TEXT: 1
  W
  hile there are a vast number of spells available 
  in the game’s core rulebooks, many GMs and 
  players have an insatiable desire for more 
  options. In many cases it’s not necessary to create new 
  spell options from scratch, as a few minor changes to an 
  existing spell can create something with a very different 
  feel or impact on game play. These spell variants are 
  based on the idea that there are a lot of interesting effects 
  you can make with fairly minor changes to how a spell 
  works, or by combining effects of multiple spells, or a 
  spell and magic item or even a class ability (preferably 
  from a class not used in the campaign). While we 
  have explored 220 variants in previous products (The 
  Genius Guide to 100 Spell Variants, and The Genius Guide 
  to Another 110 Spell Variants), there’s always room for 
  more magic!
  Some spell variants are common and fairly obvious, 
  such as having an iceball spell that is simple fireball 
  dealing cold damage. The following list of 110 spells 
  variants are slightly more complex, and are designed 
  to show how it’s possible to create new spells without 
  too much work. One important tip is that when you 
  base a new spell on an old one many details — such 
  as it’s school, components, duration, and often even 
  interaction with other spells — is already determined. 
  Similarly, you can often create spells that have entirely 
  new themes just by changing casting time and legal 
  targets. This last trick is often a great way to make spells 
  appropriate for new classes. 
  For example it’s fairly obvious a druid class 
  shouldn’t have the haste spell on its spell list, but a new 
  spell called pack tactics which acted like haste but could 
  only be cast on creatures of the animal type is perfect for 
  druids. And even better, you already know it’s about a 
  3rd level spell, since it doesn’t do anything the wizard 
  haste spell doesn’t.
  
  2
  Using spell Variants
  Obviously 110 spells take up a lot of room 
  if fully written out, and since the entire point 
  of this product is to present slightly new ways 
  to use spells, if they were entirely written out 
  the book would be huge and contain lots of 
  du0licated information. Instead, we advise 
  anyone actually wishing to use the spells here 
  simply copy each spell that a variant references 
  (if you don’t have PDFs of the source books, 
  all referenced spells can be found on www.
  d20pfsrd.com), then make the listed changes. 
  Then use the newly-minted spell as you would 
  a sourcebook, either printing it or accessing an 
  electronic copy. Alternately if you regularly 
  have access to a sourcebook during play, you can 
  just look up a referenced spell when you desire 
  to cast a variant – the effect of most variants is 
  fairly obvious from its description (much like 
  the 1-sentence descriptions of base spells found 
  on class spell lists). Since very few players have 
  the details of every spell effect available to them 
  memorized, this doesn’t significantly slow 
  down play among experienced gamers.
  spell Details
  Because the following are all variants of 
  existing spells, we only present a minimal sketch 
  of each spell. Any information not presented or 
  mentioned is the same as the base the variant is 
  based off. 
  Even so, a few specific notes on presentation 
  are called for.
  AvAilAble Spell 
  vAriAntS by ClASS
  As a result of feedback from the very 
  popular first two volumes in this series the 
  information in this volume is presented 
  slightly differently. Before the spell variants 
  themselves are presented, a short section 
  lists every spellcasting class and what spell 
  variants are available to it in this product at 
  what level. While the variants themselves 
  are so short it makes no sense to provide 
  one sentence descriptions of every variant 
  in these class entries (many of the variants 
  are less than one sentence long as it is), 
  these class lists allows a reader to know, at a 
  glance, how many spells of what level each 
  class is gaining in this product.
  vAriAnt number
  Since many patrons have mentioned 
  taking the time to count all 110 spell from 
  previous volumes of this line, in the variant 
  listings after the name of each spell a number 
  is given in parentheses, indicating what 
  number of spell variant the title represents. 
  (This should save everyone some time 
  counting them, and make sure we include a 
  full 110 variants!)
  Other DetAilS
  School, [Descriptor], Casting Time, 
  Components, 
  Range, 
  Area, 
  Targets, 
  Duration, Saving Throw, Spell Resistance
  These entries are only given if they differ 
  from the base spell.
