, M (a firefly) 
  Range: Long (400 ft. + 40 ft./level) 
  Targets: One creature/level 
  Duration: See text 
  Saving Throw: None; Spell Resistance: No 
  You speak a message of any length up to one minute to a 
  firefly which remains in your hand (or otherwise on or 
  near you) throughout the delivery of the message. At the 
  conclusion of your message, the firefly flies magically to 
  the desired destination within range within 1 round, 
  magically spreads into a small cloud of fireflies, and 
  begins to deliver the message to the creatures you’ve 
  designated the next round. (Optionally, between you 
  and the recipient, firefly messengers can create the ap-
  pearance of your message being spread from one group 
  of fireflies to another, across the intervening distance, 
  with as many such groups as is visually appealing.) 
  The message, when delivered, is delivered visually. The 
  firefly messengers appear to the recipients as a mass of 
  fireflies, the combined blinkings of which produce what-
  ever message is necessary (text, images, etc.) to convey 
  the message you spoke to the firefly. The message takes 
  as long to deliver as you took to give it to the firefly. 
  When the message has finished, the spell ends. 
   
  Firefly Twinklings
  Firefly Twinklings
  Firefly Twinklings
  Firefly Twinklings    
  School: Illusion (figment); Level: Druid 0, Witch 0 
  Casting Time: 1 standard action 
  Components: V, S, M (a firefly) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Illusory lights 
  Duration: 5 rounds/level (D) 
  Saving Throw: Will disbelief; Spell Resistance: No 
  Firefly twinklings allows you to create a mass of blink-
  ing lights akin to the lights produced by a large mass of 
  fireflies on a summer night. The firefly twinklings ap-
  pear to occupy a space within a 30-ft.-radius of the loca-
  tion you chose to locate the spell. Within the space, if no 
  other lights are present, the area is just bright enough 
  for creatures with low-light vision to be able to see. 
  Creatures with normal vision are treated as being within 
  an area of dim light. The combined effect of firefly twin-
  klings, by itself, produces no more light than would 
  small candles placed 10 feet apart from one another. 
  You can only have one firefly twinklings active at any 
  one time. If you cast this spell while another casting is in 
  effect, the previous casting is dispelled. 
   
  Flesh to Fog
  Flesh to Fog
  Flesh to Fog
  Flesh to Fog    
  School: Transmutation [air, water]; Level: Druid 6, 
  Magus 6, Sorcerer/Wizard 6, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S, M (a vial of fog) 
  Range: Touch 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates; Spell Resistance: 
  Yes 
  With a touch, you turn a subject’s form to thick, dense 
  fog. The subject’s foggy form retains its shape provided 
  nothing disturbs it (that is, the subject appears as if it 
  were a statue made of fog). A strong enough wind (21 
  
   
  22 
   
  mph or greater) will disperse the fog statue (effectively 
  killing the target who could then only be restored by 
  powerful magic such as a wish). Similarly, if the sur-
  rounding fog burns off, so too will the subject. The re-
  verse of this spell, fog to flesh, if cast upon a subject 
  turned to fog, reverses the condition and restores the 
  individual (any deformities the subject suffered will per-
  sist as deformities in the restored being). The creature is 
  not dead, but it does not seem to be alive either when 
  viewed with spells such as deathwatch. 
  Only creatures made of flesh are affected by this spell. 
   
  Fog Co
  Fog Co
  Fog Co
  Fog Conjuration
  njuration
  njuration
  njuration    
  School: Conjuration (creation) [water]; Level: Druid 
  4, Ranger 3, Sorcerer/Wizard 4, Summoner 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M (fog) 
  Range: See text 
  Effect: See text 
  Duration: See text 
  Saving Throw: None; see text; Spell Resistance: 
  Yes; see text 
  You mix material from the surrounding fog with magic 
  to create real objects or forces. Fog conjuration can 
  mimic any conjuration (creation) spell of 3rd level or 
  lower. 
  Fog conjurations that duplicate forces are generally as 
  powerful as the original spells but there are discernible 
  differences. For example, using fog conjuration to du-
  plicate the effect of mage armor works as expected, 
  however, the magic of the spell generates a hazy barrier 
  of magically-empowered fog around the caster to grant 
  the +4 armor bonus to AC. As the conjuration is not 
  actually a force effect, any properties that mage armor 
  would have, solely because it is a force effect, are not 
  duplicated. If a duplication of create food and water is 
  intended, the food is just as nourishing, but it tastes 
  watered down. 
  If a casting of fog conjuration produces an effect that 
  causes damage (e.g. icicle dagger or acid arrow), this 
  spell deals the same damage as the original, though tar-
  gets resistant to water damage apply their resistance to 
  the damage. 
  If a casting of fog conjuration would produce an effect 
  with some portions seemingly inconsistent with the in-
  tent of the spell, adjust accordingly, subject to GM arbi-
  tration (i.e. duplicating create pit would effectively pro-
  duce the same effect but with walls and floor composed 
  of magically-solidified fog, the Climb DC to climb out 
  could reasonably be 27 instead of 25 as the walls would 
  be slippery). 
  If the spell being duplicated allows a save, fog conjura-
  tion allows a similar save (adjusted by and subject to 
  GM adjudication). 
   
  Fog Conjuration, Greater
  Fog Conjuration, Greater
  Fog Conjuration, Greater
  Fog Conjuration, Greater    
  School: Conjuration (creation) [water]; Level: Druid 
  7, Sorcerer/Wizard 7, Summoner 6, Witch 7 
  Casting Time: 1 standard action 
  Components: V, S, M (fog) 
  Range: See text 
  Effect: See text 
  Duration: See text 
  Saving Throw: None; see text; Spell Resistance: 
  Yes; see text 
  This spell functions like fog conjuration, except that it 
  duplicates any conjuration (creation) spell of 6th level or 
  lower. 
   
  Fog of Confusion
  Fog of Confusion
  Fog of Confusion
  Fog of Confusion 
  School: Enchantment (compulsion) [mind-affecting]; 
  Level: Druid 3, Ranger 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (three nutshells) 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: All creatures in a 15-ft.-radius burst 
  Duration: 1 round or 1 round/level; see text 
  Saving Throw Will negates; Spell Resistance Yes 
  Except as noted here, this spell duplicates confusion. 
  The subjects of your spell temporarily have the sensa-
  tion of being in thick fog; the disorientation of this effect 
  leaves them confused for one round. 
  Any target who is actually in fog remains affected by the 
  confusion effect for as long as it remains in fog. 
   
  Fog Shift
  Fog Shift
  Fog Shift
  Fog Shift    
  School: Conjuration (creation); Level: Cleric/Oracle 3, 
  Druid 3, Magus 3, Ranger 2, Witch 3, Sorcerer/Wizard 3 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: 20 ft. 
  Effect: Cloud spreads in 20-ft. radius from you, 20 ft. 
  high 
  Duration: 1 min./level (D) 
  Saving Throw: None; Spell Resistance: No 
  Fog shift creates a misty vapor similar to that produced 
  by obscuring mist. In addition to the sight-obscuring 
  effects, the effect of light on the water droplets in the 
  vapor produced by fog shift causes the people in the 
  mist to appear to be in a position other than their actual 
  location as though under the effect of displacement 
  which makes the miss chance of those nearby 50% ra-
  ther than 20%. Because this is not an illusion, true see-
  ing does not reveal the actual location of the person nor 
  does it remove the miss chance. 
   
  Fog Stride
  Fog Stride
  Fog Stride
  Fog Stride 
  School: Conjuration (teleportation); Level: Druid 4, 
  Magus 3, Ranger 4, Sorcerer/Wizard 4, Summoner 3, 
  Witch 4 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 10 min./level or until expended; see text 
  When you cast this spell, you gain the ability to move 
  from one region of fog to another (the regions must be 
  contiguous). You do not need to be able to see the other 
  region of fog to move to that location; however, if you 
  believe a location is in fog and it is not, or that the end 
  location and your start location are connected by fog 
  and they are not, the spell fails. When you use fog stride 
  
   
  23 
   
  to change location, the movement itself takes one move 
  action on your turn. So long as more duration remains, 
  you may continue to benefit from this spell, using your 
  new location as your start location, for as many times as 
  you have caster levels, so long as you continue to fulfill 
  the other requirements of the spell. Although you use 
  fog stride as a move action, you may not use it to take 
  these magical strides more than once per round. 
  If you have an animal companion, pet, familiar, etc., or 
  mount, that being moves with you; otherwise, you may 
  not take others with you. 
  If the contiguous regions of fog are separated by great 
  distances (i.e. many miles), you are further limited to 
  moving no more than 500 feet per stride per your caster 
  ability score modifier. For example, if you are a 9th level 
  sorcerer with a 17 Charisma, you may take up to 9 
  strides per casting of this spell (so long as you complete 
  them all within 90 minutes) and no stride may be longer 
  than 1,500 feet. A 15th level druid with a 22 Wisdom 
  could take up to 15 strides in 150 minutes and each 
  stride could be up to 3,000 feet. 
  At 11th caster level, you may use fog stride as an imme-
  diate action, rather than a move action, up to three 
  times during the duration of any casting of fog stride. At 
  15th caster level, you may make a stride with a move 
  action, a standard action, and an immediate action, and 
  you may make up to three such strides in a round. 
   
  Fog to 
  Fog to 
  Fog to 
  Fog to Flesh
  Flesh
  Flesh
  Flesh    
  School: Transmutation [air, water]; Level: Druid 6, 
  Magus 6, Sorcerer/Wizard 6, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of blood) 
  Range: Touch 
  Target: One creature turned to fog 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates (object); Spell Re-
  sistance: Yes 
  This spell restores a creature transformed into fog to its 
  normal state, restoring life and goods. The creature 
  must make a DC 15 Fortitude save to survive the pro-
  cess. Any creature transformed into fog, regardless of 
  size, can be restored. The spell has no effect on fog gen-
  erally (whether magical or natural). 
   
  From Fog into Ether
  From Fog into Ether
  From Fog into Ether
  From Fog into Ether    
  School: Transmutation; Level: Druid 6, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 1 round/2 levels (D) 
  To use from fog into ether you must be in fog, mist, va-
  por, or the like. This spell duplicates the effect of ethere-
  al jaunt. While on the Ethereal Plane, if the region you 
  are in is not associated with a region of fog, etc., on the 
  Material Plane, then your sight and hearing into the 
  Material Plane are restricted to 20 feet. When the spell 
  ends, if the area you would return to is not in fog (mist, 
  vapor, etc.), you suffer 5d6 nonlethal damage and are 
  fatigued. 
  Modifying Fog 
  Modifying Fog 
  Modifying Fog 
  Modifying Fog Stride
  Stride
  Stride
  Stride    
  It’s entirely reasonable to modify fog stride to other 
  conditions of restricted visibility and scope. For in-
  stance, within the confines of a local snow squall or 
  heavy downpour, someone who lived decades in such an 
  environment might very well have learned blizzard 
  stride or shower stride instead. 
   
   
  If the area of fog from which you cast from fog into 
  ether is a swamp, then when you are on the Ethereal 
  Plane the restriction above does not apply, even if the 
  region of the swamp into which you are seeing or hear-
  ing is not currently in fog. And, if you return to that 
  swamp, you do not suffer the damage or fatigue effect. 
   
  Gloom of the Moors
  Gloom of the Moors
  Gloom of the Moors
  Gloom of the Moors    
  School: Necromancy [evil]; Level: Cleric/Oracle 8, 
  Druid 8, Sorcerer/Wizard 8, Witch 8 
  Casting Time: 1 standard action 
  Components: V, S, M 
  Range: Personal 
  Area: 30-ft. radius around you 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial; Spell Resistance: 
  Yes 
  A brief pulse of negative energy emanates from you out 
  to the extent of the area of gloom of the moors. The re-
  gion maintains a gloomy, gray discoloration, the tem-
  perature drops slightly, and all sounds are somewhat 
  muffled. Every living non-plant creature of greater than 
  2 HD in the area that fails a Fortitude save suffers 2 
  points Constitution drain when the spell is cast and 
  again each round thereafter on your turn. You gain 5 
  temporary hit points whenever any creature within the 
  area is drained of 2 points of Constitution. These tempo-
  rary hit points last a maximum of 1 hour. 
  All non-plant creatures of 2 HD or lower flee the area 
  (no save); plant and non-living creatures are unaffected. 
  The save DC is increased by 2 for any targets in marsh 
  terrain; if the terrain from which you cast this spell 
  could be considered a swamp, then your temporary hit 
  points last a maximum of 8 hours if you remain in the 
  swamp. 
   
