LEAD DESIGN
Reid Stewart ART
GRAPHIC DESIGN
Ivan Manolov DESIGN
Corrado Marcucci, Gabriel Garcia, Jason Nelson-Wolfe PLAYTESTING
Arthur C, David V, Gavin S, Ian D, Ian M
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Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
ALCHEMIST SPELLS 1st-Level Alchemist Spells Bioluminescence: Subject emits dim light that cannot be countered or dispelled by darkness.
2nd-Level Alchemist Spells Blazing Trail: Your speed increases by 30 feet; those in your wake suffer 2d4 fire damage.
3rd-Level Alchemist Spells Bellowing Breath: Breathe as if casting gust of wind up to 20 ft. per point of Constitution.
4th-Level Alchemist Spells Catalyze Energy: Take no damage from one element and distribute damage you would have taken among other subjects.
5th-Level Alchemist Spells Alchemist’s Revenge: Become nauseated, vomit caustic bile and explode hours later, dealing 10 points of damage per level.
6th-Level Alchemist Spells Electric Eye: Your gaze deals 4d6 electricity damage once per round as a free action.
ANTIPALADIN SPELLS 1st-Level Antipaladin Spells
0-Level Bard Spells Resonance: Amplify sound to travel 100 ft. further and decrease DC to hear it by -4.
1st-Level Bard Spells Arcane Extraction: Scrap magic item into arcane dust worth 10d6% of its base value. Deceiver’s Trail: Subject leaves tracks of your design. VoluscriptF: Humanoid creature grapples themselves.
2nd-Level Bard Spells IgniscriptF: Creatures in a predetermined pattern of 8 5-ft. squares suffer 4d6 elemental damage. Sonic Blade: Weapon creates sonic waves that deal 3d6 damage and knock creatures back. Song of Ice: Enchant weapons with 1d6 cold damage plus hits lower initiative.
3rd-Level Bard Spells Bellowing Breath: Breathe as if casting gust of wind up to 20 ft. per point of Constitution. Sudden Cleave: Subject’s attack targets a number of additional creatures equal to half your casting modifier. Song of Fire: Enchant weapons with 1d6 fire damage plus 1d10 on a critical hit and cut through certain spell effects.
4th-Level Bard Spells
Darkblade: Weapon deals additional 1d6 points of cold damage, may blind targets.
Discordant Signals: Abrasive stimuli negate blindsense, blindsight or tremorsense; may daze creatures with those senses. PartiscriptF: Creatures in a 5-ft.-radius spread are pushed back and trapped in a cube of force. Saving Finale, Grand: One subject/level rerolls failed saving throw.
3rd-Level Antipaladin Spells
5th-Level Bard Spells
Righteous Brand: Subject takes extra damage from your attacks equal to the number of steps between your alignments.
2nd-Level Antipaladin Spells
Rime: Ice slides creatures that end their movement on top of it 5 ft. in any direction.
4th-Level Antipaladin Spells Freezing Aura: Liquid within 20 ft. of you freezes.
BARD SPELLS
DracoscriptF: One creature suffers damage as if a dragon with HD equal to your level + 5 had attacked them. Song of Storms: Rain ends fire spells’ effects, prevents fire spells from being cast and deals 10d6 damage to fire creatures.
6th-Level Bard Spells Furious Blow: Subject’s next attack 3
automatically threatens a critical hit.
CLERIC SPELLS 0-Level Cleric Spells Lend Might: Subject gains +1 bonus to damage and Strength checks for 1 action.
1st-Level Cleric Spells Empower Conjuration: Creatures summoned by your next spell gain a +2 bonus to attack. VoluscriptF: Humanoid creature grapples themselves.
2nd-Level Cleric Spells Divine Vengeance: Gain +5 to overcome SR of a creature that has resisted your spells; suffer damage if you don’t harm it. Tremors: The ground quakes, creating difficult terrain, knocking creatures that move prone and negating tremorsense.
3rd-Level Cleric Spells IgniscriptF: Creatures in a predetermined pattern of 8 5-ft. squares suffer 4d6 elemental damage. Sanction Magic: Your touch adds 1 level of metamagic to an evocation spell.
4th-Level Cleric Spells Shepherd’s Light: Creatures receive +1 to AC and saving throws while praying in the area, undead suffer 1d6 damage for each prayer.
5th-Level Cleric Spells PartiscriptF: Creatures in a 5-ft.-radius spread are pushed back and trapped in a cube of force.
6th-Level Cleric Spells Rain of Damnation: Divine fire rains down upon creatures in a large area that do not worship your deity for 5d6 damage a round.
7th-Level Cleric Spells DracoscriptF: One creature suffers damage as if a dragon with HD equal to your level + 5 had attacked them.
8th-Level Cleric Spells Shepherd’s Call: Pull creatures within reach
by speaking their names.
9th-Level Cleric Spells Explosive Reprimand: Counterspell any nonabjuration spell, causing an explosion that deals 1d6/level force damage to the caster.
DRUID SPELLS 0-Level Druid Spells Gentle Breeze: Produce a 5 mph wind in a 10-ft. line.
1st-Level Druid Spells Bioluminescence: Subject emits dim light that cannot be countered or dispelled by darkness. Deceiver’s Trail: Subject leaves tracks of your design. Empower Conjuration: Creatures summoned by your next spell gain a +2 bonus to attack. Ice Cascade: Eruptions of ice deal up to 3d6, 2d6 and 1d6 cold damage to 3 creatures. Immolate: Subject catches on fire and suffers 5 extra fire damage from other sources. Thunder Whip: Whip of electricity deals 1d6 damage and may deafen targets.
2nd-Level Druid Spells Chain Lightning, Least: Primary target suffers 1d6 electricity damage/level (max 5d6); 2 secondary targets suffer half. Divine Vengeance: Gain +5 to overcome SR of a creature that has resisted your spells; suffer damage if you don’t harm it. Elemental Primer, Cold: Suffer 3d6 damage; your next cold spell may entangle and fatigue subjects. Elemental Primer, Electricity: Your next electricity spell may daze you and one subject. Rime: Ice slides creatures that end their movement on top of it 5 ft. in any direction. Tremors: The ground quakes, creating difficult terrain, knocking creatures that move prone and negating tremorsense. Wind, Southern: Mist follows and shrouds subjects, allowing Stealth at a -4 penalty as if it granted concealment.
3rd-Level Druid Spells Bellowing Breath: Breathe as if casting gust
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of wind up to 20 ft. per point of Constitution. Bolt of Displacement: You and creatures in one 5-ft. square suffer 3d6 electricity damage and may swap places. Cold Snap: Subjects that suffered cold damage within the round suffer 1d6/level cold damage (max 10d6) and cold conditions end. Returning Flames: Throw two balls of fire that return and deal 2d6 damage each pass. Rock Friend, Lesser: Call rocks to your aid, dealing 1d6 damage, knocking creatures prone and forming a Small earth elemental. Wind, Western: Winds follow subjects, enhancing their speed and easing travel.
4th-Level Druid Spells Chain Lightning, Lesser: Primary target suffers 1d6 electricity damage/level (max 10d6); 1 secondary target/2 levels suffer half. Polar Constriction: Ice grapples a subject and deals 1d8+4 cold damage per turn. Soul of Thunder: Gain immunity to deafened and silenced plus knock attackers back. Wind, Northern: Violent storm enhances spells of one element when cast outdoors.
5th-Level Druid Spells Engulfing Flames: Subject is blinded, suffers 3d6 points of fire damage a round and may ignite creatures within reach. Freezing Aura: Liquid within 20 ft. of you freezes. Jarl Spear: Spears of electricity that deal 3d10 damage and stagger targets form in your hand. Rock Friend: Call rocks to your aid, dealing 2d6 damage, knocking creatures prone and forming a Medium earth elemental. Wind, Eastern: Refreshing rain follows and cures subjects.
6th-Level Druid Spells Frigid Chrysalis: Ice shelters the subject form harm but deals 1 cold damage each round. Rings of Fire: Burning rings snare creatures and deal 3d6 points of fire damage. Wave of Ice: Huge wave deals 10d6 damage and knocks those in its path prone.
7th-Level Druid Spells Cord of Juncture: Electric current pulls and holds two creatures next to each other while dealing 2d6 damage. Ice Brier: Massive vine of ice deals cold
damage and throws creatures into the air. Rock Friend, Greater: Call rocks to your aid, dealing 3d6 damage, knocking creatures prone and forming a Huge earth elemental.
8th-Level Druid Spells Frenetic Bolt: Bolt deals 1d8/level electricity damage to creatures in contact with metal. Wild Fire: 3 fire spirits dance around subjects, dealing 4d6 fire damage each.
9th-Level Druid Spells Blizzard: Rain fierce winds, heavy snow and pummelling ice upon a huge area. Explosive Lightning: Lightning deals 15d6 electricity damage and 10d6 force damage to all within 20 ft. of the impact.
INQUISITOR SPELLS 0-Level Inquisitor Spells Undeniable Inquisition: Gain a bonus to damage rolls and Strength checks to destroy barricades equal to your Wisdom modifier.
1st-Level Inquisitor Spells Judgement’s Hold: Target of your judgement cannot move further away from you. Righteous Brand: Subject takes extra damage from your attacks equal to the number of steps between your alignments.
2nd-Level Inquisitor Spells Devour Spirit: An incorporeal creature is trapped inside of you and suffers 4d6 points of force damage or controls you each round. Divine Vengeance: Gain +5 to overcome SR of a creature that has resisted your spells; suffer damage if you don’t harm it.
3rd-Level Inquisitor Spells Darkblade: Weapon deals additional 1d6 points of cold damage, may blind targets. Lightblade: Weapon deals additional 1d6 points of damage, may blind targets.
4th-Level Inquisitor Spells Shepherd’s Light: Creatures receive +1 to AC and saving throws while praying in the area, undead suffer 1d6 damage for each prayer.
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5th-Level Inquisitor Spells Witch Hunter’s Blade: Weapon touched deals 25% of elemental damage it is exposed to for 1 round.
6th-Level Inquisitor Spells Rain of Damnation: Divine fire rains down upon creatures in a large area that do not worship your deity for 5d6 damage a round.
MAGUS SPELLS 0-Level Magus Spells Persistent Force: Applies up to 5 lbs./level of constant, directional force.
1st-Level Magus Spells Ice Cascade: Eruptions of ice deal up to 3d6, 2d6 and 1d6 cold damage to 3 creatures. Immolate: Subject catches on fire and suffers 5 extra fire damage from other sources. Thunder Whip: Whip of electricity deals 1d6 damage and may deafen targets.
2nd-Level Magus Spells Arcane Surge: Gain +5 bonus to overcome SR, decreases by -1 each round. Blazing Trail: Your speed increases by 30 feet; those in your wake suffer 2d4 fire damage. Chain Lightning, Least: Primary target suffers 1d6 electricity damage/level (max 5d6); 2 secondary targets suffer half. Elemental Primer, Acid: Your next acid spell may blind you and one subject. Elemental Primer, Cold: Suffer 3d6 damage; your next cold spell may entangle and fatigue subjects. Elemental Primer, Electricity: Your next electricity spell may daze you and one subject. Elemental Primer, Fire: Your next fire spell may set you and subjects ablaze. Frost Tie: Frost ties weapons, making it a fullround action to draw one. Orbit: Object becomes weightless as it orbits you and you may retrieve it as a free action. Rime: Ice slides creatures that end their movement on top of it 5 ft. in any direction. Soul of Fire: Gain resist fire 10, remain comfortable in hot environments and ignite assailants.
3rd-Level Magus Spells
Bolt of Displacement: You and creatures in one 5-ft. square suffer 3d6 electricity damage and may swap places. Cold Snap: Subjects that suffered cold damage within the round suffer 1d6/level cold damage (max 10d6), cold conditions end. Returning Flames: Throw two balls of fire that return and deal 2d6 damage each pass. Searing Grasp: Your melee touch attack deals 1d6/level fire damage (max 5d6) and may disarm the subject. Sonic Blade: Weapon creates sonic waves that deal 3d6 damage and knock creatures back. Soul of Frost: Gain resist cold 10, remain comfortable in cold environments and entangle attackers.
