Manifest



Manifest is the arcane power of the Ardesh. It allows users to tap into the ancient mechanisms beneath Minera and release their power as spell-like abilities.

Manifest Use
To use Manifest powers and spells from the Ardesh Well, characters have one Manifest point per level, plus the modifier from willpower, if applicable. Points are spent on either one use of each ability or spell, or multiple levels of the ability or spell. Manifest abilities can be used once a day, per point Example. With 2 Manifest points, one can either cast two Bleed spells per day, or one with the effect doubled.

When using a Manifest ability or spell, one rolls a D20, +1 per tier level, plus any willpower modifier. Success means beating a GM determined difficulty, represented by a secret target number. Critical failures and successes apply. Failed rolls, not critical fails, can be retried once again within 30 minutes. Critical fails expend the Manifest points used and cause disastrous results. Critical successes double damage or effect, and add positive benefits.

Sacrificial Manifest
If someone was infused by the spell Manifest Rising by Ardesh sacrificing lives, then this is what the person gets:
 * The Sacrificial Well, access to a mental spellbook of castable powers. The spells are treated as proficiencies. Rolls for using an Ardesh Well power use critical success and failures on a D20.
 * The skill Arcane Chisel, treated as a mystic basic skill, you may alter the superficial appearance and effects of your Ardesh well spells. Example: You can turn the fire your magical lantern spells to green. Spell effects are not enhanced or diminished or hidden.
 * The ability to understand the Ardesh Language, Medet Vor, and half learning difficulty for learning to read, write and speak it.
 * The ability to decipher some ancient Ardesh rune languages. This will effectively increase Arcane Symbols to the next level, for writings by the ancient Ardesh.
 * Well enhancement – All Ardesh well powers, or spells, may be enhanced by spending additional Manifest points on them. Each spell has a description of what happens.

Possible drawbacks
 * The lore skill Ardesh History, will be taught to your character as you sleep, in your dreams. You will be an apprentice in 16 days, Journeyman in 40, and 48. You will need a full eight hours per night to get the full lesson. It is possible to avoid the lessons with psionic powers.
 * Altered aura, a purple-red flow of light will permeate your aura for those who can see them.
 * Ardesh Sodality – Other Ardesh agents will be able to detect your presence. Non-detection magic may help mask you. You will be unable to sense the presence of other Ardesh for the first three months of active Manifest use.
 * Focus problems – Meditating will take double the time for the first few months of active Manifest use.
 * Arcane bleeding – All mystic skills and psychic powers will be affected by your body being infused with Ardesh powers. Using normally innocuous actions like Mental Push may result in visible or audible effects as the new power tries to escape you. The effects of a Protection Circle or Telekinesis may be increased, while Summoning Gneeches may backfire. The chance for this is happening 1-8 percent per use of mystic skill or trait, for up to two weeks of active Manifest use.

The Sacrificial Well
Bleeding Out

Casting time: 1 minute

Components: V,S

Range: Touch

Area: special

Duration: special

Save: none

You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage per turn. Increasing spell power doubles effect and halves casting time and removes the verbal component.

Ghostlight

Casting time: 2 minutes

Components: V,S

Range: 100ft

Area: special

Duration: 1 minute

Save: none

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights 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, it does not count against this limit. Increasing spell power doubles duration.

Detect Manifest

Casting time: 2 minutes

Components: V

Range: 60ft

Area: cone

Duration: 1 minute/level

Save: none

You detect manifest spells or powers in use. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make knowledge checks to determine the school of magic involved in each. If the aura emanates from a magic item, you can attempt to identify its properties. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Increasing spell power cuts casting time in half and doubles duration. Range is doubled.

Sense Poison

Casting time: 1 minute

Components: V,S

Range: 25ft

Area: target

Duration: instant

Save: none

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a knowledge check. A character with the alchemy skill may add their alchemy level into the roll. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Increasing spell power doubles spell ability.

Back to the Grave

Casting time: 1 action

Components: V,S,M (piece of tombstone)

Range: 25ft +5ft per point used

Area: cone

Duration: instant

Save: yes

The caster floods a cone-shaped area with white fire, disrupting or damaging undead. Controlled and weak undead are damaged 1D6 per manifest point used, and the necromancer's control over them is cut off for a turn. Sentient undead are damaged on a failed save or dodge roll. Free, but mindless undead are just damaged. Increasing spell power adds 1 damage die per manifest point used and makes the spell verbal only.

Coruscate

Casting time: 1 action

Components: V

Range: 25ft +5ft per point used

Area: 5ft in front of caster

Duration: instant

Save: yes

The caster creates a burst of light to blind and distract. People in front of the caster are blinded temporarily for a round if they fail a save. Increasing spell power doubles blindness time and penalized save by 1.

I Thought I Heard Something

Casting time: 1 action

Components: V,S,M (wool or wax)

Range: 25ft +5ft per point used

Area: target area

Duration: 1 round per point

Save: yes

This spell allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound created when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 10 people). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. Anyone who hears the sound may make a common sense check to ignore. Increasing spell power extends range and duration by two times.

Hurricane Lantern

Casting time: 1 action

Components: V,S,M (a hollow vessel)

Range: touch

Area: none

Duration: 10 minutes per point

Save: no

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. The light is colored like fire, but with no flickering flame. The flame cannot be doused by non-magical means, and it cannot set fires, as it is only warm to the touch. Increasing spell power doubles duration.

Mend

Casting time: 10 minutes

Components: V,S

Range: 10ft

Area: none

Duration: 1 minutes per point

Save: no

Duration instantaneous Save Will negates (harmless, object) SR yes (harmless, object)

This spell repairs damaged objects, restoring 1d10 hit points to the object per minute. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. Increasing spell power doubles effectiveness and removes the verbal component.

Messenger

Casting time: 1 action

Components: V

Range: 50ft

Area: target

Duration: 1 short message

Save: special

You can whisper messages and receive whispered replies. Those nearby can hear these messages with an awareness check, or instantly if the recipient is prompted ahead of time or visually. You point your finger at each person you want to receive the message. The message does not have to travel in a straight line, but it must be known that the person is within range. It can circumvent a barrier if there is an open path between you and the subject (as in, through a door). The person that receives the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper. Unwilling targets of messages may make a willpower check to save against the distraction of someone whispering in their ear. Spell effect increase extends duration and range 50%, and an additional recipient may be added per point used.

Open and Close

Casting time: 1 round

Components: V,S,M (a small blank key)

Range: 20ft

Area: target

Duration: instant

Save: yes

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect. This spell does not lock the door, nor does it open locked doors. Increasing spell effect increases range and door weight by 50%.

Prestidigitation

Casting time: 1 action

Components: V,S

Range: 10ft

Area: target

Duration: 1 hour

Save: no

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Increasing spell effect extends duration and makes the spell castable using only the verbal or somatic components, caster choice..

Resistance

Casting time: 1 action

Components: V,S,M (a doll's cloak)

Range: touch

Area: target

Duration: 1 minute

Save: no

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell. +1 save per manifest point used. Increasing spell power doubles the effects, cumulatively.