  aVailable spell 
  Variants by Class
  AlChemiSt
  1st Level – wall runner
  2nd Level; deft fingers, ghost step, 
  softstep
  3rd Level – stonehand
  6th Level – caustic storm, elemental riot, 
  evolution, sustain
  AntipAlADin
  1st Level – killbuck, love starved
  2nd Level – ghost step, symptoms 
  3rd Level – instant shield, profane 
  incentive
  4th Level – nemesis 
  bArD
  1st Level – love starved, soothing 
  melody, wall runner
  2nd Level – annoying tune, deft fingers, 
  ecstasy, maestro’s curse, maestro’s favor, 
  spirit speech
  3rd Level – obfuscate, piercing shriek, 
  poise, secret speech
  4th Level – eldritch focus, mind leach, 
  siren song, swamp gas
  6th Level – jester’s jail, slander
  CleriC/OrACle
  1st Level – call faithful, 
  2nd Level – find weakness, placebo
  3rd Level – bulwark, ecstasy, detect 
  pagan, guardian, ill fortune (oracle only), 
  instant shield, plague vapor, sacred sanctum
  4th Level – eldritch focus, glory ray, 
  nemesis, polemic, runes of accord, swamp 
  gas (oracle only)
  
  3
  6th Level – conversion, evolution, 
  outcast, spell rend, steal breath
  7th Level – close border, hell gaze, hero’s 
  resurgence, mark of purity, sanctorum
  9th level – hellfire, pillar of resurrection
  DruiD
  1st Level – call faithful, 
  2nd 
  Level 
  – 
  softstep, 
  symptoms, 
  undertow
  3rd Level – cloak of night, create moat, 
  pack ward, plague vapor, savagery
  4th Level – sanctorum
  5th Level – sea surge 
  6th 
  Level 
  – 
  cloudwalk, 
  rockslide, 
  throwback
  7th Level – elemental riot
  inquiSitOr
  1st Level – call faithful, dancing 
  manacles, killbuck, 
  2nd Level – detect pagan, find weakness, 
  ghost step
  3rd Level – bulwark, guardian, instant 
  shield, suspended sentence
  4th Level – anathema, bailiff’s rush, 
  polemic, release, seek, snitch
  5th Level – conversion, isolate, spell 
  rend, 
  6th Level – deadly display
  mAguS
  1st level – dancing manacles, ritual 
  blade, wall runner
  3rd Level – piercing shriek
  4th Level – binding bolts, bulwark, 
  elemental arcana, totem ward
  5th Level – magic ram, spell leach, spell 
  rend
  6th level – bladecharm, caustic storm, 
  deadly display, delayed effect
  pAlADin
  1st Level – call faithful, 
  2nd Level – detect pagan, ghost step
  3rd Level – bulwark, create moat, instant 
  shield 
  4th Level – anathema, glory ray, 
  luminescent blade, nemesis, sacred sanctum
  rAnger
  1st level – badger
  2nd Level – find weakness, ghost step, 
  hawk eye, scornblade, softstep
  4th level – binding bolts, pack ward, seek
  SOrCerer/WizArD
  1st Level – wall runner
  2nd Level – undertow 
  3rd Level – create moat,  ecstasy, mind 
  leach, obfuscate,  plague vapor
  4th Level – eldritch focus, elemental 
  arcana, nemesis, pocket dragon,  swamp 
  gas, transmogrify, vigor leach
  5th Level – caustic storm, delayed 
  effect, magic ram, spell loan (sorcerer only), 
  telekinetic retribution
  6th Level – elemental riot, guilty dreams, 
  rockslide, sea surge, spell rend, steal breath, 
  stonehand, sustain, throwback
  7th Level – close border, evolution, hell 
  pit, sanctorum, viral charm
  8th level – paralyzing fear
  9th Level – embody
  SummOner
  4th Level – oozify, parallel evolution, 
  pocket dragon
  5th Level – throwback
  6th Level – evolution
  WitCh
  1st Level – call faithful, killbuck, love 
  starved, ritual blade, seeking fetish
  2nd Level – damsel, find weakness, 
  maestro’s curse, maestro’s favor, placebo, 
  soothing melody, spirit speech
  3rd Level – baleful humanity, cloak of night, 
  ecstasy, forebode, mind leach,  plague vapor, 
  poise, seek,  siren song
  4th Level – eldritch focus, isolate, obfuscate, 
  nemesis, pocket dragon, release, runes of 
  accord, savagery, secret speech, snitch, spell 
  leach, swamp gas, totem ward, transmogrify, 
  vigor leach
  5th Level – fulminate, oozify, outcast, 
  waypoint
  6th Level – bladecharm, delayed effect, 
  distracting dance, guilty dreams, maleficent 
  aura, steal breath, sympathetic damage
  7th Level – deplete, hell gaze, lure, viral 
  charm
  8th Level – detain, hell pit, pacifist’s curse, 
  paralyzing fear
  9th Level – embody, poppies, revenant
  
  4
  the spell Variants
  AnAthemA (1)
  Level: inquisitor 4, ranger 4
  As holy whisper (APG) but for rangers it 
  affects creatures that are your favorite enemies 
  (with the 2d8 damage affecting those you have 
  a +4 or greater favored enemy bonus against) 
  and for inquisitors it affects creatures you are 
  using your bane class ability against (with the 
  2d8 affecting those you have hit with an attack 
  roll since the start of your last turn).
  AnnOying tune (2)
  Level: bard 2
  As deafening song bolt (APG) but targets take 
  no damage. 
  bAleful humAnity (3)
  School: transmutation; Level: witch 3
  As instant enemy (APG), but the effect is to 
  cause the target to count as a humanoid for all 
  spells and effects.
  bADger (4)
  Level: ranger 1
  Target: 1 favored enemy
  As knight’s calling (APG) but target must be 
  one of your favored enemies.
  bAiliff’S ruSh (5)
  Level: inquisitor 4
  As heroic finale (APG), but you must end 
  a judgment and are not limited to affecting 
  creatures influenced by bardic performance. 
  binDing bOltS (6)
  Level: magus 4, ranger 4
  As fire of entanglement (APG) but the effect 
  applies to 1st ranged attack you make each 
  round 
  blADeChArm (7)
  Level: magus 6, witch 6
  Casting Time: 1 standard action
  Duration: 1 round/2 levels
  As foe to friend (APG) but you may cast 
  at any time, and the effect applies to all the 
  target’s attacks for the duration. 
  bulWArk (8)
  School: abjuration; Level: cleric/oracle 3, 
  inquisitor 4, magus 4, paladin 3
  As protective spirit (APG) but the effect 
  only strikes out against melee sneak attacks 
  or melee attacks that area critical threat. If the 
  bulwark spell’s counterattack is successful, 
  the attack does not deal sneak attack or 
  critical hit effects, though normal damage 
  is still dealt. Effect activates a maximum 
  number of times per round equal to your 
  Wisdom modifier.