4th-Level Magus Spells Beam of Fire: 50-ft. cylinder deals 4d6 points of fire damage +4d6 each round to the first creature it hits. Catalyze Energy: Take no damage from one element and distribute damage you would have taken among other subjects. Chain Lightning, Lesser: Primary target suffers 1d6 electricity damage/level (max 10d6); 1 secondary target/2 levels suffer half. Frost Fox: A fox of snow and ice deals damage to creatures it passes through and evades attacks of opportunity. Polar Constriction: Ice grapples a subject and deals 1d8+4 cold damage per turn. Soul of Thunder: Gain immunity to deafened and silenced plus knock attackers back.
5th-Level Magus Spells Beam of Ice: 50-ft. cylinder exhausts and deals 5d6 points of cold damage +5d6 each round to the first creature it hits. Combust Chambers: Firearms automatically misfire for 1 round. Discordant Signals: Abrasive stimuli negate blindsense, blindsight or tremorsense; may daze creatures with those senses. Engulfing Flames: Subject is blinded, suffers 3d6 points of fire damage a round and may ignite creatures within reach. Fire Steed: A headstrong horse of fire deals damage to creatures it passes through; you and one creature may ride it. Jarl Spear: Spears of electricity that deal 3d10 damage and stagger targets form in your hand.
6th-Level Magus Spells 6
Beam of Electricity: 50-ft. cylinder dazes and deals 6d6 points of electricity damage +6d6 each round to the first creature it hits. Electric Eye: Your gaze deals 4d6 electricity damage once per round as a free action. Rings of Fire: Burning rings snare creatures and deal 3d6 points of fire damage. Thunder Hawk: A hawk of thunder and lightning deals damage to, deafens and staggers creatures it passes through. Wave of Ice: Huge wave deals 10d6 damage and knocks those in its path prone.
PALADIN SPELLS 1st-Level Paladin Spells Righteous Brand: Subject takes extra damage from your attacks equal to the number of steps between your alignments.
2nd-Level Paladin Spells Lightblade: Weapon deals additional 1d6 points of damage, may blind targets.
3rd-Level Paladin Spells Shepherd’s Light: Creatures receive +1 to AC and saving throws while praying in the area, undead suffer 1d6 damage for each prayer.
4th-Level Paladin Spells Blazing Tabard: Tabard of fire sheds light, grants +4 AC and damages attackers.
RANGER SPELLS 1st-Level Ranger Spells Deceiver’s Trail: Subject leaves tracks of your design.
2nd-Level Ranger Spells Snow Trap: Snow entangles the next creature to step into it.
3rd-Level Ranger Spells Burning Caltrops: Four fiery prongs extend from granular material to slow creatures and deal 5d4 fire damage.
4th-Level Ranger Spells Shrapnel Shot: Projectile shatters on impact dealing 2d6 piercing damage and 2d6 bleed
damage.
SORCERER/WIZARD SPELLS 0-Level Sorcerer/Wizard Spells Persistent Force: Applies up to 5 lbs./level of constant, directional force.
1st-Level Sorcerer/Wizard Spells Arcane Extraction: Scrap magic item into arcane dust worth 10d6% of its base value. Deceiver’s Trail: Subject leaves tracks of your design. Empower Conjuration: Creatures summoned by your next spell gain a +2 bonus to attack. Ice Cascade: Eruptions of ice deal up to 3d6, 2d6 and 1d6 cold damage to 3 creatures. Immolate: Subject catches on fire and suffers 5 extra fire damage from other sources. Thunder Whip: Whip of electricity deals 1d6 damage and may deafen targets.
2nd-Level Sorcerer/Wizard Spells Arcane Surge: Gain +5 bonus to overcome SR, decreases by -1 each round. Blazing Trail: Your speed increases by 30 feet; those in your wake suffer 2d4 fire damage. Chain Lightning, Least: Primary target suffers 1d6 electricity damage/level (max 5d6); 2 secondary targets suffer half. Elemental Primer, Acid: Your next acid spell may blind you and one subject. Elemental Primer, Cold: Suffer 3d6 damage; your next cold spell may entangle and fatigue subjects. Elemental Primer, Electricity: Your next electricity spell may daze you and one subject. Elemental Primer, Fire: Your next fire spell may set you and subjects ablaze. Frost Tie: Frost ties weapons, making it a fullround action to draw one. Orbit: Object becomes weightless as it orbits you and you may retrieve it as a free action. Rime: Ice slides creatures that end their movement on top of it 5 ft. in any direction. Soul of Fire: Gain resist fire 10, remain comfortable in hot environments and set attackers on fire. Tremors: The ground quakes, creating difficult terrain, knocking creatures that move prone and negating tremorsense.
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3rd-Level Sorcerer/Wizard Spells Bolt of Displacement: You and creatures in one 5-ft. square suffer 3d6 electricity damage and may swap places. Cold Snap: Subjects that suffered cold damage within the round suffer 1d6/level cold damage (max 10d6), cold conditions end. Explosive Shot: 50 projectiles explode on impact, dealing 2d4 force damage to all within 5 feet. Returning Flames: Throw two balls of fire that return and deal 2d6 damage each pass. Searing Grasp: Your melee touch attack deals 1d6/level fire damage (max 5d6) and may disarm the subject. Sonic Blade: Weapon creates sonic waves that deal 3d6 damage and knock creatures back. Soul of Frost: Gain resist cold 10, remain comfortable in cold environments and entangle attackers.
4th-Level Sorcerer/Wizard Spells Beam of Fire: 50-ft. cylinder deals 4d6 points of fire damage +4d6 each round to the first creature it hits. Chain Lightning, Lesser: Primary target suffers 1d6 electricity damage/level (max 10d6); 1 secondary target/2 levels suffer half. Frost Fox: A fox of snow and ice deals 2d6 cold damage to creatures it passes through and evades attacks of opportunity. Polar Constriction: Ice grapples a subject and deals 1d8+4 cold damage per turn. Soul of Thunder: Gain immunity to deafened and silenced plus knock attackers back. Sudden Cleave: Subject’s attack targets a number of additional creatures equal to half your casting modifier.
5th-Level Sorcerer/Wizard Spells Beam of Ice: 50-ft. cylinder exhausts and deals 5d6 points of cold damage +5d6 each round to the first creature it hits. Discordant Signals: Abrasive stimuli negate blindsense, blindsight or tremorsense; may daze creatures with those senses. Engulfing Flames: Subject is blinded, suffers 3d6 points of fire damage a round and may ignite creatures within reach. Fire Steed: A headstrong horse of fire deals damage to creatures it passes through; you and one creature may ride it. Freezing Aura: Liquid within 20 ft. of you freezes.
Jarl Spear: Spears of electricity that deal 3d10 damage and stagger targets form in your hand.
6th-Level Sorcerer/Wizard Spells Beam of Electricity: 50-ft. cylinder dazes and deals 6d6 points of electricity damage +6d6 each round to the first creature it hits. Combust Chambers: Firearms automatically misfire for 1 round. Rings of Fire: Burning rings snare creatures and deal 3d6 points of fire damage. Sphere of Force: Force throws subjects out of the area and knocks them prone. Wave of Ice: Huge wave deals 10d6 damage and knocks those in its path prone.
7th-Level Sorcerer/Wizard Spells Cord of Juncture: Electric current pulls and holds two creatures next to each other while dealing 2d6 damage. Ice Brier: Massive vine of ice deals cold damage and throws creatures into the air. Meteor: A crashing meteor deals 14d6 damage and knocks creatures prone. Thunder Hawk: A hawk of thunder and lightning deals damage to, deafens and staggers creatures it passes through.
8th-Level Sorcerer/Wizard Spells Scorching Prisms: Three flying prisms fire a beam that deal 6d6 points of fire damage each round. Floating CastleM: One building flies along a course set by you. Frenetic Bolt: Bolt deals 1d8/level electricity damage to creatures in contact with metal. Furious Blow: Subject’s next attack automatically threatens a critical hit.
9th-Level Sorcerer/Wizard Spells Blizzard: Rain fierce winds, heavy snow and pummelling ice upon a huge area. Explosive Lightning: Lightning deals 15d6 electricity damage and 10d6 force damage to all within 20 feet of the impact. Maze of Fire: Create ten 50-ft. walls that deal 50 fire damage to creatures that move or attack through them.
SUMMONER SPELLS
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0-Level Summoner Spells Persistent Force: Applies up to 5 lbs./level of constant, directional force.
1st-Level Summoner Spells Deceiver’s Trail: Subject leaves tracks of your design. Empower Conjuration: Creatures summoned by your next spell gain a +2 bonus to attack.
2nd-Level Summoner Spells Glacial Torrent: Arcing ice freezes a conjured creature and launches them into another creature within range.
3rd-Level Summoner Spells Frost Fox: A fox of snow and ice deals 2d6 cold damage to creatures it passes through and evades attacks of opportunity.
4th-Level Summoner Spells Fire Steed: A headstrong horse of fire deals damage to creatures it passes through; you and one creature may ride it.
5th-Level Summoner Spells Eidolic Nova: Your eidolon suffers 42 damage, erupts into a nova, deals 15d6 damage and pulls creatures adjacent to it.
6th-Level Summoner Spells Thunder Hawk: A hawk of thunder and lightning deals damage to, deafens and staggers creatures it passes through.
WITCH SPELLS 0-Level Witch Spells Lips of Darkness: Blow out one unprotected flame or light spell.
1st-Level Witch Spells Bioluminescence: Subject emits dim light that cannot be countered or dispelled by darkness. Deceiver’s Trail: Subject leaves tracks of your design. Electric Barb: Barb of electricity deals 2d6 damage per round, causes 1d6 points of bleed if removed hastily. Immolate: Subject catches on fire and suffers
5 extra fire damage from other sources.
2nd-Level Witch Spells Chain Lightning, Least: Primary target suffers 1d6 electricity damage/level (max 5d6); 2 secondary targets suffer half. Rime: Ice slides creatures that end their movement on top of it 5 ft. in any direction.
3rd-Level Witch Spells Bolt of Displacement: You and creatures in one 5-ft. square suffer 3d6 electricity damage and may swap places. Rock Friend, Lesser: Call rocks to your aid, dealing 1d6 damage, knocking creatures prone and forming a Small earth elemental. Soul of Frost: Gain resist cold 10, remain comfortable in cold environments and entangle attackers.
4th-Level Witch Spells Chain Lightning, Lesser: Primary target suffers 1d6 electricity damage/level (max 10d6); 1 secondary target/2 levels suffer half.
5th-Level Witch Spells Rock Friend: Call rocks to your aid, dealing 2d6 damage, knocking creatures prone and forming a Medium earth elemental.
6th-Level Witch Spells Frigid Chrysalis: Ice shelters the subject form harm but deals 1 cold damage each round.
7th-Level Witch Spells Cord of Juncture: Electric current pulls and holds two creatures next to each other while dealing 2d6 damage. Rock Friend, Greater: Call rocks to your aid, dealing 3d6 damage, knocking creatures prone and forming a Huge earth elemental.
8th-Level Witch Spells Wild Fire: 3 fire spirits dance around subjects, dealing 4d6 fire damage each.
9th-Level Witch Spells Curse Elements: Spells within 300 ft. of you with the cold, electricity or fire descriptor may target the caster.
