TEXT: AsiAn spell 
  Compendium
  AsiAn spell 
  Compendium
  
  AsiAn spell Compendium
  AsiAn spell Compendium
  
  Asain Spell Complendium © 2017, Legendary 
  Games; Author: Jason Nelson,
  ISBN-13: 978-1542355896
  ISBN-10: 1542355893
  First printing January 2017
  Printed in USA.  
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Authors: Jason Nelson
  Editing and Development: Jason Nelson
  Artists: William Hendershot, Michael Jaecks, James Krause, Matthew Manghi, Daniel 
  Robinett, Steve Wood
  Design and Layout: Daniel Marshall
  Legendary Games Team Members: Alex Augunas, Clinton J. Boomer, Robert 
  Brookes, Benjamin Bruck, Paris Crenshaw, Matthew Goodall, Jim Groves, Amanda 
  Hamon Kunz, Thurston Hillman, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, 
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  Shel, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda 
  Zayas-Palmer, and Clark Peterson
  Publisher: Jason nelson
  Executive Partner: neil spicer
  Business Director: rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs, Jason Bulmahn, and the 
  Paizo staff for their excellent Jade Regent Adventure Path.
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  Open Game License v 1.0a  © 2000, Wizards of the 
  Coast, Inc.
  Asian Spell Compendium © 2017, Legendary Games; 
  Author Jason Nelson.
  System Reference Document. © 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  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 
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  Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Pathfinder Roleplaying Game Advanced Class Guide. © 
  2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
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  Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K 
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ 
  Taylor.
  Pathfinder 
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  Pathfinder Roleplaying Game Advanced Race Guide. © 
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  Pathfinder Roleplaying Game Core Rulebook. © 2009, 
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  Table of ConTenTs
  Table of ConTenTs
  IntroductIon �����������������������������������������������������3
  AlphAbetIcAl Spell lISt ���������������������������������������3
  SpellS by clASS And level  ����������������������������������4
  SpellS by School, SubSchool, And deScrIptor �������5
  Spell deScrIptIonS ����������������������������������������������6
  
  1
  Welcome to Adventure 
  PAth Plug-Ins!
  Welcome to Adventure 
  PAth Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign 
  play for use with Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo 
  at the top of a Legendary Games product, you can expect it is designed to fit directly with the themes 
  of a particular Adventure Path campaign. The all-star team of designers here at Legendary Games 
  is committed to bringing you—the busy GM or player—the absolute best third party support for 
  your Pathfinder campaign. To deliver on that commitment, we’ve assembled the best of the best of 
  current gaming authors, designers and layout experts so that you can feel comfortable that Legendary 
  Games products will be the most creative, rules-legal and well-designed content you can find. Though 
  Adventure Path Plug-Ins all share a theme with a specific Adventure Path campaign, they are designed 
  to be easily incorporated into your home game regardless of what campaign you may be running. 
  hey, WhAt’S WIth the nAmeS?
  You will see us use phrases such as “Far East Adventure Path” instead of the title of the most recent 
  Adventure Path. Or, you may see us use names such as the “Destined Empress,” the “Elven Protector,” 
  the “Caravan Master,” the “Mystic Seer,” or even the “Emerald Shogun” or “Goddess of Love” instead 
  of the proper names of specific characters or places from those adventures or gods from the world 
  setting. While we can create compatible products under the Open Game License, we still have to be 
  respectful of certain content Paizo owns. Because we want to be very respectful of their content and 
  work in partnership with them, we use these “replacement phrases.” Plus, this helps the product have 
  a more general appeal to those who may be running a home campaign that fits the same themes. 
  In any event, we are 100% confident you know what we are talking about and will have no problem 
  making the required connection. So, enjoy this adventure to supplement your “Far East Adventure 
  Path,”  helping the “Destined Empress” claim her birthright in the “Eastern Kingdoms.” See, that 
  wasn’t so hard, was it?
  About legendAry gAmeS
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of 
  Necromancer Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you 
  the best expansion material for your game. We are gamers and storytellers first, and we believe that 
  passion shows in our products. So check us out, and Make Your Game Legendary! 
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  SpecIAl electronIc FeAtureS
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the 
  official Pathfinder Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally 
  didn’t link to it unless the rule is an obscure one. The point is not to supersede the game books, but 
  rather to help support you, the player, in accessing the rules, especially those from newer books or that 
  you may not have memorized.
  
  2
  The Asian Spell Compendium brings you 110 amazing new magical spells inspired 
  by the mysteries of the Orient, from the frozen tundra and boreal forests of the far 
  north to the serpent jungles of the south. Drawing from the myths, legends, and 
  lore of China, Japan, India, Southeast Asia, Siberia, and more, you’ll find tons of 
  new spells for every school and 20 spellcasting classes, from ancestral wrath to word 
  of pain and all spells in between. You’ll see offensive spells like flame shuriken, tiger 
  trap, and blessed jade strike and defensive incantations like spirit ward, toad’s kiss, 
  and sublime detachment, from minor magics like awful apparition, drowsy fireflies, 
  and punji pit to mighty enchantments like divine wind, rain of sacred lotus petals, terra 
  cotta legion, and the deadly marvelous chopsticks. Whether you favor arcane, divine, 
  or psychic spells, tapping the power of elements or magic of the mind, you’ll find 
  an incredible array of new and inventive spells perfect for introduction into an 
  all-Asian campaign or one that simply draws a bit here and there from the magic 
  and mystery of the unapproachable east. 
  The Legendary Games tradition is to combine rich story and background, 
  innovative layout, beautiful aesthetics, and excellence in design that is second to 
  none, allowing you to enliven and enrich your campaign in amazing and exciting 
  ways. This product is the latest in that tradition, and we hope you enjoy using it 
  as much as we enjoyed making it. Game on! 
  What you Will find 
  inside the asian spell 
  Compendium:
  What you Will find 
  inside the asian spell 
  Compendium:
  
  3
  IntroductIon
  Roleplaying games that dabble in Asian themes often 
  focus on familiar movie tropes of martial arts and military 
  leaders, from armored and honorable samurai and shoguns 
  to swift and stealthy monks and ninjas. The magic of the 
  Far East sometimes gets shorter shrift, however, relegated 
  to the background of the campaign in the form of ancient 
  scrolls and inscrutable inscriptions, or magical creatures 
  such as imperial dragons and fiery phoenixes. This 
  book is an effort to remedy that discrepancy, presenting 
  101 amazing Asian-inspired spells for virtually every 
  spellcasting class in the Pathfinder Roleplaying Game, helping 
  you to introduce an Asian flair into the spells and secrets 
  of the Far East for characters whether they hail from the 
  Occident or the Orient. Whether you want potent elemental 
  evocations, spirit summoning and communion, magical 
  words of creation, or elegant illusions, you’ll find a vast 
  array of exciting options. You can introduce these into your 
  campaign a few at a time, placing them within scrolls or 
  wands your heroes find left behind by enemies with ties to 
  your campaign’s Asian equivalent, or introduced to them 
  by expansive magical tomes or mysterious mystic trainers 
  and tutors. 
  Optional Rule: To represent the exotic nature of these 
  spells in the campaign world, you may choose to increase 
  the DC of Spellcraft checks by 5 on checks made to identify 
  these spells, learn them from a spellbook, or identify a spell-
  completion or spell-trigger magic item using Asian spells. 
  This DC increase might be reduced to 2 for characters 
  trained in Knowledge (local) or Linguistics to reflect their 
  broader knowledge of world cultures, languages, and 
  traditions, or eliminated entirely for characters who spend 
  at least a month in Asian lands. 
  AlphAbetIcAl Spell lISt
  ancestral wrath
  army of servants
  artesian spring
  awakened from death
  awful apparition
  backbiting blow
  banishing blade
  blackblade katana
  bleeding fire
  blessed jade strike
  bo of the river
  centering form
  chameleon skin
  charm ward
  circle aflame
  cloud barge
  clouds of radiance
  cobra spit
  colossus
  commune with spirits
  compulsory conversion
  consuming fire
  creeping shadow
  dagger of deception
  dancing weapon
  discern curse
  distant accuracy
  divine wind
  drowsy fireflies
  fault line
  flame shuriken
  flood tide
  focusing form
  frost chakram
  ghostly glow
  glory of the chrysanthemum throne
  greater diminution
  hail of needles
  herald wind
  hide from enemies
  inscribed enemy
  irresistible onslaught
  jade prison
  koan of castigation
  koan of rebuke
  koan of rest
  koan of vulnerability
  lightning lance
  lizard scales
  magnetic ray
  manifold selves
  marvelous chopsticks
  meltwater
  merciful mandate
  mist ladder
  one with the shadows
  open mind
  paper vessel
  peaceful sutra
  phoenix wings
  poisoned needles
  profound advice
  punji pit
  purifying mist
  putrid pit
  rain of sacred lotus petals
  remove fatigue
  repel elementals
  rising sun
  rotting grasp
  scaly barrier
  scarf of slashing steel
  see shapechangers
  seize the heart
  sense harmony
  severing scarf
  shapechanging reversion
  shroud of the gaki
  silk self
  snake arrows
  snake mother’s kiss
  soulpiercer
  spew sleet
  spirit split
  spirit trance
  spirit ward
  steaming breath
  steelskin
  sublime detachment
  substitutionary idol
  
  4
  sustenance
  symbol of life
  tamer’s whip
  tangle scarf
  tengu fan
  terra cotta legion
  terra cotta lions
  tetsubo of the mountain
  tiger trap
  toad’s kiss
  transfixion circle
  unfortunate origami
  wall of bamboo
  warning bell
  weakening touch
  wind yari
  withering touch
  word of pain
  Bloodrager Spells
  1st-remove fatigue; 2nd-magnetic ray, punji pit, shroud of the 
  gaki; 3rd-putrid pit, see shapechangers, seize the heart, snake 
  mother’s kiss; 4th-irresistible onslaught, steelskin.
  Cleric Spells
  1st-charm ward, inscribed enemy, koan of vulnerability, remove 
  fatigue, sense harmony, spirit trance; 2nd-ancestral wrath, 
  artesian spring, shroud of the gaki, spirit ward, warning bell; 
  3rd-discern curse, focusing form, hide from enemies, koan of 
  castigation, koan of rebuke, merciful mandate, snake mother’s kiss, 
  substitutionary idol; 4th-awakened from death, blessed jade strike, 
  commune with spirits, dancing weapon, koan of rest, scaly barrier, 
  see shapechangers, steelskin, sustenance; 5th-clouds of radiance, 
  peaceful sutra, profound advice, purifying mist, weakening touch; 
  6th-banishing blade, centering form, rising sun, soulpiercer, symbol 
  of life; 7th-jade prison, rain of sacred lotus petals, withering touch; 
  8th-compulsory conversion, divine wind, sublime detachment; 
  9th-glory of the chrysanthemum throne.
  Druid Spells
  1st-lizard scales, meltwater, remove fatigue, sense harmony; 2nd-
  artesian spring, bo of the river, chameleon skin, circle aflame, cobra 
  spit, lightning lance, punji pit, tetsubo of the mountain, wind yari; 
  3rd-focusing form, putrid pit, rotting grasp, snake mother’s kiss; 
  4th- repel elementals, scaly barrier, sustenance, tiger trap, wall of 
  bamboo; 5th-purifying mist; 6th-centering form, flood tide, rising 
  sun, shapechanging reversion; 7th-rain of sacred lotus petals; 
  8th-cloud barge, divine wind; 9th-consuming fire, glory of the 
  chrysanthemum throne.
  Inquisitor Spells
  1st-charm ward, inscribed enemy, koan of vulnerability, sense 
  harmony, spirit trance; 2nd-awful apparition, koan of rebuke, 
  merciful mandate, open mind, spirit ward, tamer’s whip; 3rd- 
  discern curse, focusing form, koan of castigation, see shapechangers, 
  word of pain; 4th-seize the heart; 5th-profound advice; 6th-
  soulpiercer.
  Magus Spells
  1st-backbiting blow, distant accuracy, hail of needles, inscribed 
  enemy, lizard scales, remove fatigue, scarf of slashing steel; 2nd-bo 
  of the river, circle aflame, flame shuriken, frost chakram, lightning 
  lance, magnetic ray, one with the shadows, tamer’s whip, tangle 
  scarf, tetsubo of the mountain, wind yari; 3rd-dancing weapon, 
  fault line, snake mother’s kiss, tengu fan; 4th-blessed jade strike, 
  dagger of deception, irresistible onslaught, poisoned needles, snake 
  arrows, steelskin; 5th-weakening touch; 6th-blackblade katana, 
  jade prison, severing scarf.
  Medium Spells
  1st-ghostly glow, sense harmony, spirit trance; 2nd-ancestral 
  wrath, spirit ward; 3rd-commune with spirits, discern curse; 4th-
  soulpiercer, spirit split.
  Mesmerist Spells
  1st-charm ward, sense harmony; 2nd-merciful mandate, open 
  mind; 3rd-hide from enemies, see shapechangers; 4th-profound 
  advice; 5th-transfixion circle.
  Occultist Spells
  1st-ghostly glow, spirit trance; 2nd-ancestral wrath, awful 
  apparition, one with the shadows, shroud of the gaki, spirit ward; 
  SpellS by clASS And level 
  Alchemist Extracts
  1st-remove fatigue; 2nd-chameleon skin, cobra spit, frost chakram, 
  shroud of the gaki, spew sleet, toad’s kiss; 3rd-see shapechangers, 
  snake mother’s kiss, steaming breath, sustenance; 4th-bleeding fire, 
  steelskin; 6th-manifold selves, shapechanging reversion, silk self.
  Antipaladin Spells
  1st-backbiting blow; 2nd-awful apparition, one with the shadows, 
  open mind, shroud of the gaki, toad’s kiss; 3rd- seize the heart, 
  word of pain; 4th-creeping shadow, dagger of deception, irresistible 
  onslaught, steelskin.
  Bard Spells
  1st-charm ward, remove fatigue, scarf of slashing steel; 2nd-awful 
  apparition, merciful mandate, one with the shadows, open mind, 
  tangle scarf; 3rd-dancing weapon, see shapechangers, tengu fan; 
  4th-herald wind; 6th-rain of sacred lotus petals, severing scarf.
  