Sotto Voce

Casting time: 1 action

Components: V,S,M (a doll's cloak)

Range: 25ft

Area: 25ft sphere

Duration: 1 round

Save: willpower check

Your dry, rasping whisper fills a living creature with unnatural dread. The affected creature must make a willpower check or be shaken for 1 round. Increased spell power extends duration, increases range and area 25%, and penalizes the willpower check by 1 per manifest point used.

Under the Weather

Casting time: 1 action

Components: V,S,M (a drop of sweat)

Range: touch

Area: target

Duration: 1 round

Save: willpower or stamina check

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires. Increasing spell power adds a -1 to the target's fatigue. Also, only the verbal component is need to cast.

Mold Winds

Casting time: 1 minute

Components: V,S

Range: 20ft

Area: 10ft sphere

Duration: 1 hour

Save: none

Put the wind back in your sails. Alter Winds creates a stern supernatural wind that can't get strong enough to know someone down, but it can blow out all the candles or propel a ship for an hour at a steady clip. Increasing spell power extends duration.

Break Things

Casting time: 1 action

Components: V,S

Range: 20ft

Area: target

Duration: instant

Save: yes or dodge

You can attempt to break or at least damage any one medium or smaller object within range. If the target fails its saving throw, it done broke. If cast on a broken item, that item is destroyed on a failed save. Well built items, such as finely crafted swords, may get a retest. The object must be visible, armor fittings beneath the armor that aren't visible can't be targeted. Increasing spell power increases range and penalizes the save by one.

Freezer Burn

Casting time: 1 action

Components: V,S,M (small vial of blue-colored water)

Range: 20ft

Area: target

Duration: instant

Save: yes

This spell causes a medium sized metal object within sight and range to instantly become freezing cold. A creature holding the item may attempt an agility check to drop it and take no damage, or a save vs cold at -1 per point of Manifest spent on the spell. The cold metal deals 1d4 points of damage per manifest point used (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no agility check. The cold does not harm the item. The item warms to its previous temperature almost instantly. If cast underwater, freezer burn deals half damage and freezes the area around the object. Increasing spell power adds a +3 to the damage and eliminates the somatic component.

Acclimate

Casting time: 1 minute

Components: V,S,M (bear fur, whale oil)

Range: touch

Area: target

Duration: 8 hours

Save: yes

A person protected by endure elements suffers no harm from being in a hot or cold environment. They can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make  saves. The creature's equipment is likewise protected. Acclimate doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. Increasing spell power adds a +2 to fire and cold saves.

Aura Mask

Casting time: 1 minute

Components: V,S,M (square of fine silk)

Range: touch

Area: target

Duration: 8 hours

Save: yes, vs. magic

This spell allows the caster to alter someone's aura. It can also be used on the caster. It is useful for masking a person's true aura if malignant or tainted (as with Ardesh). The aura can be changed to any number of colors, as long as it is a normally natural aura color. The caster can change the aura of an unwilling person, but they may make a saving throw vs. magic. Failure means that their aura is altered and unless someone tells them, they will be unaware. Increasing spell power for Aura Mask means doubling the duration and eliminating the material component.

Trip Up

Casting time: 2 actions

Components: V,S,M (local soil)

Range: 10ft

Area: target on ground

Duration: instant

Save: agility check

You create a shallow extradimensional hole perfectly sized to trip anyone who steps within it. This hole occupies a single 5-foot square with a depth of six inches. Any creature occupying the space when you first create the hole, or who later steps into the space containing the hole, must make an agility check to avoid falling prone in an adjacent space and taking 1d4 points of damage. A creature that makes its check still stumbles ever so slightly and takes a -1 penalty on all rolls and checks for their next action. Increasing the spell's power allows an additional person to be targeted in the same action.

Dark Vision

Casting time: 1 minute

Components: V,S,M (small agate stone)

Range: touch

Area: target

Duration: 1 hour

Save: yes

The subject gains the ability to see 60 feet even in total darkness. Dark Vision is black and white only but otherwise like normal sight. Increasing spell power doubles duration and removes the vocal component.

Manifest Points modifiers
Willpower          Modifier 

Manifest Powers
Manifest powers are spell-like abilities with specific effects. The typical Ardesh magic user does not necessarily have a spellbook, but one or two powers. The ability to cast spells from the Ardesh Well is a power in itself.

Infernal Singularity
This power allows the caster to summon an effect similar to a micro singularity on an object or person.


 * Tier 1: Limited singularity on a small, stationary, simple object. The “Event” is projected within a 15’ range, must be in open air, the object is drawn to it and progresses toward the event on a circular plane. When object hits the Event, it must make a save against crushing to halve 2D12 points of damage. Plane speed is one rotation per round. It takes six rounds for an object to reach the Event.


 * Tier 2: Larger objects, 30’ range, user may determine angle of event plane.


 * Tier 3: Weapons and armor may be targeted, or any object on a moving target. Event may be projected anywhere in range. When object hits the Event, it must make a save against crushing to halve 4D12 points of damage.


 * Tier 4: Humans may be targeted, plane speed increased two rotations per round. It takes four rounds for object or person to reach the event. Save against crushing to halve 4D12 points of damage.


 * Tier 5: It takes three rounds for object or person to reach the event. Save against crushing to halve 6D12 points of damage. Walls and structures may be targeted, causing stress damage and structural collapse within three minutes.

Manifest Healing
The caster can heal others with this power, giving hit points back to the target.


 * Tier 1: 1D6 effective hit points may be conferred to a recipient per hour of meditation. Hit points are lost unless recipient rests within eight hours.


 * Tier 2: 1D6+2 per half-hour of meditation.


 * Tier 3: 2D6+4 per half hour.


 * Tier 4: 1D6+1 hit points per ten minutes or 4D6+2 per half-hour.


 * Tier 5: 2D6+4 hit points per five minutes or 6D6+4 per half-hour.

Ardesh Well
The incredible ability to access the extensive list of spells in the Well, as well as create some of your own. Tiers are per spell. Each tier level doubles the effectiveness of the spell and halves casting time, where logical.

Remote Dowsing
This power is the age old tradition of water finding


 * Tier 1: General sense of the source and direction of water. 20’ range.


 * Tier 2: More precise water finding, can determine temperature and salinity. 40’ range.


 * Tier 3: All states of water are detectable, frozen or gaseous. Diluted water included, as in potions and drinks. 60’ range.


 * Tier 4: Humans and animals may be detected with a 20’ range, all other range increased to 100’.


 * Tier 5: Water sources can be used for a limited remote viewing, or remote sensing. (The ability to perceive the environment around the water. Example; the user may listen to someone’s conversation in another room via the water in their wash basin.).



Zero and 1st level
Arcane Mark

1 standard action

Components V, S

Range touch

Effect one personal rune or mark

Duration permanent Save none SR no

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell DESCRIPTION for details).

Bleed

1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Duration instantaneous Save Will negates SR yes

You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

Dancing Lights

1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect Up to four lights

Duration 1 minute (D) Save none SR no

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights 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, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.