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SPELL DESCRIPTIONS ALCHEMIST’S REVENGE School evocation [acid, fire, force]; Level alchemist 5 Casting Time 1 minute Components V, S Range personal Target you Duration 1 hour/level This extract burns like acid and tastes like spoiled curd - it is nearly impossible to trick a creature into drinking it, and any creature that begins to drink it must make a DC 16 Will save to finish it. This extract has no effect unless imbibed in its entirety. Alchemist’s revenge burns away your nerves, dealing 6 points of Strength, Dexterity and Constitution drain and granting you DR 10/. You also become nauseated, and once every 1d20 rounds you vomit a small pool of caustic bile that lasts for 1d4 rounds and deals 4d6 points of acid damage to creatures or objects that undergo a full round of contact. If you are killed before this spell ends, it is dispelled. Otherwise, your body explodes when this spell ends, killing you and dealing 10 points of force damage per caster level to creatures within 40 feet (Reflex half). The volley of flaming body parts that ensues deals 2d6 points of bludgeoning damage to and ignites creatures that fail their save, dealing 4d6 points of fire damage per round until the flames are extinguished. Extinguishing the flames is a fullround action that requires a DC 20 Reflex save. Creatures that witness the explosion become shaken for 1 minute. This is a fear effect. ARCANE EXTRACTION School evocation; Level bard 1, sorcerer/ wizard 1 Casting Time 10 minutes Components V, S Range touch Target magic object touched Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object) Make a caster level check against the caster level of the target object. If your result is higher, you destroy the object and extract 10d6% of its base value in pure arcane energy (maximum 50% - this amount cannot be exceeded by any means, including metamagic). If your result exceeds the caster level of the object by at least 10, the object does not receive a saving throw and may not apply spell resistance. This energy looks like glimmering white dust and weighs 1 ounce per 1,000 gp. You may apply the dust toward the cost of any item you attempt to create with an item creation feat. Using dust extracted from an enchantment that was not created by casting at least one spell of a school required by your currently endeavored enchantment imposes a -4 penalty to all checks required to create that item (using dust extracted from an item created with only a necromancy spell to create an item that requires only a transmutation spell would impose this penalty, for example). Extracted arcane energy may also serve as the material component of any spell that requires a diamond or diamond dust (but not a diamond of a specific color, such as black or blue). ARCANE SURGE School evocation; Level magus 2, sorcerer/ wizard 2 Casting Time 1 swift action Components V, S Range personal Target you Duration 11 rounds A torrent of arcane energy swells within you, granting a +5 enhancement bonus to caster level checks made to overcome spell resistance. This bonus decreases by -1 each round, resulting in a penalty during later rounds. BEAM OF ELECTRICITY School evocation [electricity]; Level magus 6,
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sorcerer/wizard 6 Casting Time 1 standard action Components V, S Range see text Effect 50-ft. long, 4-in. diameter beam of electricity Duration concentration (up to 1 round/level) Saving Throw see text; Spell Resistance yes A writhing cylinder of electricity bursts from your hands in a 50-foot line. While producing this electricity, your speed is reduced by half. You may redirect the cylinder each time you maintain this spell. The closest Small or larger creature in the cylinder’s path when you stop moving it for the round must make a Reflex save. A creature that fails suffers 6d6 points of electricity damage, prevents the cylinder from passing beyond their body and must attempt a Fortitude save to avoid becoming dazed for 1 round. Each consecutive failure by the same creature increases the damage they take from this spell by a cumulative +6d6 points. If that creature saves, this bonus resets to +0. A creature that succeeds avoids the electricity for 1 round and the cylinder then targets the next closest creature in its path. BEAM OF FIRE School evocation [fire]; Level magus 4, sorcerer/wizard 4 Casting Time 1 standard action Components V, S Range see text Effect 50-ft. long, 4-in. diameter beam of fire Duration concentration (up to 1 round/level) Saving Throw see text; Spell Resistance yes A roaring cylinder of flame bursts from your hands in a 50-foot line. While producing this flame, your speed is reduced by half. You may redirect the cylinder each time you maintain this spell. The closest Small or larger creature in the cylinder’s path when you stop moving it for the round must make a Reflex save. A creature that fails suffers 4d6 points of fire damage and prevents the cylinder from passing beyond their body. Each consecutive failure by the
same creature increases the damage they take from this spell by a cumulative +4d6 points. If that creature saves, this bonus resets to +0. A creature that succeeds avoids the flame for 1 round and the cylinder then targets the next closest creature in its path. BEAM OF ICE School evocation [cold]; Level magus 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range see text Effect 50-ft. long, 4-in. diameter beam of ice Duration concentration (up to 1 round/level) Saving Throw see text; Spell Resistance yes A screeching cylinder of ice bursts from your hands in a 50-foot line. While producing this ice, your speed is reduced by half. You may redirect the cylinder each time you maintain this spell. The closest Small or larger creature in the cylinder’s path when you stop moving it for the round must make a Reflex save. A creature that fails suffers 5d6 points of cold damage, prevents the cylinder from passing beyond their body and must attempt a Fortitude save to avoid becoming exhausted. Each consecutive failure by the same creature increases the damage they take from this spell by a cumulative +5d6 points. If that creature saves, this bonus resets to +0. A creature that succeeds avoids the ice for 1 round and the cylinder then targets the next closest creature in its path. BELLOWING BREATH School evocation [air]; Level alchemist 3, bard 3, druid 3 Casting Time 1 standard action Components V Range personal Target you Duration up to 2 rounds per point of Constitution; see text The verbal component of this spell must be spoken while inhaling a deep breath, rendering this spell impossible in any condition where 11
breathable air is not readily available. You gain the ability to breathe wind, as gust of wind, except that breathing this wind is a free action. Each breath can propel a 5-foot diameter line of wind up to 10 feet per point of Constitution, and you may breathe a total length of wind equal to 20 feet per point of Constitution. This spell ends if you speak or otherwise exhale in any capacity other than breathing wind. As a full-round action, you may expel twice as much air as normal to affect creatures as if they were 1 size smaller (preventing Large creatures from moving forward, etc.). BIOLUMINESCENCE School evocation [light]; Level alchemist 1, druid 1, witch 1 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration 10 min./level Saving Throw Fortitude negates; Spell Resistance yes The subject glows at your touch, emitting dim light that extends 10 feet in all directions. Unlike normal light spells, this spell cannot be countered or dispelled by darkness spells of equal or higher level. This spell is suppressed if the subject is knocked unconscious. BLAZING TABARD School evocation [fire, light]; Level paladin 4 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 min./level (D) A tabard of fire encompasses your armor. This tabard increases the light level within 10 feet by one step, up to normal light. It also grants you a +4 bonus to AC against melee attacks. Each time a creature attacks you
with a melee weapon, they suffer fire damage equal to half your Charisma score. Creatures that worship your deity, share your family crest, attack you with a manufactured reach weapon or have resistance to fire (including immunity) ignore these effects. This spell ends once it has dealt 5 points of damage per caster level. BLAZING TRAIL School evocation [fire]; Level alchemist 2, magus 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 round/level Your speed increases by 30 feet. This adjustment is treated as an enhancement bonus. When you move, you leave a trail of fire in your wake that burns for 1 round. Each time a creature enters a space you have traveled through since the beginning of your last turn, they suffer for 2d4 points of fire damage. BLIZZARD School evocation [air, cold]; Level druid 9, sorcerer/wizard 9 Casting Time 1 standard action Components V, S Range 40 ft./level Area 40 ft./level radius cylinder 80 ft. high Duration concentration (up to 1 round/level) Saving Throw see text; Spell Resistance no You create a violent snowstorm within range. The snowfall provides concealment as 1 inch of snow accumulates on the ground each round. This snow remains indefinitely in conditions below 32 degrees, for 1d4 hours in conditions between 33 and 45 degrees, for 1d4 minutes in conditions between 46 and 74 degrees and for 1d4 rounds in conditions above 74 degrees. As a move action, a creature may use a non-magical source of fire to melt 1 foot of snow in a 5-foot area (provided the fire is not extinguished by the 12
blizzard’s winds). Magical fire instantaneously melts any snow it touches. Winds howl across the area at 55 mph in any direction you specify. You may choose one of four basic wind patterns to function over the spell’s area. • A downdraft blows from the center outward in equal strength in all directions. • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. • Rotation causes the winds to circle the center in clockwise or counterclockwise fashion. • A blast simply causes the winds to blow in one direction across the entire area from one side to the other. At the beginning of your turn each round, you may either alter the course of these winds, evoke a whirling tempest within the area or rain five shards of ice upon creatures within the area. A tempest may be up to 80 feet tall with a radius of up to 40 feet. It is an instantaneous effect that deals 6d6 points of cold damage and 3d6 points of slashing damage to creatures within its area. A successful Fortitude save negates this damage. Failure bestows vulnerability to cold damage for 1 minute. Creatures wielding a source of fire not extinguished by the wind gain a +10 bonus to saving throws against a tempest. The shards may target any creature within the storm and fall independently of each other. The shards plummet downward, dealing 3d6 points of piercing damage and 1d6 points of cold damage to the first creature they encounter. A successful Reflex save negates this damage. Failure knocks the creature prone, while failure by 5 or more pins the creature beneath the ice. The ice has a CMD equal to your caster level + 10, and it will melt against a normal creature’s body heat in 2d4 rounds. A creature pinned beneath the ice suffers 1d6 cold damage at the start of their turn.
