Documente Academic
Documente Profesional
Documente Cultură
Reid Stewart
ART
GRAPHIC DESIGN
Ivan Manolov
DESIGN
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ALCHEMIST SPELLS
1st-Level Alchemist Spells
Bioluminescence: Subject emits dim light
that cannot be countered or dispelled by
darkness.
ANTIPALADIN SPELLS
1st-Level Antipaladin Spells
BARD SPELLS
CLERIC SPELLS
0-Level Cleric Spells
Lend Might: Subject gains +1 bonus to
damage and Strength checks for 1 action.
DRUID SPELLS
0-Level Druid Spells
Gentle Breeze: Produce a 5 mph wind in a
10-ft. line.
INQUISITOR SPELLS
0-Level Inquisitor Spells
Undeniable Inquisition: Gain a bonus to
damage rolls and Strength checks to destroy
barricades equal to your Wisdom modifier.
MAGUS SPELLS
0-Level Magus Spells
Persistent Force: Applies up to 5 lbs./level of
constant, directional force.
PALADIN SPELLS
1st-Level Paladin Spells
Righteous Brand: Subject takes extra damage
from your attacks equal to the number of
steps between your alignments.
RANGER SPELLS
1st-Level Ranger Spells
Deceivers Trail: Subject leaves tracks of your
design.
damage.
SORCERER/WIZARD SPELLS
0-Level Sorcerer/Wizard Spells
Persistent Force: Applies up to 5 lbs./level of
constant, directional force.
SUMMONER SPELLS
WITCH SPELLS
0-Level Witch Spells
Lips of Darkness: Blow out one unprotected
flame or light spell.
SPELL DESCRIPTIONS
ALCHEMISTS REVENGE
School evocation [acid, fire, force]; Level
alchemist 5
Casting Time 1 minute
Components V, S
Range personal
Target you
Duration 1 hour/level
This extract burns like acid and tastes like
spoiled curd - it is nearly impossible to trick a
creature into drinking it, and any creature that
begins to drink it must make a DC 16 Will save
to finish it. This extract has no effect unless
imbibed in its entirety.
Alchemists revenge burns away your nerves,
dealing 6 points of Strength, Dexterity and
Constitution drain and granting you DR 10/. You also become nauseated, and once every
1d20 rounds you vomit a small pool of caustic
bile that lasts for 1d4 rounds and deals 4d6
points of acid damage to creatures or objects
that undergo a full round of contact.
If you are killed before this spell ends, it
is dispelled. Otherwise, your body explodes
when this spell ends, killing you and dealing
10 points of force damage per caster level to
creatures within 40 feet (Reflex half). The volley
of flaming body parts that ensues deals 2d6
points of bludgeoning damage to and ignites
creatures that fail their save, dealing 4d6 points
of fire damage per round until the flames are
extinguished. Extinguishing the flames is a fullround action that requires a DC 20 Reflex save.
Creatures that witness the explosion become
shaken for 1 minute. This is a fear effect.
ARCANE EXTRACTION
School evocation; Level bard 1, sorcerer/
wizard 1
Casting Time 10 minutes
Components V, S
Range touch
Target magic object touched
Duration instantaneous
10
sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range see text
Effect 50-ft. long, 4-in. diameter beam of
electricity
Duration concentration (up to 1 round/level)
Saving Throw see text; Spell Resistance yes
A writhing cylinder of electricity bursts from
your hands in a 50-foot line. While producing
this electricity, your speed is reduced by half.
You may redirect the cylinder each time you
maintain this spell. The closest Small or larger
creature in the cylinders path when you stop
moving it for the round must make a Reflex
save. A creature that fails suffers 6d6 points of
electricity damage, prevents the cylinder from
passing beyond their body and must attempt
a Fortitude save to avoid becoming dazed for
1 round. Each consecutive failure by the same
creature increases the damage they take from
this spell by a cumulative +6d6 points. If that
creature saves, this bonus resets to +0. A creature
that succeeds avoids the electricity for 1 round
and the cylinder then targets the next closest
creature in its path.
