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LEAD DESIGN

Reid Stewart
ART

GRAPHIC DESIGN

Ivan Manolov
DESIGN

Corrado Marcucci, Gabriel Garcia, Jason Nelson-Wolfe


PLAYTESTING

Arthur C, David V, Gavin S, Ian D, Ian M

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Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does
not guarantee compatibility, and does not endorse this product.

ALCHEMIST SPELLS
1st-Level Alchemist Spells
Bioluminescence: Subject emits dim light
that cannot be countered or dispelled by
darkness.

2nd-Level Alchemist Spells


Blazing Trail: Your speed increases by 30 feet;
those in your wake suffer 2d4 fire damage.

3rd-Level Alchemist Spells


Bellowing Breath: Breathe as if casting gust
of wind up to 20 ft. per point of Constitution.

4th-Level Alchemist Spells


Catalyze Energy: Take no damage from one
element and distribute damage you would
have taken among other subjects.

5th-Level Alchemist Spells


Alchemists Revenge: Become nauseated,
vomit caustic bile and explode hours later,
dealing 10 points of damage per level.

6th-Level Alchemist Spells


Electric Eye: Your gaze deals 4d6 electricity
damage once per round as a free action.

ANTIPALADIN SPELLS
1st-Level Antipaladin Spells

0-Level Bard Spells


Resonance: Amplify sound to travel 100 ft.
further and decrease DC to hear it by -4.

1st-Level Bard Spells


Arcane Extraction: Scrap magic item into
arcane dust worth 10d6% of its base value.
Deceivers Trail: Subject leaves tracks of your
design.
VoluscriptF: Humanoid creature grapples
themselves.

2nd-Level Bard Spells


IgniscriptF: Creatures in a predetermined
pattern of 8 5-ft. squares suffer 4d6
elemental damage.
Sonic Blade: Weapon creates sonic waves that
deal 3d6 damage and knock creatures back.
Song of Ice: Enchant weapons with 1d6 cold
damage plus hits lower initiative.

3rd-Level Bard Spells


Bellowing Breath: Breathe as if casting gust
of wind up to 20 ft. per point of Constitution.
Sudden Cleave: Subjects attack targets a
number of additional creatures equal to half
your casting modifier.
Song of Fire: Enchant weapons with 1d6 fire
damage plus 1d10 on a critical hit and cut
through certain spell effects.

4th-Level Bard Spells

Darkblade: Weapon deals additional 1d6


points of cold damage, may blind targets.

Discordant Signals: Abrasive stimuli negate


blindsense, blindsight or tremorsense; may
daze creatures with those senses.
PartiscriptF: Creatures in a 5-ft.-radius spread
are pushed back and trapped in a cube of
force.
Saving Finale, Grand: One subject/level
rerolls failed saving throw.

3rd-Level Antipaladin Spells

5th-Level Bard Spells

Righteous Brand: Subject takes extra damage


from your attacks equal to the number of
steps between your alignments.

2nd-Level Antipaladin Spells

Rime: Ice slides creatures that end their


movement on top of it 5 ft. in any direction.

4th-Level Antipaladin Spells


Freezing Aura: Liquid within 20 ft. of you
freezes.

BARD SPELLS

DracoscriptF: One creature suffers damage as


if a dragon with HD equal to your level + 5
had attacked them.
Song of Storms: Rain ends fire spells effects,
prevents fire spells from being cast and
deals 10d6 damage to fire creatures.

6th-Level Bard Spells


Furious Blow: Subjects next attack
3

automatically threatens a critical hit.

CLERIC SPELLS
0-Level Cleric Spells
Lend Might: Subject gains +1 bonus to
damage and Strength checks for 1 action.

1st-Level Cleric Spells


Empower Conjuration: Creatures summoned
by your next spell gain a +2 bonus to attack.
VoluscriptF: Humanoid creature grapples
themselves.

2nd-Level Cleric Spells


Divine Vengeance: Gain +5 to overcome SR
of a creature that has resisted your spells;
suffer damage if you dont harm it.
Tremors: The ground quakes, creating difficult
terrain, knocking creatures that move prone
and negating tremorsense.