  5
  3rd-commune with spirits, discern curse, see shapechangers, 
  substitutionary idol; 4th-blessed jade strike, dagger of deception, 
  seize the heart; 5th-creeping shadow, soulpiercer, spirit split; 6th-
  jade prison.
  Paladin Spells
  1st-charm ward, inscribed enemy, remove fatigue; 2nd-koan of 
  rebuke, merciful mandate, warning bell; 3rd-dancing weapon, 
  hide from enemies, koan of rest; 4th-blessed jade strike, clouds 
  of radiance, irresistible onslaught, peaceful sutra, purifying mist, 
  steelskin.
  Psychic Spells
  1st-sense harmony, spirit trance; 2nd-merciful mandate, open 
  mind, spirit ward; 3rd-focusing form, hide from enemies; 4th-
  commune with spirits; 5th-transfixion circle; 6th-centering form; 
  8th- sublime detachment.
  Ranger Spells
  1st-distant accuracy, inscribed enemy, koan of vulnerability, lizard 
  scales, meltwater, punji pit, remove fatigue; 2nd-chameleon skin, one 
  with the shadows, putrid pit, tamer’s whip, warning bell; 3rd-koan 
  of rest, scaly barrier, sustenance; 4th-tiger trap, wall of bamboo.
  Shaman Spells
  1st-charm ward, ghostly glow, koan of vulnerability, lizard scales, 
  meltwater, mist ladder, remove fatigue, sense harmony, spirit 
  trance; 2nd-ancestral wrath, artesian spring, chameleon skin, 
  circle aflame, drowsy fireflies, shroud of the gaki, spirit ward; 3rd-
  commune with spirits, fault line, hide from enemies, phoenix wings, 
  see shapechangers, snake mother’s kiss, substitutionary idol; 4th-
  awakened from death, bleeding fire, koan of rest, repel elementals, 
  scaly barrier, sustenance, wall of bamboo; 5th-profound advice, 
  snake arrows, spirit split; 6th-flood tide, soulpiercer; 7th-rain 
  of sacred lotus petals; 8th-cloud barge, divine wind, greater 
  diminution; 9th-colossus, glory of the chrysanthemum throne.
  Sorcerer/Wizard Spells
  1st-backbiting blow, charm ward, distant accuracy, ghostly glow, 
  hail of needles, meltwater, mist ladder, scarf of slashing steel, spirit 
  trance; 2nd-chameleon skin, circle aflame, drowsy fireflies, flame 
  shuriken, frost chakram, lightning lance, magnetic ray, one with 
  the shadows, punji pit, shroud of the gaki, spirit ward, tamer’s 
  whip, tangle scarf, tetsubo of the mountain, toad’s kiss, wind yari; 
  3rd-fault line, focusing form, open mind, phoenix wings, putrid 
  pit, rotting grasp, snake mother’s kiss, tengu fan; 4th-commune 
  with spirits, dancing weapon, discern curse, repel elementals, scaly 
  barrier, see shapechangers, seize the heart, steaming breath, wall 
  of bamboo; 5th-army of servants, clouds of radiance, creeping 
  shadow, dagger of deception, herald wind, poisoned needles, tiger 
  trap, unfortunate origami; 6th-banishing blade, centering form, 
  paper vessel, shapechanging reversion, soulpiercer, terra cotta 
  lions, transfixion circle; 7th-blackblade katana, manifold selves, 
  severing scarf, silk self, withering touch; 8th-cloud barge, greater 
  diminution; 9th-colossus, consuming fire, marvelous chopsticks, 
  terra cotta legion.
  Spiritualist Spells
  1st-ghostly glow, sense harmony, spirit trance; 2nd-ancestral 
  wrath, spirit ward; 3rd-commune with spirits, discern curse; 5th-
  clouds of radiance, soulpiercer, spirit split.
  Summoner Spells
  1st-spirit trance; 2nd-spirit ward; 3rd-repel elementals; 4th-tiger 
  trap; 5th-banishing blade.
  Witch Spells
  1st-backbiting blow, charm ward, ghostly glow, hail of needles, 
  lizard scales, mist ladder, scarf of slashing steel, spirit trance; 2nd-
  ancestral wrath, awful apparition, cobra spit, drowsy fireflies, frost 
  chakram, lightning lance, one with the shadows, shroud of the gaki, 
  spew sleet, spirit ward, tangle scarf, toad’s kiss; 3rd-commune with 
  spirits, discern curse, fault line, focusing form, open mind, phoenix 
  wings, rotting grasp, see shapechangers, snake mother’s kiss, 
  substitutionary idol; 4th-awakened from death, bleeding fire, repel 
  elementals, scaly barrier, seize the heart, steaming breath, word of 
  pain; 5th-army of servants, creeping shadow, dagger of deception, 
  poisoned needles, snake arrows, spirit split, unfortunate origami, 
  weakening touch; 6th-centering form, flood tide, shapechanging 
  reversion, soulpiercer, transfixion circle; 7th-blackblade katana, 
  manifold selves, severing scarf, withering touch; 8th-greater 
  diminution; 9th-colossus, consuming fire.
  SpellS by School, SubSchool, 
  And deScrIptor
  Abjuration School: banishing blade, centering form, charm 
  ward, focusing form, hide from enemies, purifying mist, remove 
  fatigue, repel elementals, scaly barrier, shapechanging reversion, 
  spirit ward, sublime detachment, substitutionary idol
  Conjuration: army of servants, artesian spring, awakened 
  from death, bo of the river, cloud barge, clouds of radiance, cobra 
  spit, creeping shadow, drowsy fireflies, flood tide, glory of the 
  chrysanthemum throne, hail of needles, koan of rest, manifold 
  selves, poisoned needles, rain of sacred lotus petals, snake arrows, 
  steaming breath, symbol of life, tengu fan, terra cotta legion, terra 
  cotta lions, tetsubo of the mountain, tiger trap, wall of bamboo, 
  wind yari
  (creation): army of servants, artesian spring, bo of the river, 
  cloud barge, clouds of radiance, cobra spit, creeping shadow, flood 
  tide, glory of the chrysanthemum throne, hail of needles, manifold 
  selves, poisoned needles, rain of sacred lotus petals, snake arrows, 
  tengu fan, terra cotta legion, terra cotta lions, tetsubo of the 
  mountain, tiger trap, wall of bamboo, wind yari
  (healing): awakened from death, koan of rest, symbol of life
  Divination: commune with spirits, discern curse, see 
  shapechangers, sense harmony, spirit trance, warning bell
  Enchantment: compulsory conversion, merciful mandate, open 
  mind, peaceful sutra, profound advice, transfixion circle
  Evocation: circle aflame, consuming fire, flame shuriken, 
  koan of castigation, koan of rebuke, lightning lance, marvelous 
  chopsticks, rising sun, spew sleet, tamer’s whip
  Illusion: awful apparition, chameleon skin, one with the shadows
  (glamer): awful apparition, chameleon skin, one with the shadows
  Necromancy: ancestral wrath, blackblade katana, bleeding 
  fire, dagger of deception, ghostly glow, koan of vulnerability, seize 
  the heart, shroud of the gaki, soulpiercer, spirit split, toad’s kiss, 
  withering touch, word of pain
  Transmutation: backbiting blow, blessed jade strike, colossus, 
  dancing weapon, distant accuracy, divine wind, fault line, greater 
  diminution, herald wind, inscribed enemy, irresistible onslaught, 
  
  6
  jade prison, lizard scales, magnetic ray, meltwater, mist ladder, 
  phoenix wings, punji pit, putrid pit, rotting grasp, scarf of slashing 
  steel, severing scarf, snake mother’s kiss, steelskin, sustenance, 
  tangle scarf, unfortunate origami, weakening touch
  [air]: cloud barge, divine wind, herald wind, mist ladder, 
  purifying mist, repel elementals, wind yari
  [cold]: frost chakram, spew sleet
  [curse]: dagger of deception, koan of vulnerability
  [darkness]: creeping shadow
  [death]: seize the heart
  [disease]: putrid pit
  [earth]: fault line, punji pit, putrid pit, repel elementals, terra 
  cotta legion, terra cotta lions, tetsubo of the mountain
  [electricity]: lightning lance
  [fear]: awful apparition, ghostly glow
  [fire]: bleeding fire, circle aflame, consuming fire, flame shuriken, 
  phoenix wings, repel elementals, steaming breath
  [force]: marvelous chopsticks, tamer’s whip
  [good]: blessed jade strike, glory of the chrysanthemum throne, 
  jade prison, rain of sacred lotus blossoms
  [language-dependent]: compulsory conversion, profound advice
  [light]: clouds of radiance, rising sun
  [metal]: backbiting blow, dancing weapon, distant accuracy, 
  magnetic ray, scarf of slashing steel, severing scarf, steelskin, tangle 
  scarf, tengu fan
  [mind-affecting]: awful apparition, compulsory conversion, 
  ghostly glow, merciful mandate, open mind, profound advice, 
  transfixion circle
  [pain]: word of pain
  [poison]: cobra spit, poisoned needles, snake arrows, snake 
  mother’s kiss, toad’s kiss
  [sonic]: koan of castigation, koan of rebuke
  [water]: artesian spring, bo of the river, flood tide, meltwater, 
  repel elementals, steaming breath
  [wood]: backbiting blow, dancing weapon, distant accuracy, 
  punji pit, putrid pit, rotting grasp, wall of bamboo
  Spell deScrIptIonS
  AncestrAl WrAth
  School necromancy; Level cleric 2, medium 2, occultist 2, 
  shaman 2, spiritualist 2, witch 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You call forth the spirit of one of your ancestors, rebuking 
  an opponent for their misdeeds and invoking this ancestral 
  spirit to administer divine punishment. The spirit streaks 
  towards the target, automatically hitting and dealing 1d6 
  points of damage per two caster levels (maximum 5d6), or 
  1d6 points of damage per caster level (maximum 10d6) to 
  undead. Ancestral wrath deals full damage to incorporeal 
  undead, and any undead creature failing its save against the 
  spell is treated as shaken for 1 round.
  Army Of servAnts
  School conjuration (creation); Level sorcerer/wizard 5, 
  witch 5
  Casting Time 1 standard action
  Components V, S, M (a stick with many lengths of knotted 
  thread attached to it)
  Range medium (100 ft. + 10 ft./level)
  Effect 2d6 unseen servants + 1 per caster level (maximum +15)
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  You create a small army of unseen servants that serve at your 
  direction. They can perform any task an unseen servant can 
  perform, but you also may direct them to perform basic 
  labor as though they had a number of ranks in any one 
  Craft or Profession skill equal to one-half your caster level. 
  All members of the army of servants gain ranks in the same 
  skill. Any members of the army of servants that move beyond 
  the spell’s range from your location wink out of existence. 
  ArtesiAn spring
  School conjuration (creation) [water]; Level cleric 2, druid 
  2, shaman 2
  Casting Time 1 minute
  Components V, S, F (a wooden staff or bamboo cane)
  Range touch
  Effect a spring of fresh water
  Duration permanent
  Saving Throw none; Spell Resistance no
  You create a spring of pure, fresh water bubbling forth from 
  an area of natural rock or earth you strike with the focus 
  item, producing a flow of 1d6 gallons of cool potable water 
  each hour. You cannot create an artesian spring in a building 
  or an area of worked stone, nor can you create an artesian 
  spring within 1 mile of an existing artesian spring.
  AWAkened frOm deAth
  School conjuration (healing); Level cleric 4, shaman 4, witch 4
  Casting Time 10 minutes
  Components V, S, M (a white shawl or prayer cloth and 
  incense)
  Range touch
  Targets one dead creature
  Duration 1 day/level
  Saving Throw none; Spell Resistance no
  This spell functions like raise dead, but while its body is 
  restored the target is not fully brought back to life. Its body 
  ceases to decay, as gentle repose, and like that spell time spent 
  awakened from death does not count against the time limit on 
  bringing a creature back from the dead. While reanimated 
  by this spell, the target hovers on death’s door, able to take 
  only a single move action each round and unable to attack, 
  cast spells, or activate magic items. It can be wounded and 
  healed, but its maximum hit points can never exceed 1 hit 
  point per Hit Die it possesses. Increases to its Constitution 
  score cannot increase its hit points, though the target can 
  benefit from effects that grant temporary hit points. 
  The target’s mind is clouded while awakened from death, 
  as if feebleminded. While the target can speak, its memory is 
  confused and disjointed, with great difficulty remembering 
  even basic details of its past life. A heal, limited wish, or 
  restoration spell can restore the target’s memories and 
  intellect, but its physical state can be restored only by 
  returning it fully to life with raise dead or a similar effect.
  
  7
  AWful AppAritiOn
  School illusion (glamer) [fear, mind-affecting]; Level 
  antipaladin 2, bard 2, inquisitor 2, occultist 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You shroud the target’s face with a horrible and terrifying 
  mask of monstrous mien, with coloration and features as 
  described by you (though you cannot duplicate the appearance 
  of any specific creature), causing its own allies to react with 
  fear and revulsion. The target is unaware of the illusion and 
  you and your allies perceive the illusory nature of the target’s 
  appearance and are not disturbed suffer no ill effects, but any 
  other creature within 10 feet of the target must succeed on a 
  Will save or become shaken as long as they have line of sight 
  to the awful apparition and for 1 round thereafter. This fear 
  effect ends immediately when the spell ends. 
  BAckBiting BlOW
  School transmutation [metal, wood]; Level antipaladin 1, 
  magus 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one wooden or wooden-hafted weapon
  Duration 1 round/level or until discharged (D)
  Saving Throw Will negates; Spell Resistance yes
  You cause a weapon to twist around and strike its wielder. 
  The next time the target weapon is used to make a melee 
  attack or as a thrown weapon, its shaft twists around and 
  strikes at its wielder instead. The wielder makes a normal 
  attack roll against its own AC, dealing normal damage 
  on a hit (including bonus damage for Power Attack and 
  other feats or abilities that improve damage). The wielder 
  may not choose to deal nonlethal damage with this attack, 
  though damage reduction may apply against the damage 
  dealt by the weapon. If the weapon wielder misses, the 
  backbiting blow effect persist and each attack he makes with 
  the target weapon twists around to attack him instead until 
  he successfully hits and damage himself or switches to a 
  different weapon.
  This spell affects weapons entirely made of wood, such as 
  a club or staff, as well as hafted or handled weapons such as 
  axes, maces, spears, nunchaku, flails, polearms, and the like. 
  It does not affect entirely metallic weapons such as swords 
  and daggers. 
  BAnishing BlAde
  School abjuration; Level cleric 6, sorcerer/wizard 6, 
  summoner 5
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one weapon 
  Duration 1 round/level (D)
  Saving Throw none (see text); Spell Resistance no
  You imbue the target weapon with an aura that disrupts the 
  connection of summoned creatures (including quasi-real 
  summoned creatures created with shadow conjuration and 
  similar effects) to the material plane. When the banishing 
  blade strikes such a creature, the wielder may attempt a 
  caster level check using the caster level of the banishing 
  blade against a DC of 11 + the caster level of the summoner; 
  if the check succeeds, the summoned creature vanishes as if 
  dispelled. The wielder can attempt only one such caster level 
  check against an individual creature each round, even if he 
  strikes it multiple times with the banishing blade, though 
  he may make one check against each summoned creature 
  he hits during a round. Despite the name, banishing blade 
  can be cast on any type of weapon; when cast on a ranged 
  weapon, the spell affects the weapon’s ammunition. 
  BlAckBlAde kAtAnA
  School necromancy; Level magus 6, sorcerer/wizard 7, witch 7
  Casting Time 1 standard action
  Components V, S, M (a katana)
  Range medium (100 ft. + 10 ft./level)
  Effect katana of black energy
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  You create a katana of force infused with negative energy. 
  The blade functions as spiritual weapon, but in addition each 
  time a living creature is struck by the blackblade katana it 
  gains a temporary negative level, which lasts for 1 hour/
  level. These temporary negative levels cannot become 
  permanent. An undead creature struck by a blackblade katana 
  takes no damage and gains 3d6 temporary hit points (up to 
  a maximum of 25) that last for 1 hour. 
  Bleeding fire
  School necromancy [fire]; Level alchemist 4, shaman 4, 
  witch 4
  Casting Time 1 standard action
  Components V, S, M (your blood)
  Range medium (100 ft. + 10 ft./level)
  Targets one or more creatures or objects
  Duration instantaneous
  Saving Throw none or Reflex negates (see text); Spell 
  Resistance yes
  You carve a mystic pictogram into your own flesh, dealing 
  yourself 1d4 points of damage. Your blood coalesces into 
  one seething ball of burning blood per three caster levels 
  (maximum five missiles), which you may direct at one or 
  more creatures or objects within range. You may direct all 
  missiles at the same target or at different targets, making 
  a ranged touch attack with each. A successful hit deals 2d8 
  points of fire damage to the target (no save), and creatures 
  and unattended objects within 5 feet of the target take the 
  same damage if they fail a Reflex save.
  Blessed JAde strike
  School transmutation [good]; Level cleric 4, magus 3, 
  occultist 3, paladin 3
  Casting Time 1 standard action
  Components V, S
  