Detect Magic

CT 1 standard action

Components V, S

Range 60 ft.

Area cone-shaped emanation

Duration concentration, up to 1 min./level (D) Save none SR no

You detect manifest spells or powers in use. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make knowledge checks to determine the school of magic involved in each. If the aura emanates from a magic item, you can attempt to identify its properties. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Detect Poison

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Area Target or one creature

Duration instantaneous Save none SR no

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a knowledge check. A character with the alchemy skill may add their alchemy level into the roll. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Disrupt Undead

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Effect ray

Duration instantaneous Save none SR yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Flare

CT 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Effect burst of light

Duration instantaneous Save Fortitude negates SR yes

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Ghost Sound

CT 1 standard action

Components V, S, M (a bit of wool or a small lump of wax)

Range close (25 ft. + 5 ft./2 levels)

Effect illusory sounds

Duration 1 round/level (D) Save Will disbelief SR no

This spell allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound created when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 10 people). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. Anyone who hears the sound may make a common sense check to ignore.

Light

CT 1 standard action

Components V, M/DF (a firefly)

Range touch

Duration 10 min./level Save none SR no

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Mending

CT 10 minutes

Components V, S

Range 10 ft.

Duration instantaneous Save Will negates (harmless, object) SR yes (harmless, object)

This spell repairs damaged objects, restoring 1d10 hit points to the object per minute. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Message

CT 1 standard action

Components V, S, F (a piece of copper wire)

Range medium (100 ft. + 10 ft./level)

Duration 10 min./level Save none SR no

You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Open/Close

CT 1 standard action

Components V, S, F (a brass key)

Range close (25 ft. + 5 ft./2 levels)

Duration instantaneous Save Will negates (object) SR yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Prestidigitation

CT 1 standard action

Components V, S

Range 10 ft.

Area Target

Duration 1 hour Save see text SR no

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Read Magic

CT 1 standard action

Components V, S, F (a clear crystal or mineral prism)

Range personal

Duration 10 min./level

You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.

Resistance

CT 1 standard action

Components V, S, M/DF (a miniature cloak)

Range touch

Duration 1 minute Save Will negates (harmless) SR yes (harmless)

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.

Sotto Voce

CT 1 standard action

Components V

Range close (25 ft. + 5 ft./level)

Duration 1 round Save Will negates SR yes

Your dry, rasping whisper fills a living creature of 4 or fewer Hit Dice with unnatural dread. The affected creature must make a Will save or be shaken for 1 round. This spell originated among the followers of the Whispering Way, but necromancers and other intimidating folk outside that group are known to use it.

Touch of Fatigue

CT 1 standard action

Components V, S, M (a drop of sweat)

Range touch

Duration 1 round/level Save Fortitude negates SR yes

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

2nd level
Alter Winds

CT 1 minute

Components V, S

Range touch

Area immobile 10-ft.-radius emanation

Duration 1 hour/level Save Will negates SR yes

Break

CT 1 standard action

Components V, S, M (a twig)

Range close (25 ft. + 5 ft./2 levels)

Duration instantaneous Save Fortitude negates (object) SR yes (object)

You can attempt to break or at least damage any one Medium or smaller object within range. If the target fails its Fortitude saving throw, it gains the broken condition. If cast on a broken item, that item is destroyed on a failed save.

Burning Disarm

CT 1 standard action

Components V, S

Range Short (25 ft. + 5 ft./2 levels)

Duration Instantaneous Save Reflex negates (object, see text) SR Yes (object)

This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.

Detect Undead

CT 1 standard action

Components V, S, M/DF (earth from a grave)

Range 60 ft.

Area cone-shaped emanation

Duration concentration, up to 1 minute/ level (D) Save none SR no

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below. Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below. HD Strength Lingering Aura Duration 1 or lower Faint 1d6 rounds 2-4 Moderate 1d6 minutes 5-10 Strong 1d6 x 10 minutes 11 or higher Overwhelming 1d6 days Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Endure Elements

CT 1 standard action

Components V, S

Range touch

Duration 24 hours Save Will negates (harmless) SR yes (harmless)

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Erase

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Duration instantaneous Save see text SR no

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Magic Aura

CT 1 standard action

Components V, S, F (a small square of silk that must be passed over the object that receives the aura)

Range touch

Duration 1 day/level (D) Save none; see text SR no

You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work. Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Shield

CT 1 standard action

Components V, S

Range personal

Duration 1 min./level (D)

Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Stumble Gap

CT 1 standard action

Components V, S, F (miniature shovel costing 10 gp)

Range close (25 ft. + 5 ft./2 levels)

Effect see text

Duration 1 round + 1 round/level Save Reflex partial SR no

You create a shallow extradimensional hole perfectly sized to trip anyone who steps within it. This hole occupies a single 5-foot square with a depth of six inches. Any creature occupying the square when you first create the hole, or who later steps into the square containing the hole, must make a Reflex saving throw to avoid falling prone in an adjacent square and taking 1d6 points of damage. A creature that makes its saving throw still stumbles ever so slightly and takes a -1 penalty on all rolls and checks for 1 round. The spell has no effect on creatures adjacent to the square containing the hole.

3rd Level
Arcane Lock

CT 1 standard action

Components V, S, M (gold dust worth 25 gp)

Range touch

Duration permanent Save none SR no

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.

Augury

CT 1 minute

Components V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)

Range personal

Duration instantaneous

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results). Woe (for bad results). Weal and woe (for both). Nothing (for actions that don't have especially good or bad results). If the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting.

Bear's Endurance

CT 1 standard action

Components V, S, M/DF (a few hairs, or a pinch of dung, from a bear)

Range touch

Duration 1 min./level Save Will negates (harmless) SR yes

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

Darkness

CT 1 standard action

Components V, M/DF (bat fur and a piece of coal)

Range touch

Duration 1 min./level (D) Save none SR no

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed. This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Darkvision

CT 1 standard action

Components V, S, M (either a pinch of dried carrot or an agate)

Range touch

Duration 1 hour/level Save Will negates (harmless) SR yes (harmless)

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision can be made permanent with a permanency spell.

Delay Poison

CT 1 standard action

Components V, S, DF

Range touch

Duration 1 hour/level Save Fortitude negates (harmless) SR yes (harmless)

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

Dust of Twilight

CT 1 standard action

Components V, S, M (coal dust)

Range medium (100 ft. + 10 ft./level)

Duration instantaneous Save Fortitude negates (fatigue only) SR no

A shower of iridescent black particles clings to and extinguishes torches, lanterns, sunrods, and similar mundane light sources and dispels any spell of 2nd level or lower with the light descriptor (as dispel magic). Creatures in the area must make a Fortitude save or become fatigued.

False Life

CT 1 standard action

Components V, S, M (a drop of blood)

Range personal

Duration 1 hour/level or until discharged; see text

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).