BOLT OF DISPLACEMENT School evocation [electricity]; Level druid 3, magus 3, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S Range 40 ft. Target you plus creatures in one 5-ft. square within 40 ft. Duration instantaneous Saving Throw Reflex half; see text; Spell Resistance yes A deadly current of electricity strikes you plus creatures in another 5-foot square within 40 feet. Subjects suffer 3d6 points of electricity damage and must attempt a Fortitude save. If every subject fails this save, they swap spaces. BURNING CALTROPS School evocation [fire]; Level ranger 3 Casting Time 1 standard action Components V, S, DF Range touch Target a handful of granular material Duration see text Saving Throw Fortitude negates (object); Spell Resistance yes (object) Granular material such as dirt or flour grows four fiery prongs in the shape of a caltrop. You may convert one handful of material each round as a standard action for a number of rounds equal to your caster level, and you may sow caltrops in your hand as a free action. One handful of caltrops covers an area 5 square feet. The granules retain their blazing prongs for 10 minutes per caster level. Each time a creature moves into an area covered by burning caltrops, it runs the risk of stepping on one. Make a touch attack roll for the caltrops (base attack bonus +8) against the creature. If the attack succeeds, the creature has stepped on a caltrop. The caltrop erupts into flames, dealing 1 point of damage, 5d4 points of fire damage and reducing the creature’s speed by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 20 13
Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Burning caltrops may not work against unusual opponents. CATALYZE ENERGY School evocation; Level alchemist 4, magus 4 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 minute You must specify one type of energy when you cast this spell: cold, electricity or fire. This spell gains a descriptor of the same type. The next time you would take damage from a spell with that descriptor, you take no damage and may instead distribute half the damage the spell would have dealt to you (prior to any targetbased modifications, such as saving throws, resistances, immunities or vulnerabilities) among other subjects that take damage from that spell. This damage is not subject to reduction by saving throws, but resistances still apply. CHAIN LIGHTNING, LEAST School evocation [electricity]; Level druid 2, magus 2, sorcerer/wizard 2, witch 2 Range close (25 ft. +5 ft./2 levels) Target one primary target, plus two secondary targets (each of which must be within 30 ft. of the primary target) Duration instantaneous This spell functions like chain lightning, except that the primary bolt deals 1d6 damage per level (maximum 5d6) and the secondary bolts deal half as much damage as the primary bolt. CHAIN LIGHTNING, LESSER School evocation [electricity]; Level druid 4, magus 4, sorcerer/wizard 4, witch 4
Range medium (100 ft. +10 ft./level) Target one primary target, plus one secondary target/2 levels (each of which must be within 30 ft. of the primary target) Duration instantaneous This spell functions like chain lightning, except that the primary bolt deals 1d6 damage per level (maximum 10d6) and the secondary bolts deal half as much damage as the primary bolt. COLD SNAP School evocation [cold]; Level druid 3, magus 3, sorcerer/wizard 3 Casting Time 1 standard action* Components V, S Range close (25 ft. +5 ft./2 levels) Area 40-ft.-radius spread Duration instantaneous Saving Throw Fortitude half; Spell Resistance no Creatures within the area that have suffered cold damage since the beginning of your last turn take an additional 5d6 points of cold damage. Subjects are also cured of any conditions imposed by spells or abilities that dealt cold damage. Creatures damaged by cold snap become immune to its effects until they suffer additional cold damage. This casting time of this spell becomes a move action at 7th level and a swift action at 9th level. COMBUST CHAMBERS School evocation [fire]; Level magus 5, sorcerer/wizard 6 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one firearm/level, no two of which may be more than 30 ft. apart Duration 1 round Saving Throw see text; Spell Resistance see text
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Tiny fires apply pressure up the barrels of firearms, causing them to misfire. Magical or attended firearms may attempt a Fortitude save and apply spell resistance to negate this effect; however, these rolls are not made until a shot is fired. Early firearms that misfire as a result of this spell explode as if they has misfired with the broken condition. CORD OF JUNCTURE School evocation [electricity]; Level druid 7, sorcerer/wizard 7, witch 7 Casting Time 1 standard action Components V, S Range 40 ft. Target two living creatures Duration 1 round/level Saving Throw none; see text; Spell Resistance yes An overwhelming current of electricity binds two living creatures within 40 feet of you. The current deals 2d6 points of electricity damage to each subject and pulls them an equal distance toward each other until they are adjacent to one another (you control any discrepancies, such as who moves the extra square if there are an odd number of squares between the subjects). Each round at the beginning of a subject’s turn, both subjects suffer 2d6 points of electricity damage (Fortitude half). A subject that takes full damage from this effect at any point during the round cannot move. A subject that takes full damage from this effect at the beginning of their turn is pulled adjacent to the other subject. A subject that fails and has a means of teleportation may attempt to teleport with a DC 20 caster level check. Success ends this spell. The cord does not penetrate objects that would block line of effect. If you have line of effect to both subjects when you cast this spell but the subjects do not have line of effect to each other, the cord pulls them toward you until they have line of effect to each other. CURSE ELEMENTS School evocation [curse]; Level witch 9
Casting Time 1 standard action Components V, S Range personal Target you Duration 10 min./level Saving Throw see text; Spell Resistance see text Each time that a spell with the cold, electricity or fire descriptor is cast within 300 feet of you, there is a 40% + 1% per caster level chance that the spell erupts in the caster’s hands. Area spells erupt in the caster’s square (they choose which corner to use as the spell’s point of origin) and targeted spells target the caster (even if they do not normally target a creature of the caster’s type). DARKBLADE School evocation [cold]; Level antipaladin 2, inquisitor 3 Casting Time 1 standard action Components V, S Range touch Target melee weapon touched Duration 1 round/level Saving Throw Will negates (object); Spell Resistance yes (object) Black ice engulfs a weapon at your touch. The weapon deals an additional 1d6 points of cold damage on a successful hit. Whenever this effect causes at least 6 points of damage, the target must also make a Fortitude save to avoid becoming blind for 1 minute. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell. DECEIVER’S TRAIL School evocation; Level bard 1, druid 1, ranger 1, sorcerer/wizard 1, summoner 1, witch 1 Casting Time 1 minute Components V, S Range touch Target creature touched Duration 1 hour/level
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Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) The subject leaves tracks in a shape of your design. The tracks may be left as if the subject were up to two sizes smaller or two sizes larger than they are. You may choose to exaggerate the subject’s tracks, lowering the DC of skill checks made to find, identify and follow the tracks by -5. This spell does not change the appearance of the subject’s feet. DEVOUR SPIRIT School evocation [force]; Level inquisitor 2 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one incorporeal creature Duration 1 round/level Saving Throw Fortitude negates; Spell Resistance yes The subject is pulled toward you and trapped inside of you. While the subject is inside of you, it cannot take actions. At the beginning of your turn each round, you and the subject must make opposed Will saves. If you win, you are dazed for 1 round and the subject suffers 4d6 points of force damage. If the subject wins, they gain control of your body for 1 round as if by magic jar. If you destroy a spirit with this spell, you gain a +2 morale bonus to Wisdom and Charisma for 1 day per HD of the spirit destroyed. Creatures ordinarily immune to Fortitude saves, such as undead, are not immune to this spell. DISCORDANT SIGNALS School evocation [sonic]; Level bard 4, magus 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius emanation centered on a creature, object, or point in space Effect bombardment of stimuli negates supernatural senses Duration 1 minute
Saving Throw Will negates; see text or none (object); Spell Resistance yes; see text or no (object) Discordant signals inundates an area with abrasive stimuli that are imperceptible to mundane senses. Creatures within the area cannot use blindsense, blindsight or tremorsense. Subjects that have one of the affected senses must also make a Fortitude save at the start of their turn each round to avoid becoming stunned for 1 round. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. DIVINE VENGEANCE School evocation; Level cleric 2, druid 2, inquisitor 2 Casting Time 1 immediate action Components V Range personal Target you Duration 5 rounds A quick prayer beseeches your deity for the power to castigate a creature that has resisted one of your spells. You gain a +5 enhancement bonus to caster level checks made to overcome spell resistance and a +1 bonus to the DC of all spells. While imbued with this power, you must attempt to inflict damage or impose a condition upon at least one offender every round on your turn or face your deity’s wrath, suffering 4d6 points of damage (no save). This damage cannot be reduced in any way. This spell has no effect unless cast within 1 round of a creature resisting one of your spells. DRACOSCRIPT School evocation; Level bard 5, cleric 7 Casting Time 1 round Components V, S, M (dragon’s blood), F (see text) Range 60 ft. 16
Target one creature Duration instantaneous Saving Throw none; Spell Resistance yes You must speak Draconic to cast this spell. The focus of this spell is a page from a bestiary, mythological tome or religious script worth at least 1,000 gp that contains an illustration of a dragon. You may create such a page by using fine inks and paper worth 500 gp and making a successful DC 30 Craft or Profession skill check of an appropriate subtype (Craft (book), Profession (beastiographer), etc.). Once used, the focus becomes dormant for a number of hours equal to 40 - twice your caster level. While dormant, the focus cannot be used to facilitate spells. You cause physical harm to one creature that can hear you as if a dragon had made a fullattack against them. Choose one dragon with a number of HD equal to your caster level + 5. Make every attack roll that the chosen dragon is capable of making, applying the chosen dragon’s modifiers as normal. You gain a +4 bonus to caster level checks related to this spell if you have personally encountered a dragon of the chosen type. Dragons are immune to this spell. EIDOLIC NOVA School evocation [fire, force]; Level summoner 5 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target your eidolon Duration 1 round Saving Throw none; Spell Resistance no Your eidolon bursts into a brilliant white ring, suffering 42 points of damage and disappearing from play. The ring then expands to a radius of 40 feet, dealing 5d6 damage to creatures in its path (Reflex negates). Half of this damage is fire damage and the other half is force damage. At the start of your next turn, the ring retracts, dealing damage to creatures in its path equal
to twice the damage it dealt when it expanded (Reflex half). Your eidolon then reforms in an unoccupied space as close to the one it last occupied as possible, and creatures that took full damage from the ring during its retraction are pulled adjacent to it. ELECTRIC BARB School evocation [electricity]; Level witch 1 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 Your ranged touch attack burrows an electric barb into the subject’s flesh. The barb deals 2d6 points of electricity damage each round at the end of the subject’s turn. A successful DC 10 Heal check allows a creature within reach of the subject to remove the barb as a standard action. Removing the barb with a Heal check below 15 + your Intelligence modifier causes 1d6 points of bleed damage. ELECTRIC EYE School evocation [electricity]; Level alchemist 6, magus 6 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 round/level One of your eyes becomes electrically charged. Once per round as a free action, you can emit a ray that deals 4d6 points of electricity damage to a single creature or object that you can see (no save). Subject can use spell resistance, if any. By casting this spell multiple times, you can emit as many rays per round as you have eyes, though a given eye can only emit one ray per round. Each round, there is a 1% chance that this spell instantaneously blinds the affected eye. If at least one but not all of your eyes are blinded, 17
you may continue firing rays and do not gain the blinded condition, although creatures do gain concealment against you. ELEMENTAL PRIMER, ACID School evocation [acid]; Level magus 2, sorcerer/wizard 2 Casting Time 1 swift action Components V, S Range personal Target you Duration 1 round Your mouth becomes mildly corrosive, vastly increasing the power of your next acid spell with a verbal component. When you cast this spell, you suffer 1d6 points of acid damage. The next time you cast a spell with the acid descriptor that has a verbal component, the first creature damaged by that spell must make a Fortitude save against that spell’s DC to avoid becoming blinded for 1 round. If acid elemental primer causes you to suffer at least 5 points of acid damage, you must make this Fortitude save as well. ELEMENTAL PRIMER, COLD School evocation [cold]; Level druid 2, magus 2, sorcerer/wizard 2 Casting Time 1 swift action Components V, S Range personal Target you Duration 1 round You charge yourself with tiny fragments of ice, vastly increasing the power of your next cold spell. When you cast this spell, you take 3d6 points of damage. This damage results from jagged shards of ice tearing tiny slits in your veins and may not be reduced in any way, although creatures immune to Fortitude saves are immune to this damage. The next time you cast a spell with the cold descriptor, creatures damaged by that spell must make a Fortitude save against that spell’s DC to avoid becoming entangled for 1 round and fatigued.