  8
  Range touch
  Target weapon touched
  Duration 1 round/level
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes 
  You infuse a touched weapon with the power of holy and 
  blessed jade, making it a purifying weapon against the 
  powers of death. The touched weapon is treated as an undead 
  bane weapon and deals full damage to incorporeal undead 
  creatures. In addition, whenever the wielder confirms a 
  critical hit against an undead creature (or rolls a natural 
  20 on an attack roll against an incorporeal undead), that 
  undead creature is blinded for 1 round (Fortitude negates). 
  BO Of the river
  School conjuration (creation) [water]; Level druid 2, magus 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 0 ft.
  Effect staff of water
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance yes
  You create a 6-foot-long quarterstaff of churning water, 
  which you can wield with proficiency as a two-handed 
  weapon or double weapon. A hit with a bo of the river deals 
  1d8 points of bludgeoning damage + 1 point per two caster 
  levels (maximum +5), or +1 per level (maximum +10) against 
  creatures with the fire subtype. 
  centering fOrm
  School abjuration; Level cleric 6, druid 6, psychic 6, 
  sorcerer/wizard 6, witch 6
  Casting Time 1 swift action
  Components S
  Range personal
  Target you
  Duration concentration (up to 1 minute/level)
  This spell functions as focusing form, but once cast you no 
  longer need to concentrate to maintain your companion 
  spell, as it is controlled by your unconscious mind. You 
  can take other actions, including moving, attacking, and 
  casting other spells, and you can be injured or distracted 
  without disturbing your concentration. If your companion 
  spell needs to be actively controlled, such as causing an 
  illusion to respond to the actions of others, that occurs as 
  you direct without you needing to take any actions to do 
  so. You continue concentrating on the companion spell 
  until it ends, even while unconscious, unless you are killed, 
  feebleminded, or become insane. 
  chAmeleOn skin
  School illusion (glamer); Level alchemist 2, druid 2, ranger 
  2, shaman 2, sorcerer/wizard 2
  Casting Time 1 round
  Components V, S, M (the shed skin of a lizard)
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Saving Throw none (harmless); Spell Resistance yes
  The target gains the ability to alter its coloration to match 
  its background, including changing and shifting to match 
  that background when the target is moving less than 20 feet 
  per round, granting the target a +10 bonus on Stealth checks 
  and enabling it to make Stealth checks even when it does 
  not have cover or concealment. If the target moves more 
  than 20 feet per round or attacks, or if it moves between 
  two areas with radically different backgrounds (such as 
  moving from a gray stone wall into a forest or open field), 
  the effects of the spell are suppressed until the beginning 
  of the target’s next turn. 
  chArm WArd
  School abjuration; Level bard 1, cleric 1, inquisitor 1, 
  mesmerist 1, paladin 1, shaman 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target one creature
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell Resistance yes
  You fortify the mental defenses of the target, granting it a +2 
  resistance bonus on saves against charm and compulsion 
  effects. This bonus increases by 1 for every 4 caster levels 
  (maximum +5 at 12th level). 
  
  9
  circle AflAme
  School evocation [fire]; Level druid 2, magus 2, shaman 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range 20 ft. 
  Area 20-ft.-radius burst centered on you
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  Red-hot flames burst out from you, dealing 1d8 points of fire 
  damage + 1 point per caster level (maximum +10) to creatures 
  and unattended objects in the area. Flammable materials like 
  paper, straw, and light wood in the area ignites, and creatures 
  failing their saving throw catch on fire.
  clOud BArge
  School conjuration (creation) [air]; Level druid 8, shaman 8, 
  sorcerer/wizard 8
  Casting Time 1 round
  Components V, S, M (a small ball of cotton)
  Range touch
  Targets you and one willing Medium or smaller creature 
  per 4 caster levels
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  You create an elaborate vessel sculpted of ivory and 
  alabaster, floating upon a cloud, which lifts you and the 
  targets of the spell into the air and whisks you away at 
  incredible speed. The cloud barge moves at a speed of 10 
  miles per minute and moves the passengers smoothly 
  and without disturbance through any kind of weather; 
  the passengers are unaffected by natural or magical 
  precipitation or wind. Any creatures other than the ones 
  you designate cannot ride the cloud barge, falling through 
  it as if it were made of insubstantial mist. While riding in 
  the cloud barge, you and the other passengers are in gaseous 
  form, but you can cast spells that affect yourselves and each 
  other and can otherwise interact with each other normally. 
  The cloud barge and its passengers have concealment from 
  creatures outside of it, or total concealment if in an area 
  of mist or cloud. When the spell ends, whether from the 
  expiration of its duration, dismissing the spell, or if it is 
  dispelled, the cloud barge and its passengers float gently to 
  the ground as feather fall for 1 round. 
  clOuds Of rAdiAnce
  School conjuration (creation) [light]; Level cleric 5, paladin 
  4, sorcerer/wizard 5, spiritualist 5
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area mist spreads in 20-ft. radius
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  This spell functions as solid fog, but mist you create is 
  suffused with bright light equivalent to daylight. Creatures 
  within the clouds of radiance are automatically dazzled as 
  long as they remain within and for 1 minute thereafter. 
  Creatures with light sensitivity or light blindness may be 
  blinded by exposure to such bright light, as appropriate for 
  those special qualities. 
  
  10
  cOBrA spit
  School conjuration (creation) [poison]; Level alchemist 2, 
  druid 2, witch 2
  Casting Time 1 standard action
  Components S, M (a cobra’s fang)
  Range 10 ft.
  Area 10-ft. cone-shaped burst
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance no
  You spew forth a spray of virulent venom, causing all 
  creatures in the area to take 1d3 points of Constitution 
  damage. In addition, creatures failing their saves are dazzled 
  for 1 minute by stinging in their eyes. Creatures rolling a 
  natural 1 on their saving throw are instead blinded for 1 
  minute. 
  cOlOssus
  School transmutation; Level shaman 9, sorcerer/wizard 9, 
  witch 9
  Casting Time 1 standard action
  Components V, S, M (a dragon’s scale or hairs from a giant’s 
  head)
  Range personal
  Target you
  Duration 1 round/level (D)
  This spell functions like enlarge person, except as noted 
  above. In addition, you can grow yourself by multiple size 
  categories, to a minimum of Colossal. For each size category 
  you grow beyond the first, you take an additional -2 penalty 
  to your Dexterity score and gain a +4 size bonus to your 
  Strength and Constitution scores, a +4 natural armor bonus 
  to your AC, and a +10-foot enhancement bonus to your 
  speed. You should apply the size penalty on attack rolls and 
  AC and the size bonus to your CMB and CMD appropriate 
  to the new size you assume. You also gain the natural reach 
  appropriate to your new size. Any weapon damage you deal 
  is increased by one die size for each size category you shrink. 
  cOmmune With spirits
  School divination; Level cleric 4, medium 3, occultist 3, 
  psychic 4, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 3
  Casting Time 10 minutes
  Components V, S, M (incense and an offering worth 10 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target one spirit
  Duration 1 minute/level (D)
  Saving Throw Will negates (see text); Spell Resistance no
  You reach out your consciousness into the spirit world 
  and contact one spirit or haunt within range. You must be 
  aware of the haunt or spirit creature’s existence, either by 
  encountering it directly or discerning its presence with 
  a spirit trance spell. You can ask the spirit a number of 
  questions equal to your caster level. These questions must 
  ordinarily be yes or no questions, though it may also answer 
  that it doesn’t know. If such an answer would be misleading 
  or against the spirit’s own interests it may answer with a 
  short phrase of a few words instead, which counts as two 
  answers for the purpose of the spell. The spirit’s knowledge 
  is limited to its own perceptions and interests, and it 
  usually answers questions literally and may not volunteer 
  information, though good-aligned spirits are more apt to be 
  helpful and evil spirits are more likely to attempt to deceive 
  (while giving literally true answers). If the spirit is a creature 
  whose alignment is different from yours, it is entitled to a 
  saving throw to resist the effects of this spell. You cannot 
  contact the same spirit more than once per week. 
  cOmpulsOry cOnversiOn
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level cleric 8
  Casting Time 1 round
  Components V, S, DF
  
  11
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  You force the target to change its alignment to a new 
  alignment you designate, which must be within one step of 
  your own alignment and your deity’s alignment. If the target 
  fails its saving throw, its alignment changes and it believes 
  that it has always had that alignment and that its alignment 
  represents its true ethical and moral outlook. The target 
  makes no efforts to return to its former alignment, and in 
  fact views that possibility as horrifying and does whatever 
  possible to avoid it. Compulsory conversion can be reversed 
  by miracle or wish or by another compulsory conversion spell 
  (though it gains a save to maintain its current alignment). 
  Atonement can restore the creature’s former alignment only 
  if it can be convinced to change alignment as described in 
  that spell. 
  When you cast this spell to change a creature’s alignment 
  to chaotic, evil, good, or lawful, the spell is a spell of that 
  type. Creatures with an alignment subtype are immune 
  to this spell, and creatures whose class restricts their 
  alignment, such as barbarians, monks, and paladins, gain a 
  +4 bonus on their save.
  cOnsuming fire
  School evocation [fire]; Level druid 9, sorcerer/wizard 9, 
  witch 9
  Casting Time 1 round
  Components V, S, F (an iron brazier filled with hot coals)
  Range medium (100 ft. + 10 ft./2 levels)
  Target one or more living creatures, no more than two of 
  which can be more than 30 ft. apart
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You cause a searing volcanic heat to erupt from within 
  the bodies of the targets, causing them to burst into 
  flame from the inside out. Creatures failing their saving 
  throw are instantly killed and their bodies reduced to ash. 
  Creatures with the fire subtype or that are immune to fire 
  damage are immune to this spell, but creatures with energy 
  resistance to fire can still be killed by it. A successful save 
  reduces damage to 6d6 points of fire damage, + 1 point 
  per caster level. The spell can affect a total number of Hit 
  Dice of creatures equal to your caster level. Creatures with 
  the fewest Hit Dice are affected first. If you do not have 
  sufficient Hit Dice left to fully affect a creature, it instead 
  takes 1d6 points of fire damage for each Hit Dice of effect 
  you have remaining on a failed save, or half that amount on 
  a successful save. 
  creeping shAdOW
  School conjuration (creation) [darkness]; Level antipaladin 
  4, occultist 5, sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (a whisker from a black cat and a bottle 
  of smoke trapped on a moonless night)
  Range medium (100 ft. + 10 ft./level)
  Area one 20-ft. cube per level (S)
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You create an amorphous cloud of tangible, inky blackness 
  that completely blocks normal vision and darkvision, as 
  deeper darkness. In addition, the creeping shadow swallows all 
  sound within it, muffling speech and affecting the entire 
  area as silence. As a move action, you can move the cloud up 
  to 20 feet in any direction. You can reshape the cloud as 
  The creeping shadow has physical substance and can be 
  dispersed rapidly by wind effects. Each round of light wind 
  (11+ miles per hour) expends 2 rounds of the remaining 
  duration of the creeping shadow, while a strong wind (51+ 
  miles per hour) disperses it in a single round. 
  dAgger Of deceptiOn
  School necromancy [curse]; Level antipaladin 4, magus 4, 
  occultist 4, sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, F (a tiny sword and a set of loaded dice)
  Range medium (100 ft. + 10 ft./level)
  Effect blade of force
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  You create a dagger of force that glows with a sickly green 
  radiance. The blade functions as a spiritual weapon, but in 
  addition each time it strikes the target acquires a curse 
  of unluck, causing it to take a -1 penalty on its next attack 
  roll and its next saving throw. This penalty is doubled to -2 
  on a critical hit, and the penalty stacks up to a maximum 
  of -5. The curse persists until the target makes an attack 
  roll or saving throw in a dangerous situation. It cannot be 
  dispelled but can be removed with remove curse. 
  dAncing WeApOn
  School transmutation [metal, wood]; Level bard 3, cleric 4, 
  magus 3, paladin 3, sorcerer/wizard 4
  Casting Time 1 round
  Components V, S, F (a weapon)
  Range close (25 ft. + 5 ft./2 levels)
  Target one weapon
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); Spell Resistance no
  You cause a single unattended weapon to leap into the air 
  and fight to protect a single ally you designate. The dancing 
  weapon swoops to that creature’s side and moves with that 
  creature, remaining within 5 feet of it at all times. The 
  dancing weapon fights using your base attack bonus (gaining 
  iterative attacks if the designated creature moves 5 feet or 
  less on its turn) and dealing normal damage, but it gains no 
  bonuses from your ability scores. If you are not proficient 
  with the weapon you target, it takes a -4 penalty on its attack 
  rolls. The dancing blade provides some protection to the 
  designated creature as well, granting it a +1 shield bonus to 
  AC. In addition, if the designated creature is flanked by two 
  opponents, it is not treated as flanked. If it would be flanked 
  by three or more opponents, all enemies gain the normal 
  benefits of flanking.
  You may instead cast this spell on a weapon in the 
  
  12
  possession of a willing ally, in 
  which case the dancing weapon 
  protects that creature and 
  uses its base attack bonus 
  rather than yours. The 
  dancing weapon otherwise 
  functions as noted above. 
  discern curse
  School divination; Level 
  cleric 3, inquisitor 3, 
  medium 3, occultist 
  3, sorcerer/wizard 4, 
  spiritualist 3, witch 3
  Casting Time 1 standard 
  action
  Components V, S, M 
  (a crushed gemstone 
  worth at least 10 gp)
  Range close (25 ft. + 5 ft./2 
  levels)
  Target one creature, object, or 
  location up to a 10-ft. cube
  Duration instantaneous
  Saving Throw none; Spell 
  Resistance no
  You detect whether the target is cursed or 
  carries a curse, and can determine the nature 
  of the curse with a successful DC 20 Spellcraft check, or 
  the precise nature of the curse with a DC 30 check. If the 
  check succeeds, you gain a +4 insight bonus on caster level 
  checks made to remove the curse with remove curse, break 
  enchantment, and similar effects. If attempting to examine 
  the target or remove the curse risks affecting the caster with 
  the curse as well, he also gains a +4 insight bonus on his 
  saving throw to resist being affected by it.
  Like detect magic and similar spells, discern curse can 
  penetrate solid barriers, but it can be blocked by 3 feet of 
  wood or earth, 1 foot of stone, 1 inch of metal, or a thin layer 
  of lead, gold, or similar material.
  distAnt AccurAcy
  School transmutation [metal, wood]; Level magus 1, ranger 
  1, sorcerer/wizard 1
  Casting Time 1 round
  Components V, S
  Range touch
  Targets one ranged weapon, or one thrown weapon/level
  Duration 10 minutes/level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes
  You enchant the target weapon(s) with the ability to strike 
  creatures far beyond its normal range, doubling its range 
  increment. If cast on a ranged weapon, this effect applies to 
  all ammunition shot from it. Any creature wielding these 
  weapons gains this benefit. 
  divine Wind
  School transmutation [air]; Level cleric 8, druid 8, shaman 8
  Casting Time 10 minutes
  Components V, S, M (a drum and flag, painted with 
  the symbol for the wind), DF
  Range 1 mile/level
  Effect one square mile/level
  Duration 10 minutes/level
  Saving Throw none, see text; Spell 
  Resistance no
  You create a mighty storm of 
  driving rain and hurricane-force 
  winds, as described in Chapter 
  13 of the Pathfinder Roleplaying 
  Game Core Rulebook, blowing 
  in any direction you choose. 
  This gale of your divine wind 
  creates waves 10-30 feet high, 
  automatically capsizing and 
  sinking Large or smaller 
  watercraft; Huge or larger 
  ships must succeed on 
  a 
  Profession 
  (sailor) 
  check with a DC equal 
  to the spell’s save DC 
  or be capsized as well. Large or 
  smaller land vehicles and siege weapons 
  are likewise destroyed, while Huge or larger vehicles 
  and siege weapons have a 50% chance of destruction. 
  Large or smaller wooden buildings (and tents and 
  pavilions of any size) are automatically destroyed, while 
  Huge or larger wooden buildings and tree trunks have a 
  25% chance of suffering massive damage. Stone buildings 
  are safe from destruction (though falling trees may damage 
  such buildings). Buildings consecrated or hallowed to your 
  deity are never damaged by your divine wind, nor are trees or 
  other vegetation within their grounds. Otherwise, exposed 
  crops and gardens are 75% likely to be ruined. 
  If sand, dust, or snow is present in the area of your divine 
  wind, it is carried aloft on the wind and blocks vision as 
  if the entire area were shrouded in obscuring mist, and 
  it piles up in drifts 1d3-1 feet deep every 10 minutes, 
  potentially burying creatures sheltering in sturdy 
  buildings. The divine wind extinguishes Large or smaller 
  fires immediately, while Huge or larger fires erupt into 
  roaring conflagrations (treat as a Colossal forest fireCRB) for 
  1d10 minutes before blowing out. 
  Creatures unable to find shelter take 1d10 points of lethal 
  damage every 10 minutes they are exposed to the pelting 
  rain and howling wind and may be checked or blown away 
  by the wind. In addition, they must succeed on a DC 15 
  Constitution check every 10 minutes or become fatigued 
  (or exhausted, if already fatigued). 
  drOWsy fireflies
  School conjuration (summoning); Level shaman 2, sorcerer/
  wizard 2, witch 2
  Casting Time 1 round
  Components V, S, M (a live firefly)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one swarm of fireflies
  