3rd-Level Cleric Spells


IgniscriptF: Creatures in a predetermined
pattern of 8 5-ft. squares suffer 4d6
elemental damage.
Sanction Magic: Your touch adds 1 level of
metamagic to an evocation spell.

4th-Level Cleric Spells


Shepherds Light: Creatures receive +1 to AC
and saving throws while praying in the area,
undead suffer 1d6 damage for each prayer.

5th-Level Cleric Spells


PartiscriptF: Creatures in a 5-ft.-radius spread
are pushed back and trapped in a cube of
force.

6th-Level Cleric Spells


Rain of Damnation: Divine fire rains down
upon creatures in a large area that do not
worship your deity for 5d6 damage a round.

7th-Level Cleric Spells


DracoscriptF: One creature suffers damage as
if a dragon with HD equal to your level + 5
had attacked them.

8th-Level Cleric Spells


Shepherds Call: Pull creatures within reach

by speaking their names.

9th-Level Cleric Spells


Explosive Reprimand: Counterspell any nonabjuration spell, causing an explosion that
deals 1d6/level force damage to the caster.

DRUID SPELLS
0-Level Druid Spells
Gentle Breeze: Produce a 5 mph wind in a
10-ft. line.

1st-Level Druid Spells


Bioluminescence: Subject emits dim light
that cannot be countered or dispelled by
darkness.
Deceivers Trail: Subject leaves tracks of your
design.
Empower Conjuration: Creatures summoned
by your next spell gain a +2 bonus to attack.
Ice Cascade: Eruptions of ice deal up to 3d6,
2d6 and 1d6 cold damage to 3 creatures.
Immolate: Subject catches on fire and suffers
5 extra fire damage from other sources.
Thunder Whip: Whip of electricity deals 1d6
damage and may deafen targets.

2nd-Level Druid Spells


Chain Lightning, Least: Primary target
suffers 1d6 electricity damage/level (max
5d6); 2 secondary targets suffer half.
Divine Vengeance: Gain +5 to overcome SR
of a creature that has resisted your spells;
suffer damage if you dont harm it.
Elemental Primer, Cold: Suffer 3d6 damage;
your next cold spell may entangle and
fatigue subjects.
Elemental Primer, Electricity: Your next
electricity spell may daze you and one
subject.
Rime: Ice slides creatures that end their
movement on top of it 5 ft. in any direction.
Tremors: The ground quakes, creating difficult
terrain, knocking creatures that move prone
and negating tremorsense.
Wind, Southern: Mist follows and shrouds
subjects, allowing Stealth at a -4 penalty as
if it granted concealment.

3rd-Level Druid Spells


Bellowing Breath: Breathe as if casting gust

of wind up to 20 ft. per point of Constitution.


Bolt of Displacement: You and creatures
in one 5-ft. square suffer 3d6 electricity
damage and may swap places.
Cold Snap: Subjects that suffered cold damage
within the round suffer 1d6/level cold
damage (max 10d6) and cold conditions end.
Returning Flames: Throw two balls of fire
that return and deal 2d6 damage each pass.
Rock Friend, Lesser: Call rocks to your aid,
dealing 1d6 damage, knocking creatures
prone and forming a Small earth elemental.
Wind, Western: Winds follow subjects,
enhancing their speed and easing travel.

4th-Level Druid Spells


Chain Lightning, Lesser: Primary target
suffers 1d6 electricity damage/level (max
10d6); 1 secondary target/2 levels suffer half.
Polar Constriction: Ice grapples a subject and
deals 1d8+4 cold damage per turn.
Soul of Thunder: Gain immunity to deafened
and silenced plus knock attackers back.
Wind, Northern: Violent storm enhances
spells of one element when cast outdoors.

5th-Level Druid Spells


Engulfing Flames: Subject is blinded, suffers
3d6 points of fire damage a round and may
ignite creatures within reach.
Freezing Aura: Liquid within 20 ft. of you
freezes.
Jarl Spear: Spears of electricity that deal 3d10
damage and stagger targets form in your
hand.
Rock Friend: Call rocks to your aid, dealing
2d6 damage, knocking creatures prone and
forming a Medium earth elemental.
Wind, Eastern: Refreshing rain follows and
cures subjects.