  CAll fAithful (9)
  Level: cleric/oracle 1, druid 1, inquisitor 
  1, paladin 1, witch 1
  Effect: one member of your faith whose 
  CR is equal or less than your caster level
  Saving Throw: Will negates 
  Spell Resistance: yes
  As call animal (APG) but it calls the 
  nearest member of your specific faith or 
  religion. 
  CAuStiC StOrm (10)
  Level: alchemist 6, magus 6, sorcerer/
  wizard 5
  Range: medium (100 ft. + 10 ft./level)
  Targets: 1 creature/2 levels, no 2 of which 
  may be more than 60 feet apart
  Duration: 1 round/level
  You channel acid directly through your 
  body, burning yourself and creating a storm 
  of acid. This acts as detonate (APG) but deals 
  1d4 acid damage per 2 levels acid. You only 
  take damage on the first round of the spell.
  ClOAk Of night (11)
  Level: druid 3, witch 3
  As cloak of shade (APG) but includes 
  benefits of protective penubra (Ultimate 
  Magic). 
  ClOSe bOrDer (12)
  School: evocation [fire, law, light]; Level: 
  cleric/oracle 7, sorcerer/wizard 7
  Area: 1-mile-level-radius (see text)
  This spell acts as campfire wall (APG) 
  but the area conforms to the border of an 
  existing and functional government (be 
  that a town, barony, or even the ship of an 
  officially-acknowledged privateer captain) 
  and the damage is 1d6/3 levels.
  ClOuDWAlk (13)
  Level: druid 6
  As lily pad stride (APG) but the effect 
  creates small solid clouds that appear 
  wherever you go (which others may attempt 
  to walk along, as lily pad stride), and you act 
  as if under the effects of an air walk spell.
  
  5
  COnverSiOn (14)
  Level: cleric/oracle 6, inquisitor 5
  As forced repentance (APG) but targets 
  also change to your alignment for 1 hour/
  level. 
  CreAte mOAt (15)
  Level: druid 3, paladin 3, sorcerer/
  wizard 3
  Effect: 10 ft. wide hole, up to 10 ft. long/
  level, and 10 ft. deep/2 levels
  As create pit (APG), but may only be cast 
  in natural terrain. The paladin version can 
  be cast in any terrain, but only within long 
  range (400 feet +40 feet/level) of a chapel 
  sanctified to her god. You may choose to 
  make the pit half it’s maximum length to fill 
  it with water up to half its depth.
  DAmSel (16)
  Level: witch 2
  As gallant inspiration (APG) but the ally’s 
  failed check must be for an action that would 
  assist you, or harm a foe threatening you.
  DAnCing mAnACleS (17)
  School: transmutation; Level: inquisitor 
  1, magus 1
  Effect: animates one set of manacles/2 
  levels (minimum 1)
  As dancing lantern (APG) but the spell 
  effects manacles rather than a lantern. The 
  manacles do not give off light, but as a swift 
  action you can have a set apply itself to a 
  helpless adjacent target.
  DeADly DiSplAy (18)
  Level: inquisitor 6, magus 6
  Targets: 1 demoralized creature/3 levels, no 
  2 of which can be more than 30 ft. apart
  As deadly finale (APG), but you may only use 
  it if you used the Dazzling Display feat in the 
  previous round, and it only affects creatures 
  that have been demoralized..  
  Deft fingerS (19)
  Level: alchemist 2, bard 2
  As honeyed tongue (APG) but bonus applies 
  to Disable Device checks.
  DelAyeD effeCt (20)
  Level: magus 6, sorcerer/wizard 5, witch 6
  As delayed consumption (APG) but the effect 
  applies to a spell you cast, that had you as the 
  target.
  Deplete (21)
  Level: witch 7
  As expend (APG) but targets must sacrifice 
  prepared spells or spell slots of 1st level or 
  higher. 
  DetAin (22)
  Level: sorcerer/wizard 8
  Range: long (400 ft. +40 ft./level)(see text)
  Targets: 1 creature/4 levels none of which 
  can be more than 30 feet apart
  Saving 
  Throw: 
  Will 
  negates; 
  Spell 
  Resistance: yes
  As getaway (APG) but while targets must 
  be within long range when you cast the spell, 
  affected targets are teleported to a prepared 
  location that may any distance away (but must 
  
  6
  be on the same plane). Because this spell is used 
  offensively, it is often set to teleport targets to a 
  detention cell. Targets may not be teleported to 
  a location that will damage them.
  DeteCt pAgAn (23)
  Level: cleric/oracle 3, inquisitor 2, paladin 2
  As detect animals or plants, except it detects 
  creatures who actively worship a deity other 
  than your own. You may not cast this spell if 
  you are not exactly the same alignment as a 
  deity you actively worship.