  13
  Duration 1 round; see text
  Saving Throw Fortitude negates (see text); Spell Resistance no
  You summon a small cloud of glimmering fireflies that fills 
  a 10-foot cube, obscuring vision into or through the cloud 
  (providing concealment if line of sight must pass through 5 
  feet or more of the swarm), and causing all creatures within 
  the swarm to become dazzled (no save). In addition, the 
  drowsy fireflies secrete a soporific pheromone that causes 
  all creatures within the cloud to fall into a light slumber 
  for 2d6 rounds; creatures succeeding on a Fortitude save 
  instead become drowsy for 1 round, taking a -5 penalty 
  on Perception checks and a -2 penalty on Will saves for 1 
  round. This is a sleep effect. 
  The slumber induced by the drowsy fireflies is not as deep 
  as that caused by sleep or deep slumber, and loud noises such 
  as combat allow sleeping creatures to attempt a DC 10 
  Perception check (with a -10 penalty for being asleep) each 
  round at the beginning of their turn to awaken. Sleeping 
  creatures can be automatically awakened by an ally as a 
  standard action. 
  fAult line
  School transmutation [earth]; Level druid 3, magus 3, 
  shaman 3, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area 30-ft. line
  Duration instantaneous
  Saving Throw Reflex negates (see text); Spell Resistance no
  You strike the ground and unleash a tremor of seismic 
  force, hurling up earth, rock, and sand. The area becomes 
  dense rubbleCRB, costing 2 squares of movement to enter 
  while increasing the DC of Acrobatics checks by 5 and 
  Stealth checks by 2. Creatures in the area take 1d6 points 
  of bludgeoning damage per caster level (maximum 10d6), 
  or half damage on a successful save. Medium or smaller 
  creatures failing their save are knocked prone.
  This spell can only be cast on a surface of earth, stone, 
  or sand. It has no effect if you are in a wooden or metal 
  structure or if you are not touching the ground. 
  flAme shuriken
  School evocation [fire]; Level magus 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a shuriken coated with pitch or oil)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one or more magical shuriken
  Duration 1 minute (D)
  Saving Throw none; Spell Resistance yes
  You create a handful of shuriken that crackle with 
  multicolored flames. You create 1d4 flame shuriken, plus 
  one additional shuriken per 2 caster levels (maximum +5). 
  You are considered proficient with these flame shuriken and 
  can hurl them as thrown weapons with a range increment 
  of 10 feet, dealing 1d2 points of piercing damage and 1d4 
  points of fire damage. You may hurl up to three flame 
  shuriken as a standard action, though if you hurl more than 
  one flame shuriken as a standard action, all must target the 
  same creature. Any remaining flame shuriken remain in your 
  hand, shedding light as a torch, though they cannot be used 
  to make melee attacks. Any flame shuriken unused after 1 
  minute are lost, as are any flame shuriken you are holding if 
  you cast another spell with a somatic component.
  If you hit the same creature with three flame shuriken 
  in the same round, or if you confirm a critical hit with a 
  flame shuriken, the burning projectiles burst in a puff of 
  multicolored smoke, as if a smokestick had been lit in the 
  target’s space.
  flOOd tide
  School conjuration (creation) [water]; Level druid 6, shaman 
  6, witch 6
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius spread (see text)
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance no
  You create a surging rush of water in the area that deals 1d8 
  points of bludgeoning damage per two caster levels (Reflex 
  half ) to all creatures and unattended objects in the area 
  (maximum 10d8); this damage is increased by 50% against 
  creatures with the fire subtype. Exposed natural fires in the 
  area are extinguished. Magical fire effects in the area are 
  affected as if you had cast a dispel magic.
  In addition, you may designate a direction for the flood tide, 
  causing all creatures in the area to be pushed that direction as 
  if you had made a bull rush combat maneuver, treating your 
  caster level as your base attack bonus and add your Intelligence 
  (for wizards) or Charisma (for bloodragers and sorcerers) 
  modifier to determine your CMB for this maneuver.
  If you cast this spell while in or on a large source of water, 
  such as a lake, river, or ocean), you may choose change the 
  spell’s area to a 30-foot cone-shaped burst or a 10-foot-wide 
  line 60 feet long. This flood tide may flow towards you or 
  away from you, bull rushing or dragging creatures in the 
  area as appropriate. 
  fOcusing fOrm
  School abjuration; Level cleric 3, druid 3, inquisitor 3, 
  psychic 3, sorcerer/wizard 3, witch 3
  Casting Time 1 swift action
  Components S
  Range personal
  Target you
  Duration concentration (up to 1 minute/level)
  By performing a swift ritual gesture, stance, or pose, you focus 
  and refine your ability to concentrate on a spell. You can cast 
  this spell immediately prior to casting its companion spell, 
  or at any point while concentrating on that spell, granting 
  you a +10 bonus on any concentration checks you make as 
  part of casting or maintaining that spell. 
  frOst chAkrAm
  School evocation [cold]; Level alchemist 2, magus 2, 
  sorcerer/wizard 2, witch 2
  
  14
  Casting Time 1 standard action
  Components V, S, M (a drop of water or piece of ice)
  Range long (400 ft. + 40 ft./level)
  Effect one chakram of ice
  Duration instantaneous
  Saving Throw see text; Spell Resistance no
  You create a razor-sharp ring of enchanted ice that speeds to 
  strike a target you designate as a ranged attack, dealing 1d8 
  points of slashing damage, and if the target fails a Fortitude 
  save it also takes 2 points of Dexterity damage. After impact, 
  the frost chakram explodes in a 10-foot-radius burst of ice 
  crystals dealing 1d8 points of cold damage (Reflex half ) to 
  all creatures in the area and making the area very slippery 
  (as a grease spell) for 1 round. If the frost chakram misses, 
  treat it as a miss with a splash weapon. It explodes in a burst 
  of ice crystals as noted above at the point of impact. 
  ghOstly glOW
  School necromancy [fear, mind-affecting]; Level medium 1, 
  occultist 1, spiritualist 1, shaman 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect one or more ghostly lights
  Duration concentration plus 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like dancing lights, except as noted 
  above. The radiance of the ghostly glow is always eerie and 
  unwholesome, and if the caster concentrates the glow 
  into a single Medium or smaller point of light (rather 
  than multiple smaller lights) it causes creatures nearby 
  to feel unsettled and nervous. Creatures coming within 
  or beginning their turn within 30 feet of the ghostly glow 
  become spookedHA, taking a -2 penalty on saving throws 
  against fear effects and on Perception checks (Will negates), 
  though their heightened agitation grants them a +1 bonus 
  on initiative checks. Creatures succeeding on their save 
  are immune to this effect; those that fail their save remain 
  spooked as long as they remain within 30 feet of the ghostly 
  glow, or if they return to the area after leaving it. The caster 
  is immune to the effect of his own ghostly glow.
  If the caster dismisses the spell, it bursts in a horrifying 
  phantasmagoria of tormented ectoplasmic faces, causing 
  creatures within 30 feet of the ghostly glow to become shaken 
  for 1 round (Will negates). 
  glOry Of the chrysAnthemum thrOne
  School conjuration (creation) [good]; Level cleric 9, druid 
  9, shaman 9
  Casting Time 1 standard action
  Components V, S, M (a chrysanthemum blossom)
  Range long (400 ft. + 40 ft./level)
  Area cylinder (5 ft./level radius, 80 ft. high)
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (see text); Spell Resistance yes
  You create a gleaming petal throne of crystal and gold 
  formed in the likeness of an unfolding chrysanthemum 
  that gleams with bright light equivalent to daylight that 
  fills the entire area, sparkling through innumerable 
  ghostly blossoms floating through the air. These crystalline 
  blossoms float harmlessly around non-evil creatures, but 
  they explode in deadly shards in the presence of evil. Evil 
  creatures entering or beginning their turn in the area take 
  5d6 points of piercing and slashing damage every round (no 
  save), and in addition must succeed on a Fortitude save each 
  round or become nauseated until they leave the area. The 
  glittering crystal chrysanthemums scatter and refract the 
  vision of evil creatures, resulting in a 20% miss chance on 
  ranged attacks they make while either they or their target is 
  within the rain of sacred lotus petals.
  You may designate yourself or another creature within 
  range as the rightful regent to sit upon that royal seat, and 
  as long as that creature remains seated upon the throne, 
  it gains a +6 enhancement bonus to Charisma. Attacks 
  against a creature seated upon the throne have a 50% miss 
  chance for ranged attacks and a 20% miss chance for melee 
  attacks, as the blossoms of celestial crystal swarm around 
  the throne to protect it. 
  greAter diminutiOn
  School transmutation; Level shaman 8, sorcerer/wizard 8, 
  witch 8
  Casting Time 1 standard action
  Components V, S, M (a flea)
  Range personal
  Target you
  Duration 1 round/level (D)
  This spell functions like reduce person, except as noted 
  above. In addition, you can shrink yourself by multiple size 
  categories, to a minimum of Fine. For each size category 
  you shrink beyond the first, you take an additional -2 
  penalty to your Strength score and gain a +2 size bonus 
  to your Dexterity and a +4 bonus on Stealth checks. You 
  should apply the size bonus on attack rolls and AC and the 
  size penalty to your CMB and CMD appropriate to the new 
  size you assume. If you become Tiny or smaller, you have 
  a reach of 0 feet, and to attack in melee you must enter a 
  creature’s space, provoking attacks of opportunity. Any 
  weapon damage you deal is reduced by one die size for each 
  size category you shrink. 
  hAil Of needles
  School conjuration (creation) [metal]; Level magus 1, 
  sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, M (a metal needle)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one or more creature, no two of which can be more 
  than 30 feet apart
  Duration instantaneous
  Saving Throw see text; Spell Resistance no
  You create a rain of deadly sharp needles that deal a total 
  of 1d4 points of damage per caster level (maximum 5d4), 
  which you may direct all at a single target or at multiple 
  targets, allotting a number of damage dice to each target 
  as you choose. You must make a ranged attack roll against 
  each creature, though you do not take a penalty on attack 
  rolls due to soft cover (such as creatures in between you 
  
  15
  and the target) or because a creature is in melee combat. 
  Creatures damaged by the hail of needles take bleed damage 
  equal to the number of dice of damage dealt to them (e.g., 
  a creature taking 5d4 points of damage would then take 5 
  points of bleed damage), beginning on your next turn. This 
  bleed damage lasts a maximum number of rounds equal to 
  your caster level. Creatures wearing heavy armor or whose 
  natural armor bonus to AC is +5 or greater are immune to 
  this bleed damage.
  herAld Wind
  School transmutation [air]; Level bard 4, sorcerer/wizard 5
  Casting Time 10 minutes
  Components V, S
  Range 10 miles/level; see text
  Targets up to 10 creatures/level; see text
  Duration up to 1 hour/level or until discharged (destinations 
  are reached); see text
  Saving Throw none; Spell Resistance no
  This spell functions like whispering wind, but you can send 
  the message to creatures that you specify rather than to 
  a specific location. You can specify creatures by name 
  or designate them by their position or role, such as the 
  soldiers of a palace guard or the governors of the scattered 
  provinces of an empire. Once the wind arrives, it delivers 
  its whispered message into the ears of its recipients. Other 
  nearby creatures generally perceive it only as a gentle 
  breeze; a DC 30 Perception check required to overhear the 
  message. You may choose to send the herald wind to only 1 
  creature/level in order to extend its range to 100 miles/level 
  and its duration to 1 day/level or until discharged. 
  hide frOm enemies
  School abjuration; Level cleric 3, mesmerist 3, paladin 3, 
  psychic 3, shaman 3
  Casting Time 1 round
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); see text; Spell 
  Resistance yes
  This functions as hide from undead, but the target is 
  undetectable to creatures who may have hostile intentions 
  toward it. Creatures with Intelligence of 2 or less can 
  perceive the target normally, as their motivations are based 
  on instinct and survival rather than actual hostility. 
  inscriBed enemy
  School transmutation; Level cleric 1, inquisitor 1, magus 1, 
  paladin 1, ranger 1
  Casting Time 10 minutes
  Components V, S, F (a writing brush and ink)
  Range touch
  Area one weapon 
  Duration permanent until discharged
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  You inscribe a potent blessing upon a weapon for use against 
  one specific creature, whose name must be written on the 
  weapon with the focus component; if the creature’s name is 
  not known, you can still use inscribed enemy by identifying 
  