6th-Level Druid Spells


Frigid Chrysalis: Ice shelters the subject form
harm but deals 1 cold damage each round.
Rings of Fire: Burning rings snare creatures
and deal 3d6 points of fire damage.
Wave of Ice: Huge wave deals 10d6 damage
and knocks those in its path prone.

7th-Level Druid Spells


Cord of Juncture: Electric current pulls and
holds two creatures next to each other while
dealing 2d6 damage.
Ice Brier: Massive vine of ice deals cold

damage and throws creatures into the air.


Rock Friend, Greater: Call rocks to your aid,
dealing 3d6 damage, knocking creatures
prone and forming a Huge earth elemental.

8th-Level Druid Spells


Frenetic Bolt: Bolt deals 1d8/level electricity
damage to creatures in contact with metal.
Wild Fire: 3 fire spirits dance around subjects,
dealing 4d6 fire damage each.

9th-Level Druid Spells


Blizzard: Rain fierce winds, heavy snow and
pummelling ice upon a huge area.
Explosive Lightning: Lightning deals 15d6
electricity damage and 10d6 force damage to
all within 20 ft. of the impact.

INQUISITOR SPELLS
0-Level Inquisitor Spells
Undeniable Inquisition: Gain a bonus to
damage rolls and Strength checks to destroy
barricades equal to your Wisdom modifier.

1st-Level Inquisitor Spells


Judgements Hold: Target of your judgement
cannot move further away from you.
Righteous Brand: Subject takes extra damage
from your attacks equal to the number of
steps between your alignments.

2nd-Level Inquisitor Spells


Devour Spirit: An incorporeal creature is
trapped inside of you and suffers 4d6 points
of force damage or controls you each round.
Divine Vengeance: Gain +5 to overcome SR
of a creature that has resisted your spells;
suffer damage if you dont harm it.

3rd-Level Inquisitor Spells


Darkblade: Weapon deals additional 1d6
points of cold damage, may blind targets.
Lightblade: Weapon deals additional 1d6
points of damage, may blind targets.

4th-Level Inquisitor Spells


Shepherds Light: Creatures receive +1 to AC
and saving throws while praying in the area,
undead suffer 1d6 damage for each prayer.

5th-Level Inquisitor Spells


Witch Hunters Blade: Weapon touched
deals 25% of elemental damage it is exposed
to for 1 round.

6th-Level Inquisitor Spells


Rain of Damnation: Divine fire rains down
upon creatures in a large area that do not
worship your deity for 5d6 damage a round.

MAGUS SPELLS
0-Level Magus Spells
Persistent Force: Applies up to 5 lbs./level of
constant, directional force.

1st-Level Magus Spells


Ice Cascade: Eruptions of ice deal up to 3d6,
2d6 and 1d6 cold damage to 3 creatures.
Immolate: Subject catches on fire and suffers
5 extra fire damage from other sources.
Thunder Whip: Whip of electricity deals 1d6
damage and may deafen targets.

2nd-Level Magus Spells


Arcane Surge: Gain +5 bonus to overcome SR,
decreases by -1 each round.
Blazing Trail: Your speed increases by 30 feet;
those in your wake suffer 2d4 fire damage.
Chain Lightning, Least: Primary target
suffers 1d6 electricity damage/level (max
5d6); 2 secondary targets suffer half.
Elemental Primer, Acid: Your next acid spell
may blind you and one subject.
Elemental Primer, Cold: Suffer 3d6 damage;
your next cold spell may entangle and
fatigue subjects.
Elemental Primer, Electricity: Your next
electricity spell may daze you and one
subject.
Elemental Primer, Fire: Your next fire spell
may set you and subjects ablaze.
Frost Tie: Frost ties weapons, making it a fullround action to draw one.
Orbit: Object becomes weightless as it orbits
you and you may retrieve it as a free action.
Rime: Ice slides creatures that end their
movement on top of it 5 ft. in any direction.
Soul of Fire: Gain resist fire 10, remain
comfortable in hot environments and ignite
assailants.