  DiStrACting DAnCe (24)
  Level: witch 6
  Components: S
  As frozen note (APG) except you may take 
  a move action to move up to your movement 
  each round. 
  eCStASy (25)
  Level: bard 2, cleric/oracle 3, sorcerer/
  wizard 3, witch 3
  Range: Short (25 feet +5 feet/2 levels)
  Target: One creature
  As waves of ecstasy (Ultimate Magic) except as 
  noted above.  
  elDritCh fOCuS (26)
  Level: bard 4, cleric/oracle 4, sorcerer/
  wizard 4, witch 4
  As bristle (APG), but the bonus granted is to 
  caster level, and the penalty is to all the target’s 
  saving throw bonuses. 
  elementAl ArCAnA (27)
  Level: magus 4, sorcerer//wizard 4
  Duration: 1 minute/level
  As elemental touch (APG) but effect is when 
  you cast a spell with the acid, cold, electricity, 
  or fire descriptor during the duration of the 
  elemental aura, all targets of the elemental 
  spell cast are affected by the additional 
  ability opf the same element listed in 
  elemental touch.
  elementAl riOt (28)
  Level: alchemist 6, druid 7, sorcerer/
  wizard 6
  As draconic reservoir (APG) but the 
  protection from energy effect applies to all 
  acid, cold, electricity, or fire damage taken, 
  and the absorbed energy is applied 1d6 at a 
  time to spells cast or bombs thrown.
  embODy (29)
  Level: sorcerer/wizard 9, witch 9
  As enter image (APG), but inhabited 
  image act as clone from clone spell and can 
  cast your prepared spells or spells known 
  using your spell slots. 
  evOlutiOn (30)
  Level: alchemist 6, cleric/oracle 6, 
  sorcerer/wizard 7, summoner 6
  As planar adaptation (APG), but protects 
  against nonmagic environmental threats of 
  any 1 terrain of your choice on your home 
  plane.
  finD WeAkneSS (31)
  School: divination; Level: cleric/oracle 2, 
  inquisitor 2, ranger 2, witch 2
  Target: 1 creature
  As ghostbane dirge (APG) but effect it to 
  halve target’s DR and/or hardness.
  fOrebODe (32)
  Level: witch 3
  Target: 1 creature
  As challenge evil (APG) but rather than 
  a bonus to attack rolls, the save DCs of 
  your hexes gain a +2 sacred or profane 
  bonus against the spell’s target. (Bonus is 
  sacred for good-aligned casters, profane for 
  evil-aligned, and neutral characters must 
  decide which when they first cast the spell, 
  the choice unchanging until the caster’s 
  alignment changes).
  fulminAte (33)
  Level: witch 5
  Casting Time: 1 immediate action
  This spell acts as a dispel magic that can 
  only effect spells with the fire descriptor 
  or magic items that create fire effects. If it 
  successfully dispels or supresses a magic 
  effect, it then immediately acts as a firefall 
  (APG).
  ghOSt Step (34)
  Level: 
  alchemist 
  2, 
  antipaladin 
  2, 
  inquisitor 2, paladin 2, ranger 2
  Range: personal
  Target: you
  As feather step (APG) but you also do not 
  set off traps activated by stepping on them.
  glOry rAy (35)
  School: evocation [good, light]; Level: 
  cleric/oracle 4, paladin 4
  You create a bolt of pure divine light that 
  jolts your foe. This acts as pain strike (APG), 
  but overwhelming awe causes target to be 
  shaken rather than pain causing sickness.
  
  7
  guArDiAn (36)
  Level: cleric/oracle 3, inquisitor 3
  Casting Time: 1 standard action
  Range: medium (100 ft. +10 ft./level)
  As fire of judgement (APG) but you make 
  a ranged touch attack to affect a creature, 
  rather than it targetign a creature you attack 
  using smite evil.
  guilty DreAmS (37)
  School: 
  enchantment 
  (compulsion)
  [mind-affecting]; Level: sorcerer/wizard 6, 
  witch 7
  As nightmare, but target is also affected by 
  a variation of confess (APG) and must find 
  a way to get you an answer to the question 
  within 1 day/target level of suffer damage 
  from the confess element of the spell.
  hAWk eye (38)
  Level: ranger 2
  As eagle eye (APG) but effect is to create 
  a magical arrow on an arrow in your 
  possession. As long as the arrow remains 
  in the spell’s range, you can see from it’s 
  lcoation as if you were actually there.
  hell gAze (39)
  Level: cleric/oracle 7, witch 7
  As burning gaze (APG) but the spell is an 
  actual gaze attack, and targets that catch fire 
  suffer a -2 penalty to AC until they quench 
  the flames. 
  hell pit (40)
  Level: sorcerer/wizard 7, witch 8
  Saving Throw: Reflex negates, Fortitude 
  partial (see text)
  As hungry pit (APG) but the bit is full of 
  stinking, churning gore and blood. Creature 
  that fall into the pit must make a Fortitude 
  save of take the spell’s normal damage and 
  be nauseated for 1 round. A successful save 
  indicates half damage and no nausea. A save 
  is required every round a creature remains 
  in the pit.