Feast of Ashes

CT 1 standard action

Components V, S, M (a pinch of ash)

Range close (25 ft. + 5 ft/2 levels)

Duration 2 days/level (D) (D) Save Fortitude negates SR yes

You curse the target with a hunger no food can assuage. On a failed saving throw, the target begins to starve (see page 444 of the Core Rulebook). The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of eating can counter the effect and, further, even attempting to eat causes the target to become nauseated for 1 round unless they make a DC 12 Fortitude save. The target still experiences the other normal effects of anything consumed (such as poisons or potions). Feast of ashes can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of starvation must be healed by normal means.

Gentle Repose

CT 1 standard action

Components V, S, M/DF (salt and a copper piece for each of the corpse's eyes)

Range touch

Duration 1 day/level Save Will negates (object) SR yes (object)

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant. The spell also works on severed body parts and the like.

Hidden Speech

CT 1 standard action

Components V, S, M/DF (a cipher written on a piece of parchment)

Range close (25 ft. + 5 ft./2 levels)

Duration 10 minutes/level (D) (D) Save Will negates (harmless) SR yes

You greatly enhance the ability of the subjects to communicate hidden messages to each other. Each target gains a +10 competence bonus on Bluff checks to send secret message to other recipients. Others using opposed Sense Motive checks to decipher these messages receive a -5 penalty. All subjects affected by the spell must share a language to be able to pass messages.

Minor Image

CT 1 standard action

Components V, S, F (a bit of fleece)

Range long (400 ft. + 40 ft./level)

Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Duration concentration + 2 rounds Save Will disbelief (if interacted with) SR no

This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.

Misdirection

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Duration 1 hour/level Save none or Will negates; see text SR no

By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

Obscure Object

CT 1 standard action

Components V, S, M/DF (chameleon skin)

Range touch

Duration 8 hours (D) Save Will negates (object) SR yes (object)

This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).

Status

CT 1 standard action

Components V, S

Range touch

Duration 1 hour/level Save Will negates (harmless) SR yes (harmless)

When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

Suppress Charms and Compulsions

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Duration 10 minutes; see text Save Will negates (harmless) SR yes (harmless)

As remove fear, except the targets gain a +4 morale bonus on saves against charm and compulsion effects, and charms and compulsions in effect on the targets are suppressed for the duration of the spell.

4th Level
Animate Dead

CT 1 standard action

Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)

Range touch

Duration instantaneous Save none SR no

This spell turns corpses into undead skeletons or zombies that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again. Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

Aura of the Unremarkable

CT 1 full round

Components V, S, M (a white feather)

Range 30 ft.

Duration 1 minute/level and instantaneous (D) Save Will negates SR Yes

An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous. For example, if you and your allies are beating a city guard for information, creatures within the area do not think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against a creature break the effect of the spell for that creature. When the spell ends, observers see things normally but altered perceptions from the earlier events remain. Any mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Will save to break the effect and remember things normally.

Bestow Curse

CT 1 standard action

Components V, S

Range touch

Duration permanent Save Will negates SR yes

You place a curse on the subject. Choose one of the following. -6 decrease to an ability score (minimum 1). -4 penalty on attack rolls, saves, ability checks, and skill checks. Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters remove curse.

Black Tentacles

CT 1 standard action

Components V, S, M (octopus or squid tentacle)

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius spread

Duration 1 round/level (D) Save none SR no

This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect. If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB. The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.

Blood Biography

CT 1 minute

Components V, S, M/DF (a scrap of parchment)

Range touch

Duration instantaneous Save Will negates (see text) SR no

You learn the answers to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures are entitled to a saving throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell the answers to the following four questions appear on any flat surface you designate (a wall, a piece of paper, and so on).  Who are you? (The name by which the creature is most commonly known)  What are you? (Gender, race, profession/role)  How was your blood shed? (Brief outline of the events that caused its wound, to the best of the victim's knowledge)  When was your blood shed? These answers always appear in a language you can read even if the creature cannot speak that or any language.

Calcific Touch

CT 1 standard action

Components V, S

Range touch

Duration 1 round/level Save Fortitude partial SR yes

Your touch progressively transmutes the substance of creatures you touch into stone. Once per round, you may deliver a touch attack that inflicts 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round. A successful Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is petrified permanently. Break enchantment, restoration, or stone to flesh can reverse the effects of calcific touch.

Campfire Wall

CT 1 standard action

Components V, S, M/DF (ash made from burnt thorns)

Range close (25 ft. + 5 ft./2 levels)

Effect 20-ft.-radius sphere centered on fire source

Duration 2 hours/level; see below (D) (D) Save none SR yes

You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire continues to burn. The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as much illumination as a torch. The barrier blocks line of sight, granting creatures on either side of the barrier total concealment from creatures on the other side. Any object or creature passing through the barrier from outside takes 1d6 points of fire damage and is also outlined with light equivalent to that of a torch, for 1d6 minutes. Creatures outlined in this way are plainly visible regardless of the light conditions and do not benefit from any sort of concealment, magical or otherwise. The light is not bright enough to have any special effect on undead or creatures vulnerable to light. Creatures inside the barrier can leave without penalty, but if they try to return they suffer the same consequences as anyone else. If the fire source at the barrier's center is extinguished or moved, the spell ends.

Confusion

CT 1 standard action

Components V, S, M/DF (three nutshells)

Range medium (100 ft. + 10 ft./level)

Duration 1 round/level Save Will negates SR yes

This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round. d% Behavior 01-25 Act normally 26-50 Do nothing but babble incoherently 51-75 Deal 1d8 points of damage + Str modifier to self with item in hand 76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self) A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Contact Other Plane

CT 10 minutes

Components V

Range personal

Duration concentration

Contagion

CT 1 standard action

Components V, S

Range touch

Duration instantaneous Save Fortitude negates SR yes

The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information see Diseases.

Crushing Despair

CT 1 standard action

Components V, S, M

Range 30 ft.

Area cone-shaped burst

Duration 1 min./level Save Will negates SR yes

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope.

Detect Scrying

CT 1 standard action

Components V, S, M (a piece of mirror and a miniature brass hearing trumpet)

Range 40 ft.

Area 40-ft.-radius emanation centered on you

Duration 24 hours Save none SR no

You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area. If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his direction and distance from you.

Dimensional Anchor

CT 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect ray

Duration 1 min./level Save none SR yes (object)

A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Dispel Magic

CT 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Duration instantaneous Save none SR no

You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

5th Level
Enervation

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Effect ray of negative energy

Duration instantaneous Save none SR yes

You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Appendix 1). Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don't last long enough to do so. An undead creature struck by the ray gains 1d4 x 5 temporary hit points for 1 hour.

Explosive Runes

CT 1 standard action

Components V, S

Range touch

Duration permanent until discharged (D) Save see text SR yes

You trace mystic runes upon a book, map, scroll, or similar object bearing written information. The explosive runes detonate when read, dealing 6d6 points of force damage. Anyone next to the explosive runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw). You and any characters you specifically instruct can read the protected writing without triggering the explosive runes. Likewise, you can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion. Magic traps such as explosive runes are hard to detect and disable. A character with the trapfinding class feature (only) can use Disable Device to thwart explosive runes. The DC to find magic traps using Perception and to disable them is 25 + spell level, or 28 for explosive runes.