  Grant 
  Grant 
  Grant 
  Grant Mistsight
  Mistsight
  Mistsight
  Mistsight    
  School: Divination; Level: Cleric/Oracle 2, Druid 2, 
  Ranger 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a small mirror) 
  Range: Touch 
  Target: One creature 
  Duration: 10 min./level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  Except as noted above, this spell functions as mistsight. 
  (See 1001 Spells.) 
   
      
      
  
   
  24 
   
  G
  G
  G
  Green Jelly Splash
  reen Jelly Splash
  reen Jelly Splash
  reen Jelly Splash    
  School: Conjuration (creation) [acid]; Level: Druid 3, 
  Magus 2, Sorcerer/Wizard 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a marsh jelly tentacle) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One jellied blob 
  Duration: Instantaneous 
  Saving Throw: None and Fortitude; see text; Spell 
  Resistance: No 
  You throw a small blob of acid at the target. You must 
  succeed on a ranged touch attack to hit your target. The 
  blob deals 2d6 acid damage and 1d2 points of Dexterity 
  damage (a Fortitude save negates the Dexterity dam-
  age). 
  If the terrain from which you cast this spell could be 
  considered a swamp, the blob pulses with an eerie green 
  glow; all creatures viewing this glow must succeed on a 
  Will save of be dazzled for 1d4 rounds. If the target of 
  your attack looks away to avoid seeing the glow, your 
  ranged touch attack is at +4. You are immune to this 
  dazzling effect. 
   
  Grippli’s Guise
  Grippli’s Guise
  Grippli’s Guise
  Grippli’s Guise    
  School: Transmutation (polymorph); Level: Alchemist 
  3, Druid 3, Ranger 2, Sorcerer/Wizard 3 Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M (bit of grippli skin) 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  You temporarily assume the form of a grippli. You gain 
  darkvision 60 feet, a +2 size bonus to your Dexterity and 
  a climb speed of 10 feet slower than your base speed. 
  While in marsh terrain, you also gain the ability to move 
  through difficult terrain as if it were normal terrain and 
  a +4 bonus on Stealth checks. 
   
  Guardian Slug
  Guardian Slug
  Guardian Slug
  Guardian Slug    
  School: Conjuration (summoning); Level: Druid 5, 
  Summoner 4, Witch 5 
  Casting Time: 10 minutes 
  Components: V, S, M (a small, decaying plant) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned giant slug 
  Duration: 1 round/level (D) 
  Saving Throw: None; Spell Resistance: No 
  This spell summons a giant slug; it regards you as an ally 
  and regards anything demonstrating aggression toward 
  you as its own enemy. 
  If the terrain from which you cast this spell could be 
  considered a swamp, the summoned giant slug has the 
  Advanced Creature template. 
   
  Haematic Plague
  Haematic Plague
  Haematic Plague
  Haematic Plague    
  School: Necromancy [air, evil, water]; Level: Cler-
  ic/Oracle 5, Druid 5, Sorcerer/Wizard 5, Witch 5 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of blood) 
  Range: Medium (100 ft. + 10 ft./level) 
   
  Grippli Guise 
   
  Target: One creature 
  Duration: 1 min./level 
  Saving Throw: Will negates or Fortitude negates; see 
  text; Spell Resistance: Yes 
  The first time the subject of this spell is subject to bleed, 
  piercing or slashing damage, blood sprays out of the 
  body as if under great pressure, forming a foamy, red 
  mist, mysteriously aloft in the subject’s space. Thereaf-
  ter, each round on the subject’s turn, the mist randomly 
  chooses an adjacent target (which may include the sub-
  ject of haematic plague) and delivers a melee touch at-
  tack (using the melee touch attack bonus of the caster of 
  haematic plague). If the attack is successful, the target 
  suffers 1d3 Constitution damage on a failed Fortitude 
  save and, if the target is not already a subject of haemat-
  ic plague, becomes a subject of this spell (a Will save 
  prevents the victim from becoming a subject of haemat-
  ic plague but does not prevent the Constitution dam-
  age). 
  Each foamy red mist remains for the duration of the 
  original casting of the spell, even if the subject causing it 
  dies. The mist will remain in the space of the target who 
  created it unless that target dies. For the remainder of 
  the duration, the mist will act on what was the target’s 
  turn. Treat the mist as a Medium aberration (air, water) 
  with an AC and touch AC of 14 (flat-footed AC 10), 22 
  hp, saves of +5 each, DR 5/magic, vulnerability to fire, 
  and Fly, Perception and Stealth of +10 each. If it moves 
  on its turn, it takes a 5-ft. step. 
  If the terrain from which you cast this spell could be 
  considered a swamp, the save DCs are at +2. Additional-
  ly, anyone who dies whose space is occupied by one of 
  the mists and whose body then remains in the swamp 
  becomes a vampiric mist in 1d4 days. 
   
  Hag Form
  Hag Form
  Hag Form
  Hag Form    
  School: Transmutation (polymorph); Level: Alchemist 
  5, Druid 6, Magus 5, Sorcerer/Wizard 7, Witch 6 
  Casting Time: 1 standard action 
  
   
  25 
   
  Components: V, S, M (a fingernail or hair of a green 
  hag) 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  Saving Throw: See text; Spell Resistance: No 
  You become a green hag. You gain a +2 size bonus to 
  Strength, a +4 natural armor bonus, swim 30 ft., 
  darkvision 90 ft., Spell Resistance (10 + 1/2 your level), 
  mimicry, and two claw attacks (1d4 + Str plus weak-
  ness). In addition, you gain the constant use of tongues. 
  You also gain these spell-like abilities: 
  At will—alter self, dancing lights, ghost sound, pyro-
  technics, whispering wind 
  Weakness (Su) A green hag's claws sap strength from 
  those she strikes. Each time a green hag hits a foe with 
  her claw attack, the victim takes 2 points of Strength 
  damage unless he resists the weakness with a DC (10 + 
  1/2 your level + Cha modifier) Fortitude save. Alterna-
  tively, a green hag can attempt to inflict even greater 
  weakness on a foe by making a touch attack—this vari-
  ant requires a standard action, and cannot be attempted 
  in the same round the hag makes claw attacks. The op-
  ponent touched must succeed on a DC (10 + 1/2 your 
  level + Cha modifier) Fortitude save or take 2d4 points 
  of Strength damage. The save DC is Charisma-based. 
  Mimicry (Ex) A green hag can imitate the sounds of 
  almost any animal found near its lair. 
  While in the form of a green hag, you have a powerful 
  drive to attract and seduce others (principally, but not 
  necessarily, those of the opposite sex). Should you wish 
  to pursue those drives, you gain a +4 on Bluff, Disguise, 
  Perception and Stealth checks when you are using them 
  toward those ends. You do not receive these bonuses 
  simply because you are in the form of a green hag; if you 
  are engaging in other pursuits while in the form of a 
  green hag, those skill checks do not gain the +4 bonus. 
  If the terrain from which you cast this spell could be 
  considered a swamp, you gain the constant use of water 
  breathing and both invisibility and tree shape as at will 
  spell-like abilities. 
   
  Hag Form, Greater
  Hag Form, Greater
  Hag Form, Greater
  Hag Form, Greater    
  School: Transmutation (polymorph) [evil]; Level: 
  Alchemist 6, Druid 7, Magus 6, Sorcerer/Wizard 8, 
  Witch 7 
  Casting Time: 1 standard action 
  Components: V, S, M (a fingernail or hair of an annis 
  hag) 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  Saving Throw: See text; Spell Resistance: No 
  You become an annis hag. Your size becomes Large, you 
  gain a -1 size penalty to AC and attacks, you gain a +4 
  size bonus to Strength and Constitution, a +6 natural 
  armor bonus, you gain speed +10 ft., darkvision 60 ft., 
  DR 5/bludgeoning, Spell Resistance (10 + 1/2 your lev-
  el), grab, rend, and two claw attacks (2d6 + Str plus 
  grab). You also gain these spell-like abilities: 
  3/day—alter self, fog cloud 
  While in the form of an annis hag, you have a powerful 
  drive to gain the confidence of and then eat others 
  (principally, but not necessarily only, children and those 
  pure of heart). Should you wish to pursue those drives, 
  you gain a +6 on Intimidate and Perception checks when 
  you are using them toward those ends. You do not re-
  ceive these bonuses simply because you are in the form 
  of an annis hag; if you are engaging in other pursuits 
  while in the form of an annis hag, those skill checks do 
  not gain the +6 bonus. If you encounter an ogre or troll 
  while in the form of an annis hag, that creature regards 
  you with a starting attitude of friendly. 
  If the terrain from which you cast this spell could be 
  considered a swamp, a scrag or a gang of freshwater 
  merrows arrives 2d4 rounds after you transform and its 
  (or their) starting attitude is helpful. 
   
  Healing Mists
  Healing Mists
  Healing Mists
  Healing Mists    
  School: Conjuration (healing); Level: Cleric/Oracle 6, 
  Druid 6, Inquisitor 6, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: 0-ft. 
  Area: 100-yard-radius sphere centered on the caster 
  Duration: 1 round/level 
  Saving Throw: Reflex negates (harmless); Spell Re-
  sistance: Yes (harmless) 
  This spell causes a misty vapor to appear; all living be-
  ings in the area gain regeneration 5 (fire) while they 
  remain in the area (creatures of 11 HD or higher gain 
  regeneration 10). If a creature benefiting from healing 
  mists leaves the area, the spell ends for that creature, 
  even if it returns before the spell ends. 
   
  Hezrou Skin
  Hezrou Skin
  Hezrou Skin
  Hezrou Skin    
  School: Transmutation; Level: Cleric/Oracle 6, In-
  quisitor 6, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  Your skin becomes scaly and moist and takes on a hide-
  ous odor, your eyes take on a reptilian look, and your 
  mouth grows large to accommodate your sharp, over-
  large teeth. While under the effect of this spell, you gain 
  the following benefits: darkvision 60 ft., DR 10/good, 
  immunity to electricity and poison, and resistance 10 to 
  acid, cold and fire. 
  In addition, when you are in a swamp, you gain the am-
  phibious special quality, a swim speed of 30 ft., and the 
  spell-like ability gaseous form useable once. 
  If you remain in the same general region of a swamp for 
  10 or more minutes while under the effect of this spell, 
  the water and plants in the region become foul. Repeat-
  edly doing so may, at the GM’s discretion, make the wa-
  ter or plants in the area poisonous or able to cause dis-
  ease. 
  Using hezrou skin repeatedly, intending to turn the wa-
  ter or plants poisonous or diseased gives this spell the 
  chaotic and evil types. 
  
   
  26 
   
   
  Holy Fog
  Holy Fog
  Holy Fog
  Holy Fog    
  School: Transmutation [good, water]; Level: Cler-
  ic/Oracle 4, Paladin 4 
  Casting Time: 1 standard action 
  Components: V, S, M (a flask of holy water) 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Foggy region 20-ft. radius, 20 ft. high 
  Duration: 1 round/level 
  Saving Throw: None; Spell Resistance: No 
  Holy fog creates a region of fog and converts the water 
  within the fog in the area of effect into holy water. Each 
  round on your turn, starting when you cast the spell, the 
  holy fog deals 2d4 points of damage to each undead and 
  evil outsider creature within it. If the fog in the region 
  dissipates before the spell would otherwise end, the spell 
  ends. 
   