  hellfire (41)
  School: evocation [evil, fire]; Level: 
  cleric/oracle 9
  Duration: 1 round/level
  As fire snake (APG) but half the damage 
  dealt is untyped magic damage, the spell 
  effect remains for 1 round/level, and each 
  round you may reshape the spell as a move 
  action. The square of the effect that was 
  initially adjacent to you cannot be moved, 
  but you do not have to remain adjacent to it 
  after the initial casting.
  herO’S reSurgenCe (42)
  Level: cleric/oracle 7
  Range: medium (100 ft. +10 ft./level)
  Target: 1 creature
  As heros defiance (APG) but you cast it on 
  an ally as an immediate reaction when the 
  ally is knocked out or killed, and the effect 
  is the same as if you had cast a breath of life 
  spell.
  ill fOrtune (43)
  Level: oracle (only) 3
  As ill omen (APG) but each round the 
  caster is allowed to determine what roll by 
  the target is rerolled, and no reroll can be 
  forced in a round the target takes a move 
  action to pray for luck.
  
  8
  iSOlAte (44)
  School: abjuration; Level: inquisitor 5, witch 
  4
  You create a mystic barrier that prevents 
  your foe from gaining the benefit of helpful 
  magics. This functions as fester (APG) but the 
  SR granted applies against spells granting 
  armor, competence, enhancement, luck, natural 
  armor, profane, sacred, or shield bonuses to the 
  target. Additionally any such spell that SR does 
  not apply against grants only half the normal 
  value of said bonuses.
  inStAnt ShielD (45)
  Level: 
  antipaladin 
  3, 
  cleric/oracle 
  3, 
  inquisitor 3, paladin 3
  As instant armor (APG) but you create a 
  shield of force rather than armor, as detailed on 
  the table below.
  5th or lower 
  buckler
  6th–8th 
   
  small shield
  9th–11th  
  large shield
  12th or higher 
  tower shield
  JeSter’S JAil (46)
  Level: bard 6
  Area: stationary 30-ft.-radius circle
  As fool’s forbiddance (APG) foes within the 
  area when it is cast are affected if they attempt 
  to leave it.
  killbuCk (47)
  Level: antipaladin 1, inquisitor 1, witch 1
  As innocence (APG) but applies only to 
  Intimidate checks to make targets act friendly 
  (and not for any other use of the Intimidate 
  skill).
  lOve StArveD (48)
  Level: antipaladin 1, bard 1, witch 1
  Duration: 1 day/level
  As feast of ashes (APG) but an act of 
  physical intimacy with a partner the target 
  has never before been intimate with acts as 
  a single meal for the target.
  lumineSCent blADe (49)
  Level: paladin 4
  As light lance (APG), but the weapon 
  may be any melee weapon, and it gains an 
  enhancement bonus is +1/3 level (max +5).
  lure (50)
  Level: witch 7
  Components: V, F (see text)
  As pied piping (APG) but the spell affects 
  any creature for which you have the required 
  focus. The focus for this spell is a hair or nail 
  clipping of each target to be effected.
  mAeStrO’S CurSe (51)
  Level: bard 2, witch 2
  As crafter’s curse (APG), but penalty 
  applies to any one skill of caster’s choice. 
  mAeStrO’S fAvOr (52)
  Level: bard 2, witch 2
  As crafter’s fortune (APG), but bonus 
  applies to one skill of caster’s choice. 
  mAgiC rAm (53)
  School: evocation [force]; Level: magus 
  5, sorcerer/wizard 5
  Saving Throw: none; Spell Resistance: 
  yes
  You create a glowing battering ram of 
  force, which you may hurl against foes and 
  objects. This effect acts as the attacks made 
  with the enemy hammer spell (APG) but you 
  don’t grab an initial target, and the attacks 
  deal 3d8 force damage.
  mAlefiCent AurA (54)
  Level: witch 6
  Saving Throw: Will negates (See text); 
  Spell Resistance: yes
  As elemental aura (APG) rather than feal 
  damage the aura’s effect is to afflict adjacent 
  creatures with bestow curse.
  mArk Of purity (55)
  School: evocation [good]; Level: cleric/
  oracle 7
  Casting Time: 1 standard action
  Components: S, DF
  Range: touch
  Target: creature touched
  Duration: 24 hours or until discharged 
  (see below)
  Saving Throw: Will negates (harmless); 
  Spell Resistance: yes
  As a swift action the target may invoke 
  a cleanse (APG) on itself once in the next 24 
  hours. 
  minD leACh (56)
  Level: bard 4, sorcerer/wizard 3, witch 3
  As touch of idiocy, but a successful use of 
  this effect of the spell also grants one ally 
  within 30 feet of you a +4 enhancement 
  bonus to Int, Wis or Cha (ally’s choice) for 
  the spell’s duration. 
  
  9
  nemeSiS (57)
  Level: antipaladin 4, cleric/oracle 4, 
  paladin 4, sorcerer/wizard 4, witch 4 
  As natural rhythm (APG) except this spell 
  applies to all the target’s attacks, and the 
  bonus applies to both attack and damage 
  rolls.
  ObfuSCAte (58)
  Level: bard 3, wizard 3, witch 4
  Range: touch
  Target: creature touched
  You cause the target’s appearance to blur 
  and blend as it moves. As chameleon stride 
  (APG) combined with the benefits of blur, 
  but bonuses only apply when the target 
  moves at least 10 feet in a round.