Geas, Lesser

CT 1 round

Components V

Range close (25 ft. + 5 ft./2 levels)

Duration 1 day/level or until discharged (D) Save Will negates SR yes

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer HD and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions. If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas. A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas.

Gentle Repose

CT 1 standard action

Components V, S, M/DF (salt and a copper piece for each of the corpse's eyes)

Range touch

Duration 1 day/level Save Will negates (object) SR yes (object)

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant. The spell also works on severed body parts and the like.

Heatstroke

CT 1 standard action

Components V, S, M (a drop of sweat)

Range close (25 ft. + 5 ft./2 levels)

Effect ray

Duration 1 minute/level Save Fortitude partial, see text SR yes

A wavering red ray projects from your finger. You must succeed on a ranged touch attack with the ray to hit your target. The ray inflicts 1d4 points of nonlethal damage, causing the target to suffer from heatstroke as its body temperature dramatically increases. Except as noted above, this spell otherwise functions as ray of exhaustion. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves.

Hydraulic Torrent

CT 1 standard action

Components V, S

Range 60 ft.

Area 60-ft. line

Duration instantaneous Save none SR yes

You call forth a powerful stream of water that batters all creatures and obstacles in its path until it strikes something it cannot push past. Against creatures and moveable objects this stream acts as a bull rush. You can bull rush creatures of any size, not just those one size larger than your own. Make a combat maneuver check and apply its results to each creature within the area. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity. Against immovable objects this stream instead allows you to make a Strength check to destroy the target. When attempting to break an object, the stream has an effective Strength equal to your caster level plus the ability score modifier as above. The Break DC depends on the object you're trying to break-page 175 of the Pathfinder RPG Core Rulebook lists several sample Break DCs for various objects. Hydraulic torrent extinguishes any normal fires it encounters along its path. Magical fires are unaffected.

Illusory Poison

CT 1 standard action

Components V, S

Range touch

Duration 1 minute/level or until discharged (see text) Save Will disbelief, then Fortitude (see text) SR yes

You create a phantasm of an oily green phantasmal poison on the target weapon. The first creature hit by the poisoned weapon must make a Will save against the illusion spell; success means the spell has no effect and is expended from the weapon. If the creature fails its save, it believes it has been poisoned and must make Fortitude saves at the spell's DC to avoid suffering illusory poison damage. Delay poison allows the target to ignore the effects of the phantasmal poison until the delay poison spell ends, at which time it may make a Will save to realize the poison is illusory and recover all illusory poison damage. Neutralize poison, lesser restoration, or restoration immediately recovers all damage from the spell. A successful dispel magic spell ends the effect of the illusion, as do spells that penetrate illusions (such as true seeing). The target automatically recovers all illusory poison damage after 1 hour.

Illusory Script

CT 1 minute per page

Components V, S, M (lead-based ink worth 50 gp)

Range touch

Duration one day/level (D) Save Will negates; see text SR yes

You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting can read the writing; it's unintelligible to any other character. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include "Close the book and leave," "Forget the existence of this note," and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

Illusory Wall

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Effect image 1 ft. by 10 ft. by 10 ft.

Duration permanent Save Will disbelief (if interacted with) SR no

This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear. Although the caster can see through his illusory wall, other creatures cannot, even if they succeed at their will save (but they do learn that it is not real).

Keen Edge

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Duration 10 min./level Save Will negates (harmless, object) SR yes (harmless, object)

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell. Multiple effects that increase a weapon's threat range (such as the keen special weapon property and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.

Planar Binding, Lesser

CT 10 minutes

Components V, S

Range close (25 ft. + 5 ft./2 levels); see text

Duration instantaneous Save Will negates SR no and yes; see text

Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom. To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell. The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure. If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell's effect and can escape or attack you. Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions. When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Shout

CT 1 standard action

Components V

Range 30 ft.

Area cone-shaped burst

Duration instantaneous Save Fortitude partial or Reflex negates (object); see text SR yes (object)

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell.

Tongues

CT 1 standard action

Components V, M/DF (a clay model of a ziggurat)

Range touch

Duration 10 min./level Save Will negates (harmless) SR no

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell.

6th Level
Vision of Hell

CT 1 standard action

Components V, M (a pinch of brimstone)

Range medium (100 ft. + 10 ft./level)

Effect one 50-ft.-radius emanation

Duration 1 minute/level (D) Save Will negates SR no

You overlay a realistic illusion of a terrifying hellscape upon an area. Structures, equipment, and creatures within the area are not hidden, though environmental features take on an infernal appearance. While you are prepared for these images and are not affected by them, all creatures within the area must make a Will save or become shaken and also take a -2 penalty on saves versus fear effects; the fear and penalty persists as long as the creature remains in the area. Devils and any lawful evil creatures suffer no negative effects from this spell.

Wandering Star Motes

CT 1 standard action

Components V, S, M (a sprinkle of flash powder)

Range close (25 ft. + 5 ft./2 levels)

Duration 1/round per level Save Will negates; see text SR yes

You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the wandering star motes jump to the next nearest enemy within 30 feet. A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.

Break Enchantment

CT 1 minute

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Duration instantaneous Save see text SR no

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse. If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower. If the effect comes from a permanent magic item, break enchantment does not remove the curse from the item, but it does free the victim from the item's effects.

Dream

CT 1 minute

Components V, S

Range unlimited

Duration see text Save none SR yes

You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message. If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell. Creatures who don't sleep or don't dream cannot be contacted by this spell. The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance.

Hungry Pit

CT 1 standard action

Components V, S, F (miniature shovel costing 10 gp)

Range medium (100 ft. + 10 ft./level)

Effect 10-ft.-by-10-ft. hole

Duration 1 round + 1 round/level Save Reflex negates; Reflex half; see text SR no

This spell functions as create pit, except that the pit has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the hole take falling damage as normal. In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the pit are quite difficult to scale and have a Climb DC of 35.

Mind Fog

CT 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect fog spreads in 20-ft. radius

Duration 30 minutes and 2d6 rounds; see text Save Will negates SR yes

Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The fog is thin and does not significantly hamper vision.

Planar Adaptation

CT 1 standard action

Components V

Range personal

Duration 1 hour/level (D) (D)

Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). Planar adaptation has no when cast upon your native plane.

Seeming

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Duration 12 hours (D) Save Will negates or Will disbelief (if interacted with) SR yes or no; see text

This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.

Sequester

CT 1 standard action

Components V, S, M (a basilisk eyelash and gum arabic)

Range touch

Duration 1 day/level (D) Save none or Will negates (object) SR no or yes (object)

When cast, this spell prevents divination spells from detecting or locating the target and also renders the affected target invisible (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell ends. Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.

Symbol of Pain

CT 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)

Range 0 ft.; see text

Effect one symbol

Duration see text Save Fortitude negates SR yes

This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level. Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain.

True Seeing

CT 1 standard action

Components V, S, M (an eye ointment that costs 250 gp)

Range touch

Duration 1 min./level Save Will negates (harmless) SR yes (harmless)

You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

Waves of Fatigue

CT 1 standard action

Components V, S

Range 30 ft.