ELEMENTAL PRIMER, ELECTRICITY School evocation [electricity]; Level druid 2, magus 2, sorcerer/wizard 2 Casting Time 1 swift action Components V, S Range personal Target you Duration 1 round You charge yourself with volatile currents of lightning, vastly increasing the power of your next electricity spell. The next time you cast a spell with the electricity descriptor, you suffer 1d6 points of electricity damage and the first creature damaged by that spell must make a Fortitude save against that spell’s DC to avoid becoming dazed for 1 round. If electricity elemental primer causes you to suffer at least 5 points of electricity damage, you must make this Fortitude save as well. ELEMENTAL PRIMER, FIRE School evocation [fire]; Level magus 2, sorcerer/wizard 2 Casting Time 1 swift action Components V, S Range personal Target you Duration 1 round You charge your arm with rapidly moving particulates, vastly increasing the power of your next fire spell with a somatic component. The next time you cast a spell with the fire descriptor and a somatic component, you suffer 1d6 points of fire damage and creatures damaged by that spell must make a Reflex save against that spell’s DC to avoid burning for 1 round. Creatures that are burning take half the primed spell’s damage at the beginning of your next turn. If fire elemental primer causes you to suffer at least 5 points of fire damage, you must make this Reflex save as well. EMPOWER CONJURATION School evocation; Level cleric 1, druid 1, sorcerer/wizard 1, summoner 1 Casting Time 1 swift action 18
Components V, S Range personal Target you Duration 1 round The next time you cast a conjuration (summoning) spell, creatures summoned by that spell gain a +2 enhancement bonus to attack rolls. This effect lasts for 1 minute per level or until the creature returns to its native plane. You become staggered until the end of your next turn upon casting a conjuration (summoning) spell empowered by this spell. ENGULFING FLAMES School evocation [fire]; Level druid 5, magus 5, sorcerer/wizard 5 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 Reflex partial; Spell Resistance yes Flames engulf the subject, dealing 3d6 points of fire damage and blinding them until extinguished. At the start of the subject’s turn each round, they suffer an additional 3d6 points of fire damage and creatures within their reach must attempt a Reflex saving throw to avoid becoming subject to this spell themselves. All instances of this spell are subject to the original duration. A subject may attempt to extinguish their flames by dropping prone and attempting a DC 15 Reflex save as a standard action. A successful Reflex save reduces the duration of this effect to 1 round. EXPLOSIVE LIGHTNING School evocation [electricity, force]; Level druid 9, sorcerer/wizard 9 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one creature Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes Your ranged touch attack delivers an explosive bolt of lightning. The lightning deals 10d6 points of electricity damage to your initial target and explodes, dealing an additional 10d6 points of force damage to all creatures within 20 feet of the impact (Fortitude half). Creatures that take full damage from the explosion are thrown back 1d4 x 10 feet. If the bolt strikes an object, it attempts to break that object as if by a Strength check equal to 1d20 + twice your caster level. EXPLOSIVE REPRIMAND School evocation [force]; Level cleric 9 Casting Time 1 standard action Components V, S, DF Range medium (100 ft. + 10 ft./level) Target one spellcaster Duration instantaneous Saving Throw none; Spell Resistance no This spell may be used to counterspell any other spell, though you must succeed at an opposed caster level check to do so. You receive a +6 bonus to this check. If you succeed, the subject’s spell detonates in their hands, dealing 1d6 points of force damage per caster level in a 20-foot radius and negating the spell. This damage is based on the subject’s caster level, not yours. If the countered spell had an elemental descriptor, half of the damage dealt is of that type and the other half is force damage. Explosive reprimand cannot be used to counter abjuration spells. If it is used in an attempt to counter an abjuration spell, it is reflected back to the caster, detonating the caster’s highest level spell available (determined randomly), dealing damage as normal and preventing the caster from using that spell for the day or reducing the caster’s available spells of that level by 1. EXPLOSIVE SHOT School evocation [force]; Level sorcerer/wizard 3 Casting Time 1 standard action
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Components V, S Range touch Target up to 50 pieces of ammunition touched Duration 1 round/level Saving Throw Fortitude negates (object); Spell Resistance yes (object) Up to 50 pieces of ammunition explode upon impact. When an affected projectile hits its target, it deals an additional 2d4 points of force damage to the target as well as creatures and objects within 5 feet of the target (no save). FIRE STEED School evocation [fire]; Level magus 5, sorcerer/wizard 5, summoner 4 Casting Time 1 round Components V, S Range 5 ft. Effect one quasi-real, horse-like creature Duration 1 hour/level Saving Throw none; Spell Resistance no You conjure a Large, quasi-real, horse-like creature comprised entirely of flame. It can only be ridden by you or the person for whom you specifically created the mount. A fire steed has an orange head and body, white mane and tail and blue hooves. It has what seem to be a bridle and reins, but it does not have a bit or saddle. A rider takes 3d6 points of fire damage at the end of their turn each round while astride the fire steed. The fire steed is incredibly headstrong - a DC 20 Ride check is required to steer it. It does not fight, but creatures with an aversion to fire shun it and refuse to attack it. This spell requires concentration; however, the concentration required to hold a fire steed together requires only a swift action and does not preclude other actions (including casting spells). You may direct the fire steed to take two move actions each time you maintain the spell. The mount is semi-incorporeal - it takes half damage from weapons and magical weapons. It is AC 19 (-1 size, +5 natural armor, +5 Dex) and has 14 hit points + 1 hit point per caster level. If it loses all its hit points, the fire steed disappears. A fire steed is healed (and may only
be healed) by fire damage and is vulnerable to cold damage. A fire steed has a speed of 100 feet. It can bear its rider’s weight plus up to 10 pounds per caster level. The fire steed passes through creatures as if it were incorporeal (except you and the creature for whom you specifically created the mount). Creatures suffer 2d6 points of fire damage the first time that the fire steed moves through their space each round (Reflex negates). Creatures that share a space with the fire steed when it stops moving for the round suffer 4d6 points of fire damage (Reflex half). This spell may never be contained within a magic item of any kind, including but not limited to: scrolls, staves and wands. FLOATING CASTLE School evocation; Level sorcerer/wizard 8 Casting Time 10 minutes Components V, S, M (a dozen lodestones and a diamond worth 12,500 gp) Range long (400 ft. + 40 ft./level) Target one building weighing up to 10,000,000 tons/level Duration 1 day/level Saving Throw Will negates (object); Spell Resistance no You set one building into flight. This spell fails if you do not own the building or have explicit permission from the owner to set it aloft. You specify the building’s course when you cast this spell. The building flies at speeds between 5 mph and 20 mph; you may increase or decrease the building’s speed in increments of 1 mph by concentrating as a full-round action. It flies at elevations between 50 ft. and 1,500 ft.; you may increase or decrease the building’s elevation in increments of 50 ft. by concentrating as a full-round action. Once a building is in flight, you may cast this spell upon it again to refresh the duration of its flight without expending the material component. You may also redefine a building’s course, speed and elevation by casting this spell
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upon it while it is in flight. A magic or sentient building receives a Will save to negate this effect. FREEZING AURA School evocation [cold]; Level antipaladin 4, druid 5, sorcerer/wizard 5 Casting Time 1 minute Components V, S Range personal Target you Duration 10 min./level Liquids freeze when you come within 20 feet of them. So long as you remain within 20 feet of a liquid, it will remain frozen; otherwise, it thaws normally (roughly 1 hour/gallon, though this varies greatly based on the type of liquid, volume of liquid and prevailing temperature). This effect bestows all the benefits provided by Boots of the Winterlands, nullifies liquid poisons, allows you to walk on the surface of liquids and renders frozen liquids undrinkable (even small volumes become too hard to chew, though they may be thawed in a creature’s mouth over the course of 2d4 minutes). Magic liquids may attempt a Fortitude saving throw to negate this effect. Organic fluids such as blood and saliva are largely unaffected until they leave a creature’s body. However, they do solidify enough to grant creatures within 5 feet of you that fail a Fortitude save the entangled condition for 1 round (though they do not harden enough to anchor creatures to objects). This spell ends if you move more than 15 feet in a single action. FRENETIC BOLT School evocation [electricity]; Level druid 8, sorcerer/wizard 8 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature in contact with metal Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes A wild bolt of electricity shocks the subject, dealing 1d8 points of electricity damage per caster level (maximum 20d8). The bolt then jumps to the nearest creature within 30 feet that is in contact with any amount of metal. The bolt continues to jump until it cannot reach another creature in contact with metal, though it may only jump to a given creature once per casting of this spell. Successive jumps enable this spell to reach a subject well beyond its initial range. Evasion and Improved Evasion cannot reduce this spell to no damage. FRIGID CHRYSALIS School evocation [cold]; Level druid 6, witch 6 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one creature Duration 1 min./level (D) Saving Throw none; Spell Resistance yes A casing of ice envelops the subject. While encased, the subject cannot take actions and suffers 1 point of cold damage per round. This casing blocks line of effect to the outside world. The casing has an AC of 5, 150 hit points and hardness of 3. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level); the subject may automatically succeed at this check due to the structure of the ice. The casing forms gradually and unwilling subjects may easily evade this spell. FROST FOX School evocation [cold]; Level magus 4, sorcerer/wizard 4, summoner 3 Casting Time 1 round Components V, S Range 5 ft. Effect one quasi-real, fox-like creature Duration 1 hour/level
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Saving Throw none; Spell Resistance no You conjure a Tiny, quasi-real, fox-like creature comprised of ice and snow. A frost fox has a white head and body, black eyes and a black nose. It has what seems to be constantlyfalling fur. It does not fight. This spell requires concentration; however, the concentration required to hold a frost fox together requires only a swift action and does not preclude other actions (including casting spells). You may direct the frost fox to take two move actions each time you maintain the spell. The fox is semi-incorporeal - it takes half damage from weapons and magical weapons. It is AC 18 (+2 size, +6 Dex) and has 8 hit points + 1 hit point per caster level. If it loses all its hit points, the frost fox disappears. A frost fox is healed (and may only be healed) by cold damage and is vulnerable to fire damage. A frost fox has a speed of 40 feet. The frost fox passes through creatures as if it were incorporeal (except you). Creatures suffer 2d6 points of cold damage the first time that the frost fox moves through their space each round (Reflex negates). The frost fox may reduce its speed by half to disallow opportunity attacks it would provoke by moving for 1 round. This spell may never be contained within a magic item of any kind, including but not limited to: scrolls, staves and wands. FROST TIE School evocation [cold]; Level magus 2, sorcerer/wizard 2 Casting Time 1 swift action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one sheathed weapon/level, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw none; Spell Resistance no Frost binds nearby weapons to their sheathes. Drawing an affected weapon requires a fullround action.
FURIOUS BLOW School evocation; Level bard 6, sorcerer/ wizard 8 Casting Time 1 immediate action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature about to make an attack Duration instantaneous Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) If the subject’s next attack hits, it threatens a critical hit. If this attack would have threatened a critical hit without the aid of this spell, the critical multiplier of the attack is increased by 1. This spell must be cast before the attack is rolled. GENTLE BREEZE School evocation; Level druid 0 Casting Time 1 round Components V, S, DF Range 10 ft. Effect line-shaped gust of wind emanating out from you Duration 1 round/level (D) Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) A gentle breeze (5 mph) blows forth in a 10 foot line. You may increase the length of this line by casting this spell in the same direction from the same location multiple times, up to a maximum of 10 feet per caster level. This spell has no effect if there are winds in the area blowing at speeds higher than 5 mph. GLACIAL TORRENT School evocation [cold]; Level summoner 2 Casting Time 1 standard action Components V, S, DF Range medium (100 ft. + 10 ft./level) Target one summoned creature Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes
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An arcing tide of water surges from the ground, enveloping the subject before freezing solid and thrusting them into another creature within range. The subject suffers 1d6 points of cold damage, and the target suffers 1d6 points of bludgeoning damage for each size category by which the subject exceeds Tiny (Reflex negates). For 1 round, the subject also gains a +2 circumstance bonus to attack rolls against the target or any creature it charges by moving in the same direction it was carried. ICE BRIER School evocation [cold]; Level druid 7, sorcerer/wizard 7 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect one 5-cu.-ft. shard of ice per level Duration instantaneous Saving Throw see text; Spell Resistance no A jagged brier of ice rises from the ground, impaling creatures in its path as it throws them aloft. The brier can take any shape you desire, so long as each of its shards are contiguous. If at least one shard enters a creature’s space, that creature suffers 2d6 points of piercing damage and must make a Reflex save to avoid taking 1d6 points of cold damage per 10 feet of shards directly beneath them. A creature that fails is also raised and dropped a distance equal to the total height of shards directly beneath them, causing falling damage. A creature that succeeds may either move into any of the nearest unaffected spaces or ride the brier as it rises, safely riding it back to the ground or jumping off at any point during the ascent. ICE CASCADE School evocation [cold]; Level druid 1, magus 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S Range close (25 ft. +5 ft./2 levels) Effect one jagged eruption per level Duration instantaneous
Saving Throw Reflex negates; Spell Resistance yes Ice races forth in a chain of contiguous eruptions. It cannot overlap itself. Starting in any 5-foot square adjacent to you, a cluster of icy spikes erupts in one contiguous 5-foot square per level. These eruptions may proceed horizontally or vertically. The first creature the eruptions encounter suffers 1d6 points of cold damage per level (maximum 3d6); the second creature the eruptions encounter suffers the two largest die of that damage (or single largest die if the caster is 1st level); the third creature the eruptions encounter suffers the single largest die of that damage. After a third encounter, the eruptions become too small to cause serious harm. IGNISCRIPT School evocation [cold, fire or sonic]; Level bard 2, cleric 3 Casting Time 1 round Components V, S, M (a pinch of dust taken from the ground upon which an elemental fell), F (see text) Range 60 ft. Area see text Duration instantaneous Saving Throw none; Spell Resistance yes You must speak Aquan, Auran or Ignan to cast this spell. The focus of this spell is a page from a bestiary, mythological tome or religious script worth at least 600 gp that contains an illustration of up to 8 1x1 rings in a 4x4 grid. At least half of this grid must not contain rings. You may create such a page by using fine inks and paper worth 300 gp and making a successful DC 22 Craft or Profession skill check of an appropriate subtype (Craft (book), Profession (beastiographer), etc.). Once used, the focus becomes dormant for a number of hours equal to 40 - twice your caster level. While dormant, the focus cannot be used to facilitate spells. You deal 4d6 elemental damage in a unique pattern of 5-foot squares within 60 feet as
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depicted by the location of the focus’ rings. For example, if the left 2x4 spots in the 4x4 grid contain rings (and the right 2x4 spots are empty), then creatures in a 2x4 grid of 5-foot squares within 60 feet would take damage. The type of damage dealt to creatures in a given square is determined by the dominant color of the corresponding ring: a blue ring causes cold damage, a red ring causes fire damage and a gold ring causes sonic damage. If you do not speak Aquan, Auran or Ignan, rings of the corresponding color deal no damage (Aquan: blue, Auran: gold, Ignan: red). You gain a +4 bonus to caster level checks related to this spell if only one element is represented. Elementals are immune to this spell. IMMOLATE School evocation [fire]; Level druid 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 creature Duration 1 round/level Saving Throw see text; Spell Resistance yes The subject catches on fire. In addition to the normal effects of catching on fire, the subject suffers an extra 5 points of fire damage each time they take fire damage from a source other than the fire started by immolate. This effect ends as soon as the fire has been extinguished. JARL SPEAR School evocation [electricity]; Level druid 5, magus 5, sorcerer/wizard 5 Casting Time 1 standard action Components V, S Range 0 ft. Effect one spear of electricity per round Duration 1 round/level Saving Throw none; Spell Resistance yes The somatic component of this spell is an attack made as if you were wielding or throwing
a spear. A bolt of lightning forms in your hand. You wield this lightning as if it were a spear. A new bolt forms in your dominant hand at the start of each of your turns, provided that hand is empty. Attacks with a jarl spear are touch attacks. The spear deals 3d10 points of electricity damage and passes through creatures it hits, enabling it to strike multiple targets with a single throw (using a single attack roll). Since the spear is immaterial, your Strength modifier does not apply to the damage. Creatures hit with a jarl spear must also make a DC 17 Fortitude save to avoid becoming staggered for 1 round. If you hold a nobleman’s title, this spell deals an additional 2d10 points of electricity damage, its DC is increased by 2 points and you receive a +2 bonus to caster level checks related to this spell. These bonuses only apply while within a region where a sizeable contingent of the population recognizes your title. This title must be recognized by a party with at least partial control of the relevant area; fabricated titles do not enhance this spell. JUDGEMENT’S HOLD School evocation [force]; Level inquisitor 1 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature under the effects of your judgement class feature Duration 1 round/level Saving Throw none; Spell Resistance yes The subject cannot move further away from you unless they succeed at a Strength check (DC 10 + your Will save). Success ends this spell. LEND MIGHT School evocation [cold]; Level cleric 0 Casting Time 1 swift action* Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Target one creature other than you Duration 1 action 24
Saving Throw none; Spell Resistance no The subject gains a +1 bonus to damage rolls and Strength checks. This bonus only lasts for a single action or a single attack (whichever ends first), rendering it useless unless this spell is cast as a readied action. LIGHTBLADE School evocation [light]; Level inquisitor 3, paladin 2 Casting Time 1 standard action Components V, S Range touch Target melee weapon touched Duration 1 round/level Saving Throw Will negates (object); Spell Resistance yes (object) White light engulfs a weapon at your touch. The weapon deals an additional 1d6 points of damage on a successful hit. Whenever this effect causes at least 6 points of damage, the target must also make a Will save to avoid becoming blind for 1 minute. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell. LIPS OF DARKNESS School evocation [darkness]; Level witch 0 Casting Time 1 standard action Components S Range medium (100 ft. + 10 ft./level) Target one unprotected flame or light spell Duration instantaneous Saving Throw Fortitude negates (object); Spell Resistance yes (object) You blow softly, putting out one unprotected flame with a diameter less than 1 inch/level or dispelling one light spell. MAZE OF FIRE School evocation [fire]; Level sorcerer/wizard 9 Casting Time 1 standard action Components V, S Range long (400 ft. + 40 ft./level)
Effect 10 walls of fire up to 50 ft. long, 50 ft. tall Duration 1 round/level Saving Throw none; Spell Resistance no You create 10 walls of fire that blaze along the intersections of 5-foot squares within range. Each wall is straight, up to 50 feet long, 50 feet tall and 1 foot wide. Walls may be summoned horizontally, but only if at least 2 opposite sides are supported by vertical walls. Creatures suffer 50 points of fire damage each time they move or attack through a wall. Each wall that a creature moves through in a single turn deals only half as much damage as the previous wall. Creatures attacking diagonally from or into a space just beyond the edge of a wall suffer half damage. This spell fails if two walls would cross each other, occupy the same intersection between two 5-foot squares along the same axis or if a wall would be summoned between two spaces occupied by the same Large or larger creature. METEOR School evocation [fire]; Level sorcerer/wizard 7 Casting Time 1 round Components V, S Range touch Effect 10-ft.-radius meteor Duration instantaneous Saving Throw Reflex half; see text; Spell Resistance yes You call a meteor crashing down from the skies. You must determine its course as soon as you begin casting this spell and it must travel in a straight line perpendicular to the ground. The meteor falls 1 mile in 1 round. The meteor deals 10d6 points of bludgeoning damage and 4d6 points of fire damage to creatures in its path. Creatures that fail their Reflex save fall prone. Flying creatures that fail their Reflex save are slammed into the ground and also take falling damage. ORBIT School evocation; Level magus 2, sorcerer/ wizard 2 25
Casting Time 1 round Components V, S Range 5 ft. Target one object weighing up to 5 lbs./level Duration 1 hour/level Saving Throw Will negates (object); Spell Resistance yes (object)
paper worth 400 gp and making a successful DC 26 Craft or Profession skill check of an appropriate subtype (Craft (book), Profession (beastiographer), etc.). Once used, the focus becomes dormant for a number of hours equal to 40 - twice your caster level. While dormant, the focus cannot be used to facilitate spells.
You set an object into orbit around your person. The object travels along any course you designate, but it must remain exactly 4 inches away from you at all times. An object in orbit weighs nothing but imposes a -1 penalty on Acrobatics checks and CMD against trip attempts for every 10 lbs. of base weight.
You force up to four creatures in a 5-footradius spread one square away from each other. The creatures are pushed diagonally away from the nexus of this spell. They are then surrounded by an invisible cube of force that blocks line of effect to other spaces. The cubes have an AC of 5, 38 hit points and hardness of 0. A creature can break through a cube as part of a move action with a successful Strength check (DC 10 + your caster level).
You may retrieve an object in orbit around you as a free action at any time, even if it is not your turn. Doing so ends the spell. Creatures that threaten you may attempt to disarm or steal an object in orbit around you. The CMD of an object in orbit around you, for the purposes of disarm and steal attempts, is equal to 10 + your base attack bonus + your Dexterity modifier + your Intelligence modifier. If you enter a space where walls or other barriers heavier than the object’s base weight make it impossible for the object to remain 4 inches away from you, orbit ends and the object falls to the ground. PARTISCRIPT School evocation [force]; Level bard 4, cleric 5 Casting Time 1 round Components V, S, M (olive branch), F (see text) Range 60 ft. Target up to four creatures in a 5-ft.-radius spread Duration instantaneous Saving Throw none; Spell Resistance yes You must speak Celestial or Infernal to cast this spell. The focus of this spell is a page from a bestiary, mythological tome or religious script worth at least 800 gp that contains an illustration of four paneled partitions containing creatures. You may create such a page by using fine inks and
You gain a +1 bonus to caster level checks related to this spell for each subject that corresponds to a creature type depicted in the illustration. Angels and devils are immune to this spell. PERSISTENT FORCE School evocation [force]; Level magus 0, sorcerer/wizard 0, summoner 0 Casting Time 1 round Components V, S, DF Range 10 ft. Effect 5 lbs. of pressure per level (max 50 lbs.) Duration 1 round/level (D) Saving Throw Reflex negates; Spell Resistance yes Magic applies constant directional pressure of up to 5 pounds per caster level (maximum 50 pounds). This spell grants a +1 bonus to Strength checks that apply force in the same direction as this spell for each 25 pounds of pressure generated. You can only have one persistent force spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
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POLAR CONSTRICTION School evocation [cold]; Level druid 4, magus 4, sorcerer/wizard 4 Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 round/level Saving Throw none; Spell Resistance no Tendrils of ice creep around the subject’s body and attempt to grapple them. The ice makes 4 grapple checks with a CMB equal to your caster level + your spellcasting ability score modifier. If at least one check succeeds, the subject is grappled. The ice deals 1d8+4 points of cold damage at the start of the grappled creature’s turn each round. Once per round as a free action, the subject may attempt to break the ice with a Strength check (DC 10 + 1/2 your level + your spellcasting ability score modifier). A subject that succeeds suffers 4d6 points of piercing and slashing damage. The CMD of the ice, for the purpose of escaping its grapple, is equal to 10 + its CMB. RAIN OF DAMNATION School evocation [fire]; Level cleric 6, inquisitor 6 Casting Time 1 round Components V, S, DF Range medium (100 ft. + 10 ft./level) Area 40-ft.-radius spread Duration 1 round/4 levels Saving Throw Reflex half; Spell Resistance yes Divine fire hails from the sky, pummeling the target area. Immediately upon completion of this spell, and once per round at the start of your turn thereafter, creatures within the area suffer 5d6 points of damage. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. You and creatures that follow your deity are unscathed by this fire.
RESONANCE School evocation [sonic]; Level bard 0 Casting Time 1 immediate action Components S Range medium (100 ft. + 10 ft./level) Target one sound Duration instantaneous Saving Throw none; Spell Resistance yes You increase the amplitude of up to six seconds of sound generated by a single source. The DC of Perception checks made to hear amplified sound is decreased by -4. Amplified sound can be heard from 100 feet further away than normal. Sounds intended to be heard as a whisper sound like regular speech and sounds intended to be heard as regular speech sound like loud speech. If the target sound was produced by a creature or magical object, the creature or magical object may use spell resistance (if any). RETURNING FLAMES School evocation [fire]; Level druid 3, magus 3, sorcerer/wizard 3 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 round/level Fire envelops your hands. This fire does not harm you. You may throw the fires in both hands up to 40 feet as a standard action. They travel in a straight line and stop in any 5-foot square you target. They do not need to target the same 5-foot square. Each time a fire passes through a creature, it deals 2d6 points of fire damage. A successful Reflex save negates this damage; a creature only makes 1 save and applies the result to all flames until your next standard action. At the start of your next turn, the fires return to your hands, flying toward your current space and dealing damage to creatures they pass through as if they had been thrown from the target space.