  OOzify (59)
  Level: summoner 4, witch 5
  Range: touch
  Target: your familiar or eidolon
  As fluid form (APG) except as noted 
  above.
  OutCASt (60)
  Level: cleric/oracle 6, witch 5
  You curse the creature touched to make 
  it a social pariah. This functions as nature’s 
  exile (APG), but the effect makes humanoids 
  and monstrous humanoids hostile and 
  the skill penalty is to diplomacy checks. 
  Cohorts and followers are treated as animal 
  companions are treated by nature’s exile. 
  Humanoids and monstrous humanoids of 
  6 or more HD may make a Will save to not 
  have their initial attitudes altered when they 
  first encounter the target of an outcast spell.
  pACifiSt’S CurSe (61)
  Level: witch 8
  As deflection (APG) but spell effect applies 
  to melee attacks, and the spell automatically 
  ends if you make an attack. 
  pACk WArD (62)
  Level: druid 3, ranger 4
  As coward’s lament (APG), but the spell’s 
  effect compels the target to not attack animals 
  or plants, and the effect is triggered each 
  round the target does so.
  pArAlyzing feAr (63)
  School: 
  necromancy 
  [fear, 
  mind-
  affecting]; Level: sorcerer/wizard 8, witch 8
  As euphoric tranquility (APG) but target 
  sees all creatures as serious threats .
  pArAllel evOlutiOn (64)
  Level: summoner 4
  As evolution surge (APG) but effect is for 
  eidolon to change its base form and form-
  based evolutions to a new base form of your 
  choice.
  pierCing Shriek (65)
  School: evocation (sonic); Level: bard 3, 
  magus 3
  As scorching ray, except each ray causes 
  target to be affected as if caught in the area of 
  a discordant blast (APG).
  pillAr Of reSurreCtiOn (66)
  Level: cleric/oracle 9
  As pillar of life (APG) but creatures 
  touching the pillar are affected as if you 
  had cast breath of life on them. If a creature is 
  dead or unconscious, an ally can press them 
  against an adjacent pillar of resurrection as a 
  move action.
  
  10
  plACebO (67)
  Level: cleric/oracle 2, witch 2
  As invigorate (APG) but the spell’s effect 
  is for the target to take no penalties from the 
  nauseated/sickened conditions.
  plAgue vApOr (68)
  Level: cleric/oracle 3, druid 3, sorcerer/
  wizard 3, witch 3.
  As dust of twilight (APG) but effected targets 
  are sickened & shaken rather than fatigued 
  pOCket DrAgOn (69)
  Level: sorcerer/wizard 4, summoner 4, 
  witch 4
  Target: your eidolon or familiar
  As fire breath (APG), but it is your eidolon or 
  familiar that gains the fire breath ability. 
  pOiSe (70)
  Level: bard 3, witch 3
  Casting Time: 1 standard action
  Range: short (25 ft. +5 ft./2 levels)
  Target: 1 willing creature
  As grace (APG) except as noted above.
  pOlemiC (71)
  School: 
  transmutation 
  [language-
  dependent]; Level: cleric/oracle 4, inquisitor 4
  You speak out against a specific foe, inspiring 
  your allies to greater efforts against them. This 
  functions as hunter’s howl (APG) but you grant 
  the bonuses to 1 willing creature/2 levels that 
  can see and hear you, and no creature is shaken. 
  pOppieS (72)
  Level: witch 9
  Range: long (400 ft. +40 ft./level, see text)
  Area: 40-ft.-radius-circle
  Duration: 1 minute/level
  As cloak of dreams (APG) except as noted 
  above, and you may extend the range of the 
  spell by casting it through a scrying spell of 
  3rd level or higher or a crystal ball (centering 
  the spell on a point scryed with no regard 
  for range, as long as it is on the same plane 
  as you). You may do this even if the spell or 
  crystal ball does not normally allow it.
  prOfAne inCentive (73)
  Level: antipaladin 3
  Saving 
  Throw: 
  Fortitude 
  negates; 
  Saving Throw: yes
  As divine transfer (APG) except you deal 
  damahge equal to your constitution score, 
  and gain those as temporary hit points for 
  the duration of the spell. The target gains 
  DC/good equal to your Charisma bonus.
  releASe (74)
  Level: inquisitor 4, witch 4
  Duration: 1 minute/level
  As burst bonds (APG) but using the spell’s 
  ability is a swift action. 
  revenAnt (75)
  School: necromancy; Level: witch 9
  As phantasmal revenge but the ghastly 
  image may attack any creature in long range.
  rituAl blADe (76)
  Level: magus 1, witch 1
  As gravity bow (APG) but benefit applies 
  to a light melee weapon in your psoeession, 
  and only when you use it.
  rOCkSliDe (77)
  Level: druid 6, wizard 6
  Range: medium (100 feet +10 ft./level)
  Area: cone
  As the effect the spell clashing rocks (APG) 
  has on non-targets in its area.
  runeS Of ACCOrD (78)
  Level: cleric/oracle 4, witch 4
  Targets: you and one creature/2 levels
  Duration: 1 round/level (D)
  As marks of forbiddance (APG) but all 
  affected targets that fail their save are 
  unable to attack all other creatures that fail 
  their save. You may not save against a runes 
  of accord you cast, and you must include 
  yourself as a target. If you dispel the spell, it 
  ends for all targeted creatures.