Area cone-shaped burst

Duration instantaneous Save none SR yes

Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.

7th Level
Antimagic Field

CT 1 standard action

Components V, S, M/DF (pinch of powdered iron or iron filings)

Range 10 ft.

Area 10-ft.-radius emanation

Duration 10 min./level (D) Save none SR see text

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration. Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Antipathy

CT 1 hour

Components V, S, M/DF (a lump of alum soaked in vinegar)

Range close (25 ft. + 5 ft./2 levels)

Duration 2 hours/level (D) Save Will partial SR yes

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points. Antipathy counters and dispels sympathy.

Binding

CT 1 minute

Components V, S, M (opals worth 500 gp per HD of the target creature, plus other components as specified below)

Range close (25 ft. + 5 ft./2 levels)

Duration see text (D) Save Will negates; see text SR yes

A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level. You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to a third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2. If you cast any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature's save succeeds, all binding spells it has received are broken. The binding spell has six versions. Choose one of the following versions when you cast the spell. Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times. Slumber: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a sleep effect. Bound Slumber: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a sleep effect. Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast. Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4. Minimus Containment: The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4. You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane by dismissal, banishment, or a similar effect.

Contingency

CT at least 10 minutes; see text

Components V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)

Range personal

Duration 1 day/level or until discharged (D)

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast contingency. The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level). The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to. You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

Dimensional Lock

CT 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius emanation centered on a point in space

Duration 1 day/level Save none SR yes

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Discern Location

CT 10 minutes

Components V, S, DF

Range unlimited

Duration instantaneous Save none SR no

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

Eyebite

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Duration 1 round/level Save Fortitude negates SR yes

Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects. HD Effect 10 or more Sickened 5-9 Panicked, sickened 4 or less Comatose, panicked, sickened The effects are cumulative and concurrent. Sickened: Sudden pain and fever sweeps over the subject's body. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective. Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect. Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it. You must spend a swift action each round after the first to target a foe.

Legend Lore

CT see text

Components V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)

Range personal

Duration see text

Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4 x 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time). During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are "legendary," as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.

Planar Binding

CT 10 minutes

Components V, S

Range close (25 ft. + 5 ft./2 levels); see text

Duration instantaneous Save Will negates SR no and yes; see text

This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

Repulsion

CT 1 standard action

Components V, S, F/DF (a pair of canine statuettes worth 50 gp)

Range up to 10 ft./level

Area up to 10-ft.-radius/level emanation centered on you

Duration 1 round/level (D) Save Will negates SR yes

An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.

Symbol of Fear

CT 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)

Range 0 ft.; see text

Effect one symbol

Duration see text Save Will negates SR yes

This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level. Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear.

Symbol of Persuasion

CT 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)

Range 0 ft.; see text

Effect one symbol

Duration see text Save Will negates SR yes

This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level. Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level. Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.

Sympathy

CT 1 hour

Components V, S, M (a drop of honey and crushed pearls worth 1,500 gp)

Range close (25 ft. + 5 ft./2 levels)

Duration 2 hours/level (D) Save Will negates; see text SR yes

You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named. Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 x 10 minutes later. If this save fails, the affected creature attempts to return to the area or object. Sympathy counters and dispels antipathy.

8th Level
Control Weather

CT 10 minutes; see text

Components V, S

Range 2 miles

Area 2-mile-radius circle

Duration 4d12 hours; see text Save none SR no

You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season. Season Possible Weather Spring Tornado, thunderstorm, sleet storm, or hot weather Summer Torrential rain, heat wave, or hailstorm Autumn Hot or cold weather, fog, or sleet Winter Frigid cold, blizzard, or thaw Late winter Hurricane-force winds or early spring You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.

Scrying, Greater

CT 1 standard action

Components V, S

Range see text

Effect magical sensor

Duration 1 hour/level Save Will negates SR yes

This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.

Symbol of Weakness

CT 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)

Range 0 ft.; see text

Effect one symbol

Duration see text Save Fortitude negates SR yes

This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.

Waves of Exhaustion

CT 1 standard action

Components V, S

Range 60 ft.

Area cone-shaped burst

Duration instantaneous Save none SR yes

Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.

Creeping Doom

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)/100 ft.; see text

Effect four swarms of insects

Duration 1 round/level Save Fortitude partial; see text SR no

This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once. You may summon the swarms so that they share the area of other creatures. As a standard action, you can command any number of the swarms to move toward any target within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but can be commanded again if you move within 100 feet).

Rampart

CT 1 standard action

Components V, S, M (a handful of earth)

Range medium (100 ft. + 10 ft./level)

Effect 10-ft.-high earthen wall

Duration instantaneous Save none SR no

You create a massive rampart of hard-packed earth and stone 5 feet thick. The rampart cannot be conjured so that it occupies the same space as another creature or object. Each 5-foot-wide section of the rampart has hardness 0 and 180 hit points. A section of the rampart whose hit points drop to 0 is breached. If a creature tries to break through the rampart with a single attack, the DC for the Strength check is 60. A creature can climb over the rampart with a DC 20 Climb check.

Vortex

CT 1 standard action

Components V, S, M/DF (a stirring spoon)

Range long (400 ft. + 40 ft./level)

Effect whirlpool 50 ft. deep

Duration 1 round/level (D) (D) Save Reflex negates, see text SR yes

You create a powerful and immobile whirlpool in any body of liquid large enough to contain the spell's effect. Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the whirlpool to eject any carried creatures whenever you wish. A boat that is equal in length or shorter than the vortex's width that passes through a vortex takes 6d6 points of damage and is caught up by the current. If the boat's captain makes a DC 25 Profession (sailor) check (or if the boat is longer than the vortex's width), the boat takes only half damage and is not caught up by the vortex.

Blasphemy

CT 1 standard action

Components V

Range 40 ft.

Area non-evil creatures in a 40-ft.-radius spread centered on you

Duration instantaneous Save Will partial SR yes

Any non-evil creature within the area of a blasphemy spell suffers the following ill effects. HD Effect Equal to caster level Dazed Up to caster level -1 Weakened, dazed Up to caster level -5 Paralyzed, weakened, dazed Up to caster level -10 Killed, paralyzed, weakened, dazed The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates. Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round. Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25). Furthermore, if you are on your home plane when you cast this spell, non-evil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Symbol of Stunning

CT 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)

Range 0 ft.; see text

Effect one symbol

Duration see text Save Will negates SR yes

This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.

Symbol of Weakness

CT 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)

Range 0 ft.; see text

Effect one symbol

Duration see text Save Fortitude negates SR yes

This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.

9th Level
Expend

CT 1 standard action

Components V, S, M (miniature broken hourglass)

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius burst

Duration instantaneous Save Will negates SR yes

You cause all creatures in the affected area to use up one or more of their limited-use magical abilities without any actual effect. A limited-use magical ability is any supernatural or spell-like ability which a creature can only activate a certain number of times during a set interval (3/day, 1/hour, etc.). The spell does not affect abilities which the creature can use at will or which are constant. It also does not apply to magical items or anything else external to a creature. A creature in the spell's area must make a Will saving throw or expend a single use of one of its abilities. Abilities with the greatest number of uses per day are affected first; if more than one ability has the same number of uses, randomly determine which one is affected first. Creatures must continue making Will saves, expending an additional use of an ability for each failed save, until they succeed, at which point the spell has no further effect.