BEAM OF FIRE
School evocation [fire]; Level magus 4,
sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range see text
Effect 50-ft. long, 4-in. diameter beam of fire
Duration concentration (up to 1 round/level)
Saving Throw see text; Spell Resistance yes
A roaring cylinder of flame bursts from your
hands in a 50-foot line. While producing this
flame, your speed is reduced by half. You may
redirect the cylinder each time you maintain
this spell. The closest Small or larger creature in
the cylinders path when you stop moving it for
the round must make a Reflex save. A creature
that fails suffers 4d6 points of fire damage and
prevents the cylinder from passing beyond
their body. Each consecutive failure by the
BOLT OF DISPLACEMENT
School evocation [electricity]; Level druid 3,
magus 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range 40 ft.
Target you plus creatures in one 5-ft. square
within 40 ft.
Duration instantaneous
Saving Throw Reflex half; see text; Spell
Resistance yes
A deadly current of electricity strikes you
plus creatures in another 5-foot square within
40 feet. Subjects suffer 3d6 points of electricity
damage and must attempt a Fortitude save. If
every subject fails this save, they swap spaces.
BURNING CALTROPS
School evocation [fire]; Level ranger 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Target a handful of granular material
Duration see text
Saving Throw Fortitude negates (object);
Spell Resistance yes (object)
Granular material such as dirt or flour grows
four fiery prongs in the shape of a caltrop. You
may convert one handful of material each
round as a standard action for a number of
rounds equal to your caster level, and you may
sow caltrops in your hand as a free action. One
handful of caltrops covers an area 5 square feet.
The granules retain their blazing prongs for 10
minutes per caster level.
Each time a creature moves into an area
covered by burning caltrops, it runs the risk of
stepping on one. Make a touch attack roll for
the caltrops (base attack bonus +8) against the
creature. If the attack succeeds, the creature has
stepped on a caltrop. The caltrop erupts into
flames, dealing 1 point of damage, 5d4 points
of fire damage and reducing the creatures
speed by half because its foot is wounded. This
movement penalty lasts for 24 hours, until the
creature is successfully treated with a DC 20
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Components V, S
Range personal
Target you
Duration 1 round
The next time you cast a conjuration
(summoning) spell, creatures summoned by
that spell gain a +2 enhancement bonus to attack
rolls. This effect lasts for 1 minute per level or
until the creature returns to its native plane.
You become staggered until the end of
your next turn upon casting a conjuration
(summoning) spell empowered by this spell.
ENGULFING FLAMES
School evocation [fire]; Level druid 5, magus 5,
sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Reflex partial; Spell
Resistance yes
Flames engulf the subject, dealing 3d6
points of fire damage and blinding them until
extinguished. At the start of the subjects turn
each round, they suffer an additional 3d6 points
of fire damage and creatures within their reach
must attempt a Reflex saving throw to avoid
becoming subject to this spell themselves. All
instances of this spell are subject to the original
duration. A subject may attempt to extinguish
their flames by dropping prone and attempting
a DC 15 Reflex save as a standard action.
A successful Reflex save reduces the duration
of this effect to 1 round.
EXPLOSIVE LIGHTNING
School evocation [electricity, force]; Level
druid 9, sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
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Components V, S
Range touch
Target up to 50 pieces of ammunition touched
Duration 1 round/level
Saving Throw Fortitude negates (object);
Spell Resistance yes (object)
Up to 50 pieces of ammunition explode upon
impact. When an affected projectile hits its
target, it deals an additional 2d4 points of force
damage to the target as well as creatures and
objects within 5 feet of the target (no save).
FIRE STEED
School evocation [fire]; Level magus 5,
sorcerer/wizard 5, summoner 4
Casting Time 1 round
Components V, S
Range 5 ft.
Effect one quasi-real, horse-like creature
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You conjure a Large, quasi-real, horse-like
creature comprised entirely of flame. It can only
be ridden by you or the person for whom you
specifically created the mount. A fire steed has
an orange head and body, white mane and tail
and blue hooves. It has what seem to be a bridle
and reins, but it does not have a bit or saddle. A
rider takes 3d6 points of fire damage at the end
of their turn each round while astride the fire
steed. The fire steed is incredibly headstrong - a
DC 20 Ride check is required to steer it. It does
not fight, but creatures with an aversion to fire
shun it and refuse to attack it.
This spell requires concentration; however,
the concentration required to hold a fire steed
together requires only a swift action and does
not preclude other actions (including casting
spells). You may direct the fire steed to take two
move actions each time you maintain the spell.