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RIGHTEOUS BRAND School evocation; Level antipaladin 1, inquisitor 1, paladin 1 Casting Time 1 swift action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Effect one creature Duration 1 round/level Saving Throw none; Spell Resistance yes The target takes extra damage from your attacks equal to the number of steps between your alignment and their alignment. RIME School evocation [cold]; Level antipaladin 3, druid 2, magus 2, sorcerer/wizard 2, witch 2 Casting Time 1 swift action* Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Area one 5-ft. square* Duration 1 round/level Saving Throw see text; Spell Resistance no Rime coats the ground of one 5-foot square within range. Whenever a creature would stop moving in this spell’s area, they must succeed at a DC 16 Reflex save or slide 5 feet in a direction of your choice. Creatures that critically fail or fail by 5 or more also fall prone. You may cast this spell as a standard action to increase the area to five 5-foot squares. These squares do not need to be contiguous. As a free action, an antipaladin may dispel his own rime spell to deal 5d6 points of cold damage to creatures in affected squares. A DC 16 Reflex save negates this damage. Prone creatures take 50% extra damage and do not receive a saving throw. RINGS OF FIRE School evocation; Level druid 6, magus 6, sorcerer/wizard 6 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect 5 ft. of floating, flaming rings per level
Duration 1 round/level Saving Throw see text; Spell Resistance yes You create floating rings of fire at intersections between spaces. You may create rings spanning a total of 5 feet in diameter per caster level. A ring can be any size, but a ring cannot affect creatures whose width is at least 5 feet larger or smaller than its diameter. The rings attempt to snare appropriatelysized creatures as they pass through; creatures passing through an appropriately-sized ring suffer 3d6 points of fire damage and must make a Reflex save to avoid becoming stuck. A creature that becomes stuck stops moving and is treated as occupying the space from which they entered the ring. While stuck, a creature suffers 3d6 points of fire damage at the start of their turn each round and must attempt a DC 20 Reflex save or Escape Artist check as part of any action that involves movement in order to escape the ring. If a creature fails, that action is lost. A creature attempting to move diagonally through an intersection that touches a ring on either side must save as if moving through any rings touched. This spell fails if two rings would occupy the same intersection or if a ring would be summoned between two spaces occupied by the same Large or larger creature. Creatures too small or large to be ensnared treat squares on both sides of a ring as difficult terrain. ROCK FRIEND School evocation; Level druid 5, witch 5 This spell functions like rock friend, lesser except it affects rocks within a 200 foot radius that weigh up to 20 lbs., deals 2d6 points of bludgeoning damage and forms a Medium earth elemental. ROCK FRIEND, GREATER School evocation; Level druid 7, witch 7 This spell functions like rock friend, lesser except it affects rocks within a 300 foot radius
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that weigh up to 30 lbs., deals 3d6 points of bludgeoning damage and forms a Huge earth elemental. ROCK FRIEND, LESSER School evocation; Level druid 3, witch 3 Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Effect rocks roll into an elemental Duration 1 round/level Saving Throw see text; Spell Resistance no Rocks within a 100 foot radius that weigh up to 10 lbs. roll toward an unoccupied 5-foot square in range. Enemies on the ground within that radius must make a Reflex save or suffer 1d6 points of bludgeoning damage. Creatures that fail by 5 or more are knocked prone. Creatures without line of effect to the rocks do not need to make this save. At the beginning of your next turn, the rocks conglomerate into a Small earth elemental. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. Most natural environments contain an ample supply of rocks to facilitate this spell, though exceptions do exist. If this spell is on your spell list, you know whether or not an ample supply of rocks is within range. SANCTION MAGIC School evocation; Level cleric 3 Casting Time 1 standard action Components V, S, DF Range touch Target one spellcaster Duration 1 action Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) Your touch imbues the caster’s spell with 1 level of metamagic. This effect does not require the caster to expend a higher level spell slot. You choose which metamagic feat to apply to the
spell. Neither you nor the caster need possess that feat. This effect cannot increase a spell’s total modified level above 9th level. This bonus only lasts for a single action, rendering it useless unless this spell is cast as a readied action. SAVING FINALE, GRAND School evocation [mind-affecting]; Level bard 4 Target one creature/level, no two of which can be more than 30 ft. apart This spell functions like saving finale, except that it affects multiple creatures. SCORCHING PRISMS School evocation [fire]; Level sorcerer/wizard 8 Casting Time 1 standard action Components V, S, M (three fragments of red gems) Range medium (100 ft. + 10 ft./level) Effect three Medium prisms Duration 1 round/level Saving Throw none; Spell Resistance no Three hovering red prisms appear in three different 5-foot squares within range. At the end of each of your turns, all three prisms fire a scorching beam toward the next prism in a clockwise rotation. The creature nearest the firing prism in each of the beams’ paths must make a Reflex save to avoid taking 6d6 points of fire damage and stopping the beam. If a creature succeeds, the beam targets the next creature in its path. On your turn, you may move one prism up to 40 feet as a free action, a second prism up to 40 feet as a move action and the third prism up to 40 feet as a standard action. No two prisms may occupy the same 5-foot square. The prisms have an AC of 5, 135 hit points and hardness of 2. SEARING GRASP School evocation; Level magus 3, sorcerer/ wizard 3 Casting Time 1 standard action 29
Components V, S Range touch Target creature touched Duration instantaneous Saving Throw none; Spell Resistance yes Your successful melee touch attack deals 1d6 points of fire damage per caster level (maximum 5d6). Before you make your attack roll, you may choose to take damage equal to the damage dealt by one of the subject’s weapons (without non-weapon modifiers, such as Strength or feat bonuses) to apply a successful attack roll as a disarm attempt against the target’s CMD. You gain a bonus to this attempt equal to your spellcasting ability score modifier and ignore the -4 penalty for being unarmed. SHEPHERD’S CALL School evocation; Level cleric 8 Casting Time 1 free action* Components V, DF Range see text Target up to 24 creatures* Duration instantaneous Saving Throw none; Spell Resistance yes As you speak creatures’ names, they are pulled as near to you as possible. This effect only works on willing subjects within shouting distance whose true, birth-given names are spoken. Calling up to 3 creatures is a free action; calling up to 6 creatures is a move action; calling up to 12 creatures is a standard action; calling up to 24 creatures is a full-round action. This call breaks any bonds holding subjects to their presently occupied squares as if by freedom of movement. SHEPHERD’S LIGHT School evocation [light]; Level cleric 4, inquisitor 4, paladin 3 Casting Time 1 standard action Components V, S, F (fragment of stained glass that depicted a renowned servant of your deity) Range close (25 ft. + 5 ft./2 levels) Area 40-ft.-radius spread
Duration 1 round/level Saving Throw none; Spell Resistance no White light fills the area, increasing the light level to normal light. Creatures gain a +1 sacred bonus to AC and saving throws while they recite a formal prayer recognized by your deity within the area. Reciting such a prayer is a free action. Undead that start their turn in the area suffer 1d6 points of damage for each creature currently reciting a prayer within the area. SHRAPNEL SHOT School evocation; Level ranger 4 Casting Time 1 swift action Components V, S Range touch Target metal-tipped projectile touched Duration 1 round; see text Saving Throw Fortitude negates (object); Spell Resistance yes (object) This spell causes a metal-tipped projectile to explode into tiny shrapnel when it strikes a target, dealing an additional 2d6 points of piercing damage and causing 2d6 points of bleed damage. SNOW TRAP School evocation [cold]; Level ranger 2 Casting Time 1 standard action Components V, S, DF Range 5 ft. Area one 5-ft. square per point of Wisdom modifier Duration 1 hour/level Saving Throw none; Spell Resistance no Magic snow nestles into a number of 5-foot squares equal to your Wisdom modifier. This snow does not melt unless exposed to temperatures in excess of 140 degrees Fahrenheit. The next time a creature weighing more than a number of pounds specified by you touches or steps into the snow, they become entangled for 1 round per caster level. This effect does not grant a saving throw but the snow is not considered to be anchored or tethered unless 30
there was at least 1 foot of natural snow in the area prior to this spell. Once the snow has entangled a creature, magical fire can melt it instantaneously and non-magical fire can melt it in 1d4+1 rounds. SONG OF FIRE School evocation [fire]; Level bard 3 Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Target one weapon/level, no two of which can be more than 30 ft. apart Duration see text Saving Throw Will negates (object, harmless); Spell Resistance no Your song sets nearby weapons ablaze. Enchanted weapons deal an additional 1d6 points of fire damage, an additional 1d10 points of fire damage on a critical hit, shed light as a torch and may be used to cut entangle, fog cloud, obscuring mist or web’s effect away from a single 5-foot square as a standard action. This enchantment lasts for 1 round. Once per turn as a free action, you may expend one round of bardic performance to attempt to maintain the effect for an extra round. Maintaining a song of fire requires a successful DC 19 Perform skill check. Using Perform (sing) grants a +4 bonus to this check. This spell may not be maintained at the same time that any other bardic performance is being maintained. This spell may affect natural or manufactured weapons and does not harm the wielder of an affected natural weapon. SONG OF ICE School evocation [cold]; Level bard 2 Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Target one weapon/level, no two of which can be more than 30 ft. apart Duration see text Saving Throw Will negates (object, harmless); Spell Resistance no
Your song coats nearby weapons in frost. Enchanted weapons deal an additional 1d6 points of cold damage and reduce the target’s initiative by 1 on a hit. This enchantment lasts for 1 round. Once per turn as a free action, you may expend one round of bardic performance to attempt to maintain the effect for an extra round. Maintaining a song of ice requires a successful DC 17 Perform skill check. Using Perform (string instrument) grants a +4 bonus to this check. This spell may not be maintained at the same time that any other bardic performance is being maintained. This spell may affect natural or manufactured weapons and does not harm the wielder of an affected natural weapon. A creature may not receive a second turn in the same round by means of this spell (a creature that would receive a second turn’s initiative is ignored until next round). The duration of effects that are affecting the subjects progress based on the subjects’ new initiative (example: a subject is affected by haste and the haste effect ends on a creature’s turn between the subject’s old initiative and their new initiative; that subject will have the benefits of haste slightly longer than any other creature). The duration of effects that were wrought by subjects but do not affect them progress based on the subjects’ initiative at the time that such effects were wrought (i.e. wall of fire will not last longer because the caster’s initiative dropped). SONG OF STORMS School evocation [air]; Level bard 5 Casting Time 1 round Components V Range close (25 ft. + 5 ft./2 levels) Effect 10 ft./level radius storm, 80 ft. high Duration see text Saving Throw Will negates (object, harmless); Spell Resistance yes (object, harmless) Your song calls magical wind and rain. Effects within the area that were caused by fire spells 31
are immediately ended and fire spells cast from, through or into the area automatically fail. Creatures of the fire subtype suffer 10d6 points of damage each round they start their turn within the storm (Fortitude half). This storm lasts for 1 round. Once per turn as a free action, you may expend one round of bardic performance to attempt to maintain the effect for an extra round. Maintaining a song of storms requires a successful DC 23 Perform skill check. Using Perform (wind instrument) grants a +4 bonus to this check. This spell may not be maintained at the same time that any other bardic performance is being maintained. Each time you maintain this spell, the severity of wind within the spell’s area increases by 1 step (to a maximum of Windstorm). You may direct these winds, and your direction supersedes the direction of any winds of lesser strength. You may choose one of four basic wind patterns to function over the spell’s area. • A downdraft blows from the center outward in equal strength in all directions. • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. • Rotation causes the winds to circle the center in clockwise or counterclockwise fashion. • A blast simply causes the winds to blow in one direction across the entire area from one side to the other. SONIC BLADE School evocation [sonic]; Level bard 2, magus 3, sorcerer/wizard 3 Casting Time 1 standard action Components V, S Range touch Target melee weapon touched Duration 1 round/level Saving Throw none (object); Spell Resistance no (object); see text
You imbue a melee weapon with sonic energy. Whenever the wielder makes an attack that does not target a creature, it releases a 5-foot wave of energy that travels in a straight line, targets touch AC and deals 3d6 points of sonic damage to the first creature it encounters. Creatures may use spell resistance (if any) to negate this spell. When a sonic wave misses a creature, it dissipates without causing harm. A creature hit by a sonic wave must make a DC 13 Fortitude save to avoid being pushed back 5 feet. This energy is capable of traveling up to 5 feet per point of attack roll. SOUL OF FIRE School evocation [fire]; Level magus 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S Range personal Target you Duration 10 min./level Your body temperature rises 20 degrees and you can exist comfortably in environments as hot as 140 degrees Fahrenheit without having to make Fortitude saves. You gain resist fire 10 and vulnerability to cold. Each time a creature hits you with a melee attack, they must succeed at a DC 14 Reflex save to avoid catching on fire. This spell ends once you have taken at least 15 points of cold damage. SOUL OF FROST School evocation [cold]; Level magus 3, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S Range personal Target you Duration 10 min./level Your body temperature drops 20 degrees and you can exist comfortably in environments as cold as -50 degrees Fahrenheit without having to make Fortitude saves. You gain resist cold 10 and vulnerability to fire. Each time a creature
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hits you with a melee attack, they must succeed at a DC 15 Reflex save to avoid becoming entangled. This spell ends once you have taken at least 20 points of fire damage. SOUL OF THUNDER School evocation [force]; Level druid 4, magus 4, sorcerer/wizard 4 Casting Time 1 standard action Components V, S Range personal Target you Duration 10 min./level You become immune to the deafened condition and cannot be silenced by any means (you can even be heard in a vacuum). Each time a creature hits you with a melee attack, they must succeed at a DC 16 Fortitude save to avoid being blown 10 ft. in a direction of your choice. Creatures that fail must also succeed at a DC 16 Reflex save to avoid falling prone. This spell ends once you have taken at least 25 points of piercing or slashing damage. SPHERE OF FORCE School evocation [force]; Level sorcerer/wizard 6 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Area 40-ft.-radius spread, 40 ft. high Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes A shock wave of force throws creatures aside. Creatures in the area must make a Fortitude save to avoid being pushed outside the spell’s area. Creatures carried by the wave that have a Fortitude bonus lower than +8 are also knocked prone. SUDDEN CLEAVE School evocation [force]; Level bard 3, sorcerer/wizard 4
Casting Time 1 immediate action Components S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance no (harmless) This spell must be cast before the subject announces the result of a melee attack roll they just made. The subject may repeat the attack against a number of creatures within their reach equal to half your casting ability score modifier, applying their original attack roll to all subsequent attacks. These attacks deal half as much damage as the original attack (damage is not rerolled). THUNDER HAWK School evocation [electricity]; Level magus 6, sorcerer/wizard 7, summoner 6 Casting Time 1 round Components V, S Range 5 ft. Effect one quasi-real, hawk-like creature Duration 1 hour/level Saving Throw none; Spell Resistance no You conjure a Large, quasi-real, hawklike creature comprised of storm clouds and lightning. A thunder hawk has a purple head, a gray body, a yellow beak and yellow talons. It has what seem to be cloudy feathers. It does not fight, but creatures with an aversion to thunder or lightning shun it and refuse to attack it. This spell requires concentration; however, the concentration required to hold a thunder hawk together requires only a swift action and does not preclude other actions (including casting spells). You may direct the thunder hawk to take two move actions each time you maintain the spell. The hawk is semi-incorporeal - it takes half damage from weapons and magical weapons. It is AC 22 (-1 size, +6 natural armor, +7 Dex), has 17 hit points + 1 hit point per caster level and is immune to electricity and sonic damage.