  Hopelessly Lost
  Hopelessly Lost
  Hopelessly Lost
  Hopelessly Lost 
  School: Enchantment (compulsion) [mind-affecting, 
  curse]; Level: Bard 6, Druid 7, Inquisitor 6, Sorcer-
  er/Wizard 7, Witch 7 
  Casting Time: 1 standard action 
  Components: V, S, M (a bit of cotton) 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One creature; see text 
  Duration: Instantaneous 
  Saving Throw Will negates; Spell Resistance Yes 
  The target creature briefly has the sensation of vertigo 
  and immediately becomes lost (see Getting Lost in the 
  Pathfinder® Roleplaying Game Core Rulebook™). If 
  the target fails its save, it gains amnesia (see Sanity and 
  Madness in the Pathfinder® Roleplaying Game Core 
  Rulebook™). Break enchantment, remove curse and 
  restoration are ineffective in canceling the amnesia. 
  However, greater restoration, heal, limited wish, mira-
  cle, and wish end the amnesia. Other than the DC of the 
  Will save, the amnesia effect from hopelessly lost dupli-
  cates the amnesia from insanity generally (see the Path-
  finder® Roleplaying Game Core Rulebook™). 
  If the terrain from which you cast this spell could be 
  considered a swamp, if the target fails its save and gains 
  amnesia, it also gains phobia of non-swamp terrain (i.e. 
  typical dry land) with immediate onset. Any effect re-
  moving the amnesia also ends the phobia (though not 
  vice versa). 
   
  Hydra Form
  Hydra Form
  Hydra Form
  Hydra Form    
  School: Transmutation (polymorph) [cold, see text]; 
  Level: Alchemist 5, Magus 5, Sorcerer/Wizard 5 
  Casting Time: 1 standard action 
  Components: V, S, M (a tooth or nail of a hydra) 
  Range: Personal 
  Target: You 
  Duration: 1 min./level (D) 
  Save: See text; Spell Resistance: No 
  You become a five-headed hydra (Huge magical beast). 
  You gain a +6 size bonus to Strength, a +4 size bonus to 
  Constitution, a +6 natural armor bonus, swim 20 feet, 
  darkvision 60 feet, hydra traits, low-light vision, pounce,  
   
   
   
  Hydra Form 
   
  regenerate head, scent, fast healing 5 and 5 bite attacks 
  (1d8 + Str). 
  Hydra Traits (Ex) A hydra can be killed by severing 
  all of its heads or slaying its body. Any attack that is not 
  an attempt to sever a head affects the body, including 
  area attacks or attacks that cause piercing or bludgeon-
  ing damage. To sever a head, an opponent must make a 
  sunder attempt with a slashing weapon targeting a head. 
  A head is considered a separate weapon with hardness 0 
  and hit points equal to the hydra's HD. To sever a head, 
  an opponent must inflict enough damage to reduce the 
  head's hit points to 0 or less. Severing a head deals 
  damage to the hydra's body equal to the hydra's current 
  HD. A hydra can't attack with a severed head, but takes 
  no other penalties. 
  Regenerate Head (Ex) When a hydra's head is de-
  stroyed, two heads regrow in 1d4 rounds. A hydra can-
  not have more than twice its original number of heads at 
  any one time. To prevent new heads from growing, at 
  least 5 points of acid or fire damage must be dealt to the 
  stump (a touch attack to hit) before they appear. Acid or 
  fire damage from area attacks can affect stumps and the 
  body simultaneously. A hydra doesn't die from losing its 
  heads until all are cut off and the stumps seared by acid 
  or fire. 
  At 13th level, you become a 7-headed hydra instead, 
  giving you +8 natural armor, 7 bite attacks, and fast 
  healing 7; at 17th level, you become a 9-headed hydra 
  
   
  27 
   
  instead, giving you +10 natural armor, 9 bite attacks, 
  and fast healing 9. 
  When the spell ends, you return to your original form 
  regardless of the number of heads you’ve gained or lost 
  while in hydra form. 
  If the terrain from which you cast this spell could be 
  considered a temperate or cold marsh, you may choose 
  to become a cryohydra. If so, you gain the Cold subtype 
  and a breath weapon. Each of your heads has a breath 
  weapon (15-ft. cone, 3d6 cold damage, Reflex half) use-
  able every 1d4 rounds. The save DC of your breath 
  weapon is 10 + 1/2 your caster level + your Con modifi-
  er. 
   
  Into the Swamp
  Into the Swamp
  Into the Swamp
  Into the Swamp    
  School: Abjuration; Level: Alchemist 3, Cleric/Oracle 
  3, Druid 3, Inquisitor 3, Ranger 2, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a pinch of lime) 
  Range: Touch 
  Targets: Creature touched 
  Duration: 10 min./level; see text 
  Saving Throw: Fortitude negates (harmless); Spell 
  Resistance: Yes (harmless) 
  Into the swamp provides important protections and 
  defenses. The recipient gains the benefits of resist ener-
  gy (acid) and gains a +2 on all saves against disease and 
  poison. 
  If the recipient of the spell is in terrain that could be 
  considered a swamp, the recipient instead gains the 
  benefits of protection from energy (acid) and delay 
  poison, and gains a +4 on all saves against disease and 
  poison. 
   
  Into the Swamp, Mass
  Into the Swamp, Mass
  Into the Swamp, Mass
  Into the Swamp, Mass    
  School: Abjuration; Level: Cleric/Oracle 5, Druid 5, 
  Inquisitor 5, Ranger 4, Witch 5 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a pinch of lime) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which may be 
  more than 30 ft. apart 
  Duration: 10 min./level; see text 
  Saving Throw: Fortitude negates (harmless); Spell 
  Resistance: Yes (harmless) 
  This spell functions like into the swamp except that it 
  affects multiple creatures. 
   
  Isolating Mists
  Isolating Mists
  Isolating Mists
  Isolating Mists    
  School: Illusion (phantasm) [mind-affecting]; Level: 
  Bard 5, Sorcerer/Wizard 5, Witch 5 
  Casting Time: 1 standard action 
  Components: V, S, M (a vial of fog) 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One creature/level, no two of which may be 
  more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will negates; see text; Spell Re-
  sistance: Yes 
  Subjects failing their initial save against isolating mists 
  believe that all the members of their party (including  
   
   
  Join Coven 
   
  mounts, familiars, etc.) have disappeared into surround-
  ing fog—all a subject sees, hears and smells is the unset-
  tling grayness, quiet and dampness of the fog. This sud-
  den disappearance of one’s allies is unsettling; the sub-
  ject is also frightened and flees on its turn. At the end of 
  its turn, it gets another save; if it makes this save, it is no 
  longer frightened though it still cannot perceive its al-
  lies, if it fails this save it is panicked for the remaining 
  duration of the spell. Those under the effect of isolating 
  mists certainly remain visible to others, but, each target 
  remains convinced that he is trapped and alone in the 
  fog. 
  While the spell is in effect, anyone might attempt to as-
  sist the victims of the spell. The victims of the spell, 
  however, continue to see, hear and smell only fog. If a 
  victim can be touched by an ally, it is as likely to feel 
  threatened as that an unseen friend has found it; subject 
  to GM adjudication, it may be allowed another save to 
  shake off the phantasm (or it may attack whatever 
  touched it). 
  When the spell’s duration expires, any given targets 
  might actually have wandered off. The panic will have 
  worn off, but, the isolation might not have (because now 
  the isolation might be a real effect), and, in that case, the 
  target is also lost. 
   
  Join Cov
  Join Cov
  Join Cov
  Join Coven
  en
  en
  en    
  School: Enchantment (charm); Level: Druid 7, Sor-
  cerer/Wizard 8, Witch 7 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 1o min./level (D) 
  Saving Throw: None; see text; Spell Resistance: 
  No; see text 
  You must have the ability to assume the form of a hag 
  (or be a changeling) to use this spell. While in the form 
  of a hag, you join with two others to participate in the 
  foul gathering of a coven. While a participant, you gain 
  
   
  28 
   
  all the benefits of being in the coven. In addition, while 
  under the effect of join coven, if you are also under the 
  effect of any variant of hag form, the duration of that 
  spell extends until join coven ends. 
  If the hags with whom you wish to join refuse you, you 
  may attempt to charm them into accepting you. In this 
  case, each hag receives a Will save to resist your request 
  and you must overcome their spell resistance. 
  Whenever all three hags of a particular coven are within 
  10 feet of one another, all three of them can work to-
  gether to use any of the following spell-like abilities: 
  animate dead, baleful polymorph, blight, bestow curse, 
  clairaudience/clairvoyance, charm monster, commune, 
  control weather, dream, forcecage, mind blank, mirage 
  arcana, reincarnate, speak with dead, veil, vision. 
  All three hags must take a full-round action to take part 
  in this form of cooperative magic. All coven spell-like 
  abilities function at CL 9th (or at the highest CL availa-
  ble to the most powerful hag in the coven). The save DCs 
  are Charisma-based, and function as if with a Charisma 
  score of 16 unless one of the hags has a higher Charisma 
  score, in which case the spell-like ability DCs are adjust-
  ed by that hag's Charisma modifier. 
   
  Killing Fog
  Killing Fog
  Killing Fog
  Killing Fog    
  School: Transmutation [evil, poison]; Level: Druid 9, 
  Sorcerer/Wizard 9, Witch 9 
  Casting Time: 1 standard action 
  Components: V, S, M (vial of contact poison) 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Up to 5 ft./level-radius cloud, up to 30 ft. high 
  Duration: Instantaneous; 1 round/level; see text 
  Saving Throw: Fortitude partial; see text; Spell Re-
  sistance: No 
  Killing fog creates a region of fog and transforms that 
  fog into poison in an area you choose, up to a cloud 30 
  ft. high and extending outward from a center point up to 
  10 ft. per level. This transformation happens instanta-
  neously. The droplets in the fog become droplets of le-
  thal contact poison (the poison has no effect on non-
  living creatures). These droplets are slightly heavier 
  than water and drift slowly downward; they also imme-
  diately begin losing potency and become inert water 
  again after the secondary duration stated above expires. 
  All creatures with fewer than 6 HD die instantly from 
  the poison (no save). Anyone else within the poison 
  cloud when the spell is cast suffers 3d6 Con damage 
  (Fortitude save for half). Each round thereafter, on your 
  turn, anyone in the poison cloud suffers another 3d6 
  Con damage (save for half), though because the poison 
  is losing potency, subtract 1 from the damage for each 
  round that has passed since the spell was cast (mini-
  mum 1 Con damage on a failed save each round, mini-
  mum 0 Con damage on a successful save). 
   
  Kin on the Moor
  Kin on the Moor
  Kin on the Moor
  Kin on the Moor    
  School: Abjuration; Level: Cleric/Oracle 5, Druid 5, 
  Sorcerer/Wizard 5, Summoner 4, Witch 5 
  Casting Time: 8 hours; see text 
  Components: V, S, M (possessions of kin; see text) 
  Range: Anywhere within the moor 
  Kinfolk and Resurrection
  Kinfolk and Resurrection
  Kinfolk and Resurrection
  Kinfolk and Resurrection    
  In some respects raise dead and resurrection are more 
  powerful when cast by kin and on the moor than their 
  regular counterparts. Despite the limitations, the subject 
  receives fewer penalties. On the one hand, these spells 
  amount to a good reason for a druid, sorcerer or wizard 
  to have a cleric, oracle or witch as a kinsfolk. On the 
  other hand, the GM may decide that the reason for the 
  reduced penalties is that the powers being tapped by the 
  caster are leveraging this as a future favor. This is also 
  an opportunity for GMs to produce recurrent nemeses 
  for the PCs if the kinsfolk are all enemies of the party 
  (and just won’t stay dead). Then again, if such a kinship 
  were created long ago by NPCs and PCs are later invited 
  to join, such benefits might be very enticing indeed. Of 
  course, there’s likely a price to pay for that. 
   