The mount is semi-incorporeal - it takes half
damage from weapons and magical weapons.
It is AC 19 (-1 size, +5 natural armor, +5 Dex)
and has 14 hit points + 1 hit point per caster
level. If it loses all its hit points, the fire steed
disappears. A fire steed is healed (and may only
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FURIOUS BLOW
School evocation; Level bard 6, sorcerer/
wizard 8
Casting Time 1 immediate action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature about to make an attack
Duration instantaneous
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
If the subjects next attack hits, it threatens a
critical hit. If this attack would have threatened
a critical hit without the aid of this spell, the
critical multiplier of the attack is increased by 1.
This spell must be cast before the attack is
rolled.
GENTLE BREEZE
School evocation; Level druid 0
Casting Time 1 round
Components V, S, DF
Range 10 ft.
Effect line-shaped gust of wind emanating out
from you
Duration 1 round/level (D)
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
A gentle breeze (5 mph) blows forth in a 10
foot line. You may increase the length of this
line by casting this spell in the same direction
from the same location multiple times, up to a
maximum of 10 feet per caster level.
This spell has no effect if there are winds in
the area blowing at speeds higher than 5 mph.
GLACIAL TORRENT
School evocation [cold]; Level summoner 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one summoned creature
Duration instantaneous
Saving Throw Fortitude negates; Spell
Resistance yes
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a spear.
A bolt of lightning forms in your hand. You
wield this lightning as if it were a spear. A new
bolt forms in your dominant hand at the start of
each of your turns, provided that hand is empty.
Attacks with a jarl spear are touch attacks. The
spear deals 3d10 points of electricity damage
and passes through creatures it hits, enabling
it to strike multiple targets with a single throw
(using a single attack roll). Since the spear is
immaterial, your Strength modifier does not
apply to the damage. Creatures hit with a jarl
spear must also make a DC 17 Fortitude save to
avoid becoming staggered for 1 round.
If you hold a noblemans title, this spell deals
an additional 2d10 points of electricity damage,
its DC is increased by 2 points and you receive
a +2 bonus to caster level checks related to this
spell. These bonuses only apply while within
a region where a sizeable contingent of the
population recognizes your title. This title must
be recognized by a party with at least partial
control of the relevant area; fabricated titles do
not enhance this spell.
JUDGEMENTS HOLD
School evocation [force]; Level inquisitor 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature under the effects of your
judgement class feature
Duration 1 round/level
Saving Throw none; Spell Resistance yes
The subject cannot move further away from
you unless they succeed at a Strength check (DC
10 + your Will save). Success ends this spell.
LEND MIGHT
School evocation [cold]; Level cleric 0
Casting Time 1 swift action*
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature other than you
Duration 1 action
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You force up to four creatures in a 5-footradius spread one square away from each other.
The creatures are pushed diagonally away from
the nexus of this spell. They are then surrounded
by an invisible cube of force that blocks line of
effect to other spaces. The cubes have an AC of
5, 38 hit points and hardness of 0. A creature can
break through a cube as part of a move action
with a successful Strength check (DC 10 + your
caster level).
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POLAR CONSTRICTION
School evocation [cold]; Level druid 4, magus
4, sorcerer/wizard 4
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw none; Spell Resistance no
Tendrils of ice creep around the subjects body
and attempt to grapple them. The ice makes 4
grapple checks with a CMB equal to your caster
level + your spellcasting ability score modifier.
If at least one check succeeds, the subject is
grappled. The ice deals 1d8+4 points of cold
damage at the start of the grappled creatures
turn each round. Once per round as a free action,
the subject may attempt to break the ice with a
Strength check (DC 10 + 1/2 your level + your
spellcasting ability score modifier). A subject
that succeeds suffers 4d6 points of piercing and
slashing damage.
The CMD of the ice, for the purpose of
escaping its grapple, is equal to 10 + its CMB.
RAIN OF DAMNATION
School evocation [fire]; Level cleric 6,
inquisitor 6
Casting Time 1 round
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area 40-ft.-radius spread
Duration 1 round/4 levels
Saving Throw Reflex half; Spell Resistance
yes
Divine fire hails from the sky, pummeling
the target area. Immediately upon completion
of this spell, and once per round at the start of
your turn thereafter, creatures within the area
suffer 5d6 points of damage. Half the damage is
fire damage, but the other half results directly
from divine power and is therefore not subject
to being reduced by resistance to fire-based
attacks. You and creatures that follow your deity
are unscathed by this fire.