3rd-Level Magus Spells

Bolt of Displacement: You and creatures


in one 5-ft. square suffer 3d6 electricity
damage and may swap places.
Cold Snap: Subjects that suffered cold damage
within the round suffer 1d6/level cold
damage (max 10d6), cold conditions end.
Returning Flames: Throw two balls of fire
that return and deal 2d6 damage each pass.
Searing Grasp: Your melee touch attack deals
1d6/level fire damage (max 5d6) and may
disarm the subject.
Sonic Blade: Weapon creates sonic waves that
deal 3d6 damage and knock creatures back.
Soul of Frost: Gain resist cold 10, remain
comfortable in cold environments and
entangle attackers.

4th-Level Magus Spells


Beam of Fire: 50-ft. cylinder deals 4d6 points
of fire damage +4d6 each round to the first
creature it hits.
Catalyze Energy: Take no damage from one
element and distribute damage you would
have taken among other subjects.
Chain Lightning, Lesser: Primary target
suffers 1d6 electricity damage/level (max
10d6); 1 secondary target/2 levels suffer half.
Frost Fox: A fox of snow and ice deals damage
to creatures it passes through and evades
attacks of opportunity.
Polar Constriction: Ice grapples a subject and
deals 1d8+4 cold damage per turn.
Soul of Thunder: Gain immunity to deafened
and silenced plus knock attackers back.

5th-Level Magus Spells


Beam of Ice: 50-ft. cylinder exhausts and deals
5d6 points of cold damage +5d6 each round
to the first creature it hits.
Combust Chambers: Firearms automatically
misfire for 1 round.
Discordant Signals: Abrasive stimuli negate
blindsense, blindsight or tremorsense; may
daze creatures with those senses.
Engulfing Flames: Subject is blinded, suffers
3d6 points of fire damage a round and may
ignite creatures within reach.
Fire Steed: A headstrong horse of fire deals
damage to creatures it passes through; you
and one creature may ride it.
Jarl Spear: Spears of electricity that deal 3d10
damage and stagger targets form in your
hand.

6th-Level Magus Spells


6

Beam of Electricity: 50-ft. cylinder dazes and


deals 6d6 points of electricity damage +6d6
each round to the first creature it hits.
Electric Eye: Your gaze deals 4d6 electricity
damage once per round as a free action.
Rings of Fire: Burning rings snare creatures
and deal 3d6 points of fire damage.
Thunder Hawk: A hawk of thunder and
lightning deals damage to, deafens and
staggers creatures it passes through.
Wave of Ice: Huge wave deals 10d6 damage
and knocks those in its path prone.

PALADIN SPELLS
1st-Level Paladin Spells
Righteous Brand: Subject takes extra damage
from your attacks equal to the number of
steps between your alignments.

2nd-Level Paladin Spells


Lightblade: Weapon deals additional 1d6
points of damage, may blind targets.

3rd-Level Paladin Spells


Shepherds Light: Creatures receive +1 to AC
and saving throws while praying in the area,
undead suffer 1d6 damage for each prayer.

4th-Level Paladin Spells


Blazing Tabard: Tabard of fire sheds light,
grants +4 AC and damages attackers.

RANGER SPELLS
1st-Level Ranger Spells
Deceivers Trail: Subject leaves tracks of your
design.

2nd-Level Ranger Spells


Snow Trap: Snow entangles the next creature
to step into it.

3rd-Level Ranger Spells


Burning Caltrops: Four fiery prongs extend
from granular material to slow creatures
and deal 5d4 fire damage.

4th-Level Ranger Spells


Shrapnel Shot: Projectile shatters on impact
dealing 2d6 piercing damage and 2d6 bleed

damage.

SORCERER/WIZARD SPELLS
0-Level Sorcerer/Wizard Spells
Persistent Force: Applies up to 5 lbs./level of
constant, directional force.

1st-Level Sorcerer/Wizard Spells


Arcane Extraction: Scrap magic item into
arcane dust worth 10d6% of its base value.
Deceivers Trail: Subject leaves tracks of your
design.
Empower Conjuration: Creatures summoned
by your next spell gain a +2 bonus to attack.
Ice Cascade: Eruptions of ice deal up to 3d6,
2d6 and 1d6 cold damage to 3 creatures.
Immolate: Subject catches on fire and suffers
5 extra fire damage from other sources.
Thunder Whip: Whip of electricity deals 1d6
damage and may deafen targets.