   
  Area: Up to 200 sq. ft./level (S); see text 
  Duration: Permanent (D) 
  Saving Throw: None; see text; Spell Resistance: 
  No; see text 
  Each person who casts kin on the moor must possess 
  some willingly offered item (lock of hair, piece of a cur-
  rently owned garment, etc.) of at least one other kinsfolk 
  which will be consumed during the casting. Multiple 
  casters may cast this spell at the same time, but this is 
  not a requirement after the region has been established. 
  Once a region of a moor has been established by the 
  casting of this spell, future castings use the same area 
  chosen during the initial casting (though if a future cast-
  er is capable of producing a larger area, that larger area 
  may be created so long as all of the original space is in-
  cluded in the new area, all previous kin may then select 
  any of the new region when such references are rele-
  vant). Anyone joining an existing kinship automatically 
  participates in the existing area of the spell if he cannot, 
  or chooses not to, extend its size. The casting time need  
  not be continuous, but, all 8 hours must be completed 
  within 24 hours of the spell being originated. 
  The region selected must include or be adjacent to at 
  least 200 square feet of bog, marsh or swamp. 
  While on the moor, each kin member is treated as one 
  level higher for the purposes of determining the effects 
  of spells (damage, save DCs, etc.); if any spell cast is 
  already being cast at the highest effect possible for that 
  spell (i.e. cure moderate wounds is being cast to cure 
  2d8+10 points), then add +1 for each level of the caster 
  to the result, not to exceed the spell’s original maximum 
  (the cure moderate wounds from the previous example 
  would still cap at 26 hp). 
  All spells cast while within the established region of the 
  moor, specifically in defense of the moor or other kin on 
  the moor, may benefit from one of the following (caster’s 
  choice, does not change level of the spell, chosen when 
  the spell is cast) each time a spell is cast: Enlarge Spell, 
  Extend Spell, Heighten Spell, or Widen Spell (widened 
  spells are limited by the area of effect of kin on the 
  moor). 
  Any casting of raise dead or resurrection by a kinsfolk 
  on someone who, while living, was kin, requires only 
  
   
  29 
   
  half the cost in material components. Anyone raised in 
  this manner gains only 1 negative level; anyone resur-
  rected in this manner suffers 2 points of Constitution 
  drain instead of gaining a negative level. 
  In addition, several spells which are only available to 
  kinsfolk become available: beckon kin, beckon kin 
  (greater), and converse with kin. 
   
   
  Lifted from Fog
  Lifted from Fog
  Lifted from Fog
  Lifted from Fog    
  School: Abjuration; Level: Bard 2, Cleric/Oracle 2, 
  Druid 2, Inquisitor 2, Paladin 1, Ranger 1, Sorcer-
  er/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (fog) 
  Range: 0 ft. 
  Area: 5-ft.-radius/2 levels emanation from you 
  Duration: 1 min./level 
  Saving Throw: None; Spell Resistance: No 
  For the duration of the spell, the area affected by lifted 
  from the fog is free from fog. The region just outside this 
  zone may remain in fog, but, because the area itself has 
  no fog, anyone in the region who would otherwise be 
  affected by an effect caused by being in fog is freed from 
  that condition or effect. 
   
  Lightning Bug Swarm
  Lightning Bug Swarm
  Lightning Bug Swarm
  Lightning Bug Swarm    
  School: Conjuration (summoning); Level: Druid 6, 
  Summoner 4, Witch 6 
  Casting Time: 1 standard action 
  Components: V, S, M (a lightning bug) 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: One swarm of lightning bugs per three levels, 
  each of which must be adjacent to at least one other 
  swarm 
  Duration: 1 round/level; see text 
  Saving Throw: None (Reflex half); see text; Spell 
  Resistance: No, yes; see text 
  You summon a number of swarms of magically en-
  hanced lightning bugs (one per three levels, to a maxi-
  mum of six swarms at 18th level). The swarms must be 
  summoned so that each one is adjacent to at least one 
  other swarm (all the swarms must fill one contiguous 
  area). You may summon the swarms so that they share 
  the area of other creatures. On your turn, arcs of light-
  ning move from one swarm to the next. A creature occu-
  pying the same space as a swarm suffers 5d6 electricity 
  damage (Reflex save for half); if a creature’s space is 
  occupied by multiple swarms, that creature suffers the 
  damage from each swarm separately. A creature adja-
  cent to a swarm suffers 3d6 electricity damage (Reflex 
  save for half); if a creature’s space is adjacent to multiple 
  swarms, that creature suffers the damage from each 
  swarm separately. Any creature suffering damage from 
  being in the same space as one of the swarms does not 
  take damage for being adjacent to that same swarm. The 
  swarms may move on your turn; each swarm is capable 
  of moving up to 20 feet, though the swarms must re-
  main contiguous (if one swarm moves in such a way that 
  contiguity is broken, that swarm dissipates; if that caus-
  es other swarms to no longer be contiguous, they dissi-
  pate as well). Moving the swarms is complex, requiring 
  the concentration (concentration check DC 16) of the 
  caster and a full-round action; a failed concentration 
  check to move a swarm simply means the swarm does 
  not move—the spell remains. 
  If the terrain from which you cast this spell could be 
  considered a swamp, then the swarms do not have to be 
  contiguous but each swarm must remain within 30 feet 
  of at least one other swarm or it dissipates. When elec-
  tricity arcs from one swarm to another, the electricity 
  travels in the shortest path possible from one swarm to 
  another; such swaths are 10 ft. wide and cause 2d6 elec-
  tricity damage to anything in that space. 
  The electricity effects of this spell are additional features 
  of the magic of this spell and not of the swarm. 
   
  Lightning Bug Swarm
  Lightning Bug Swarm
  Lightning Bug Swarm
  Lightning Bug Swarm    
  A friendly twinkle of blinking lights announces the ar-
  rival of a mass of hundreds of placid, slow-moving in-
  sects. 
      
  Lightning Bug Swarm
  Lightning Bug Swarm
  Lightning Bug Swarm
  Lightning Bug Swarm    CR 2
  CR 2
  CR 2
  CR 2    
  XP 600 
  N Diminutive vermin (swarm) 
  Init +1; Senses darkvision 60 ft.; Perception +5 
   
  D
  D
  D
  Defense
  efense
  efense
  efense 
  AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size) 
  hp 13 (3d8) 
  Fort +5, Ref +3, Will +3 
  Defensive Abilities swarm traits; Immune weapon 
  damage 
   
  Offense
  Offense
  Offense
  Offense 
  Speed 5 ft., fly 20 ft. (average) 
  Melee none 
  Space 10 ft.; Reach 0 ft. 
   
  Statistics
  Statistics
  Statistics
  Statistics 
  Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9 
  Base Atk +5; CMB —; CMD — 
  Skills Fly +11, Perception +9; Racial Modifiers +4 
  Perception 
  SQ swarm traits, vermin traits 
   
  Ecology
  Ecology
  Ecology
  Ecology 
  Environment any temperate or warm (seasonal) 
  Organization solitary, pair, colony (3–6) or legion (7–
  12) 
  Treasure none 
   
  Lingering Obscurement
  Lingering Obscurement
  Lingering Obscurement
  Lingering Obscurement 
  School: Transmutation [darkness, light]; Level: Bard 
  1, Druid 1, Ranger 1, Sorcerer/Wizard 1, Witch 1 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of ink) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which may be 
  more than 30 ft. apart 
  Duration: 1 min./level (D) 
  Saving Throw: Ref negates; Spell Resistance: Yes 
  
   
  30 
   
  You cause a foggy change in the air around the eyes of 
  your targets. If they fail their initial Reflex save, this 
  change affects their eyes and the targets gain a -4 penal-
  ty to their Perception checks whenever they attempt to 
  make an observation using sight. 
  Anyone affected by lingering obscurement is also prone 
  to suffer from other effects or conditions affecting sight. 
  For the duration of the spell, whenever the subjects are 
  in dim or darker lighting conditions, or in conditions 
  which impede vision (such as fog, haze or smoke), sub-
  jects of the spell have their sight obscured beyond 5 feet 
  (including darkvision), and creatures 5 or more feet 
  away from the subjects have concealment relative to the 
  subjects. 
   
  M
  M
  M
  Marsh Dweller
  arsh Dweller
  arsh Dweller
  arsh Dweller 
  School: Transmutation; Level: Alchemist 1, Druid 1, 
  Sorcerer/Wizard 1, Witch 1 
  Casting Time: 1 standard action 
  Components: V, S, M ( 
  Range: Touch 
  Target: Creature or object touched 
  Duration: 1 min./level 
  Saving Throw: Fortitude negates (harmless); Spell 
  Resistance: Yes (harmless) 
  You cause the target’s hands and feet to transform 
  somewhat, with claws for nails and thin webs between 
  fingers and toes. These changes grant both a swim and a 
  climb speed (20 each), a +8 on Swim and Climb checks, 
  and the ability to take 10 even if distracted or endan-
  gered. If the target wears boots or gloves, they meld into 
  the new form (and magic items with a continuous effect 
  continue to function). The target does not gain the abil-
  ity to breathe water. 
   
  Modify Poison
  Modify Poison
  Modify Poison
  Modify Poison 
  School: Transmutation; Level: Druid 4, Ranger 3, 
  Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M (vial of clean water) 
  Range: Touch 
  Target: Creature or object touched 
  Duration: 1 min./level 
  Saving Throw: Fortitude negates; see text; Spell Re-
  sistance: Yes 
  With a touch, you modify the effect of the poison of a 
  creature or object. If the poison causes ability damage or 
  drain, select another ability; for the duration of modify 
  poison, the creature or object causes damage to the abil-
  ity score you've chosen instead. If the poison causes an-
  other effect, such as unconsciousness, confusion, paraly-
  sis, sleep, etc., choose another condition; for the dura-
  tion of modify poison, the creature or object causes this 
  other effect instead. 
  If you touch a creature, it gets a Fortitude save to resist 
  your attempt to modify its poison; if you touch an object, 
  it does not. If the creature you’re attempting to touch 
  wishes to (and may be able to) avoid you, you must suc-
  ceed at a melee touch attack to successfully deliver this 
  spell. 
   
   
   
  Marsh Dweller 
   
  Move Earth, Lesser
  Move Earth, Lesser
  Move Earth, Lesser
  Move Earth, Lesser    
  School: Transmutation [earth]; Level: Druid 4, Rang-
  er 4, Sorcerer/Wizard 4 
  Casting Time: See text 
  Components: V, S, M (clay, loam, sand, and an iron 
  blade) 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Dirt in an area up to 400 ft. square and up to 5 ft. 
  deep (S) 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  Lesser move earth moves dirt, etc., just as does move 
  earth, except as noted here. 
  For every 100-foot square (up to 5 feet deep), casting 
  takes 10 minutes. The maximum area, 400 feet by 400 
  feet, takes 2 hours and 40 minutes to move. 
   
  Murderous Intent
  Murderous Intent
  Murderous Intent
  Murderous Intent    
  School: 
  Enchantment 
  (compulsion) 
  [evil, 
  mind-
  affecting]; Level: Cleric/Oracle 8, Witch 8 
  Casting Time: 1 standard action 
  Components: V, M (berry from an assassin vine) 
  Range: Touch 
  Target: One creature touched 
  Duration: Concentration, up to 1 round/level 
  Saving Throw: None; see text; Spell Resistance: 
  Yes 
  Any creature affected by murderous intent flies into a 
  murderous frenzy, attacking the closest creature to him 
  with little regard for his own safety. This rage approxi-
  mates that of the rage spell, except the target of the spell 
  does not distinguish friend from foe, the morale bonus 
  to Strength and Constitution is +4, and the morale bo-
  nus to Will saves is +2. He may not use any skills based 
  on Charisma, Dexterity or Intelligence (even those nor-
  mally useable by raging barbarians), nor may he cast 
  spells or activate magic items that require a command 
  word, spell trigger or spell completion to function. 
  This frenzy lasts as long as you concentrate, up to a 
  number of rounds equal to your caster level. If killing 
  
   
  31 
   
  others is a violation of the target’s ethics, the target re-
  ceives a Will save after each killing blow it delivers while 
  in a frenzy. If the target saves, the frenzy abates though 
  the target is dazed for one round. 
  If the target of this spell is in the forest or swamp from 
  which the material component for this spell was ob-
  tained, the rage is equivalent to a barbarian’s greater 
  rage (+6 morale bonus to Strength and Constitution, 
  and +3 morale bonus to Will saves). 
   
  Necrotic Fog
  Necrotic Fog
  Necrotic Fog
  Necrotic Fog    
  School: Necromancy [evil]; Level: Cleric/Oracle 4, 
  Sorcerer/Wizard 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M (a wight’s skull) 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Cloud spreads in 20-ft. radius, 20 ft. high 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial; see text; Spell Re-
  sistance: No 
  The black magical vapors from necrotic fog cause all 
  living beings (excluding plants and vermin) within those 
  vapors to gain 1 negative level and suffer 1 Con damage 
  each round on your turn. On a successful save, the living 
  being suffers 1d3 nonlethal damage instead. A new save 
  every round is required for each creature in the area of 
  effect. The first time a creature subject to a casting of 
  necrotic fog fails a save it is fatigued and shaken; if it 
  fails twice consecutively, on the second consecutive 
  failed save it is exhausted and staggered. Undead crea-
  tures in the area of effect gain 1d6 hit points on your 
  turn each round they remain in the necrotic fog (no 
  save). 
  The following applies only if the caster has the death 
  domain or has specialized in the necromancy school: 
  humanoids killed by necrotic fog and whose corpses 
  remain in terrain that could be considered swamp rise 
  the next night as wights. 
   