Insanity

CT 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Duration instantaneous Save Will negates SR yes

The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.

Phantasmal Revenge

CT 1 standard action

Components V, S

Range touch and unlimited; see text

Duration instantaneous Save Will disbelief then Fortitude partial; see text SR yes

When you cast this eerie spell upon a recently slain creature, you cause a ghastly, spectral image of it to rise up from its corpse, shrieking for vengeance before it vanishes in a burst of unnatural light. This phantom then unerringly seeks out the creature that killed it, as long as that creature is on the same plane, and tries to slay its killer in turn. Only the corpse's killer can see the phantasmal image created by this spell. You and any others who witness the spell's casting or its ultimate effects see only a vague shape. The target first gets a Will save to disbelieve the illusion. If that save fails, the target must succeed on Fortitude saving throw or take 10 points of damage per caster level from the phantasmal image. Even if the Fortitude save is successful, the target takes 5d6 points of damage + 1 point of damage per caster level. You know immediately if the spell succeeded or failed to kill its target but gain no other information, including the identity of the target of the spell. The creature providing the corpse must have died no more than 1 day per caster level prior to the casting of this spell. If the creature that provided the corpse was not, in fact, killed by another, or if the killer is dead or no longer on the same plane, the spell fails. Phantasmal revenge makes no moral judgments; it targets winners of fair fights just as easily as murderers. Any given body can only be targeted by a phantasmal revenge spell once.

Shadow Conjuration

CT 1 standard action

Components V, S

Range see text

Effect see text

Duration see text Save Will disbelief (if interacted with); varies; see text SR yes; see text

duplicates any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and non-damaging effects are 60% likely to work against nonbelievers.

Spell Turning

CT 1 standard action

Components V, S, M/DF (a small silver mirror)

Range personal

Duration until expended or 10 min./level

Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly. When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For non-damaging spells, each of you has a proportional chance to be the one who is affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result. d% Effect 01-70 Spell drains away without effect. 71-80 Spell affects both of you equally at full effect. 81-97 Both turning effects are rendered nonfunctional for 1d4 minutes. 98-100 Both of you go through a rift into another plane.

Clenched Fist

CT 1 standard action

Components V, S, F/DF (a leather glove)

Range medium (100 ft. + 10 ft./level)

Effect 10-ft. hand

Duration 1 round/level (D) Save none SR yes

This spell functions like interposing hand, except that the hand can also push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively) + 11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action. The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large.

Mind Blank

CT 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Duration 24 hours Save Will negates (harmless) SR yes (harmless)

The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Screen

CT 10 minutes

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Area 30-ft. cube/level (S)

Duration 24 hours Save none or Will disbelief (if interacted with); see text SR no

This spell creates a powerful protection from scrying and observation. When casting the spell, you dictate what will and will not be observed in the spell's area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Temporal Stasis

CT 1 standard action

Components V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 5,000 gp)

Range touch

Duration permanent Save Fortitude negates SR yes

You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow, and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

Trap the Soul

CT 1 standard action or see text

Components V, S, M (gem worth 1,000 gp per HD of the trapped creature)

Range close (25 ft. + 5 ft./2 levels)

Duration permanent; see text Save see text SR yes; see text

Trap the soul forces a creature's life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane, it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken. Depending on the version selected, the spell can be triggered in one of two ways. Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature's name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters. Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature's soul in the trap. To use this method, both the creature's name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.

10th Level
Surreptitious Manifest

Casting time 1 minute

Components S

Range self

Area special

Duration special

Save none

Allows Manifest caster to hide spell casting. Vocal spells can be somatic. Components are still needed, but no dramatic actions need be taken. Also, obvious spell effects; glows, sounds, are masked. The final effect of the spell will still be detected.

Erudition

Casting time 1 minute

Components V

Range self

Area self

Duration 5 rounds for proficiencies, as logical for apprentice skills.

Save none

Allows Manifest caster to use any normal skill at 1st level, or at apprentice level. Caster has instant knowledge of the skill, but loses the knowledge it when the duration expires. Example: The caster can spend five manifest points and be proficient in crossbow at level five (and the duration is increased to 5 minutes).

Zenith

Casting time 1 minute

Components V, S

Range special

Area self or group

Duration 1 minutes

Save none

This is a Manifest global positioning system. The caster can determine their location on a mystical map of the world, and plan a route with great accuracy. This is good for ships lost at sea. Once zenith is cast, there is a permanent map available for whenever the spell is cast again. This means that the caster can tag areas of the map and draw routes.

Atrox Arcanum

Casting time instant/per spells

Components S

Range self/special

Area self/special

Duration per spells

Save per spells

Atrox Arcanum allows for spell combos. Any logical combinations of any two spells may be cast simultaneously, allowing for the individual spell’s casting times. The combined spells create greater effects of each, in addition to brand new effects. With each addition 3 manifest points spent, another spell may be added to the combo.

Mindgate

Casting time 1 minute

Components S

Range self

Area self

Duration 1 hour for recording, 3 minutes for playback

Save none

This spell allows the caster to record moments of their life and store them in vials for later viewing. Dreams can also be recorded. When viewing the memories, the caster effectively has eidetic memory, and can also slow down and stop the playback and look for details that were not previously seen. Duration is 3 minutes per memory recalled, but depending on the event, it may be longer or shorter. One manifest point is used to record a block of memory which can up to an hour, and another point is spent later each time it’s viewed.

Ardesh Forge

Casting time 3 days, 9 - 20 hours

Components V, S, C

Range self

Area self

Duration none

Save none

SPECIAL Manifest point cost: 10

The Ardesh Forge is the name for the process of creating Manifest powers and spells. The caster taps directly into the inner power of the planet to create spells and spell-like effects. It takes 9 hours per level of spell to create (GM has veto power), and 20 hours to make a 1st tier manifest power. Manifest powers made in this manner are treated as spells, but can mimic the effects of other manifest abilities, like Infernal Singularity. The caster needs to be in good health and have three full days of uninterrupted rest or meditation to begin the process. A day of rest is needed after the spell’s creation or the caster suffers from 5 points of fatigue. After it’s over, the manifest spells created are part of the caster’s personal spell cache and can be tapped whenever needed. To create a fourth level spell, the caster would spend three days meditating, 36 hours harnessing the planet’s power, the spell is created (submitted to GM for approval) and then a day of rest.

Manifest Rising

Casting time 5 days

Components V, C

Range special

Area special

Duration instant

Save vs magical attack

SPECIAL Manifest point cost: 20

Manifest Rising harnesses the power of sacrifice to imbue others with manifest abilities. For every twenty three people sacrificed, 1 tier of a manifest power or a zero or first level spell may be forced into a host person. The person can be anywhere on the plane of existence, the caster only needs a part of his body, hair etc. Both parties make a saving throw vs magical attacks, first the group, then the host, even if both parties are willing. Each level of this spell after the first are given a plus against their save. A failed save means the power is imbued. A made saving throw on either end means that the caster has to wait another week and get new sacrifice victims or volunteers.