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If it loses all its hit points, the thunder hawk disappears. A thunder hawk is healed (and may only be healed) by electricity damage and is vulnerable to force damage. A thunder hawk has a speed of 20 feet and a fly speed of 120 feet (perfect). The thunder hawk passes through creatures as if it were incorporeal (except you). Creatures suffer 2d6 points of electricity damage the first time that the thunder hawk moves through their space each round (Reflex negates). If the thunder hawk flies through at least 80 feet of air without passing through a creature’s space before it passes through a creature’s space, that creature suffers 4d6 points of electricity damage (Reflex half). A creature that takes full damage from this effect must also make a Fortitude save to avoid becoming deafened and staggered for 1d4 rounds. This spell may never be contained within a magic item of any kind, including but not limited to: scrolls, staves and wands. THUNDER WHIP School evocation [electricity, sonic]; Level druid 1, magus 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S Range see text Effect whip-like electricity Duration 1 round/level Saving Throw none; Spell Resistance yes The somatic component of this spell is an attack made as if you were wielding a whip. A 10 foot-long, crackling wire of electricity lashes forth to strike your target. You wield this wire as if it were a whip, except that you are inherently proficient with it. Attacks with a thunder whip are melee touch attacks. The whip deals 1d6 points of electricity damage plus an additional 1d6 per 6 caster levels (maximum 3d6). Since the whip is immaterial, it cannot be used to perform combat maneuvers and your Strength modifier does not apply to the damage. Creatures that you attack with a thunder whip must also make a DC 12 Fortitude save to avoid
becoming deafened for 1 round. TREMORS School evocation [cold]; Level cleric 2, druid 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius spread Duration 3 rounds Saving Throw see text; Spell Resistance no The ground trembles and quakes, making the area difficult terrain. Creatures attempting to move on the ground within the area must make a DC 14 Reflex save or DC 15 Acrobatics check. Creatures with 4 or more legs receive a +2 bonus to this check for every 2 legs they have in excess of 2. A creature that fails cannot move and their move action is lost; a creature that fails by 5 or more falls prone. While the tremors persist, creatures within the area may not use tremorsense. UNDENIABLE INQUISITION School evocation; Level inquisitor 0 Casting Time 1 swift action Components V, S Range personal Target you Duration 1 round You gain a bonus to weapon damage rolls and Strength checks made to destroy manufactured barricades (including but not limited to: doors, magic walls and actual barricades) equal to your Wisdom modifier. This bonus is of the same type as that granted by your judgement class feature. VOLUSCRIPT School evocation; Level bard 1, cleric 1 Casting Time 1 round Components V, S, M (a thread), F (see text) Range 60 ft. Target one humanoid Duration instantaneous 34
Saving Throw none; Spell Resistance yes You must speak Common to cast this spell. The focus of this spell is a page from a bestiary, mythological tome or religious script worth at least 400 gp that contains an illustration of a humanoid in a contorted position. You may create such a page using fine inks and paper worth 200 gp by making a successful DC 18 Craft or Profession skill check of an appropriate subtype (Craft (book), Profession (beastiographer), etc.). Once used, the focus becomes dormant for a number of hours equal to 40 - twice your caster level. While dormant, the focus cannot be used to facilitate spells. One humanoid within range contorts into a bizarre position and gains the grappled condition. They may still move, but their speed is reduced by half. The subject must overcome their own CMD to escape this grapple. You gain a +4 bonus to caster level checks related to this spell if the subject has the same subtype as the humanoid in the illustration. WAVE OF ICE School evocation [cold]; Level druid 6, magus 6, sorcerer/wizard 6 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect 10-ft.-deep wave 40 ft. wide and 30 ft. tall Duration instantaneous Saving Throw Fortitude half; Spell Resistance no A massive wave of ice rises within range and crashes 60 feet in a direction of your choice. Creatures struck by the wave suffer 6d6 points of bludgeoning damage, 2d6 points of piercing damage and 2d6 points of cold damage. Creatures that take full damage from this effect are knocked prone. WILD FIRE School evocation [fire]; Level druid 8, witch 8 Casting Time 1 standard action
Components V, S Range medium (100 ft. + 10 ft./level) Target one creature/level, no two of which can be more than 30 ft. apart Duration 3 rounds Saving Throw Reflex negates; Spell Resistance yes A ring of three fire spirits dances around each subject. Each spirit deals 4d6 points of fire damage to subjects at the end of their turn. Subjects can attempt to elude fire spirits that are dancing around them during any action that involves movement by making one Reflex save against the DC of this spell per spirit. Spirits that have been eluded disappear without dealing damage. On your turn, you may attempt a Perform (dance) skill check as a standard action to replace spirits that have been eluded. Every 5 points allows you to replace 1 spirit to any ring within range that still has at least 1 spirit. This does not allow you to add more than 3 spirits to any one ring. WIND, EASTERN School evocation; Level druid 5 Casting Time 10 minutes Components V, S, DF; see text Range touch Target up to 6 creatures touched Duration 1 hour/level Saving Throw none; Spell Resistance no You call upon the Eastern Wind to shower the beleaguered with refreshing rain. A 5-ft. radius cloud forms 200 ft. above the head of each subject and attempts to follow them. Each cloud dispenses 0.3 inches of rain per hour, and the rainwater cures 1 hit point of damage for every 0.1 inches of rainfall endured (3 hit points per hour). This effect is cumulative - multiple subjects may huddle together to gain the effects of increased rainfall. The clouds are not thick enough to affect natural illumination and the rain is not thick enough to provide concealment. When a subject moves into a building with ceilings that are less than 200 ft. tall, their cloud 35
attempts to remain above their current location above the building. When a subject moves into a building that is impervious to wind, their cloud awaits them at the entrance of that building. A cloud is dispelled if it reaches a height of more than 2 miles. Creatures need not travel east to retain their clouds; the Eastern Wind is capable of moving clouds in any direction. Normal weather has no effect on this spell. By providing a material component (a dried rose taken from a fomorian’s garden worth 1,500 gp), this spell can be cast inside of a bag where the duration is permanently suspended until the bag is opened. When cast inside of a bag, this spell has no target until the bag is opened, at which point the creature that opened the bag determines the targets according to your caster level. This spell may never be contained within a magic item of any kind, including but not limited to: scrolls, staves and wands. WIND, NORTHERN School evocation [cold, electricity or fire]; Level druid 4 Casting Time 10 minutes Components V, S; see text Range medium (100 ft. + 10 ft./level) Area 40-ft.-radius spread Duration 1 hour/level Saving Throw none; Spell Resistance no You call upon the Northern Wind to enhance the elements with a storm. Choose one of the following energy types when you cast this spell: cold, electricity or fire. Whenever a subject casts a spell outdoors that deals damage of the chosen type, it deals an additional die of damage and deals half damage to creatures that resist the spell via spell resistance (though any effect other than damage is still ignored). Creatures need not cast spells to the north to benefit from this spell; the Northern Wind is capable of enhancing storms in any direction. Normal weather has no effect on this spell.
By providing a material component (an ice-entombed, lightning-stricken or flamescarred ruby worth 5,000 gp), this spell can be cast inside of a bag where the duration is permanently suspended until the bag is opened. The component must correspond to the element to be enhanced or this spell is not contained by the bag (cold: ice-entombed ruby, electricity: lightning-stricken ruby, fire: flame-scarred ruby). When cast inside of a bag, this spell has no area until the bag is opened, at which point the creature that opened the bag determines the area according to your caster level. This spell may never be contained within a magic item of any kind, including but not limited to: scrolls, staves and wands. WIND, SOUTHERN School evocation; Level druid 2 Casting Time 10 minutes Components V, S, DF; see text Range touch Target up to 6 creatures touched Duration 1 hour/level Saving Throw none; Spell Resistance no You call upon the Southern Wind to shroud thieves. Subjects are shrouded in a thin veil of inconspicuous mist that follows them and allows them to make Stealth checks at a -4 penalty as if they had concealment. This effect does not emulate concealment in any other regard. Creatures need not travel south to gain this benefit; the Southern Wind is capable of following subjects in any direction. Normal weather has no effect on this spell. By providing a material component (goat’s milk and wool worth 1,000 gp), this spell can be cast inside of a bag where the duration is permanently suspended until the bag is opened. When cast inside of a bag, this spell has no target until the bag is opened, at which point the creature that opened the bag determines the targets according to your caster level. This spell may never be contained within a magic item of any kind, including but not 36
limited to: scrolls, staves and wands. WIND, WESTERN School evocation; Level druid 3 Casting Time 10 minutes Components V, S, DF; see text Range touch Target up to 6 creatures touched Duration 1 hour/level Saving Throw none; Spell Resistance no You call upon the Western Wind to serve at travelers’ backs. The overland speed of creatures affected by this spell is increased by 10 ft., and subjects may walk for 10 hours before their voyage is considered a forced march. The overland speed of horses, sailboats and other rideable creatures or vehicles that are subject to fatigue or capable of being propelled by wind is increased by 25% while they carry a subject.
Whenever its wielder is included in the area of or targeted by a spell that deals cold, electricity or fire damage, the weapon gains bonus damage of the same type equal to 25% of the damage dealt to the wielder by the triggering spell (prior to any target-based modifications, such as saving throws, resistances, immunities or vulnerabilities). This effect lasts 1 round. The weapon may only store the energy of one spell at any given time - the wielder must decide whether to keep a previous bonus or acquire a new bonus upon being the target of a second spell. This decision must be made before a spell’s damage has been rolled.
Creatures need not travel west to benefit from this spell; the Western Wind is capable of propelling subjects in any direction. Normal weather has no effect on this spell. By providing a material component (gold flakes worth 1,000 gp), this spell can be cast inside of a bag where the duration is permanently suspended until the bag is opened. When cast inside of a bag, this spell has no target until the bag is opened, at which point the creature that opened the bag determines the targets according to your caster level. This spell may never be contained within a magic item of any kind, including but not limited to: scrolls, staves and wands. WITCH HUNTER’S BLADE School evocation; Level inquisitor 5 Casting Time 1 standard action Components V, S, DF Range touch Target slashing or piercing weapon touched Duration 1 round/level Saving Throw Fortitude negates (harmless, object); Spell Resistance yes (harmless, object) 37
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Dreadfox Games and the Dreadfox logo are trademarks of Dreadfox Games. All rights reserved. OPEN GAME LICENSE Version 1.0a Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Dreadfox Games game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/ or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Inc.
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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. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Grimoire Tempestus. Copyright 2012, Dreadfox Games.
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