  N
  N
  N
  Nightmare Mount
  ightmare Mount
  ightmare Mount
  ightmare Mount    
  School: Conjuration (summoning) [evil]; Level: Cler-
  ic/Oracle 5, Antipaladin 3, Summoner 4, Witch 5 
  Casting Time: 1 round 
  Components: V, S, M/DF (500 gp gem) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One nightmare 
  Duration: 1 min./level (D) 
  Saving Throw: None and Will; see text; Spell Re-
  sistance: No and Yes; see text 
  You summon a nightmare from the Stygian swamps of 
  Abaddon to serve as your mount. After it arrives, if it 
  determines that your deeds are insufficiently nefarious, 
  it is allowed a save to break the summons. 
  Special: If your caster level is 16th or higher then 
  nightmare mount summons a cauchemar instead. 
   
  Phantasmal Fog
  Phantasmal Fog
  Phantasmal Fog
  Phantasmal Fog    
  School: Illusion (phantasm) [mind-affecting]; Level: 
  Bard 3, Sorcerer/Wizard 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One living creature/2 levels, no two of which 
  may be more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will disbelief; Spell Resistance: Yes 
  You implant within the minds of your targets the illu-
  sion that they are immersed in and surrounded by fog. 
  Those who fail to disbelieve the phantasmal fog are 
  treated as if in fog (all sight beyond 5 feet, including 
  darkvision, is obscured). Creatures 5 feet away from the 
  targets have concealment relative to the targets (attacks 
  by the targets against others have a 20% miss chance). 
  They are also treated as lost (if applicable). 
  As the phantasmal fog exists only in the minds of the 
  targets, it cannot be burned off or blown away. Targets 
  cannot escape the phantasmal fog by moving, even by 
  teleportation. 
  Targets of the spell also perceive everyone else around 
  them to be in the fog, but the spell has no visible effect 
  to other creatures (who may assist allies to disbelieve 
  the effect). 
   
  Protection from Petrification
  Protection from Petrification
  Protection from Petrification
  Protection from Petrification 
  School: Abjuration; Level: Alchemist 4, Cleric/Oracle 
  4, Druid 4, Inquisitor 4, Paladin 3, Ranger 3, Sorcer-
  er/Wizard 4 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 min./level 
  Saving Throw: Fortitude negates (harmless); Spell 
  Resistance: Yes (harmless) 
  Protection from petrification grants temporary immuni-
  ty to all forms of petrification. Furthermore, the subject 
  is also immune to being turned into other materials that 
  would have roughly the same effect as being turned to 
  stone (i.e. being turned to glass, metal, etc.). 
   
  Protection 
  Protection 
  Protection 
  Protection in Swamps
  in Swamps
  in Swamps
  in Swamps 
  School: Abjuration; Level: Cleric/Oracle 1, Druid 1, 
  Inquisitor 1, Paladin 1, Ranger 1 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless); Spell Re-
  sistance: No 
  This spell wards a creature from attacks and dangers 
  encountered in swamps. It creates a magical barrier 
  around the subject at a distance of 1 foot. The barrier 
  moves with the subject and has two major effects. 
  First, Perception checks made by creatures attempting 
  to notice the subject are made at -4 (-8 if the caster is a 
  druid or ranger) so long as the warded creature remains 
  in marsh or forest terrain. 
  Second, the subject gains a +1 deflection bonus to AC, a 
  +2 resistance bonus on saves versus poison, disease, and 
  enchantments, and the subject gains resist acid equal to 
  your caster level (maximum 5). 
  
   
  32 
   
  P
  P
  P
  Putrid Vapors
  utrid Vapors
  utrid Vapors
  utrid Vapors    
  School: Conjuration (creation); Level: Cleric/Oracle 2, 
  Druid 2, Sorcerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (bit of garden ooze) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 20 ft.-radius spread 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates; Spell Resistance: 
  Yes 
  You conjure an invisible cloud of foul-smelling fumes. 
  Living creatures in the area are overwhelmed by the 
  smell and are initially staggered for 1 round. In addition, 
  if they fail their saving throw, they are sickened for the 
  remainder of the spell. 
  If the cloud you conjure is in terrain with both heavy 
  plant growth and excessive moisture, such as a jungle or 
  swamp, the DC of the saving throw is increased by +2, 
  and the duration of the effect for anyone failing the save 
  is increased by 1d3 rounds. 
  Plants and creatures with the stench special ability are 
  immune to this spell. 
   
  Read Plants
  Read Plants
  Read Plants
  Read Plants    
  School: Divination; Level: Druid 1, Ranger 1 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: 60 ft. 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 1 min./level (D) 
  Saving Throw: None; Spell Resistance: No 
  When you cast this spell, the plants within range reveal 
  some of their secrets to you. The information you learn 
  depends upon the time you devote to studying the plants 
  and the amount of the region you study. With each 
  round of study, you gain more information. 
   
  1st Round: Whether non-resident creatures have been in 
  the area in the last minute. 
  2nd Round: Which creature types, generally, have been 
  in the area in the last 10 minutes. 
  3rd Round: Which creature types, specifically, have 
  been in the area in the last hour. 
  Each Additional Round: With each additional round, 
  you learn more specificity about the creatures that have 
  been in the area, and your knowledge extends farther 
  back in time. 
   
  Various kinds of creatures will leave behind different 
  sorts of traces and clues. Clearly, a powerful druid mov-
  ing without leaving tracks will not be revealed by this 
  spell, however, you could learn in a round that armored 
  bipeds had been in the area within the last minute, and, 
  by a few rounds, you might be able to determine that 
  there was a hobgoblin wizard in the group and that it 
  had cast spells at some point, leaving evidence of those 
  spells on the leaves and bark of the plants in the region. 
   
  Sculpt Fog
  Sculpt Fog
  Sculpt Fog
  Sculpt Fog    
  School: Transmutation [water]; Level: Druid 2, Sor-
  cerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, F (a sculpting tool) 
  Range: Touch 
  Target: Fog touched, up to 10 cu. ft. + 1 cu. ft./level 
  Duration: 10 minutes / level 
  Saving Throw: None; Spell Resistance: No 
  You must be in a region of fog that is dense enough to 
  obscure vision to use this spell (being within the effect of 
  obscuring mist will suffice, but then the duration of 
  sculpt fog is limited by the duration of that casting of 
  obscuring mist). The magic of the spell solidifies the fog 
  so that it becomes nearly solid and able to support 
  weight as if it were as strong as wood (weapons made 
  from this fog are considered non-magical, typical-
  quality bludgeoning weapons and deal damage as a club 
  of the same size). You craft any shape you wish from the 
  fog up to the maximum size allowed; you may create 
  several smaller objects so long as they’d all fit within the 
  space allowed (i.e. a few clubs). Fine detail isn't possible, 
  but you can even create objects with moving parts from 
  this fog (for example, a cart and its wheels). There is a 
  30% chance that any shape including moving parts 
  simply doesn't work. When the spell ends, the object 
  loses its magical density and shape and the fog dissi-
  pates completely one round later. 
   
  Shocking Team
  Shocking Team
  Shocking Team
  Shocking Team 
  School: Transmutation [electricity]; Level: Druid 2, 
  Magus 2, Sorcerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (1 shocker lizard horn per team 
  member) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature per level, no two of which may be 
  more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Reflex half; see text; Spell Re-
  sistance: Yes 
  You and each willing target gain the supernatural Shock 
  ability (see below) and immunity to electricity damage 
  caused by that ability for the duration of the spell. Elec-
  tricity damage from any other source affects you and the 
  willing targets normally. 
  Shock (Su) You can deliver an electrical shock to a 
  single opponent within 5 feet. This attack deals 1d8 
  points of nonlethal electricity damage to living oppo-
  nents (Reflex for half; the save DC is the save of shock-
  ing team). Additionally, if two or more creatures with 
  this ability are within 20 feet of each other, they can 
  work together to create a lethal shock once every 1d4 
  rounds. This effect has a radius of 20 feet, centered on 
  any one contributor. All creatures within that radius 
  take 2d8 points of lethal electricity damage for each in-
  dividual contributing to the shock, to a maximum of 
  12d8. A Reflex save (DC 10 + the number of contribu-
  tors) halves the damage. 
  For each team member in marsh terrain, each shock 
  does +1 electricity damage (lethal or nonlethal) per die 
  of damage. 
   
      
  
   
  33 
   
  Slippery Ground
  Slippery Ground
  Slippery Ground
  Slippery Ground    
  School: Transmutation [earth]; Level: Druid 2, Magus 
  2, Ranger 2, Sorcerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: A 20-ft. diameter patch of quicksand 
  Duration: 1 min./level 
  Saving Throw: Reflex; see text; Spell Resistance: 
  No 
  You cause a 20-ft. diameter region to become quicksand 
  (see the Pathfinder® Roleplaying Game Core Rule-
  book™). Medium and smaller creatures in the area who 
  are adjacent to other terrain may attempt a Reflex save; 
  success means they’ve moved into an adjacent, unoccu-
  pied square (if no such squares are available, success is 
  not possible). Large and larger creatures within 10 feet 
  of non-quicksand squares may attempt a Reflex save at -
  4; success means they’ve moved up to two squares into 
  an adjacent, unoccupied space (if no such squares are 
  available, success is not possible). 
  If the quicksand is in marsh terrain, then the Swim DCs 
  are at +2 in bog squares, and anyone in an undergrowth 
  square is also subject to the entangled condition. 
  When the spell ends, the quicksand effect ends and the 
  ground returns to its prior state. Anyone still in solid 
  ground at this point is treated as if in the bury zone of an 
  avalanche. Buried characters take 1d6 points of nonle-
  thal damage per minute. If a buried character falls un-
  conscious, he must make a DC 15 Constitution check or 
  take 1d6 points of lethal damage each minute thereafter 
  until freed or dead. See Cave-Ins and Collapses for rules 
  on digging out buried creatures. 
   
  Soporific Fog
  Soporific Fog
  Soporific Fog
  Soporific Fog    
  School: Conjuration (creation) [mind-affecting]; Lev-
  el: Druid 1, Witch 1 
  Casting Time: 1 round 
  Components: V, S 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Fog spreads in a 10-ft. radius 
  Duration: 1 min./level 
  Saving Throw: None and Will negates; Spell Re-
  sistance: No and Yes 
  Soporific fog creates a small region of fog which induced 
  sleep in anyone within. Anyone in the fog must succeed 
  at a Will save or be affected as if by sleep. The spell only 
  affects those in fog, and anyone who has been put to 
  sleep by soporific fog but who is no longer in the fog 
  automatically awakens. 
   
  Spi
  Spi
  Spi
  Spirrrriiiit Naga Soul
  t Naga Soul
  t Naga Soul
  t Naga Soul    
  School: Necromancy [evil]; Level: Sorcerer/Wizard 6, 
  Witch 6 
  Casting Time: 8 hours 
  Components: V, S, M (a spirit naga’s eye and three (or 
  four, see text) pearls of power, one for each appropriate 
  spell level) 
  Range: Personal 
  Target: You 
  Duration: 1 day/2 levels 
   
   
  Spirit Naga Soul
  Spirit Naga Soul
  Spirit Naga Soul
  Spirit Naga Soul    
  Granting cleric spells to arcane casters is potentially 
  fraught with peril. We suggest, first, that GMs hold 
  strongly to the required material components, and sec-
  ond, that the power granting access to these cleric spells 
  play a role in complicating the lives of those who benefit 
  from this spell. 
   