2nd-Level Sorcerer/Wizard Spells


Arcane Surge: Gain +5 bonus to overcome SR,
decreases by -1 each round.
Blazing Trail: Your speed increases by 30 feet;
those in your wake suffer 2d4 fire damage.
Chain Lightning, Least: Primary target
suffers 1d6 electricity damage/level (max
5d6); 2 secondary targets suffer half.
Elemental Primer, Acid: Your next acid spell
may blind you and one subject.
Elemental Primer, Cold: Suffer 3d6 damage;
your next cold spell may entangle and
fatigue subjects.
Elemental Primer, Electricity: Your next
electricity spell may daze you and one
subject.
Elemental Primer, Fire: Your next fire spell
may set you and subjects ablaze.
Frost Tie: Frost ties weapons, making it a fullround action to draw one.
Orbit: Object becomes weightless as it orbits
you and you may retrieve it as a free action.
Rime: Ice slides creatures that end their
movement on top of it 5 ft. in any direction.
Soul of Fire: Gain resist fire 10, remain
comfortable in hot environments and set
attackers on fire.
Tremors: The ground quakes, creating difficult
terrain, knocking creatures that move prone
and negating tremorsense.

3rd-Level Sorcerer/Wizard Spells


Bolt of Displacement: You and creatures
in one 5-ft. square suffer 3d6 electricity
damage and may swap places.
Cold Snap: Subjects that suffered cold damage
within the round suffer 1d6/level cold
damage (max 10d6), cold conditions end.
Explosive Shot: 50 projectiles explode on
impact, dealing 2d4 force damage to all
within 5 feet.
Returning Flames: Throw two balls of fire
that return and deal 2d6 damage each pass.
Searing Grasp: Your melee touch attack deals
1d6/level fire damage (max 5d6) and may
disarm the subject.
Sonic Blade: Weapon creates sonic waves that
deal 3d6 damage and knock creatures back.
Soul of Frost: Gain resist cold 10, remain
comfortable in cold environments and
entangle attackers.

4th-Level Sorcerer/Wizard Spells


Beam of Fire: 50-ft. cylinder deals 4d6 points
of fire damage +4d6 each round to the first
creature it hits.
Chain Lightning, Lesser: Primary target
suffers 1d6 electricity damage/level (max
10d6); 1 secondary target/2 levels suffer half.
Frost Fox: A fox of snow and ice deals 2d6 cold
damage to creatures it passes through and
evades attacks of opportunity.
Polar Constriction: Ice grapples a subject and
deals 1d8+4 cold damage per turn.
Soul of Thunder: Gain immunity to deafened
and silenced plus knock attackers back.
Sudden Cleave: Subjects attack targets a
number of additional creatures equal to half
your casting modifier.

5th-Level Sorcerer/Wizard Spells


Beam of Ice: 50-ft. cylinder exhausts and deals
5d6 points of cold damage +5d6 each round
to the first creature it hits.
Discordant Signals: Abrasive stimuli negate
blindsense, blindsight or tremorsense; may
daze creatures with those senses.
Engulfing Flames: Subject is blinded, suffers
3d6 points of fire damage a round and may
ignite creatures within reach.
Fire Steed: A headstrong horse of fire deals
damage to creatures it passes through; you
and one creature may ride it.
Freezing Aura: Liquid within 20 ft. of you
freezes.

Jarl Spear: Spears of electricity that deal 3d10


damage and stagger targets form in your
hand.

6th-Level Sorcerer/Wizard Spells


Beam of Electricity: 50-ft. cylinder dazes and
deals 6d6 points of electricity damage +6d6
each round to the first creature it hits.
Combust Chambers: Firearms automatically
misfire for 1 round.
Rings of Fire: Burning rings snare creatures
and deal 3d6 points of fire damage.
Sphere of Force: Force throws subjects out of
the area and knocks them prone.
Wave of Ice: Huge wave deals 10d6 damage
and knocks those in its path prone.

7th-Level Sorcerer/Wizard Spells


Cord of Juncture: Electric current pulls and
holds two creatures next to each other while
dealing 2d6 damage.
Ice Brier: Massive vine of ice deals cold
damage and throws creatures into the air.
Meteor: A crashing meteor deals 14d6 damage
and knocks creatures prone.
Thunder Hawk: A hawk of thunder and
lightning deals damage to, deafens and
staggers creatures it passes through.