  SACreD SAnCtum (79)
  Level: cleric/oracle 3, paladin 4
  As grove of respite (APG) but it can only 
  be cast in a temple or church of your god, or 
  a place with special religious significance to 
  your religion.
  
  11
  SAnCtOrum (80)
  Level: cleric/oracle 7, druid 4, sorcerer/
  wizard 7
  Area: one 20-ft.-cube per level
  Duration: 1 day/level
  As hide campsite (APG) excerpt as noted 
  above, and it may be made permanent with 
  the permanency spell with the same cost 
  and minimum caster level as mage’s private 
  sanctum.
  SAvAgery (81)
  Level: druid 3, witch 4
  As moonstruck (APG) but target is not 
  dazed or under a confusion, drops nothing, 
  and gains the benefits of barkskin for the 
  spell’s duration.
  SCOrnblADe (82)
  Level: ranger 2
  You imbue a weapon with your 
  adeptness in fighting a particular kind of 
  foe. This acts as flames of the faithful (APG) 
  except you grant the weapon the bane 
  property (against one type of your favorite 
  enemy), and anyone may use the weapon.
  SeA Surge (83)
  Level: druid 5, sorcerer/wizard 5
  As hydraulic torrent (APG) but it deals 
  1d8 hp/3 levels of damage against targets 
  that are successfully bull rushed, and acts 
  a dispel magic against magic fires and fire 
  effects.
  SeCret SpeeCh (84)
  Level: bard 3, witch 4
  As hidden speech (APG) but all targets 
  learn a new created language unique to 
  targets of the spell. This language is different 
  for every casting of secret speech.
  Seek (85)
  Level: inquisitor 4, ranger 4, witch 3
  As follow aura (APG) but you gain the 
  ability to track creatures of a single type you 
  choose at castign, rather than an alignment 
  type. If you use an item worn by a specific 
  creature of the selected type, or a piece of its 
  body, you gain a +4 bonus to Perception and 
  Survival checks made to track or perceive it 
  with this spell.
  Seeking fetiSh (86)
  Level: witch 1
  Components: V, S, F (a doll made with the 
  target’s hair, skin, or nails)
  As hunter’s eye (APG) but the competence 
  bonus to perception checks is +1/level.
  Siren SOng (87)
  Level: bard 4, witch 3
  As cacophonous call (APG), except the effect 
  is to make the target’s attitude toward you 
  friendly, rather than the nauseated condition. 
  
  12
  SlAnDer (88)
  Level: bard 6
  Range: medium (100 ft. +10 ft./level)
  Area: 60-ft.-radius burst
  Duration: 1 day/level
   As denounce (APG) but the single creature 
  you speak out against need not be present. You 
  only need to identify it in such a way as to leave 
  no question to its identity.
  SnitCh (89)
  Level: inquisitor 4, witch 4
  As create treasure map (APG), but map is 
  to person or object defined by you, the likely 
  location or home base of which was known to 
  the target.
  SOftStep (90)
  Level: alchemist 2, druid 2, ranger 2
  As negate aroma (APG) but targets cannot be 
  located by tremorsense rather than scent.
  SOOthing melODy (91)
  Level: bard 1, witch 2
  Range: long (400 ft. +40 ft./level)
  Area: living creatures in a 20-ft.-radius-burst
  As lullaby, except as noted above.
  Spell leACh (92)
  Level: magus 5, witch 4
  As dispel magic, but you may only us it 
  in efforts to counterspell other spells. If you 
  succeed in an effort to counterspell with spell 
  leach against a spellcasting with a caster level 
  no less than 4 levels below your own, you may 
  restore one spell slot of the same level or less as 
  the spell you counterspelled.
  Spell lOAn (93)
  Level: sorcerer (only) 5
  As coordinated effort (APG) but you grant 
  targeted spontaneous spellcasters a bonus 
  1st level spell known from your list of 1st 
  level spells known. Target spellcasters must 
  have free spell slots of 1st level or higher to 
  cast the bonus spell, but it does not have to 
  be a spell from their class spell lists.
  Spell renD (94)
  Level: cleric/oracle 6, inquisitor 5, magus 
  5, sorcerer/wizard 6
  As cast out (APG) but you make a dispel 
  check against all spells and magic effects on 
  the target, and the damage dealt is increased 
  by +1d8 for every effect successfully 
  dispelled.
  Spirit SpeeCh (95)
  Level: bard 2, witch 2
  Components: V, S, F (drop of blood)
  As elemental speech (APG), but you gain 
  the ability to speak with all creatures of 
  the same type and subtype as the creature 
  whose blood you used for the focus.
  Steal Breath (96)
  Level: cleric/oracle 6, sorcerer/wizard 6, 
  witch 6
  Duration: 1 round/2 levels
  As cup of dust (APG) but the target suffers 
  suffocation, rather than dehydration.
  StOnehAnD (97)
  Level: alchemist 3, sorcerer/wizard 3
  As lockjaw (APG) but target may use the 
  grab ability with unarmed attacks.
  SuSpenDeD SentenCe (98)
  Level: inquisitor 3
  As purging finale, but you must end a 
  judgment to cast it.