   
   
  You gain the ability to cast cleric spells of 3rd level or 
  lower. Choose two 3rd level spells, three 2nd level spells, 
  and four 1st level spells from the cleric list. You treat 
  these spells as arcane spells for the duration of spirit 
  naga soul. 
  If you are a wizard, the cleric spells are entered in your 
  spellbook (once spirit naga soul ends, you cannot mem-
  orize them without another casting, though they remain 
  in your books). If you are a sorcerer, the cleric spells 
  replace other spells that you currently know (when spirit 
  naga soul ends, the spells you knew return). If you are a 
  witch, choose the cleric spells you’ll have access to when 
  you cast spirit naga soul, you may choose those cleric 
  spells with each new period of communing; but, you 
  cannot choose new cleric spells until you cast spirit na-
  ga soul again. Regardless of your class, for the duration 
  of spirit naga soul, the number of 6th level spells you 
  may cast each day is reduced by 1. 
  If you spend the entire casting time in a temperate 
  marsh, then, while you are in a temperate marsh, you 
  also gain one 4th level cleric spell. 
  
   
  34 
   
  S
  SS
  Stepping Stone
  tepping Stone
  tepping Stone
  tepping Stone    
  School: Transmutation [earth]; Level: Druid 0, Cler-
  ic/Oracle 0, Sorcerer/Wizard 0, Witch 0 
  Casting Time: 1 standard action 
  Components: V, S, M (a pebble) 
  Range: 10 ft. 
  Effect: A stone large enough to support your weight 
  Duration: 1 round/level 
  Saving Throw: None; Spell Resistance: No 
  You cause a stone, large enough to support your weight, 
  to emerge from the ground in a square that is not aquat-
  ic terrain, dominated by a pit, or affected by a magical 
  effect more powerful than this spell (i.e. entangle). You 
  may cause this stone to emerge in your own square, in 
  an adjacent square, or up to 10 feet from your current 
  position. For the duration of the spell, that square is not 
  difficult terrain. Others may use the stepping stone to 
  move through that space as well, though creatures 
  weighing more than you may cause the stone to sub-
  merge (25% chance, plus an addition 25% for each size 
  category larger than you the creature is) causing the 
  spell to fail. 
   
  Sticky Fog
  Sticky Fog
  Sticky Fog
  Sticky Fog    
  School: Evocation [water]; Level: Druid 1, Magus 1, 
  Ranger 1, Sorcerer/Wizard 1, Witch 1 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of honey) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Reflex negates; Spell Resistance: 
  Yes 
  You surround your target with fog. This fog extends to 
  the adjacent spaces around the target (for Tiny and 
  smaller creatures, this spell only fills the 5-ft. space the 
  target occupies, Medium and Small creatures are in the 
  center of a 15 ft. by 15 ft. region of fog, Large creatures 
  are in the center of a 20 ft. by 20 ft. region, etc.). In ad-
  dition to the normal benefits and hindrances of being in 
  fog, this particular fog is sticky. All grapple checks made 
  within this fog receive a +4 bonus, and all Acrobatics, 
  Escape Artist, and Stealth checks receive a -4 penalty. 
  The target and anyone within the region created by this 
  spell have their speeds reduced by half (minimum 10 
  feet). 
   
  Sticky Fog, Mass
  Sticky Fog, Mass
  Sticky Fog, Mass
  Sticky Fog, Mass    
  School: Evocation [water]; Level: Druid 3, Magus 3, 
  Ranger 2, Sorcerer/Wizard 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of honey) 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One creature/level, no two of which may be 
  more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Reflex negates; Spell Resistance: 
  Yes 
  Except as noted above, this spell duplicates the effect of 
  sticky fog. 
   
  Stirge Touch
  Stirge Touch
  Stirge Touch
  Stirge Touch    
  School: Necromancy; Level: Druid 2, Sorcerer/Wizard 
  2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (proboscis of a stirge) 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates; Spell Resistance: 
  Yes 
  You must succeed on a melee touch attack to utilize this 
  spell. If you do, the component of the spell is lodged into 
  the target’s flesh. The magic of this spell drains the tar-
  get of blood as if there were an actual stirge attacking 
  the target (1 Con damage per round), though this spell 
  could last longer than an actual stirge’s attack (the stirge 
  would detach after 4 rounds). Pulling out the lodged 
  needle can be attempted in one of two ways. In either 
  case, when it is removed, the target takes 2 points of 
  bleed damage. Pulling it out can be done with either a 
  successful Strength check or a successful Dexterity check 
  (each requires a move action), each at DC 5. If a full-
  round action is taken to attempt a Heal check (same DC 
  as this spell), the proboscis is removed with no damage 
  if the check succeeds by 5 or more, removed with 1 bleed 
  damage if the check succeeds by 4 or less, and is re-
  moved causing the 2 points of bleed damage on a failed 
  check. 
  Anyone taking bleed damage from stirge touch in a 
  swamp risks attracting more stirges. Under such cir-
  cumstances, each round, when the subject takes bleed 
  the damage, there is a 1% cumulative chance that one or 
  more stirges will investigate (roll d12, 1-6: 1 stirge, 7-9: 2 
  stirges, 10-11: 3 stirges, 12: 4 stirges). The stirges will 
  enter the area on the subject’s turn, 60 ft. from the sub-
  ject and will be drawn to anyone who is bleeding. If any 
  stirges investigate, then no more will investigate on this 
  casting of the spell. 
   
  S
  SS
  Stygian Silence
  tygian Silence
  tygian Silence
  tygian Silence    
  School: Necromancy [curse, evil]; Level: Bard 6, Cler-
  ic/Oracle 7, Inquisitor 6, Sorcerer/Wizard 7, Witch 7 
  Casting Time: 1 round 
  Components: V, S, M/DF (a drop of Stygian water) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature; see text 
  Duration: Permanent 
  Saving Throw: Will negates; Spell Resistance: Yes 
  This spell places a curse upon the subject, causing that 
  creature to lose its voice except when conversing with 
  the dead. The target gains the spell-like ability to speak 
  with dead at will, but, for the remainder of its life, it 
  cannot speak (or sing, etc.) with the living. While the 
  subject is living, it cannot even speak with itself; it can-
  not hear its own thoughts as speech (though visualiza-
  tion, imagery, etc., are unaffected). Stygian silence is so 
  powerful that it affects the subject’s other attempts at 
  communication as well. Communication forms that 
  might mimic or rely upon speech, such as telepathy, are 
  thwarted by stygian silence; however, writing, gestures, 
  and other forms of communication that do not rely upon 
  
   
  35 
   
  speech or vocalizations may be attempted. Simple com-
  munication via gestures automatically succeed; more 
  complex tasks, such as writing a letter, require an Intel-
  ligence check DC 20 (exceedingly complex messages will 
  have a higher DC) and take at least twice as long as usu-
  al to produce. Casting spells that require a verbal com-
  ponent, of course, becomes impossible without the Still 
  Spell feat. 
  This spell cannot be dispelled, but it can be removed by 
  a limited wish, miracle or wish. A limited wish only 
  grants a second saving throw; if that save is unsuccessful 
  future limited wish spells have no further effect. If the 
  target dies and is raised or resurrected, the curse is lift-
  ed. Drinking a cup of water from the Stygian swamps of 
  the river Styx lifts the curse. 
   
  Summon 
  Summon 
  Summon 
  Summon Gray Ooze
  Gray Ooze
  Gray Ooze
  Gray Ooze    
  School: Conjuration (summoning); Level: Druid 4, 
  Summoner 3, Witch 4 
  Casting Time: 1 round 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned gray ooze 
  Duration: 1 round/level (D) 
  Saving Throw: None; Spell Resistance: No 
  This spell summons to your side a gray ooze. It appears 
  where you designate and acts immediately, on your turn. 
  As it is non-intelligent, you are unable to communicate 
  with it and you cannot control it (though you retain the 
  ability to dismiss it). 
  If you are in marsh terrain, the ooze you summon has 
  the Advanced Creature template; in addition, if the ter-
  rain contains deep bog, you may summon a crystal ooze 
  instead of a gray ooze. 
  At 11th level, you may summon an id ooze instead of a 
  normal gray ooze. As it is intelligent, it treats you as an 
  ally. 
   
  Summon Ochre Jelly
  Summon Ochre Jelly
  Summon Ochre Jelly
  Summon Ochre Jelly    
  School: Conjuration (summoning); Level: Druid 4, 
  Summoner 3, Witch 4 
  Casting Time: 1 round 
  Components: V, S, DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One summoned ochre jelly 
  Duration: 1 round/level (D) 
  Saving Throw: None; Spell Resistance: No 
  This spell summons to your side an ochre jelly. It ap-
  pears where you designate and acts immediately, on 
  your turn. As it is non-intelligent, you are unable to 
  communicate with it and you cannot control it (though 
  you retain the ability to dismiss it). 
  Though it is a summoned creature, it is still able to use 
  its abilities, including its ability to split. However, when 
  the duration of the spell ends, all the additional jellies 
  disappear as well. 
  If you summon an ochre jelly in marsh terrain, it has the 
  Giant Creature template. 
   
      
  Sundew Spray
  Sundew Spray
  Sundew Spray
  Sundew Spray    
  School: Conjuration (creation) [acid]; Level: Druid 4, 
  Ranger 4, Sorcerer/Wizard 4 
  Casting Time: 1 standard action 
  Components: V, S, M (vial of digestive enzymes of a 
  carnivorous plant) 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous; see text 
  Saving Throw: See text; Spell Resistance: Yes 
  This spell causes a spray of foul-smelling sticky droplets 
  to shoot forth from your hands. Each creature in the 
  area is entangled by the adhesive nature of the spray for 
  2d4 rounds. During the time a creature is so entangled, 
  the digestive properties of the liquid deal 2d6 acid dam-
  age to flesh each round. While a creature is entangled, it 
  may, on its turn as a full-round action, attempt an Es-
  cape Artist check (same DC as this spell, note that being 
  entangled causes a -4 penalty to Dexterity) to wipe off 
  the droplets; using water, wine, or a solvent grants a +4 
  bonus to this check (a weak or strong solvent or soap 
  may modify the check further, subject to GM adjudica-
  tion). 
  Each round that a creature suffers acid damage, the en-
  zymes poison the victim; on each round that a creature 
  suffers acid damage, it must also make a Fortitude save 
  or suffer 1 point of Con damage. If a creature suffers 3 
  points of Con damage from one casting of sundew 
  spray, it is fascinated for 1 minute. 
   
  Swamp Bane Weapon
  Swamp Bane Weapon
  Swamp Bane Weapon
  Swamp Bane Weapon    
  School: Transmutation; Level: Antipaladin 2, Cler-
  ic/Oracle 3, Druid 3, Inquisitor 2, Magus 2, Paladin 2, 
  Ranger 2, Sorcerer/Wizard 3 
  Casting Time: 1 standard action 
  Components: V, S, M (swamp) 
  Range: Touch 
  Target: Melee weapon touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless, object); Spell 
  Resistance: Yes (harmless, object) 
  Swamp bane weapon makes a weapon especially potent 
  against creatures from swamps. The weapon’s en-
  hancement bonus is treated as 2 better than its actual 
  bonus (or it gains a +2 enhancement bonus if it was not 
  magical) on attack and damage rolls and is treated as 
  having the bane special ability when used against crea-
  tures that dwell in swamps (see the environment entry 
  of a creature). 
  This spell cannot be cast on a natural weapon, such as 
  an unarmed strike. 
   
  Swamp 
  Swamp 
  Swamp 
  Swamp Demon
  Demon
  Demon
  Demon    
  School: Conjuration (calling) [chaotic, evil]; Level: 
  Cleric/Oracle 5 
  Casting Time: 1 standard action 
  Components: V, S, M (offerings worth 2,000 gp plus 
  payment), DF 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One called hezrou 
  Duration: Instantaneous 
  
   
  36 
   
  Saving Throw: None; Spell Resistance: No 
  Swamp demon is an exceedingly dangerous spell to cast 
  as it calls a hezrou from the Abyss. You may ask the hez-
  rou to perform one task in exchange for a payment from 
  you, provided you are able to communicate in a lan-
  guage the demon knows. 
  A task taking up to 1 minute per caster level requires a 
  payment of 1,000 gp. For a task taking up to 1 hour per 
  caster level, the hezrou requires a payment of 5,000 gp. 
  For a task requiring up to 1 day per caster level, you 
  must pay the hezrou a minimum of 10,000 gp. Casters 
  who’ve used swamp demon and lived tell tales of paying 
  much more. 
  The hezrou returns to the Abyss when the task is com-
  plete or when the bargained for time elapses. Whether 
  the hezrou informs you of its success depends entirely 
  upon the caprice of the hezrou. 
  If the terrain from which you cast swamp demon is a 
  swamp, the hezrou is more likely to accept your bargain 
  and carry out the task in accordance with your inten-
  tions. If the swamp is particularly sinister or unholy, the 
  hezrou may opt to exceed your request. 
   