8th-Level Sorcerer/Wizard Spells


Scorching Prisms: Three flying prisms fire
a beam that deal 6d6 points of fire damage
each round.
Floating CastleM: One building flies along a
course set by you.
Frenetic Bolt: Bolt deals 1d8/level electricity
damage to creatures in contact with metal.
Furious Blow: Subjects next attack
automatically threatens a critical hit.

9th-Level Sorcerer/Wizard Spells


Blizzard: Rain fierce winds, heavy snow and
pummelling ice upon a huge area.
Explosive Lightning: Lightning deals 15d6
electricity damage and 10d6 force damage to
all within 20 feet of the impact.
Maze of Fire: Create ten 50-ft. walls that deal
50 fire damage to creatures that move or
attack through them.

SUMMONER SPELLS

0-Level Summoner Spells


Persistent Force: Applies up to 5 lbs./level of
constant, directional force.

1st-Level Summoner Spells


Deceivers Trail: Subject leaves tracks of your
design.
Empower Conjuration: Creatures summoned
by your next spell gain a +2 bonus to attack.

2nd-Level Summoner Spells


Glacial Torrent: Arcing ice freezes a conjured
creature and launches them into another
creature within range.

3rd-Level Summoner Spells


Frost Fox: A fox of snow and ice deals 2d6 cold
damage to creatures it passes through and
evades attacks of opportunity.

4th-Level Summoner Spells


Fire Steed: A headstrong horse of fire deals
damage to creatures it passes through; you
and one creature may ride it.

5th-Level Summoner Spells


Eidolic Nova: Your eidolon suffers 42 damage,
erupts into a nova, deals 15d6 damage and
pulls creatures adjacent to it.

6th-Level Summoner Spells


Thunder Hawk: A hawk of thunder and
lightning deals damage to, deafens and
staggers creatures it passes through.

WITCH SPELLS
0-Level Witch Spells
Lips of Darkness: Blow out one unprotected
flame or light spell.

1st-Level Witch Spells


Bioluminescence: Subject emits dim light
that cannot be countered or dispelled by
darkness.
Deceivers Trail: Subject leaves tracks of your
design.
Electric Barb: Barb of electricity deals 2d6
damage per round, causes 1d6 points of
bleed if removed hastily.
Immolate: Subject catches on fire and suffers

5 extra fire damage from other sources.

2nd-Level Witch Spells


Chain Lightning, Least: Primary target
suffers 1d6 electricity damage/level (max
5d6); 2 secondary targets suffer half.
Rime: Ice slides creatures that end their
movement on top of it 5 ft. in any direction.

3rd-Level Witch Spells


Bolt of Displacement: You and creatures
in one 5-ft. square suffer 3d6 electricity
damage and may swap places.
Rock Friend, Lesser: Call rocks to your aid,
dealing 1d6 damage, knocking creatures
prone and forming a Small earth elemental.
Soul of Frost: Gain resist cold 10, remain
comfortable in cold environments and
entangle attackers.

4th-Level Witch Spells


Chain Lightning, Lesser: Primary target
suffers 1d6 electricity damage/level (max
10d6); 1 secondary target/2 levels suffer half.

5th-Level Witch Spells


Rock Friend: Call rocks to your aid, dealing
2d6 damage, knocking creatures prone and
forming a Medium earth elemental.

6th-Level Witch Spells


Frigid Chrysalis: Ice shelters the subject form
harm but deals 1 cold damage each round.

7th-Level Witch Spells


Cord of Juncture: Electric current pulls and
holds two creatures next to each other while
dealing 2d6 damage.
Rock Friend, Greater: Call rocks to your aid,
dealing 3d6 damage, knocking creatures
prone and forming a Huge earth elemental.

8th-Level Witch Spells


Wild Fire: 3 fire spirits dance around subjects,
dealing 4d6 fire damage each.

9th-Level Witch Spells


Curse Elements: Spells within 300 ft. of you
with the cold, electricity or fire descriptor
may target the caster.