  16
  the creature specifically; for example, “the ogre that lives 
  on Tumbledown Hill.” The target weapon functions against 
  the designated creature as a +1 bane weapon. The spell 
  ends after the weapon has been used to successfully hit the 
  designated creature; it also ends if the weapon is used to 
  strike any other creature. 
  irresistiBle OnslAught
  School transmutation; Level antipaladin 4, bloodrager 4, 
  magus 4, paladin 4
  Casting Time 1 standard action
  Components V
  Range personal
  Target you 
  Duration 1 round/level 
  You become an unstoppable juggernaut in battle. You gain 
  the benefits of freedom of movement and you ignore the 
  effects of difficult terrain, including magically manipulated 
  terrain, though you do not gain the ability to jump, climb, 
  or swim more effectively than normal. You can pass 
  through the squares of allies and enemies without needing 
  to make an Acrobatics checks or succeed on an overrun 
  combat maneuver, and without interfering with your ability 
  to charge. You can charge whenever you can move at least 
  5 feet before attacking, regardless of intervening terrain, 
  obstacles, or creatures, and may turn as often as desired 
  during your movement as part of a charge. You gain a +10 
  bonus on combat maneuver checks to bull rush or drag 
  opponents (or overrun them, if you choose to use such a 
  maneuver) and can attempt a combat maneuver check 
  once per round as swift action to perform one of these 
  maneuvers. You gain a +4 dodge bonus to AC against attacks 
  of opportunity provoked by your movement. If you are 
  mounted, your mount also gains the benefits of this spell.
  JAde prisOn
  School transmutation [good]; Level cleric 7, magus 6, occultist 6
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Targets evil creature touched
  Duration concentration, up to 1 round/level
  Saving Throw Fortitude partial; Spell Resistance yes
  You attempt to leach out the evil taint within the target 
  using the purity of holy jade. If the target succeeds on 
  its initial saving throw, it takes 1d3 points of Dexterity 
  damage but is otherwise unaffected. If the target fails its 
  initial saving throw, it takes 1d4 points of Dexterity drain 
  and Constitution drain and is paralyzed as its flesh begins 
  transforming into jade stone. The target can take purely 
  mental actions, but the sanctified jade encasing it affects 
  it as dimensional anchor. The target is considered to have 
  hardness 8 if attacked while paralyzed, but holy weapons 
  and effects with the good descriptor ignore this hardness.
  Each round you maintain concentration, the target 
  must save again. A successful save deals Dexterity damage 
  as noted above but ends the effect. A failed save results in 
  continuing paralysis and Dexterity and Constitution drain. 
  If the target’s Dexterity or Constitution is reduced to 0, 
  the creature is petrified, its evil encysted in a solid statue 
  of pitted, discolored, and valueless jade. This spell has no 
  effect on living creatures that do not have the evil subtype.
  This spell affects evil undead, even if they are incorporeal 
  or normally immune to paralysis or petrification. The spell 
  functions as describe above, but deals Charisma drain in 
  place of Constitution drain. 
  kOAn Of cAstigAtiOn
  School evocation [sonic]; Level cleric 3, inquisitor 3
  Casting Time 1 standard action
  Components V, DF
  Range 20 ft.
  Target 20-ft.-radius spread centered on you
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You deliver a withering pronouncement of divine wrath that 
  1d6 points of deals sonic damage per caster level (maximum 
  10d6) to creatures whose alignment that is opposed to yours 
  on either the good-evil or lawful-chaotic axis. Creatures 
  failing their saving throws are deafened for 1d4 rounds.
  Creatures whose alignment differs from yours but are not 
  opposed to it take half damage and are not deafened on a 
  failed save. Creatures whose alignment matches yours are 
  not harmed by your koan of castigation.
  kOAn Of reBuke
  School evocation [sonic]; Level cleric 3, inquisitor 2, paladin 2
  Casting Time 1 standard action
  Components V, DF
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1d4+1 rounds
  Saving Throw Will negates; Spell Resistance yes
  You speak a word of sanctified power that causes the target 
  creature to become stunned if it fails its saving throw. Large 
  or larger creatures are instead stunned for 1 round and 
  staggered for 1d4 rounds thereafter on a failed save.
  kOAn Of rest 
  School conjuration (healing); Level cleric 4, paladin 3, 
  ranger 3, shaman 4
  Casting Time 10 minutes
  Components V, DF
  Range touch
  Targets one touched creature per two levels
  Duration instantaneous
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The touched creatures are immediately refreshed as 
  if they had 8 hours of restful sleep, including healing 
  nonlethal damage. The rest provided by this meditation is 
  so salubrious that the targets gain a +2 bonus for the next 
  24 hours on daily saving throws they make that day against 
  ongoing effects such as a curse, disease, or to remove 
  negative levels, as well as saving throws or Constitution 
  checks made to avoid fatigue, exhaustion, or sleep effects.
  The rest provided by this spell does not allow creatures to 
  regain spell slots or prepared spells more quickly than normal.
  
  17
  kOAn Of vulnerABility
  School necromancy [curse]; Level cleric 1, inquisitor 1, 
  ranger 1, shaman 1
  Casting Time 1 standard action
  Components V, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You surround the target with a necrotic curse that calls out 
  to the powers of death, drawing weapons towards the target 
  and making them strike true. Any weapons (including 
  natural weapons and unarmed strikes) that strike the target 
  deal +1 damage per caster level (maximum +5). 
  lightning lAnce
  School evocation [electricity]; Level druid 2, magus 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 round
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level or until discharged
  Saving Throw none; Spell Resistance yes
  You call down a bolt of lightning that coalesces in the hand 
  of the target in the shape of a crackling blue longspear that 
  sheds light as a torch. The lightning lance can be wielded as 
  a longspear with 10-foot reach to make melee touch attacks 
  (including iterative attacks, if applicable), or the wielder 
  can unleash a ray of electricity at a target within 30 feet 
  as a standard action. A creature not proficient with the 
  longspear takes a non-proficiency penalty when wielding 
  the lightning lance.
  When created, the lightning lance can deal a total number 
  of d6 of electricity damage equal to your caster level 
  (maximum 10d6). The wielder must decide before making 
  each attack how many d6 of its damage he wishes to allocate 
  to that attack. If the attack misses, those dice of damage 
  are wasted. The lightning lance has no physical substance; 
  all damage it deals is electricity damage and the wielder’s 
  Strength modifier does not apply to this damage. 
  lizArd scAles
  School transmutation; Level druid 1, magus 1, ranger 1, 
  shaman 1, witch 1
  Casting Time 1 standard action
  Components V, S, F (a tattoo of a lizard on your skin)
  Range personal
  Target you
  Duration 1 round/level (D)
  Your skin grows a layer of thick, jagged scales that grants 
  you a +2 natural armor bonus to AC. This bonus increases by 
  1 per 4 caster levels (maximum +5 at 12th level). In addition 
  to providing this bonus, the spiny protrusions on each 
  scale deal 1d3 points of slashing and piercing damage to 
  any creature making a successful grapple check against you. 
  mAgnetic rAy
  School transmutation [metal]; Level bloodrager 2, magus 2, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, F (a lodestone)
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration 1 round/level
  Saving Throw see text; Spell Resistance no
  You can target a metallic item each round and draw it towards 
  you. The item’s weight cannot exceed 25 pounds per caster 
  level and must be primarily comprised of metal. If the item 
  is secured or attached to a larger item or structure, you can 
  make a Strength check to burst or break that item, treating 
  the strength of the magnetic ray as if it had a Strength bonus 
  equal to your Intelligence (for wizards) or Charisma (for 
  bloodragers and sorcerers) modifier. If the check succeeds, 
  the item is ripped free and drawn to your hand. 
  If the target item is worn or held by another creature, 
  you can use the arm to perform a disarm or steal combat 
  maneuver to seize the item and draw it to you. You treat 
  your caster level as your base attack bonus and add your 
  Intelligence (for wizards) or Charisma (for bloodragers 
  and sorcerers) modifier to determine your CMB for this 
  maneuver. The target gains a +4 bonus to its CMD against 
  this check if it is wielding an item in two hands. 
  If the target is wearing medium or heavy armor made of 
  metal, or is a creature primarily composed of metal, you 
  
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  can instead use the magnetic ray to perform a drag combat 
  maneuver to pull the creature towards you, as long as it is 
  your size or smaller, regardless of its actual weight. 
  mAnifOld selves
  School conjuration (creation); Level alchemist 6, sorcerer/
  wizard 7, witch 7
  Casting Time 1 standard action
  Components V, S
  Range 10 ft.
  Effect one duplicate body per 5 levels
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You create several identical duplicates of your own body, 
  which share your ability scores, class levels, skills, feats, and 
  memories. They have nonmagical duplicates of all of your 
  equipment, but they cannot use supernatural or spell-like 
  abilities, cast spells, or activate spell-completion or spell-
  trigger items (unless they make a successful Use Magic 
  Device skill check). They have one-quarter your current hit 
  point total at the time the spell is cast, and if a duplicate is 
  killed its body and possessions disappear and you take 3d6 
  points of damage. You can dismiss one or more duplicates 
  as a standard action without taking damage, and they 
  disappear at the expiration of the spell without harm to 
  you. Your duplicates are indistinguishable from you and 
  are completely obedient to you and friendly toward one 
  another and your allies. You can order your allies to take 
  any actions you wish, even dangerous or suicidal actions.
  mArvelOus chOpsticks
  School evocation [force]; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (a pair of chopsticks)
  This spell functions like grasping hand, but the hand it 
  creates wields a long pair of chopsticks of force which it 
  may use to grapple creatures (or to bull rush them, or act 
  as an interposing hand if desired). If the marvelous chopsticks 
  maintain a grapple and pin a Large or smaller creature, 
  a disembodied mouth of force appears that contains an 
  extradimensional space similar to a rope trick. The chopsticks 
  deposit the creature into the extradimensional space within 
  the mouth, where the creature is treated as if it had been 
  swallowed whole, taking 2d6+10 points of force damage 
  each round as it is chewed. Unlike a creature with the 
  swallow whole special attack, a swallowed creature cannot 
  cut its way out of the extradimensional space, though it 
  can escape the mouth with a successful combat maneuver 
  check or Escape Artist check to escape the grapple. Once 
  the marvelous chopsticks have swallowed a creature, they can 
  be directed to attack a different creature and can swallow 
  additional creatures; any number of creatures can be 
  swallowed simultaneously, as the extradimensional space 
  expands to make room for them as needed.  
  meltWAter
  School transmutation [water]; Level druid 1, ranger 1, 
  shaman 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Area one 5-ft. cube of ice or 10-ft. cube of snow per level
  Duration instantaneous
  Saving Throw no or Fortitude half (see text); Spell 
  Resistance no
  You can instantly liquefy a large volume of ice and/or snow, 
  transmuting it into an equivalent volume of cold liquid 
  water (a 10-foot cube of snow melts into a 5-foot cube of 
  liquid water), which flows away as normal. If this ice flows 
  across a surface that is already icy, that surface becomes very 
  slippery (+5 to Acrobatics and Climb DCs).
  Creatures with the cold subtype in the affected area take 
  1d6 points of nonlethal damage, +1 point per level of the 
  caster (Fortitude negates).
  merciful mAndAte
  School enchantment (compulsion) [mind-affecting]; Level 
  bard 2, cleric 3, inquisitor 2, mesmerist 2, paladin 2, 
  psychic 3, shaman 3
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Area one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance no
  You compel the target to fight with an eye toward mercy 
  and restraint. The target is forced to deal nonlethal damage 
  with its attacks, taking a -4 penalty on its attack rolls if 
  fighting with a weapon that normally deals lethal damage. 
  The target cannot perform a coup de grace nor otherwise 
  attack or harm a creature that is helpless, and it must 
  avoid using damaging spells and effects. The target may 
  not command creatures it controls, including summoned 
  creatures, to perform any actions that are prohibited for 
  it to take, though if a summoned or controlled creature is 
  attacked in a way that deals lethal damage, it may attack its 
  attacker(s) without restriction. 
  mist lAdder
  School transmutation [air]; Level shaman 1, sorcerer/wizard 1, 
  witch 1
  Casting Time 1 round
  Components V, S, F (a smokestick, or a Small or larger fire)
  Range touch
  Effect a ladder made of smoke
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  You mold and shape the smoke from a smokestick or fire 
  into a flexible ladder of smoke and mist. It is weightless and 
  easily handled by the caster, occupying one of his hands. 
  As a full-round action, the caster can extend it in the form 
  of a rigid, stable ladder extending up to 10 feet per level. It 
  need not be supported or leaned against an object, though 
  its orientation must be generally vertical (no more than 45 
  degrees from vertical); however, every round it is exposed to 
  strong or stronger winds its remaining duration is reduced 
  by 1 minute. It remains in place until the caster spends 
  
  19
  another full-round action collapsing back into a smoky 
  bundle, at which point he can carry it with him and extend 
  it again elsewhere. As long as the mist ladder is in its flexible 
  form, it occupies one of the caster’s hands. 
  One With the shAdOWs
  School illusion (glamer); Level antipaladin 2, bard 2, magus 2, 
  occultist 2, ranger 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components S
  Range personal
  Target you
  Duration 1 minute/level (D)
  You bend and twist nearby shadows around you to hide 
  you. You gain a +10 bonus on Stealth checks in dim light 
  or darkness, and as long as you are within 10 feet of an area 
  of dim light or darkness, you can make Stealth checks even 
  when being directly observed and without needing cover or 
  concealment. You cannot hide in your own shadow. 
  This spell does not end when you attack, unlike invisibility, 
  though you are clearly visible when attacking, so your target 
  is not denied its Dexterity bonus against your attacks; 
  however, you can make a Stealth check as a move action (or 
  as part of your movement) immediately after attacking to 
  hide again, as long as there is dim light or darkness within 
  10 feet.
  Open mind
  School enchantment (compulsion) [mind-affecting]; Level 
  antipaladin 2, bard 2, inquisitor 2, mesmerist 2, psychic 2, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will partial or see text; Spell Resistance yes
  You crush the mental defenses of the target, causing it to 
  take a -4 penalty on Will saves on a failed save. If the target 
  successfully saves, it takes a -2 penalty on Will saves for 1 
  round. 
  If the target is currently using a spell or spell-like ability 
  that grants it protection or immunity against divination 
  or mind-affecting, you can attempt a Spellcraft check to 
  identify that spell as a free action when you touch the target. 
  If you identify such an effect, you can forgo the normal 
  effect of open mind and instead attempt to dispel that effect, 
  as if you had cast a targeted dispel magic. 
  pAper vessel
  School conjuration (creation); Level sorcerer/wizard 6
  Casting Time 10 minutes
  Components V, S, M (a sheet of origami paper)
  Range touch
  Effect a boat or ship of paper
  Duration 1 hour/level (D)
  Saving Throw no; Spell Resistance none
  You create a seaworthy vessel out of a single sheet of paper, 
  folding the component into the shape of an oared boat or 
  a small junk. The paper vessel is similar in all respects to 
  a folding boat. In addition, you may propel the paper vessel 
  forward under its own power with a speed of 40 feet, with 
  no need for a crew. Every 10 minutes or fraction thereof 
  spent with the paper vessel moving under its own power 
  expends 1 hour of the spell’s remaining duration. When 
  moving under its own power, the paper vessel has a bonus on 
  its Profession (sailor) checks equal to one-half your caster 
  level. 
  peAceful sutrA
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric 5, paladin 4
  Casting Time 1 standard action
  Components V, DF
  Range 60 ft.
  Target one creature/level in a 60-ft.-radius spread centered 
  on you
  Duration 1 round/level
  Saving Throw Will partial; Spell Resistance yes
  You pronounce a blessing of overwhelming peace and 
  tranquility over the area, affecting all creatures failing their 
  save as calm emotions. Even creatures succeeding on their 
  saving throws are quelled in their ability to commit violence, 
  needing to succeed on a Will save whenever they take an 
  offensive action to avoid being affected as a slow spell until 
  the end of their next turn. If an affected creature is attacked 
  by an unaffected creature or a creature that has succeeded 
  on its saving throw, the calming effect of the peaceful sutra is 
  broken only for that creature. If the caster takes an offensive 
  action, the peaceful sutra ends for all creatures.
  The effects of the peaceful sutra persist whenever affected 
  creatures are within 60 feet of the caster. If they leave that 
  radius, the effects of the peaceful sutra subside, but they 
  return if the creature comes within 60 feet of the caster 
  again prior to the expiration of the spell. 
  phOenix Wings
  School transmutation [fire]; Level shaman 3, sorcerer/
  wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (a feather, lit on fire when casting the 
  spell), DF
  Range personal
  Target you
  Duration 1 minute/level (D)
  You transform your arms into sweeping wings of reddish-
  gold feathers shrouded in blazing fire. While using phoenix 
  wings, any items worn or held on your arms meld into 
  your form, and you cannot grasp items or perform somatic 
  spell components. Magic items worn on the hands or arms 
  that have continuous effects continue to function, but 
  you cannot trigger or activate a held or worn item on the 
  arms or hands. You can use the wings as secondary natural 
  weapons that deal 1d4 points of bludgeoning damage 
  and 1d6 points of fire damage. A creature that attempts a 
  grapple check against you takes 1d6 points of fire damage, 
  plus an additional 1d6 points of fire damage if it ends its 
  