  SuStAin (99)
  Level: alchemist 6, sorcerer/wizard 6
  Target: 1 inanimate object no larger than 
  a 10-ft.-cube
  Duration: up to 10 minutes/level
  Saving 
  Throw: 
  Fortitude 
  negates 
  (object); Spell Resistance: yes
  As elude time (APG) but the object cannot 
  change the status or condition of other 
  objects or creatures while under the effects 
  of this spell. For example a potion has no 
  effect on those that drink it, a weapon cannot 
  be used to deal damage.
  SWAmp gAS (100)
  Level: bard 4, oracle (only) 4, sorcerer/
  wizard 4, witch 4
  Range: medium (100 ft. +10 ft./level)
  Area: one 20-ft.-cube/level
  As memory lapse (APG) except as noted 
  above.
  SympAthetiC DAmAge (101)
  Level: witch 6
  Target: two creatures
  Saving Throw: Fortitude negates; Spell 
  Resistance: yes
  As paladin’s sacrifice (APG) but you 
  force a second target to take the damage and 
  effect suffered by the first target. You cannot 
  cast a spell or use a hex in the round after 
  casting sympathetic damage.
  
  13
  SymptOmS (102)
  School: necromancy [disease]; Level: 
  druid 2
  As castigate (APG), except the target 
  suffers the effect of 1 nonmagical disease. The 
  druid may choose any disease that normally 
  has a save DC equal to lower to the save 
  DC of the symptoms spell when cast by the 
  druid. The target suffers the effect only once 
  (it is not ongoing), is not actually contagious 
  or diseased (though any effect which would 
  remove disease ends this spells), and the 
  effects (including any ability damage) end 
  when the spell duration ends.
  telekinetiC retributiOn (103)
  School: abjuration; Level: sorcerer/
  wizard 5
  Range: personal
  Target: you
  You cover yourself in a telekinetic barrier 
  that shoves back your foes. This functions 
  as cloak of winds (APG), but foes of any size 
  must make Fort save to attack in melee or be 
  pushed back.
  thrOWbACk (104)
  Level: druid 6, sorcerer/wizard 6, 
  summoner 5
  Target: one creature
  As devolution (APG) but you may remove 
  any ability from the target that matches any 
  evolution available to eidolons.
  tOtem WArD (105)
  School: abjuration; Level: magus 4, 
  witch 4
  You ward one ally against the attacks of 
  a specific kind of creature. This functions 
  as corruption resistance (APG) but the spell’s 
  defenses apply to damage dealt by creatures 
  of 1 type selected by you at the time of 
  casting.
  trAnSmOgrify (106)
  Level: sorcerer/wizard4, witch 4
  As calcific touch (APG), but the touch 
  attack deals 1d4 Con damage, and a target 
  reduced to 0 Con is effected as by a baleful 
  polymorph. 
  unDertOW (107)
  Level: druid 2, sorcerer/wizard 2
  Area: 20-ft.-radius-burst
  As hydraulic push (APG) the spell only 
  works on targets in water deep enough for 
  them to swim., and targets are bull rushed, 
  disarmed, and tripped.
  vigOr leACh (108)
  Level: sorcerer/wizard 4, witch 4
  As touch of idiocy, but target suffers 1d6 
  penalty to Str, Dex, and Con scores, and 
  a successful use of this effect of the spell 
  also grants one ally within 30 feet of you a 
  +4 enhancement bonus to Str, Dex, or Con 
  (ally’s choice) for the spell’s duration. 
  virAl ChArm (109)
  School: enchantment (charm) [mind-
  affecting]; Level: sorcerer/wizard 7, witch 7
  You create a cascading web of charm 
  magic. This acts as contagious flame (APG) 
  but rather than deal damage, each ray acts 
  as a charm monster spell cast by you (each 
  with its own duration of 1 day/level).
  WAll runner (110)
  Level: alchemist 1, bard 1, magus 1, sorcerer/
  wizard 1
  As glide (APG), but you must be adjacent 
  to some vertical surface to use its movement 
  powers, and may choose to gain up to 10 feet of 
  altitude per round.  
  post sCript
  Most of these spell variants began life as 
  twitter entries on author Owen K.C. Stephens 
  Twitter 
  account 
  (@Owen_Stephens). 
  New 
  variant spells are regularly featured in the 
  author’s posts, and marked with the hashtag 
  #Spelltweet. Also, some compiled spelltweets 
  can 
  be 
  found 
  at 
  www.d20pfsrd.com/
  extras/3pp-previews/-spelltweets.
  
  14
  We err on the siDe of aWesome!
  CreDits
  Designer:
  Owen K.C. Stephens
  Editor:
  The Geniuses
  Cover Art:
  Redpeggy
  Interior Art:
  Gabriel Verdon, Storn Cook, the Forge Studios, 
  Rob Torno, Lin Bo, OWC,  and Tamás Baranya
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2011 Owen K.C. Stephens
  For more information about Super Genius Games and our 
  upcoming products, follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: 
  @Owen_Stephens, and/or Stan: @stannex, or at our Yahoo 
  Group: http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
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  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
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  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  The Genius Guide To: 110 Spell Variants, Volume 3. Copyright 2011, Super Genius Games. 
  Author: Owen K.C. Stephens
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