  Swamp Paste
  Swamp Paste
  Swamp Paste
  Swamp Paste    
  School: Transmutation; Level: Cleric/Oracle 2, Druid 
  2, Ranger 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: A fistful of swamp muck 
  Duration: 1 day/level; see text 
  Saving Throw: None; Spell Resistance: Yes (harm-
  less) 
  Casting swamp paste makes a handful of plucked 
  swamp muck into a magical healing salve. This healing 
  salve retains most of its power until it is discharged by 
  being applied to wounds or until the spell expires (it 
  must be kept moist while it is unused or it loses its po-
  tency and cannot be reconstituted, even so, for each day 
  that the paste goes unused, its healing power is reduced 
  by 1 point). If applied to a wound, swamp paste imme-
  diately cures 2d6 points of damage + 1 point per caster 
  level (maximum +10). In addition, swamp paste acts 
  like a limited version of remove disease against any one 
  disease inflicted by a source originating or associated 
  with swamps, bogs, marshes and the like. (If it is applied 
  to someone suffering from both a disease and hit point 
  damage, the paste affects both the damage and the dis-
  ease; the disease-removing ability of the paste is unaf-
  fected by the slow degradation of its other healing pow-
  er.) Unlike other healing spells, swamp paste has no 
  effect on undead. A single casting of swamp paste cre-
  ates only enough paste for one application, though, 
  thanks to its duration, someone could store several such 
  handfuls of curative muck in sealed containers for a few 
  days. 
   
  Swamp Rot
  Swamp Rot
  Swamp Rot
  Swamp Rot    
  School: Transmutation; Level: Druid 7, Inquisitor 6, 
  Magus 6, Sorcerer/Wizard 7, Witch 7 
  Casting Time: 1 standard action 
  Components: V, S, M (swamp) 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One living creature/2 levels, no two of which 
  may be more than 30 ft. apart; see text 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial (object); Spell Re-
  sistance: Yes 
  The natural decay of living, organic matter is accelerated 
  and all the targets of the spell must succeed on a Forti-
  tude save or have their tissue consumed by rapid decay. 
  Every creature takes 1d6 points of damage per caster 
  level (to a maximum of 20d6). Each creature making its 
  save is still affected, taking 3d6 points of damage. 
  Whether a creature succeeds or fails on its save, if it is 
  reduced to 0 or fewer hit points by this spell it is utterly 
  consumed by the rapid decay. In addition, for every 20 
  points of damage a creature suffers, it also suffers 1 
  point each of Strength, Dexterity and Charisma damage 
  (to a maximum of 6 points to each ability) from the se-
  verity of the decay to its tissue. 
  If the subjects of your spell are in marsh terrain when 
  swamp rot is cast, all the hit point damages are doubled 
  as the tendency of swamps to decompose matter accel-
  erates the decaying power of the spell. 
   
  Swamp Sense
  Swamp Sense
  Swamp Sense
  Swamp Sense    
  School: Transmutation; Level: Alchemist 2, Druid 2, 
  Ranger 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (the tongue of a swamp-dwelling 
  snake) 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level 
  You gain low-light vision (if you already have low-light 
  vision, you gain darkvision) and the scent special quali-
  ty, including the ability to track by scent. You receive a 
  +8 competence bonus on Perception checks involving 
  smell and a +4 competence bonus on Survival checks to 
  track using scent while in a swamp (or any marsh ter-
  rain). Because of your new sensitivity, you take a –2 
  penalty on saving throws against odor-related effects 
  such as the stench ability and stinking cloud. A creature 
  under the effects of swamp sense can detect poison 
  within a swamp (or any marsh terrain) by scent with a 
  DC 20 Perception check. 
   
  Terrain Anchor
  Terrain Anchor
  Terrain Anchor
  Terrain Anchor    
  School: Abjuration; Level: Cleric/Oracle 3, Druid 3, 
  Inquisitor 3, Ranger 3 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: 1 min./level 
  Saving Throw: None; Spell Resistance: Yes (object) 
  A brown ray shoots from your hand. You must make a 
  ranged touch attack to hit the target. Any creature or 
  object struck by the ray is covered with an invisible field 
  that completely blocks its ability to move out of the ter-
  rain type it currently occupies. A creature or object in 
  
   
  37 
   
  mixed terrain must remain in the same mix of terrain 
  types (someone in hills and forest must remain in ter-
  rain that is both hills and forest). For the duration, all 
  attempts to enter another terrain type fail regardless of 
  movement type (a target could use teleport to move 
  from one area of forest terrain to another, but could not 
  use it to move out of forest terrain). 
  Terrain anchor has no effect on creatures that are as-
  tral, ethereal or incorporeal. 
  If the target is in marsh terrain, then it is further re-
  stricted to either dry moor or watery swamp. 
   
  Torporific Bog
  Torporific Bog
  Torporific Bog
  Torporific Bog 
  School: Enchantment (compulsion); Level: Bard 2, 
  Druid 2, Ranger 2, Sorcerer/Wizard 2, Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M (a bit of bog muck) 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which may be 
  more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  Targets failing their save feel overwhelmed by lethargy. 
  They gain both the fatigued and the staggered condi-
  tions. 
  Targets in a bog or swamp continue to be afflicted by 
  either the fatigued or staggered condition (50% chance 
  for either) for 1d4 rounds after the feeling of lethargy 
  lifts when the spell ends. 
   
  Trees Reclaim the Land
  Trees Reclaim the Land
  Trees Reclaim the Land
  Trees Reclaim the Land    
  School: Transmutation; Level: Druid 9 
  Casting Time: 1 standard action 
  Components: V, S, DF 
  Range: See text 
  Area: 1 square mile/level; see text 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  You select a number of 1 square mile contiguous regions 
  (up to your caster level) of land; you must have at least 
  visited some space within each of the square miles and 
  you must be within any of the regions when you cast this 
  spell. This region becomes thick with forest; the trees 
  establish deep roots, shrubs and undergrowth appear, as 
  do vines, grasses, and all manner of other plants. If the 
  area selected is antithetical to forest life (such as deep 
  within a desert), the plants will persist as long as they 
  can, but will succumb to natural forces; if you choose a 
  region that is questionable (i.e. a deciduous forest in a 
  region more suited for a jungle), GM adjudication will 
  determine its ultimate fate. Anywhere where the plants 
  might survive, the region will take hold, attracting in-
  sects, animals, and whatever other life might find the 
  forest suitable. You may create a coniferous, deciduous, 
  jungle or swamp forest, or any other forest you know 
  well. 
  If all the square miles you select are of the same terrain, 
  and if the region is well-suited to the geography and 
  environment, the forest you create is particularly robust 
  and over the course of the next year attracts a great vari- 
   
   
   
  Trees Reclaim the Land 
   
  ety of creatures (magical or otherwise), consistent with 
  your alignment and reputation. 
   
  Unbound by Plants
  Unbound by Plants
  Unbound by Plants
  Unbound by Plants    
  School: Transmutation; Level: Bard 1, Cleric/Oracle 1, 
  Druid 1, Inquisitor 1, Ranger 1 
  Casting Time: 1 standard action 
  Components: V, S, M (a drop of oil) 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: None; Spell Resistance: No 
  The creature you touch becomes slick to plants and can-
  not be entangled by plants while protected by this spell. 
  In addition, plant creatures otherwise able to grapple 
  the subject find it more difficult to grasp. The subject 
  gains a +5 competence bonus to its combat maneuver 
  check, Combat Maneuver Defense, or Escape Artist 
  check to oppose a Combat Maneuver grapple check 
  made by a plant creature. Finally, it gains a +2 on Reflex 
  saves against effects caused by plants or plant creatures 
  that would restrict movement in any way. 
   
  Unholy Fog
  Unholy Fog
  Unholy Fog
  Unholy Fog    
  School: Transmutation [evil, water]; Level: Cler-
  ic/Oracle 4, Antipaladin 4 
  Casting Time: 1 standard action 
  Components: V, S, M (a flask of unholy water) 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Foggy region 20-ft. radius, 20 ft. high 
  Duration: 1 round/level 
  Saving Throw: None; Spell Resistance: No 
  Unholy fog creates a region of fog and converts the wa-
  ter within the fog in the area of effect into unholy water. 
  Each round on your turn, starting when you cast the 
  spell, the unholy fog deals 2d4 points of damage to each 
  good outsider creature within it. If the fog in the region 
  dissipates before the spell would otherwise end, the spell 
  ends. 
   
  Utilize Natural Cover
  Utilize Natural Cover
  Utilize Natural Cover
  Utilize Natural Cover    
  School: Abjuration; Level: Druid 1, Magus 1, Ranger 1 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  
   
  38 
   
  Target: You 
  Duration: 1 round/level 
  You gain the evasion ability while in forest or marsh 
  terrain provided you are wearing light armor, medium 
  armor, or no armor. 
   
  Vapor Dragon
  Vapor Dragon
  Vapor Dragon
  Vapor Dragon    
  School: Transmutation; Level: Cleric/Oracle 4, Druid 
  4, Sorcerer/Wizard 4 
  Casting Time: 10 minutes 
  Components: V, S, F (black or bronze dragon’s scale) 
  Range: Special 
  Target: Special 
  Duration: 10 min./level 
  Saving Throw: None; Spell Resistance: No 
  The energies of this spell are directed at vapors near a 
  body of water, which take on the form of an adult black 
  or bronze dragon under your control. This dragon has 
  partial substance and is capable of transporting up to 
  three Medium (or smaller) creatures on its back, just as 
  a regular dragon can; however, it cannot make attacks 
  and doesn’t possess a breath weapon. Whenever you are 
  unable to concentrate on controlling the actions of the 
  vapor dragon, it simply stops, hanging motionless de-
  spite winds or gravity, until you resume control or the 
  spell expires (whereupon the dragon vanishes). The va-
  por dragon flies with the speed and maneuverability of 
  an adult black or bronze dragon. To cast this spell, you 
  must have seen a real black or bronze dragon and be 
  outdoors, able to see vapors near a body of water. 
   
  Wall of Fog
  Wall of Fog
  Wall of Fog
  Wall of Fog    
  School: Evocation [water]; Level: Cleric/Oracle 2, 
  Druid 2, Magus 2, Sorcerer/Wizard 2, Summoner 2, 
  Witch 2 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a vial containing droplets 
  captured in fog) 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Wall up to 10 ft./level long and 5 ft./level high 
  (S) 
  Duration: 1 round/level 
  Saving Throw: None; see text; Spell Resistance: Yes 
  You cause a 2-foot thick wall of fog to appear. It blocks 
  line of sight but not line of effect. Because it blocks line 
  of sight, targets on the one side of the wall of fog have 
  total concealment from attacks made from the other side 
  (as the wall is only 2 feet wide, it is possible for the wall 
  to be between adjacent creatures). 
  If a creature occupies the same square as a square occu-
  pied by the wall of fog, that creature is treated as if in a 
  fog square whenever that would be relevant (subject to 
  GM adjudication). 
  The wall must be vertical, though you can shape it into 
  any continuous path along the ground. You can, for in-
  stance, create a cylinder around a space, effectively iso-
  lating and concealing a space. 
   