RESONANCE
School evocation [sonic]; Level bard 0
Casting Time 1 immediate action
Components S
Range medium (100 ft. + 10 ft./level)
Target one sound
Duration instantaneous
Saving Throw none; Spell Resistance yes
You increase the amplitude of up to six seconds
of sound generated by a single source. The DC of
Perception checks made to hear amplified sound
is decreased by -4. Amplified sound can be heard
from 100 feet further away than normal. Sounds
intended to be heard as a whisper sound like
regular speech and sounds intended to be heard
as regular speech sound like loud speech. If
the target sound was produced by a creature or
magical object, the creature or magical object
may use spell resistance (if any).
RETURNING FLAMES
School evocation [fire]; Level druid 3, magus 3,
sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Fire envelops your hands. This fire does not
harm you. You may throw the fires in both hands
up to 40 feet as a standard action. They travel
in a straight line and stop in any 5-foot square
you target. They do not need to target the same
5-foot square. Each time a fire passes through
a creature, it deals 2d6 points of fire damage.
A successful Reflex save negates this damage;
a creature only makes 1 save and applies the
result to all flames until your next standard
action. At the start of your next turn, the fires
return to your hands, flying toward your current
space and dealing damage to creatures they
pass through as if they had been thrown from
the target space.
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RIGHTEOUS BRAND
School evocation; Level antipaladin 1,
inquisitor 1, paladin 1
Casting Time 1 swift action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one creature
Duration 1 round/level
Saving Throw none; Spell Resistance yes
The target takes extra damage from your
attacks equal to the number of steps between
your alignment and their alignment.
RIME
School evocation [cold]; Level antipaladin 3,
druid 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time 1 swift action*
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area one 5-ft. square*
Duration 1 round/level
Saving Throw see text; Spell Resistance no
Rime coats the ground of one 5-foot square
within range. Whenever a creature would stop
moving in this spells area, they must succeed at
a DC 16 Reflex save or slide 5 feet in a direction
of your choice. Creatures that critically fail or
fail by 5 or more also fall prone.
You may cast this spell as a standard action
to increase the area to five 5-foot squares. These
squares do not need to be contiguous.
As a free action, an antipaladin may dispel his
own rime spell to deal 5d6 points of cold damage
to creatures in affected squares. A DC 16 Reflex
save negates this damage. Prone creatures take
50% extra damage and do not receive a saving
throw.
RINGS OF FIRE
School evocation; Level druid 6, magus 6,
sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect 5 ft. of floating, flaming rings per level
Duration 1 round/level
Saving Throw see text; Spell Resistance yes
You create floating rings of fire at intersections
between spaces. You may create rings spanning
a total of 5 feet in diameter per caster level. A
ring can be any size, but a ring cannot affect
creatures whose width is at least 5 feet larger or
smaller than its diameter.
The rings attempt to snare appropriatelysized creatures as they pass through; creatures
passing through an appropriately-sized ring
suffer 3d6 points of fire damage and must
make a Reflex save to avoid becoming stuck. A
creature that becomes stuck stops moving and
is treated as occupying the space from which
they entered the ring. While stuck, a creature
suffers 3d6 points of fire damage at the start of
their turn each round and must attempt a DC
20 Reflex save or Escape Artist check as part of
any action that involves movement in order to
escape the ring. If a creature fails, that action is
lost. A creature attempting to move diagonally
through an intersection that touches a ring on
either side must save as if moving through any
rings touched. This spell fails if two rings would
occupy the same intersection or if a ring would
be summoned between two spaces occupied by
the same Large or larger creature.
Creatures too small or large to be ensnared
treat squares on both sides of a ring as difficult
terrain.
ROCK FRIEND
School evocation; Level druid 5, witch 5
This spell functions like rock friend, lesser
except it affects rocks within a 200 foot radius
that weigh up to 20 lbs., deals 2d6 points of
bludgeoning damage and forms a Medium
earth elemental.
ROCK FRIEND, GREATER
School evocation; Level druid 7, witch 7
This spell functions like rock friend, lesser
except it affects rocks within a 300 foot radius
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Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your successful melee touch attack deals 1d6
points of fire damage per caster level (maximum
5d6). Before you make your attack roll, you may
choose to take damage equal to the damage
dealt by one of the subjects weapons (without
non-weapon modifiers, such as Strength or
feat bonuses) to apply a successful attack roll
as a disarm attempt against the targets CMD.