  20
  turn grappling you. You and your gear are not harmed by 
  the flames of the phoenix wings.
  Your phoenix wings grant you a fly speed of 60 feet with 
  good maneuverability, but you cannot carry more than 
  a light load and remain in flight. Your phoenix wings are 
  extinguished and the spell ended if you are immersed 
  in water or exposed to hurricane-force winds. If you are 
  exposed to heavy rain or snow or a strong or stronger wind, 
  you must succeed on a DC 15 Fortitude save each round 
  or your wings are extinguished. If your flaming wings are 
  extinguished, the gleaming feathers of your phoenix wings 
  begin to shrivel and fall out. Your fly speed immediately 
  drops to 30 feet with clumsy maneuverability, and you must 
  attempt a DC 15 Fortitude save each round to remain flying. 
  If you fail this save, you begin feather falling and must save 
  again each round. If you fail this second save, you plummet 
  to the ground, taking falling damage based on the height at 
  which you failed this save. 
  pOisOned needles
  School conjuration (creation) [metal, poison]; Level magus 
  4, sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (a metal needle)
  Range close (25 ft. + 5 ft./2 levels)
  Targets one or more creature, no two of which can be more 
  than 30 feet apart
  Duration instantaneous
  Saving Throw see text; Spell Resistance no
  This spell functions like hail of needles, but you can deal 
  maximum damage with your needles of 15d4 (though bleed 
  damage to any creature cannot exceed 1/2 your caster level). 
  In addition, any creature damaged by the needles is also 
  exposed to one of the following poison effects:
  Deadly poison-injury: effect 1d3 Con; frequency 1/round; 
  duration 6 rounds, cure 1 save.
  Numbing poison-injury: effect 1d4 Con; frequency 1/round; 
  duration 6 rounds, cure 1 save.
  Paralytic poison-injury: effect paralysis 1 round; secondary 
  effect paralysis 2d6 rounds.
  The save DC for any of these poison effects is equal to the 
  spell’s save DC.
  prOfOund Advice
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level cleric 5, inquisitor 5, mesmerist 4, 
  shaman 5
  Casting Time 1 round
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 hour/level or until completed
  Saving Throw Will negates; Spell Resistance yes
  You can deliver thoughtful and wise advice to a creature, 
  and if it fails its saving throw it believes your plan and 
  suggestions are completely reasonable and it follows your 
  advice to the best of your ability. This spell is similar in 
  nature to suggestion, but you are not limited to a brief request 
  or a few sentences. If following your advice would lead the 
  target into great peril or cause its death, it can attempt a 
  new saving throw with a +4 bonus to end the compulsion 
  before plunging ahead to its doom. 
  punJi pit
  School transmutation [earth, wood]; Level bloodrager 2, 
  druid 2, ranger 1, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (tiny shovel and a sharpened stake)
  Range close (25 ft. + 5 ft./2 levels)
  Area dirt in a 10-ft. cube
  Duration instantaneous
  Saving Throw see text; Spell Resistance no
  You can instantly excavate a 10-foot-deep pit lined with 
  sharpened stakes. This spell functions like expeditious 
  excavationAPG, but creatures falling into the pit take 1d6 
  points of falling damage and 1d6 points of piercing 
  damage and must succeed on a Fortitude save or have their 
  movement impaired, reducing the creature’s speed by half 
  because its legs or feet are wounded. A creature failing its 
  Fortitude save by 5 or more also contracts filth feverCRB. This 
  movement penalty lasts for 24 hours, until the creature is 
  successfully treated with a DC 15 Heal check, or until it 
  receives at least 1 point of magical healing. A DC 15 Climb 
  check is required to climb out of a punji pit, and a creature 
  that fails its Climb check by 5 or more falls back into the 
  punji pit and takes falling and piercing damage and must 
  save or have its feet injured as above. 
  purifying mist
  School abjuration [air]; Level cleric 5, druid 5, paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range 30 ft.
  Targets 30-ft. emanation centered on you
  Duration 1 minute/level (D)
  You surround yourself with a thin, swirling mist of damp 
  white mist that purges the air around you of smoke, dust, 
  and noxious fumes. Non-magical inhaled poisons or 
  diseases that are automatically neutralized within the area, 
  and non-magical smoke is dispersed harmlessly. Magical 
  effects that create harmful gas, mist, or smoke, such as acid 
  fog or cloudkill or the breath weapon of a green dragon, 
  deal half damage and the save DC against such effects is 
  reduced by 4. If your caster level is at least 4 levels higher 
  than the caster level of such harmful gas effects (or the Hit 
  Dice of the creature that created the effect for supernatural 
  effects), those effects are suppressed completely within the 
  purifying mist. The purifying mist itself does not impair vision 
  or provide concealment. 
  putrid pit
  School transmutation [disease, earth, wood]; Level bloodrager 3, 
  druid 3, ranger 2, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (tiny shovel and a sharpened stake)
  Range close (25 ft. + 5 ft./2 levels)
  Area dirt in a 20-ft. cube
  Duration instantaneous
  
  21
  Targets one creature plus one additional creature per four 
  levels, no two of which can be more than 30 ft. apart
  Duration 10 minutes; see text
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You refresh and invigorate the targets of the spell, granting 
  them a +4 morale bonus on saving throws or Constitution 
  checks to avoid become fatigued or exhausted for 10 
  minutes. If the subject is fatigued or exhausted when 
  receiving the spell, that effect is suppressed for the duration 
  of the spell.
  repel elementAls
  School abjuration; Level druid 4, shaman 4, sorcerer/wizard 
  4, summoner 3, witch 4
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area 60-ft.-radius emanation, centered on you
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You can select one subtype of elementals to drive away 
  from you, including not only air, earth, fire, and water 
  elementals but also rarer types of elementals such as ice, 
  mud, or time elementals, as well as creatures with the 
  elemental subtype that are not true elementals (such as a 
  crysmalB2 or magminB3) if they have the elemental subtype 
  you designate. Elementals of the chosen subtype that fail 
  their save are affected as repulsion, and if they have fewer Hit 
  Dice than your caster level they are compelled to flee the 
  area if possible. If you move so that the area encompasses 
  an elemental that was outside the area at the beginning of 
  your turn, that elemental is unaffected. Thus, you cannot 
  compel creatures to flee or move by forcing the area of the 
  spell against them. 
  If you cast this spell to affect an elemental subtype, it is a 
  spell of that type. 
  rising sun
  School evocation [light]; Level cleric 6, druid 6
  Casting Time 1 standard action
  Components V, S, DF
  Range 10 ft.
  Area 10-ft.-radius emanation centered on you
  Duration 1 round/level (D)
  Saving Throw Reflex partial; Spell Resistance no
  You shed the dazzling radiance of the sun in a 10-foot-
  radius burst, blinding all creatures entering or beginning 
  their turn within this area for 1 minute per level. Creatures 
  that save are instead dazzled for 1d4 rounds. Creatures 
  that worship your deity are immune to the blinding effect, 
  but undead and creatures with light blindness or light 
  sensitivity take a -4 penalty on their save. Undead, oozes, 
  fungus, and creatures native to the Shadow Plane take 
  2d6 points of damage + 1 point of damage per caster level 
  (maximum +20) when they enter or begin their turn within 
  this emanation, or half damage on a successful save. 
  Saving Throw see text; Spell Resistance no
  This spell is similar to punji pit but creates a much larger 
  hole, dealing 2d6 points of falling damage and 2d6 points 
  of piercing damage to creatures falling into it. In addition, 
  creatures damaged by the pit must succeed on a Fortitude 
  save or immediately contract filth fever. The initial save to 
  avoid contracting the disease is made using the spell’s DC, 
  but saves to recover from the disease later use the disease’s 
  standard save DC. A DC 20 Climb check is required to climb 
  out of a putrid pit. 
  rAin Of sAcred lOtus petAls
  School conjuration (creation) [good]; Level bard 6, cleric 7, 
  druid 7, shaman 7
  Casting Time 1 standard action
  Components V, S, M (a lotus flower)
  Range long (400 ft. + 40 ft./level)
  Area cylinder (5 ft./level radius, 40 ft. high)
  Duration 1 round/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  You create a flurry of celestial lotus blossoms that rain 
  down upon the area. Evil creatures entering or beginning 
  their turn in the area must save each round or take 1d4 
  points of Wisdom damage and become sickened until 
  the beginning of their next turn. In addition, the falling 
  petals cloud their vision of good-aligned creatures within 
  the area, resulting in a 20% miss chance on ranged attacks 
  they make while either they or their target is within the 
  rain of sacred lotus petals. 
  remOve fAtigue
  School abjuration; Level alchemist 1, bard 1, bloodrager 1, 
  cleric 1, druid 1, magus 1, paladin 1, ranger 1, shaman 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  
  22
  rOtting grAsp
  School transmutation [wood]; Level druid 3, sorcerer/
  wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (a termite)
  Range touch
  Target one non-magical wooden object (or the volume of 
  a larger object within 3 feet of the touched point) or one 
  plant creature
  Duration see text
  Saving Throw none; Spell Resistance no
  This spell functions as rusting grasp but affects living plants, 
  plant creatures, and objects made of wood, rather than 
  ferrous objects and creatures. 
  scAly BArrier
  School abjuration; Level cleric 4, druid 4, ranger 3, shaman 
  4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a shed snakeskin)
  Range medium (100 ft. + 10 ft./level)
  Area one 5-foot cube/level (S)
  Duration 1 minute/level (D)
  Saving Throw see text; Spell Resistance yes
  You create an invisible barrier that blocks reptilian creatures 
  from crossing it, including reptilian humanoids, reptilian 
  animals, dragons, and snake-like or lizard-like aberrations, 
  monstrous humanoids, magical beasts, and outsiders. Such 
  creatures can sense the barrier when they are within 10 
  feet, and intelligent reptilian creatures become suspicious 
  and unfriendly when they notice its presence, with their 
  attitude being shifted negatively by one step. Non-sentient 
  reptilian creatures refuse to move through the scaly barrier, 
  though if magically controlled (or urged with a successfully 
  DC 25 Handle Animal check) they can be compelled to enter 
  it. Reptilian creatures entering the scaly barrier take 1d4 
  points of damage per level of the caster (maximum 10d4) 
  and are sickened for 1d4 rounds; a successful Fortitude 
  save reduces damage by half and negates the sickened 
  condition. In addition, reptilian creatures with 6 or fewer 
  Hit Dice must succeed on a Will save or be repelled by the 
  scaly barrier after taking damage, unable to enter it for the 
  remainder of the spell’s duration. 
  scArf Of slAshing steel
  School transmutation [metal]; Level bard 1, magus 1, 
  sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, F (a silk scarf)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You cause the target scarf to lash out and strike a single 
  creature within range. This is treated as a melee attack if the 
  target is adjacent to you or a ranged attack if it is more than 
  5 feet away from you. The scarf of slashing steel becomes hard 
  as iron and razor-sharp when it hits, dealing 1d8 points of 
  slashing damage + 1 point per caster level (maximum +5), 
  plus 1 point of bleed damage.
  The scarf of slashing steel can be used to perform a 
  reposition or trip combat maneuver rather than dealing 
  damage, though if the combat maneuver succeeds the target 
  takes 1 point of bleed damage as described above.
  see shApechAngers
  School divination; Level alchemist 3, bard 3, bloodrager 3, 
  cleric 4, inquisitor 3, mesmerist 3, occultist 3, shaman 3, 
  sorcerer/wizard 4, witch 3
  Casting Time 1 round
  Components V, S, M (ointment of honey and lotus petals, 
  applied to the eyelids)
  Range personal
  Target you
  Duration 1 round/level (D)
  You gain a bonus equal to your caster level on Perception 
  checks made against creatures using a polymorph effect or 
  with the shapechanger subtype, on Knowledge checks to 
  identify the abilities of a shapechanger, and on Spellcraft 
  checks to identify polymorph effects or transmutations that 
  alter the composition or size of a creature’s body. In addition, 
  as a move action, you can examine any creature within 60 
  feet and determine whether it is using a polymorph or 
  transmutation effect (with a bonus equal to your caster level 
  on Spellcraft checks to identify the exact effect) and what its 
  true form is. 
  If the target is a shapechanger but is already in its true 
  form, this divination identifies that it is a shapechanger 
  but cannot determine what other forms it might be able to 
  assume unless you succeed on a Knowledge check to identify 
  the creature. If the target is a spellcaster that currently has 
  a polymorph spell prepared, or is a spontaneous caster able 
  to cast polymorph spells, you discern that it is a spellcaster 
  and whether it is an arcane, divine, or psychic spellcaster 
  but do not learn which spells it knows and can cast. 
  seize the heArt
  School necromancy [death]; Level antipaladin 3, bloodrager 
  3, inquisitor 4, occultist 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets one or more living creatures within a 20-ft. cube
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  You reach out with grasping tendrils of necrotic energy that 
  plunge into the chest of living creatures you designate and 
  rip their beating hearts out of their chests, killing them 
  instantly on a failed saving throw. The spell can affect a total 
  number of Hit Dice of creatures equal to your caster level. 
  Creatures with the fewest Hit Dice are affected first. If you 
  do not have sufficient Hit Dice left to fully affect a creature, 
  it is fatigued rather than killed on a failed saving throw. 
  Living creatures that do not have hearts, such as elementals, 
  oozes, plants, and many types of aberrations or outsiders, 
  are unaffected by this spell, as are creatures with more than 
  5 Hit Dice. 
  
  23
  sense hArmOny 
  School divination; Level cleric 1, druid 1, inquisitor 1, 
  medium 1, mesmerist 1, psychic 1, shaman 1, spiritualist 1
  Casting Time 10 minutes
  Components V, S, F (a scroll of sutras devoted to law, chaos, 
  evil, and good - 5 gp)
  Range 0 ft.
  Effect see text
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You sense the balance of alignment forces in a wide 
  area around you. Sense harmony does not reveal the exact 
  alignment of specific creatures, objects, or effects, but rather 
  the general balance of aligned forces in the area. You may 
  sense harmony in an area (including any building’s in that 
  area) filling a cube up to 100 feet/level on a side, revealing 
  the most prevalent alignment(s) in the area. Alternatively, 
  you can cast it upon a single creature or object within 120 
  feet, allowing you to gain a general sense of that creature’s 
  faithfulness to its own alignment and ideals. You also can 
  determine if a creature is currently affected by confusion, 
  feeblemind, insanity, or any other form of mental illness or 
  addiction, and if you detect such an effect or affliction you 
  gain a +2 circumstance bonus on Heal checks or caster level 
  checks you make within 1 hour to remove or treat it. 
  severing scArf
  School transmutation [metal]; Level bard 6, magus 6, 
  sorcerer/wizard 7, witch 7
  Casting Time 1 standard action
  Components V, S, F (a silk scarf)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous; see text
  Saving Throw none and Fortitude partial; Spell Resistance no
  This spell functions like scarf of slashing steel, but if you 
  hit the target it must succeed on a Fortitude save or be 
  decapitated, as if the severing scarf were a vorpal weapon. 
  Most living creatures are killed instantly if decapitated, 
  but this spell has no effect on creatures without heads, 
  such as elementals, oozes, plants, incorporeal creatures, 
  and many aberrations and outsiders. A construct cannot 
  be decapitated by this spell. Undead with physical bodies 
  can be decapitated by are not destroyed by decapitation; 
  however, they lose any bite attack and their line of sight and 
  their ability to speak is based on the location of their head. 
  An undead spellcaster missing its head can cast spells as 
  long as its head and body are within 30 feet of each other, 
  but they have a 50% spell failure chance due to the difficulty 
  coordinating their verbal and somatic components. 
  A living creature that succeeds on its Fortitude save is not 
  decapitated but does take 1d8 points of slashing damage 
  per 2 caster levels (maximum 10d8). 
  shApechAnging reversiOn
  School abjuration; Level alchemist 5, druid 6, sorcerer/
  wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Targets one creature/level
  Duration 1 round/level (D)
  Saving Throw Will partial; Spell Resistance yes
  You invert the power of shapeshifting powers and lock 
  creatures into their true forms. Targets using a polymorph 
  effect take 3d10 points of damage (Will half), and you can 
  make a caster level check as if you had cast dispel magic 
  to dispel that polymorph effect. If you target multiple 
  creatures using such effects, make a single caster level 
  check and apply the result against all targets. If a creature 
  is using multiple polymorph effects, begin checking with 
  the highest-level effect; if it is not dispelled, make another 
  check for the next highest-level effect, continuing on until 
  you have dispelled one polymorph effect or until you have 
  checked each effect once. For the purpose of shapechanging 
  reversion, a spell or spell-like ability that changes the target’s 
  size or the composition of its body, such as enlarge person, 
  iron body, righteous might, or statue, is affected as if it were a 
  polymorph effect. 
  Targets with the shapechanger subtype or the ability 
  to assume an alternate form by way of an exceptional or 
  supernatural ability take 3d10 points of damage (Will half ), 
  and on a failed save they are forced to revert to their true 
  form and maintain that form for the duration of the spell. 
  shrOud Of the gAki
  School necromancy; Level alchemist 2, antipaladin 2, 
  bloodrager 2, cleric 2, occultist 2, shaman 2, sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a paste of herbs and ground bones 
  and onyx dust worth 10 gp)
  Range personal
  Target you
  Duration 1 round/level (D)
  You shroud yourself in a corrupted and necrotic aura of 
  the malicious undead gaki. Other undead creatures tend to 
  ignore you, as if you had cast hide from undead. In addition, 
  any living creature that strikes you in melee (unless wielding 
  a reach weapon) takes 1d4 points of negative energy damage 
  + 1 point per 2 caster levels (maximum +5). An attacker with 
  spell resistance is harmed by your shroud of the gaki only if 
  you succeed on a caster level check to overcome its spell 
  resistance the first time it attacks you. 
  silk self
  School transmutation; Level alchemist 6, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, F (a detailed silk portrait of the caster 
  worth 1,000 gp)
  Range personal
  Target you
  Duration 1 round/level (D)
  You compress yourself into a flexible and perfectly flat 
  image of yourself with height and width but no depth, 
  shunting your third dimension into an extradimensional 
  space that moves with you. Your flowing flat form grants 
  