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

Saving Throw Fortitude negates (object);


Spell Resistance yes (object)
Make a caster level check against the caster
level of the target object. If your result is higher,
you destroy the object and extract 10d6% of its
base value in pure arcane energy (maximum
50% - this amount cannot be exceeded by any
means, including metamagic). If your result
exceeds the caster level of the object by at least
10, the object does not receive a saving throw
and may not apply spell resistance.
This energy looks like glimmering white
dust and weighs 1 ounce per 1,000 gp. You may
apply the dust toward the cost of any item you
attempt to create with an item creation feat.
Using dust extracted from an enchantment that
was not created by casting at least one spell of
a school required by your currently endeavored
enchantment imposes a -4 penalty to all checks
required to create that item (using dust extracted
from an item created with only a necromancy
spell to create an item that requires only a
transmutation spell would impose this penalty,
for example).
Extracted arcane energy may also serve as the
material component of any spell that requires a
diamond or diamond dust (but not a diamond of
a specific color, such as black or blue).
ARCANE SURGE
School evocation; Level magus 2, sorcerer/
wizard 2
Casting Time 1 swift action
Components V, S
Range personal
Target you
Duration 11 rounds
A torrent of arcane energy swells within you,
granting a +5 enhancement bonus to caster level
checks made to overcome spell resistance. This
bonus decreases by -1 each round, resulting in a
penalty during later rounds.
BEAM OF ELECTRICITY
School evocation [electricity]; Level magus 6,

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

same creature increases the damage they take


from this spell by a cumulative +4d6 points.
If that creature saves, this bonus resets to +0.
A creature that succeeds avoids the flame for
1 round and the cylinder then targets the next
closest creature in its path.
BEAM OF ICE
School evocation [cold]; Level magus 5,
sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range see text
Effect 50-ft. long, 4-in. diameter beam of ice
Duration concentration (up to 1 round/level)
Saving Throw see text; Spell Resistance yes
A screeching cylinder of ice bursts from
your hands in a 50-foot line. While producing
this ice, your speed is reduced by half. You may
redirect the cylinder each time you maintain
this spell. The closest Small or larger creature in
the cylinders path when you stop moving it for
the round must make a Reflex save. A creature
that fails suffers 5d6 points of cold damage,
prevents the cylinder from passing beyond their
body and must attempt a Fortitude save to avoid
becoming exhausted. Each consecutive failure
by the same creature increases the damage
they take from this spell by a cumulative +5d6
points. If that creature saves, this bonus resets
to +0. A creature that succeeds avoids the ice for
1 round and the cylinder then targets the next
closest creature in its path.
BELLOWING BREATH
School evocation [air]; Level alchemist 3, bard
3, druid 3
Casting Time 1 standard action
Components V
Range personal
Target you
Duration up to 2 rounds per point of
Constitution; see text
The verbal component of this spell must be
spoken while inhaling a deep breath, rendering
this spell impossible in any condition where
11

breathable air is not readily available.


You gain the ability to breathe wind, as gust
of wind, except that breathing this wind is a
free action. Each breath can propel a 5-foot
diameter line of wind up to 10 feet per point of
Constitution, and you may breathe a total length
of wind equal to 20 feet per point of Constitution.
This spell ends if you speak or otherwise exhale
in any capacity other than breathing wind.
As a full-round action, you may expel twice as
much air as normal to affect creatures as if they
were 1 size smaller (preventing Large creatures
from moving forward, etc.).
BIOLUMINESCENCE
School evocation [light]; Level alchemist 1,
druid 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Fortitude negates; Spell
Resistance yes
The subject glows at your touch, emitting
dim light that extends 10 feet in all directions.
Unlike normal light spells, this spell cannot
be countered or dispelled by darkness spells of
equal or higher level.
This spell is suppressed if the subject is
knocked unconscious.
BLAZING TABARD
School evocation [fire, light]; Level paladin 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
A tabard of fire encompasses your armor.
This tabard increases the light level within 10
feet by one step, up to normal light.
It also grants you a +4 bonus to AC against
melee attacks. Each time a creature attacks you