      
      
  Wary Wakefulness
  Wary Wakefulness
  Wary Wakefulness
  Wary Wakefulness 
  School: Enchantment (compulsion) [curse]; Level: 
  Bard 3, Cleric/Oracle 4, Druid 4, Magus 3, Sorcer-
  er/Wizard 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M/DF (a small gong) 
  Range: Touch 
  Area: 40-ft. radius emanating from the touched point 
  Duration: 1 hour/level 
  Saving Throw: Will negates; Spell Resistance: Yes 
  You touch the ground and send waves of magical energy 
  outward to the edges of the area of effect. For the dura-
  tion of the spell, anyone entering the area becomes more 
  wary of the dangers of the area and becomes less in-
  clined to be willing to sleep for fear of being attacked 
  while unwary. You (and any familiars or animal com-
  panions) are immune to this effect unless you leave and 
  then re-enter the area. Anyone failing their save be-
  comes inflicted with the madness insomnia affliction. 
  Insomnia 
  Type insanity; save Will; onset immediate; effect the 
  victim cannot rest or sleep; accruing penalties for fatigue 
  in addition to being unable to heal naturally. Even crea-
  tures such as elves that normally do not sleep are unable 
  to get a proper rest with which to re-energize to gain 
  spells or heal naturally. The creature becomes immune 
  to effects that would cause sleep such as a sleep or deep 
  slumber spell. 
  Anyone subject to wary wakefulness for more than 
  eight consecutive hours gains the exhausted condition, 
  regardless of whether those eight hours would normally 
  have been spent awake. 
  If you produce this effect in marsh terrain, anyone fail-
  ing their Will save begins to develop minor hallucina-
  tions and after an hour is treated as though subject to 
  mad hallucination until the sleeplessness from wary 
  wakefulness lifts. 
  Any of the following spells ends all the effects of wary 
  wakefulness: break enchantment, limited wish, miracle, 
  remove curse, or wish. 
   
  Witchflame Aura
  Witchflame Aura
  Witchflame Aura
  Witchflame Aura    
  School: Evocation [curse, light]; Level: Druid 3, Sor-
  cerer/Wizard 3, Witch 3 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Creatures and objects within a 10-ft.-radius burst 
  Duration: 1 min./level (D) 
  Saving Throw: None; see text; Spell Resistance: Yes 
  Witchflame aura functions like faerie fire with the dif-
  ferences mentioned here. The outline’s glow appears as 
  sickly green flames and the targets are sickened unless 
  they make a successful Fortitude save. The targets gain 
  vulnerability to fire and take half again as much damage 
  (+50%) from fire attacks of any sort. Any creature who 
  enters the square of, touches, or who attacks with a me-
  lee attack against, a creature subject to witchflame aura 
  must succeed on a Will save or also become subject to 
  the aura. 
   
  
   
  39 
   
  Creatures subject to witchflame aura are peculiarly like-
  ly to be targeted by will-o’-wisps whenever they are in or 
  near marsh terrain. Under such circumstances, each 
  round, on your turn, there is a 1% cumulative chance 
  that one or more will-o’-wisps will investigate (roll d12, 
  1-6: 1 will-o’-wisp, 7-9: 2 wisps, 10-11: 3 wisps, 12: 4 
  wisps). The will-o’-wisps will enter the area on your 
  turn, 60 ft. from a randomly chosen subject of the 
  witchflame aura and will attack as seems best to them 
  as circumstances dictate (though they are likely to target 
  creatures subject to the aura first). If any will-o’-wisps 
  investigate, then no more will investigate on this casting 
  of the spell. 
  The witchflame aura can be removed by a successful 
  casting of break enchantment, limited wish, miracle, 
  remove curse, or wish (though in the case of remove 
  curse the caster must touch the target which subjects the 
  caster to the possibility of being affected). 
   
  Yellow Musk Spray
  Yellow Musk Spray
  Yellow Musk Spray
  Yellow Musk Spray    
  School: Transmutation; Level: Druid 4, Sorcer-
  er/Wizard 4, Witch 4 
  Casting Time: 1 standard action 
  Components: V, S, M (yellow musk creeper pollen) 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous; see text 
  Saving Throw: Fort negates; Spell Resistance: Yes 
  Subjects failing their save against the spray produced 
  from this spell are nauseated for 1 round per caster level. 
  Nauseated creatures are unable to attack, cast spells, 
  concentrate on spells, or do anything else requiring at-
  tention. The only action such a creature can take is a 
  single move action per turn. For each round after the 
  first that a target is nauseated, it suffers 1 point of Intel-
  ligence damage (no target’s Intelligence may be reduced 
  below 1 by this spell). Each round, on its turn, a nause-
  ated creature has a 50% chance of vomiting. The crea-
  ture vomits both into its own space and into a randomly 
  selected adjacent square. Any creature (other than the 
  one vomiting) in a square into which a subject of yellow 
  musk spray vomits is affected as if newly affected by 
  yellow musk spray (i.e. it must make a Fort save or be 
  nauseated for 1 round per caster level of the spell). After 
  each time a creature vomits, that creature is allowed 
  another saving throw to end the effect of the spell. Once 
  someone succeeds on a Will save against yellow musk 
  spray or any of the vomit effects, it is immune to the 
  effects of this casting of the spell. 
  While a creature is subject to yellow musk spray, if its 
  Intelligence score is reduced to 5 or lower, its speed is 
  halved and, each round, if it moves, it moves in a ran-
  dom direction. A creature that dies while still nauseated 
  must attempt a new Fortitude save at the moment it 
  dies; if it fails this save, the body is infested by yellow 
  musk pollen and, if not attended to properly, will give 
  rise to a yellow musk creeper in 2d6 days. 
   
  Zone of Nature
  Zone of Nature
  Zone of Nature
  Zone of Nature    
  School: Abjuration; Level: Druid 7 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 20-ft.-radius emanation 
  Duration: 10 min./level (D) 
  Saving Throw: None or Will; see text; Spell Re-
  sistance: Yes 
  Only natural objects (i.e. not created, magically or oth-
  erwise) and natural creatures may enter the emanation 
  area. Non-natural objects in the emanation area when 
  zone of nature is cast remain, though if they are re-
  moved from the area they cannot be brought back into 
  the area. From the outside, the barrier produced by zone 
  of nature is as powerful as a wall of force insofar as its 
  ability to prevent created objects from entering. Natural 
  creatures include creatures with the animal, humanoid, 
  plant and vermin creature types. All other creatures may 
  not enter the zone unless their spell resistance over-
  comes the spell. If a non-natural creature is in the ema-
  nation area when zone of nature is cast, if must succeed 
  on a Will save to remain in the area; if it fails its save, it 
  may take no actions other than those aimed at removing 
  it from the zone (normal movement, teleportation, or 
  any means of egress are permitted). 
  For example, a normally-dressed person would be una-
  ble to move into the zone because its clothing, weapons, 
  etc. would be barred; however, that individual could 
  remove a glove, roll up a sleeve, and reach into the area. 
  Someone could throw a stone into the area, but not a 
  nail; a naturally occurring, uncut gem can pass through 
  the barrier, as could a nugget of mined gold, but a 
  worked golden ring with a gem in a setting could not. 
   
  Zone of Nature, Greater
  Zone of Nature, Greater
  Zone of Nature, Greater
  Zone of Nature, Greater    
  School: Abjuration; Level: Druid 9 
  Casting Time: 24 hours 
  Components: V, S 
  Range: Touch 
  Area: Up to 100-ft. radius from the touched point 
  Duration: Instantaneous 
  Saving Throw: None; see text; Spell Resistance: No 
  Except as noted, this spell duplicates zone of nature. 
  Note that, short of being dispelled, the zone remains in 
  place forever. You may only establish one such zone; if 
  you cast greater zone of nature while one is already in 
  effect, as soon as the casting time of the new zone is 
  complete, the first zone returns to normal. You may 
  produce any number of zones from zone of nature sim-
  ultaneously with having a single greater zone of nature 
  in place. 
   
   
  
   
   
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  5.Representation of Authority to Contribute: If You are contributing original material 
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  Open Content is the designated as follows: Spell Listings and Spell Descriptions, 
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  13 Termination: This License will terminate automatically if You fail to comply with all 
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  14 Reformation: If any provision of this License is held to be unenforceable, such 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000–2005, Wizards of the Coast, Inc. d20 
  System Reference Document Copyright 
  2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary 
  Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR. 
  Monte Cook’s Arcana Evolved, Copyright 2005 Monte J. Cook. 
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide, Copyright 2003 
  Monte J. Cook. 
  The Diamond Throne, Copyright 2003 Monte J. Cook. 
  Monte Cook’s Arcana Unearthed, Copyright 2003 Monte J. Cook. 
  Legacy of the Dragons, Copyright 2004 Monte J. Cook. 
  Mystic Secrets: The Lore of Word and Rune, Copyright 2004 Monte J. Cook. 
  Akashic Nodes: The Home of Memory, Copyright 2005 Justin D. Jacobson. 
  Wild Spellcraft Copyright, 2002 ENWorld. 
  Castlemourn Campaign Setting Copyright 2007, Margaret Weis Productions, Ltd. 
  E.N. Guild – Monster Hunters’ Guild, Copyright 2005, E.N. Publishing; Author Aeryn 
  Rudel. 
  Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author 
  Chris Aylott. 
  Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith Baker, 
  Adam Bank, Chris Jones, Scott Reeves, and Elton Robb. 
  Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author Keith 
  Baker. 
  Fading Suns: D20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and 
  Andy Harmon. 
  D20 Modern System Reference Document, Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, Kurt 
  Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Brian Patterson, Scott 
  Stoecker, Wil Upchurch. 
  Love and War, Copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart. 
  Monte Cook’s Arcana Unearthed, Copyright 
  2003, Monte J. Cook. 
  Poisoncraft: The Dark Art, Copyright 2004, 
  Justin D. Jacobson. 
  Skreyn’s Register: The Bonds of Magic, Vol. 1: 
  Cabal and Skreyn’s Register: The Bonds of Magic,Vol. 2: The Faithful Copyright 2002 
  Sean K Reynolds. All rights reserved. 
  The Book of Eldritch Might, Book of Eldritch Might II: Songs and Souls of Power, and 
  Book of Eldritch Might III: The Nexus Copyright 2001, 2002 Monte J. Cook. All rights 
  reserved. 
  50 New Ways to turn things into other things: Transmutation 
  copyright Silven Publishing and Matthew J. Hanson. 
  50 New Ways to Blow Things Up: Evocation copyright Silven 
  Publishing and Matthew J. Hanson. 
  Curses! Copyright ©2002 Kosala Ubayasekara. All Rights Reserved. 
  Author Eytan Bernstein 
  Encyclopedia Arcane: Necromancy - Beyond the Grave Copyright 2001, Mongoose 
  Publishing. 
  The Compleat Librum of Gar.Udok.s Necromantic Artes Copyright 2002, Ambient 
  Inc.; Authors M Jason Parent, Denise Robinson, Chester Douglas II 
  Encyclopaedia Arcane: Necromancy . Beyond the Grave Copyright 2001, Mongoose 
  Publishing. 
  Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc. 
  Joe.s Book of Enchantment Copyright 2002, Joseph Mucchiello, Jr. Published by 
  Throwing Dice Games. 
  Plexus - Potent Portals Copyright 2002 Mark Alexander Clover. Plexus -Open Spells 
  Collection Copyright 2002 Mark Alexander Clover. 
  Interludes: Brief Expeditions to Bluffside Copyright 2001, 
  Thunderhead Games, Inc., and Mystic Eye Games, LLC. 
  Bluffside: City on the Edge Copyright 2002, Thunderhead Games, Inc., and Mystic Eye 
  Games, LLC. 
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on 
  NPC-named spells from the Player’s Handbook that were renamed in the System 
  Reference Document. The Compendium can be found on the legal page of 
  www.necromancergames.com. 
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick 
  Lawinger, Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey 
  W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter 
  Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, 
  Robert Hunter, Al Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael 
  Proteau, Greg Ragland, Gary Schotter, Joe Walmsley, and Bill Webb. 
  Oathbound: Mysteries of Arena, Copyright 2004, Bastion Press 
  Wildwood, Copyright 2004, Bastion Press, Inc. 
  Minions: Fearsome Foes, Copyright 2001, Bastion Press 
  Oathbound: Domains of the Forge, Copyright 2002, Bastion Press 
  Oathbound: Arena, Copyright 2004, Bastion Press 
  Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press 
  Pantheon and Pagan Faiths ©2004 Mystic EyeGames. 
  Advanced Player's Guide, Player's Guide to Monks and Paladins, Relics & Rituals: Excalibur, 
  Relics & Rituals: Olympus, and Strange Lands: Lost Tribes of the Scarred Lands all ©2004 
  White Wolf Inc. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  The Great City Player’s Guide © by Øone Roleplaying Games 
  1001 Spells Copyright 2011 Steven D. Russell; Author Steven D. Russell 
  101 Swamp Spells Copyright 2014 Steven D. Russell: Author David Paul * 
  
  Never cast the same spell twice! 
  
  You know you want to play a DRAGON! 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/101 Series/101 Swamp Spells.pdf