You gain a bonus to this attempt equal to your
spellcasting ability score modifier and ignore
the -4 penalty for being unarmed.
SHEPHERDS CALL
School evocation; Level cleric 8
Casting Time 1 free action*
Components V, DF
Range see text
Target up to 24 creatures*
Duration instantaneous
Saving Throw none; Spell Resistance yes
As you speak creatures names, they are
pulled as near to you as possible. This effect
only works on willing subjects within shouting
distance whose true, birth-given names are
spoken. Calling up to 3 creatures is a free action;
calling up to 6 creatures is a move action; calling
up to 12 creatures is a standard action; calling
up to 24 creatures is a full-round action.
This call breaks any bonds holding subjects to
their presently occupied squares as if by freedom
of movement.
SHEPHERDS LIGHT
School evocation [light]; Level cleric 4,
inquisitor 4, paladin 3
Casting Time 1 standard action
Components V, S, F (fragment of stained glass
that depicted a renowned servant of your
deity)
Range close (25 ft. + 5 ft./2 levels)
Area 40-ft.-radius spread
Duration 1 round/level
Saving Throw none; Spell Resistance no
White light fills the area, increasing the light
level to normal light. Creatures gain a +1 sacred
bonus to AC and saving throws while they recite
a formal prayer recognized by your deity within
the area. Reciting such a prayer is a free action.
Undead that start their turn in the area suffer
1d6 points of damage for each creature currently
reciting a prayer within the area.
SHRAPNEL SHOT
School evocation; Level ranger 4
Casting Time 1 swift action
Components V, S
Range touch
Target metal-tipped projectile touched
Duration 1 round; see text
Saving Throw Fortitude negates (object);
Spell Resistance yes (object)
This spell causes a metal-tipped projectile
to explode into tiny shrapnel when it strikes
a target, dealing an additional 2d6 points of
piercing damage and causing 2d6 points of
bleed damage.
SNOW TRAP
School evocation [cold]; Level ranger 2
Casting Time 1 standard action
Components V, S, DF
Range 5 ft.
Area one 5-ft. square per point of Wisdom
modifier
Duration 1 hour/level
Saving Throw none; Spell Resistance no
Magic snow nestles into a number of 5-foot
squares equal to your Wisdom modifier.
This snow does not melt unless exposed
to temperatures in excess of 140 degrees
Fahrenheit. The next time a creature weighing
more than a number of pounds specified by you
touches or steps into the snow, they become
entangled for 1 round per caster level. This effect
does not grant a saving throw but the snow is
not considered to be anchored or tethered unless
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Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature/level, no two of which can
be more than 30 ft. apart
Duration 3 rounds
Saving Throw Reflex negates; Spell
Resistance yes
A ring of three fire spirits dances around
each subject. Each spirit deals 4d6 points of
fire damage to subjects at the end of their turn.
Subjects can attempt to elude fire spirits that
are dancing around them during any action that
involves movement by making one Reflex save
against the DC of this spell per spirit. Spirits that
have been eluded disappear without dealing
damage.
On your turn, you may attempt a Perform
(dance) skill check as a standard action to
replace spirits that have been eluded. Every 5
points allows you to replace 1 spirit to any ring
within range that still has at least 1 spirit. This
does not allow you to add more than 3 spirits to
any one ring.
WIND, EASTERN
School evocation; Level druid 5
Casting Time 10 minutes
Components V, S, DF; see text
Range touch
Target up to 6 creatures touched
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You call upon the Eastern Wind to shower
the beleaguered with refreshing rain. A 5-ft.
radius cloud forms 200 ft. above the head of
each subject and attempts to follow them. Each
cloud dispenses 0.3 inches of rain per hour, and
the rainwater cures 1 hit point of damage for
every 0.1 inches of rainfall endured (3 hit points
per hour). This effect is cumulative - multiple
subjects may huddle together to gain the effects
of increased rainfall. The clouds are not thick
enough to affect natural illumination and the
rain is not thick enough to provide concealment.
When a subject moves into a building with
ceilings that are less than 200 ft. tall, their cloud
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