  24
  you concealment and attacks against you have a 20% miss 
  chance, and you take no damage from bludgeoning weapons 
  in this form. In addition, as an immediate action you can 
  turn sideways in response to an attack, granting you total 
  concealment and a 50% miss chance on that attack; even if 
  the attack hits, you take only half damage. You take normal 
  damage from area effects, and a creature flanking you deals 
  double damage to you with a piercing or slashing weapon. 
  As a swift or move action, you can turn yourself sideways 
  and shunt your second dimension into the space, leaving 
  only a virtually invisible single silken thread. See invisibility 
  does not reveal your location, but true seeing allows creatures 
  to see your thread and effects like faerie fire and glitterdust 
  reveal your presence as a sinuous line. Your own senses 
  function normally and you can move normally in this form 
  and can pass through any gap small enough to admit a 
  silken thread, and can slip through impediments as if using 
  freedom of movement. You are immune to virtually all forms 
  of attack in this shunted form, though your senses can be 
  affected by illusions, gaze weapons, the blinding beauty of a 
  nymph or horrific appearance of a hag, and similar effects, 
  and you can be blinded, dazzled, or deafened normally. You 
  must still breathe in this form, and inhaled poisons and 
  similar effects can affect you. You can hold your breath and 
  avert your eyes as normal. 
  You can cast spells or use items or abilities that affect 
  only you in this form, but you cannot cast spells that affect 
  an area, affect other creatures, or create an object or effect 
  outside your body. You can return to your two-dimensional 
  flat state as a swift or move action. 
  A dimensional anchor, dimensional lock, forbiddance or 
  similar effect that blocks planar travel does not block 
  your movement, but it does prevent you from shifting 
  your dimensionality from flat to thread or vice versa, or 
  from dismissing the silk self spell, though it ends when its 
  duration expires even if you are subject to such an effect.
  snAke ArrOWs
  School conjuration (creation) [poison]; Level magus 4, 
  shaman 5, witch 5
  Casting Time 1 standard action
  Components V, S, F (at least two snake tattoos)
  Range medium (100 ft. + 10 ft./level)
  Target one or two creatures
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You cause two of your snake tattoos to burst forth from 
  your skin and streak through the air to strike targets 
  you designate. The snake arrows automatically hit for 2d6 
  points of piercing damage each, and a creature struck also 
  is affected as poison. A creature struck by both snake arrows 
  must save twice to avoid being poisoned. If he fails both 
  saves, he takes Constitution damage only once per round 
  but the save DC is increased by 2. 
  
  25
  snAke mOther’s kiss
  School 
  transmutation 
  [poison]; 
  Level 
  alchemist 
  3, 
  bloodrager 3, cleric 3, druid 3, magus 3, shaman 3, sorcerer/
  wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (a vial of snake or naga poison, which 
  the target must swallow)
  Range touch
  Target one humanoid creature 
  Duration 1 hour/level 
  Saving Throw Fortitude negates; Spell Resistance yes
  You shift and transform the target into a tainted serpentine 
  form, similar in appearance to a nagajiARG (though the 
  target retains its normal size). The target gains the reptilian 
  subtype and a +2 size bonus to Strength and a +1 natural 
  armor bonus to AC, and it also gains low-light vision and a 
  +2 racial bonus on Perception checks. The target also gains 
  a +2 bonus on saves against mind-affecting effects and 
  poison, and is immune to the poison of nagas and snakes 
  (and other snake-like creatures at the GM’s discretion), 
  including the vial of poison drunk as part of the casting of 
  this spell. The target gains a +2 bonus on Charisma checks 
  and Charisma-based skill checks made with nagas, nagaji, 
  and snakes. 
  Special: If created as an alchemist extract, this extract can 
  affect other creatures even if you do not have the infusion 
  discovery.  
  sOulpiercer
  School necromancy; Level cleric 6, inquisitor 6, medium 
  4, occultist 5, shaman 6, sorcerer/wizard 6, spiritualist 5, 
  witch 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  You hurl a needle of enchanted iron at a single elemental, 
  fey, outsider, undead, or incorporeal creature as a ranged 
  attack. If the needle hits, the target is fixed in place, unable 
  to use transmutation or teleportation effects or any form 
  of planar travel (as dimensional anchor) and also unable to 
  move physically from the place where it was struck by the 
  soulpiercer. The target can still attack and take move actions 
  that do not involve moving from its location, but it is flat-
  footed and gains the entangled condition. If the target is 
  normally incorporeal, its body becomes solid and it loses 
  any AC bonus from its Charisma score and takes full 
  damage all attacks and effects (though any other defensive 
  abilities, resistances, or immunities apply normally). The 
  trapped creature cannot remove the soulpiercer, but another 
  creature can remove the needle as a full-round action.
  speW sleet
  School evocation [cold]; Level alchemist 2, witch 2
  Casting Time 1 standard action
  Components S, M (a mouthful of water)
  Range 30 ft.
  Area 30-ft. cone-shaped burst
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  You spit forth a cone of frigid icy crystals and clinging cold. 
  Creatures in the area take 1d6 points of nonlethal cold 
  damage per 2 caster levels (maximum 5d6) and are stricken 
  with hypothermia, becoming fatigued until this nonlethal 
  damage is healed. 
  spirit split
  School necromancy; Level medium 4, occultist 5, shaman 5, 
  spiritualist 5, witch 5
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level (D)
  You can spend your spirit outside your body as an 
  incorporeal duplicate of yourself. In this form you have a fly 
  speed of 60 feet (perfect), but you cannot venture more than 
  300 feet from your body. You cannot enter areas that are 
  warded against incorporeal creatures or against extraplanar 
  creatures. You are not invisible, nor can you see invisible 
  creatures unless they are also incorporeal, in which case 
  you can see their location but treat them as if they were 
  using a blur spell. In this spirit form you can cast spells 
  with only verbal components and can use spell-like or 
  supernatural abilities but cannot otherwise attack or affect 
  other creatures. 
  While you are spirit split, your body is flat-footed but is 
  dimly aware of its surroundings. Your body can take only 
  a single move action each round, and actions it takes must 
  be simple in nature, like talking, talking (in a slow, slurred 
  voice), or eating. Attack rolls made against your body gain a 
  +2 circumstance bonus. If you are within 5 feet of your body, 
  you can give it specific instructions.
  Any damage taken by your spirit or your body counts 
  against your hit point total, which is shared by both parts of 
  yourself simultaneously. If either your body or your spirit 
  is destroyed, you die. If your body and spirit are forced to 
  move more than 300 feet away from each other, you must 
  succeed on a DC 20 Fortitude save each round at the end of 
  your turn or die. If your spirit does not return to your body 
  before the expiration of the spell, you die.
  spirit trAnce
  School divination; Level cleric 1, inquisitor 1, medium 
  1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, 
  spiritualist 1, sorcerer/wizard 1, summoner 1, witch 1
  Casting Time 1 round
  Components V, S
  Range 120 ft.
  Area 120-ft.-radius emanation centered on you
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You become attuned to the spiritual forces in the surrounding 
  area, allowing you to sense the presence of spirits, including 
  nature spirits (elementals, fey), unnatural spirits (outsiders, 
  
  26
  undead), haunts, curses, permanent magical effects (which 
  must affect an area), and spirit-servants (characters with 
  class levels as mediums, shamans, spiritualists, summoners, 
  and witches). Each round you spend in the spirit trance, you 
  feel the presence of one such thing within range, learning 
  its general nature in the first round, and if you concentrate 
  on that spirit for an additional round you learn its general 
  direction. You gain a +2 circumstance bonus on Diplomacy, 
  Knowledge, Perception, Sense Motive, and Spellcraft checks 
  made with respect to any spirit you have discovered with 
  spirit trance within the previous 24 hours. 
  spirit WArd
  School abjuration; Level cleric 2, inquisitor 2, medium 
  2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, 
  spiritualist 2, summoner 2, witch 2
  Casting Time 1 round
  Components V, S, F (a strip of paper inscribed with a prayer 
  and attached to a gingko stick)
  Range touch
  Area 5-foot emanation from target
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance no 
  (see text)
  This spell functions like protection from evil, but it wards 
  against any of the following types of creatures. The 
  protection of a spirit ward extends 5 feet in all directions 
  from the target creature’s space and moves with the target. 
  steelskin
  School transmutation [earth, metal]; Level alchemist 4, 
  antipaladin 4, bloodrager 4, cleric 4, magus 4, paladin 4, 
  sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a scrap of plate armor)
  Range touch
  Target creature touched
  Duration 1 minute/level
  Saving Throw Fortitude negates (harmless); Spell Resistance yes 
  The target’s skin is transformed into gleaming metal. 
  The target gains a +8 natural armor bonus to AC (or a +4 
  enhancement bonus to its natural armor, if it already has a 
  natural armor bonus of +5 or greater). However, the target’s 
  movement become stiff and slow, causing her to take a -2 
  penalty to its Dexterity and unable to run or charge. 
  steAming BreAth
  School conjuration [fire, water]; Level alchemist 3, sorcerer/
  wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area cone-shaped spread
  Duration 1 round
  Saving Throw Reflex half; Spell Resistance yes
  You exhale a roiling cloud of scalding steam that persists 
  until the beginning of your next turn, blocking vision as 
  obscuring mist. Any creature within the cloud at the time you 
  exhale it takes 1d6 points of fire damage per caster level 
  (maximum 10d6). Creatures entering the cloud afterwards 
  take half damage, or one-quarter damage on a successful save. 
  Creatures with the fire subtype take half damage from your 
  steaming breath even though they are normally immune to fire. 
  suBlime detAchment
  School abjuration; Level cleric 8, psychic 8
  Casting Time 1 round
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more 
  than 30 ft. apart
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes
  You erase fear, suffering, want, and pain in the minds of 
  the targets, washing away their sorrows and replacing them 
  with a pleasurable contentment and calming fugue. Any 
  pain effects affecting the targets are immediately ended, as 
  are harmful emotion effects and fear effects, while any other 
  mind-affecting effects are suppressed, and the targets gain 
  immunity to such effects for the duration of the spell. In 
  addition, any effects that deal hit point damage deal only 
  half damage to the targets of your sublime detachment. 
  Creatures affected by sublime detachment gain no benefit 
  from morale bonuses. 
  suBstitutiOnAry idOl
  School abjuration; Level cleric 3, occultist 3, shaman 3, witch 3
  Casting Time 1 hour
  Components V, S, M (offerings to the spirits worth 10 gp), F
  Range personal
  Target you
  Duration 1 hour/level or until discharged (D)
  You prepare a small statuette that represents your deity or 
  the spirits you revere and imbue a portion of your essence, 
  taking at least 1 point of damage that cannot be healed 
  