The Codex
Bestowed abilities upon implanting codex:

• The knowledge to use Metamagic components - enhance spells

• +20% magic resistance

• +8 points to divide amongst saves

• Once per week use of permanency spell effects

• Ability to imbue the casting ability of 1-5th level Well spell on any willing person, once a week.

Drawbacks:

• Codex Spells must be chosen or put into magical items before using them, i.e., the caster must pre-spend their Manifest points

• Personality and Stamina lowered by 1D4 for 1 month, until healed, and -1 lifepoint permanently

• -3 for all saves vs. mental control or attacks

• Voices in your head

• Who said that

Circle of Death
Manifest Cost: 8

Components: V, S, M

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Area: Several living creatures within a 40-ft.-radius burst

Duration: Instantaneous

Saving Throw: no

Spell Resistance: Yes

A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

Material Component

The powder of a crushed black pearl with a minimum value of 500 gp.

Create Undead
Manifest Cost: 8

Components: V, S, M

Casting Time: 20 min

Range: Close (25 ft. + 5 ft./2 levels)

Target: One corpse

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

Material Component

A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

Simulacrum
Manifest Cost: 9

Components: V, S, M, XP

Casting Time: 12 hours

Range: 0 ft.

Effect: One duplicate creature

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. A creature familiar with the original might detect the ruse with a successful check.

At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.

Material Component

The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.

Mage’s Lucubration
Manifest Cost: 7

Components: V, S

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: Instantaneous

You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.

If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.

Transformation
Manifest Cost: 7

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 1 round/level

You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Agility, and Stamina, a +4 natural armor bonus to AC, a +5 competence bonus on Stamina checks, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell trigger or spell completion magic items, just as if the spells were no longer on your class list.

Material Component

Bull testicles, consumed raw.

Chain Lightning
Manifest Cost: 7

Components: V, S, F

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./level)

Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)

Duration: Instantaneous

Saving Throw: Agility check half

Spell Resistance: Yes

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

Each target can attempt a Agility check for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Focus

A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.

Polar Ray
Manifest Cost: 8

Components: V, S, F

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).

Focus

A small, white ceramic cone or prism.

Sunburst
Manifest Cost: 8

Components: V, S, M/DF

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./level)

Area: 80-ft.-radius burst

Duration: Instantaneous

Saving Throw: Agility partial; see text

Spell Resistance: Yes

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Agility save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Agility save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Sunburst dispels any darkness spells within its area.

Arcane Material Component

A piece of sunstone and a naked flame.

Telekinetic Sphere
Manifest Cost: 10

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: 1-ft.-diameter/level sphere, centered around creatures or objects

Duration: 1 min./level (D)

Saving Throw: Agility negates (object)

Spell Resistance: Yes (object)

This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell’s duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Willpower check), you can resume concentrating on your next turn or any later turn during the spell’s duration.

The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

You can move the sphere telekinetically even if you are in it.

Material Component

A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.

Clone
Manifest Cost: 10

Components: V, S, M, F

Casting Time: 10 minutes

Range: 0 ft.

Effect: One clone

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Stamina (if the original was a 1st-level character). If this Stamina adjustment would give the clone a Stamina score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.

The spell duplicates only the original’s body and mind, not its equipment.

A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

Material Component

The piece of flesh and various laboratory supplies (cost 1,000 gp).

Focus

Special laboratory equipment (cost 500 gp).

Iron Body
Manifest Cost: 8

Components: V, S, M/DF

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 1 min./level (D)

This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

You gain damage reduction 15. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.

You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Agility and Speed as well (to a minimum score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.

Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.

Arcane Material Component

A small piece of iron that was once part of either an iron golem, a hero’s armor, or a war machine.

Polymorph Any Object
Manifest Cost: 9

Components: V, S, M/DF

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One creature, or one nonmagical object of up to 100 cu. ft./level

Duration: See text

Saving Throw: Stamina negates (object); see text

Spell Resistance: Yes (object)

This spell changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.

Changed Subject Is: Increase to Duration Factor1

Add all that apply. Look up the total on the next table.

Same kingdom (animal, vegetable, mineral) +5

Same class (mammals, fungi, metals, etc.) +2

Same size +2

Related (twig is to tree, wolf fur is to wolf, etc.) +2

Same or lower Intelligence +2

Duration Factor Duration Example

0 20 minutes Pebble to human

2 1 hour Marionette to human

4 3 hours Human to marionette

5 12 hours Lizard to manticore

6 2 days Sheep to wool coat

7 1 week Shrew to manticore

9+ Permanent Manticore to shrew

Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

A nonmagical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell.

This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

Arcane Material Component

Mercury, gum arabic, and smoke.

Freedom
Manifest Cost: 8

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels) or see text

Target: One creature

Duration: Instantaneous

Saving Throw: Willpower check negates (harmless)

Spell Resistance: Yes

The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.

Gate
Manifest Cost: 10

Components: V, S, XP; see text

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Effect: See text

Duration: Instantaneous or Willpower (up to 1 round/level); see text

Saving Throw: None

Spell Resistance: No

Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Second, you may then call a particular individual or kind of being through the gate.

The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

Planar Travel

As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

Calling Creatures

The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).

If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.

If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in “livestock” rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.

XP Cost

1,000 XP (only for the calling creatures function).

Teleportation Circle
Manifest Cost: 10

Components: V, M

Casting Time: 10 minutes

Range: 0 ft.

Effect: 5-ft.-radius circle that teleports those who activate it

Duration: 10 min./level (D)

Saving Throw: None

Spell Resistance: Yes

You create a circle on the floor or other horizontal surface that teleports any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.

The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.

Teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.

Material Component

Amber dust to cover the area of the circle (cost 1,000 gp).

Power Word Kill
Manifest Cost: 12

Components: V

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature with 100 hp or less

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.

Meteor Swarm
Manifest Cost: 8

Components: V, S

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./level)

Area: Four 40-ft.-radius spreads; see text

Duration: Instantaneous

Saving Throw: Vs Fire or Agility half; see text

Spell Resistance: Yes

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere’s damage individually.)

Crushing Hand
Manifest Cost: 9

Components: V, S, M, F/DF

Casting Time: 1 round

Range: 6 yards

Area: Target

Duration: Instantaneous

Saving Throw: Agility, dodge, then vs crushing

Spell Resistance: no

This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.

The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, +12 for the hand’s Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.

Directing the spell to a new target is a move action.

Arcane Material Component

The shell of an egg.

Arcane Focus

A glove of snakeskin.

Shapechange
Manifest Cost: 12

Components: V, S, F

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 10 min./level (D)

This spell enables you to assume the form of any single non-unique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.

You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.

You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

Focus

A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)

Time Stop
Manifest Cost: 14

Components: V

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 1d4+1 rounds (apparent time); see text

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.