  27
  while the spell persists, up to a maximum number of hit 
  points equal to your caster level. For every hit point you 
  sacrifice, the substitutionary idol gains 5 temporary hit points. 
  Once the spell is completed, any hit point damage you take 
  (including nonlethal damage) is split evenly between you 
  and the substitutionary idol, as though you were the target of 
  a shield other spell cast by the idol. If you move more than 
  100 feet from the substitutionary idol, the spell’s effect is 
  suppressed but its duration continues to elapse. If all of the 
  substitutionary idol’s hit points are expended, the spell ends. 
  Any leftover damage from that attack or effect in excess of 
  what was required to reduce the idol’s hit points to 0 is 
  taken by you and is not split. 
  Focus: An idol, fetish, or similar representation of your 
  patron deity or spirit worth at least 25 gp. The maximum 
  number of temporary hit points a substitutionary idol can store 
  is equal to 20% of its gp value (maximum 100 hit points). 
  sustenAnce
  School transmutation; Level alchemist 3, cleric 4, druid 4, 
  ranger 3, shaman 4
  Casting Time 1 round
  Components V, S, M (a cup of sake, beer, or juice and a cup 
  of rice)
  Range touch
  Targets one creature/4 levels
  Duration 1 day/level
  Saving Throw none; Spell Resistance yes (harmless)
  You sustain the targets without food or water for the duration 
  of the spell. They can eat and drink if they wish, but they do 
  not need to. They are immune to magical effects that would 
  cause hunger or thirst, such as cup of  dustAPG or feast of 
  ashesAPG. If a creature is already suffering from starvation or 
  thirst when sustenance is cast, the duration of the spells is 
  halved but it immediately removes any nonlethal damage, 
  fatigue, or exhaustion caused by starvation or thirst (though 
  not from other sources). 
  symBOl Of life
  School conjuration (healing); Level cleric 6
  Components V, S, M, DF (powdered diamond and opal 
  worth a total of 1,000 gp)
  Saving Throw Will partial; Spell Resistance yes
  This spell functions as symbol of death, except that all undead 
  creatures within 60 feet of the symbol of life take 1d6 points of 
  positive energy damage per 2 levels of the caster (maximum 
  10d6) and become frightened for 1 round per caster level 
  and must flee from the symbol of life. Undead that succeed 
  on their Will save take half damage and are not frightened, 
  but remain shaken for as long as they remain within 60 
  feet of the symbol of life. While the symbol of life is activated, 
  dead creatures cannot rise as undead within 60 feet of the 
  symbol. Attempts to use animate dead, create undead, and 
  similar spells within this area automatically fail unless the 
  caster of that effect succeeds on a caster level check with 
  a DC of 11 + the caster level of the symbol of life. Creatures 
  that would normally rise as spawn do not do so as long as 
  the symbol of life remains active, though their conversion to 
  spawn is merely suppressed, not negated, and resumes after 
  the symbol of life expires or if the slain creature’s body is 
  moved out of the area. If a slain creature that would have 
  become an undead spawn is returned to life before the 
  symbol of life expires, they do not become spawn. 
  tAmer’s Whip
  School evocation [force]; Level inquisitor 2, magus 2, ranger 
  2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range 0 ft.
  Effect a whip of force
  Duration 1 round/level
  Saving Throw see text; Spell Resistance no
  A 15-foot-long whip of magical force springs from your 
  hand. You can wield it as a normal whip, including using 
  it to perform combat maneuvers. You may choose to deal 
  either lethal or nonlethal damage, and as a force effect 
  it bypasses damage reduction and deals full damage to 
  incorporeal creatures. Animals you strike with the whip 
  become frightened for 1d4 rounds (Will negates). As a 
  standard action, you may crack the whip overhead, causing 
  all animals within 30 feet to become frightened for 1 round 
  (Will negates). Dire animals and animals trained specifically 
  for combat gain a +2 bonus on their saves. Animals that have 
  been frightened by your tamer’s whip attempt to remain at 
  least 30 feet away from you for as long as the tamer’s whip 
  persists, though they can be forced closer with a successful 
  DC 25 Handle Animal check. If unable to escape, they may 
  fight. The fear effect of a tamer’s whip is a sonic, mind-
  affecting effect.
  tAngle scArf
  School transmutation [metal]; Level bard 2, magus 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, F (a silk scarf)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous; see text
  Saving Throw none and Reflex negates; Spell Resistance no
  This spell functions like scarf of slashing steel, but if you 
  hit the target it is entangled (Reflex negates) and rooted to 
  the spot for 1 round/level. The target can escape the tangle 
  scarf with a successful DC 20 Escape Artist check or DC 26 
  Strength check. The entangled creature cannot attack scarf, 
  but an ally can try to destroy it and free the trapped creature; 
  the tangle scarf is as strong as steel, with hardness 10 and hit 
  points equal to 1d4 plus your caster level. 
  You may choose to make a melee touch or ranged touch 
  attack with a tangle scarf rather than a normal attack roll. A 
  hit with the tangle scarf as a touch attack deals no damage 
  but can still entangle the target as described above.
  tengu fAn
  School conjuration (creation) [metal]; Level bard 3, magus 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  
  28
  Range 0 ft.
  Effect fan of feathered silk
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  A folding fan of black silk embroidered with feathered 
  patterns appears in your hand. You may wield it with 
  proficiency as a +1 keen fighting fanUC, dealing 1d4 points of 
  slashing or piercing damage (1d3 for a Small caster), with a 
  x3 critical multiplier; and if you have monk levels, you may 
  treat it as a monk weapon. In addition, if you are aware of 
  your opponent and not flat-footed you may use a tengu fan 
  defensively in either of the following ways. 
  When you are attacked with light or one-handed melee 
  weapon you can expend 1 minute of the spell’s remaining 
  duration as an immediate action to make a combat 
  maneuver check to disarm your attacker using the tengu 
  fan. This combat maneuver does not provoke attacks of 
  opportunity. If the maneuver succeeds and you have a free 
  hand, you can take the target’s weapon as if you had made 
  the disarm check while unarmed. 
  When you are attacked with a light thrown weapon, 
  shuriken, or dart (including blowgun darts and rope darts), 
  you can expend 1 minute of the spell’s remaining duration 
  as an immediate action to deflect that weapon, taking no 
  damage from the attack. 
  terrA cOttA legiOn
  School conjuration (creation) [earth]; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area see text
  Duration 7 days or 7 months (D); see text 
  Saving Throw none; Spell Resistance no
  This spell functions like shambler but calls into being a single 
  taotiehB3 or 1d4+2 terra cotta soldiersB3 with the advanced 
  simple template to serve the caster for up to 7 days, or to 
  guard a specific site or location for up to 7 months. 
  terrA cOttA liOns
  School conjuration (creation) [earth]; Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area two foo lions, which may not be more than 30 ft. apart; 
  see text
  Duration 7 days or 7 months (D); see text 
  Saving Throw none; Spell Resistance no
  This spell functions like shambler but calls into being a pair 
  of foo lionsB3 to serve the caster for up to 7 days, or to guard 
  a specific site or location for up to 7 months. 
  tetsuBO Of the mOuntAin
  School conjuration (creation) [earth]; Level druid 2, magus 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range 0 ft.
  
  29
  Effect beam of solid rock
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  A 6-foot-long beam of mountain stone springs forth from 
  your hand. You may hold a tetsubo of the mountain weapon in 
  one hand if you need a free hand to cast spells, but wielding 
  it requires two hands to wield. You may wield it with 
  proficiency as a +1 tetsubo, dealing 1d10+1 points of damage 
  plus your Strength modifier (x4 critical multiplier), and you 
  gain an additional damage bonus of + 1 point per 2 caster 
  levels (maximum +10).
  tiger trAp
  School conjuration (creation); Level druid 4, ranger 4, 
  sorcerer/wizard 5, summoner 4
  Casting Time 1 standard action
  Components V, S, F (miniature shovel costing 10 gp and a 
  tiger claw)
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-by-20-ft. square
  Duration 1 hour/level or until discharged (D)
  Saving Throw Reflex negates; Spell Resistance no
  This spell creates a magical covered pit trap that triggers 
  whenever a creature enters the area. Once triggered, the tiger 
  trap activates and creates an extradimensional pit (identical 
  in effect to that created by create pitAPG) 20 feet square and 20 
  feet deep, lasting for 1 round per level. In addition, when 
  the pit is created it also summons a tigerB1, which attacks 
  all other creatures entering the pit. If the tiger is killed, its 
  body disappears but the pit remains for the remainder of 
  its duration. One round after the tiger trap is triggered, its 
  covering reappears and it is once more hidden from view. 
  When the cover has reappeared, creatures within the pit 
  cannot climb out. The cover of the tiger trap can be broken 
  through with a DC 23 Strength check or by damage; it has 
  hardness 5 and 3 hit points per level of the caster. 
  A tiger trap can be detected and disarmed as a magical trap. 
  If the tiger trap is triggered and its cover then closes, the 
  trap can again be found and disarmed as a magical trap, and 
  disarming it can force the opening to appear and remain 
  open. A creature that sees the tiger trap open and activated 
  gains a +4 bonus on Perception and Disable Device checks 
  to find and disarm it while it is closed. 
  tOAd’s kiss
  School necromancy [poison]; Level alchemist 2, antipaladin 
  2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 hour/level or until discharged (D)
  Saving Throw see text; Spell Resistance no
  You infuse the target’s skin with a toxic venom, marking 
  it with a brightly-colored tattoo of a toad. The target gains 
  a +2 bonus on saving throws against poison as long as 
  this mark persists. In addition, the target can trigger the 
  toad’s kiss as a free action when she is struck with a natural 
  weapon, unarmed strike, or melee touch attack, affecting 
  her attacker as a poison spell. No attack roll is needed to 
  affect her attacker, though the attacker is allowed a unless 
  it succeeds on a Fortitude save. The save DC against this 
  poison is based on the toad’s kiss spell level. 
  trAnsfixiOn circle
  School enchantment (compulsion) [mind-affecting]; Level 
  mesmerist 5, psychic 5, sorcerer/wizard 6, witch 6
  Casting Time 1 round
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 10-ft.-radius spread
  Duration see text
  Saving Throw Will negates; Spell Resistance yes
  All Medium or smaller humanoids entering or beginning 
  their turn within a transfixion circle are permanently 
  fascinated and paralyzed, unable to move or take actions. 
  You must set a release condition when the transfixion circle is 
  created, which may be simple and reasonable (such as “stay 
  here until I return”) or wholly implausible or impossible to 
  meet (“stay here until the world ends”). If the condition is 
  met, the spell is ended. If the condition is not met, trapped 
  creatures can nevertheless attempt a new saving throw once 
  per hour to break free.
  A transfixion circle affects an area, and creatures removed 
  from the area can attempt a new save once per round to 
  break free from its effects. As long as at least one creature 
  remains trapped within the transfixion circle, however, its 
  magic remains effective and new creatures entering the 
  area must save or be trapped. If all affected creatures are 
  freed from the spell, the transfixion circle ends.
  unfOrtunAte OrigAmi 
  School transmutation; Level sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (a folded piece of paper)
  Range touch
  Target one touched object up to 2 cubic feet/level
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance no
  Any item you touch is transformed into a delicate facsimile 
  of itself crafted of folded paper on a failed save. A paper 
  item has its weight reduced to 25% normal, its hardness 
  reduced to 0, and its hit points reduced to 10% of the 
  normal amount (or 2 hit points per inch for solid barriers). 
  An origami weapon deals only 1 point of nonlethal damage 
  (plus any enhancement bonus it possesses) on a successful 
  hit, and the weapon itself takes 1d6 points of damage each 
  time it strikes an opponent. The wielder’s Strength bonus 
  does not apply to damage taken by the target but does apply 
  to damage dealt to the origami weapon. Origami armor and 
  shields provide no armor or shield bonus to AC, though if 
  they are magical their enhancement bonus. Origami items 
  retain their magical properties but are very fragile and 
  susceptible to damage from being worn or wielded, forcing 
  their wearer or wielder to succeed on a Fortitude save at the 
  end of each day to avoid the item’s destruction. 
  You may employ unfortunate origami in combat with a 
  
  30
  successful melee touch attack. Attacking a wielded item, 
  such as a weapon, provokes an attack of opportunity. You 
  must touch the weapon to use this spell; you cannot use it 
  to affect an item when it touches you. 
  Items transformed into paper by unfortunate origami can 
  be restored to normal with break enchantment, limited wish, 
  miracle, polymorph any object, or wish.
  WAll Of BAmBOO
  School conjuration (creation) [wood]; Level druid 4, ranger 4, 
  shaman 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M/F (a piece of a bamboo cane)
  Range medium (100 ft. + 10 ft./level)
  Effect bamboo wall whose area is up to one 5-ft. square/level (S)
  Duration instantaneous
  Saving Throw see text; Spell Resistance no
  This spell functions like wall of stone, though it creates a 
  solid wall of hardened bamboo canes lashed together and 
  firmly rooted into the ground. The wall of bamboo has 
  hardness 5 and 10 hit points per inch of thickness, and it 
  takes full damage from attacks dealing fire damage. Like a 
  wall of stone, a wall of bamboo can be used to create structures 
  other than vertical walls. 
  WArning Bell
  School divination; Level cleric 2, paladin 2, ranger 2
  Casting Time 1 standard action
  Components V, S, F (a small bell)
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You imbue a tiny bell with a guardian spirit. As long 
  as the target wears the bell used for the spell’s focus 
  (typically around the neck), her senses are heightened and 
  impending danger triggers a ringing of the warning bell that 
  only she can hear. The target gains a +4 insight bonus on 
  Perception checks and is not denied her Dexterity bonus 
  when flat-footed or attacked by a creature she cannot see 
  or is otherwise unaware of. She does still lose her Dexterity 
  bonus when helpless. The target can expend the spell’s 
  remaining duration to reroll an initiative check, or to 
  take an action during a surprise round when she would 
  otherwise be surprised and unable to act. Once initiative is 
  rerolled or the action is taken, the warning bell ends. 
  WeAkening tOuch
  School transmutation; Level cleric 5, magus 5, witch 5
  Casting Time 1 standard action
  Components V, S
  Range touch
  Targets creature touched
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  The target’s resistance to harm is diminished, as you reduce 
  its damage reduction by 5. For every 4 levels after 11th, you 
  increase this reduction in damage resistance by 5, up to a 
  maximum of 15 at 19th level.
  Wind yAri 
  School conjuration (creation) [air]; Level druid 2, magus 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 0 ft.
  Effect spear of solid air
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance yes
  A 6-foot-long shaft of solid wind appears in your hand, 
  which you may wield as a shortspear that deals 1d8 points 
  of piercing damage, +1 per 2 caster levels (maximum +10). 
  As a swift action, you may expend 1 additional round of the 
  wind yari’s remaining duration to wield it as a spear or 2 
  additional rounds to wield it as a longspear; in either case, 
  this change persists until the beginning of your next turn. 
  Attacks with a wind yari are melee touch attacks. Since the 
  weapon is immaterial, your Strength modifier does not 
  apply to the damage.
  You may also hurl the wind yari as a ranged touch attack; 
  this expends 1 minute of the spell’s remaining duration 
  (and fails if the spell has less than one minute of duration 
  remaining).
  Withering tOuch
  School necromancy; Level cleric 7, sorcerer/wizard 7, witch 7
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  The target’s flesh instantly putrefies, rots, and sloughs off, 
  leaving it crippled. The target takes 1 point each of Strength 
  and Constitution damage per 2 caster levels (this is treated 
  as ability drain rather than being doubled if you confirm 
  a critical hit with your touch attack). In addition, you can 
  attempt a combat maneuver check as if to sunder in order 
  to target one of the target’s limbs or natural weapons; if your 
  combat maneuver succeeds and the target fails its Fortitude 
  save, that limb or natural weapon is permanently withered 
  and becomes useless for combat. If the limb is used for 
  movement, including an arm for climbing, wing for flying, 
  leg for walking, or tail for swimming, the target also takes 
  1d4 points of Dexterity damage and that movement speed 
  is halved. Only a regenerate, wish, or miracle can reverse the 
  effects of withering touch. 
  This spell affects most undead creatures, dealing Strength 
  and Charisma damage rather than Strength and Constitution 
  damage. It has no effect on incorporeal undead, nor on any 
  creature lacking flesh, such as constructs, elementals, oozes, 
  and plants. 
  WOrd Of pAin
  School necromancy [pain]; Level antipaladin 3, inquisitor 3, 
  witch 4
  Casting Time 1 standard action
  
  31
  Components V, S
  Range medium (100 ft. + 10 ft./2 levels)
  Targets one or more creatures no more than 30 ft. apart
  Duration 1 round/level (D)
  Saving Throw Fortitude partial; Spell Resistance yes
  You inflict agonizing pain, twinges, aches, and suffering in 
  one or more creatures whose total Hit Dice do not exceed 
  your caster level. You may select which targets to affect, but 
  if you do not have sufficient leftover Hit Dice to affect a 
  chosen creature it is treated as if it had successfully saved 
  (if you can affect a creature with at least half its Hit Dice) or 
  is unaffected (if your remaining Hit Dice of potential effect 
  is less than half its Hit Dice). Affected creatures take a -4 
  penalty on attack rolls, skill checks, and ability checks and 
  are fatigued, including concentration checks and initiative. 
  Creatures that successfully save take a -2 penalty and are 
  not fatigued. 
  
  32
  
  Magic of the iMperial east
  Magic of the iMperial east
  The Asian Spell Compendium brings you 110 amazing new magical spells inspired 
  by the mysteries of the Orient, from the frozen tundra and boreal forests of the far 
  north to the serpent jungles of the south. Drawing from the myths, legends, and lore 
  of China, Japan, India, Southeast Asia, Siberia, and more, you’ll find tons of new spells 
  for every school and 20 spellcasting classes, from ancestral wrath to word of pain and 
  all spells in between. You’ll see offensive spells like flame shuriken, tiger trap, and 
  blessed jade strike and defensive incantations like spirit ward, toad’s kiss, and sublime 
  detachment, from minor magics like awful apparition, drowsy fireflies, and punji pit 
  to mighty enchantments like divine wind, rain of sacred lotus petals, terra cotta legion, 
  and the deadly marvelous chopsticks. Whether you favor arcane, divine, or psychic 
  spells, tapping the power of elements or magic of the mind, you’ll find an incredible 
  array of new and inventive spells perfect for introduction into an all-Asian campaign 
  or one that simply draws a bit here and there from the magic and mystery of the 
  unapproachable east. Grab this 36-page Pathfinder spell supplement and Make Your 
  Game Legendary! 
  ISBN-13: 978-1542355896
  Price: $14.99
  makeyourgamelegendary.com
  LGP310JR11PF
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Far East/Asian Spell Compendium.pdf