with a melee weapon, they suffer fire damage


equal to half your Charisma score. Creatures
that worship your deity, share your family crest,
attack you with a manufactured reach weapon
or have resistance to fire (including immunity)
ignore these effects.
This spell ends once it has dealt 5 points of
damage per caster level.
BLAZING TRAIL
School evocation [fire]; Level alchemist 2,
magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Your speed increases by 30 feet. This
adjustment is treated as an enhancement bonus.
When you move, you leave a trail of fire in your
wake that burns for 1 round. Each time a creature
enters a space you have traveled through since
the beginning of your last turn, they suffer for
2d4 points of fire damage.
BLIZZARD
School evocation [air, cold]; Level druid 9,
sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range 40 ft./level
Area 40 ft./level radius cylinder 80 ft. high
Duration concentration (up to 1 round/level)
Saving Throw see text; Spell Resistance no
You create a violent snowstorm within range.
The snowfall provides concealment as 1 inch of
snow accumulates on the ground each round.
This snow remains indefinitely in conditions
below 32 degrees, for 1d4 hours in conditions
between 33 and 45 degrees, for 1d4 minutes in
conditions between 46 and 74 degrees and for
1d4 rounds in conditions above 74 degrees. As a
move action, a creature may use a non-magical
source of fire to melt 1 foot of snow in a 5-foot
area (provided the fire is not extinguished by the
12

blizzards winds). Magical fire instantaneously


melts any snow it touches.
Winds howl across the area at 55 mph in
any direction you specify. You may choose one
of four basic wind patterns to function over the
spells area.
A downdraft blows from the center
outward in equal strength in all directions.
An updraft blows from the outer edges
in toward the center in equal strength
from all directions, veering upward before
impinging on the eye in the center.
Rotation causes the winds to circle the
center in clockwise or counterclockwise
fashion.
A blast simply causes the winds to blow in
one direction across the entire area from
one side to the other.
At the beginning of your turn each round,
you may either alter the course of these winds,
evoke a whirling tempest within the area or rain
five shards of ice upon creatures within the area.
A tempest may be up to 80 feet tall with a
radius of up to 40 feet. It is an instantaneous effect
that deals 6d6 points of cold damage and 3d6
points of slashing damage to creatures within
its area. A successful Fortitude save negates
this damage. Failure bestows vulnerability to
cold damage for 1 minute. Creatures wielding a
source of fire not extinguished by the wind gain
a +10 bonus to saving throws against a tempest.
The shards may target any creature within
the storm and fall independently of each other.
The shards plummet downward, dealing 3d6
points of piercing damage and 1d6 points of
cold damage to the first creature they encounter.
A successful Reflex save negates this damage.
Failure knocks the creature prone, while failure
by 5 or more pins the creature beneath the ice.
The ice has a CMD equal to your caster level +
10, and it will melt against a normal creatures
body heat in 2d4 rounds. A creature pinned
beneath the ice suffers 1d6 cold damage at the
start of their turn.

BOLT OF DISPLACEMENT
School evocation [electricity]; Level druid 3,
magus 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range 40 ft.
Target you plus creatures in one 5-ft. square
within 40 ft.
Duration instantaneous
Saving Throw Reflex half; see text; Spell
Resistance yes
A deadly current of electricity strikes you
plus creatures in another 5-foot square within
40 feet. Subjects suffer 3d6 points of electricity
damage and must attempt a Fortitude save. If
every subject fails this save, they swap spaces.
BURNING CALTROPS
School evocation [fire]; Level ranger 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Target a handful of granular material
Duration see text
Saving Throw Fortitude negates (object);
Spell Resistance yes (object)
Granular material such as dirt or flour grows
four fiery prongs in the shape of a caltrop. You
may convert one handful of material each
round as a standard action for a number of
rounds equal to your caster level, and you may
sow caltrops in your hand as a free action. One
handful of caltrops covers an area 5 square feet.
The granules retain their blazing prongs for 10
minutes per caster level.
Each time a creature moves into an area
covered by burning caltrops, it runs the risk of
stepping on one. Make a touch attack roll for
the caltrops (base attack bonus +8) against the
creature. If the attack succeeds, the creature has
stepped on a caltrop. The caltrop erupts into
flames, dealing 1 point of damage, 5d4 points
of fire damage and reducing the 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
13

Heal check, or until it receives at least 1 point of


magical healing. A charging or running creature
must immediately stop if it steps on a caltrop.
Any creature moving at half speed or slower can
pick its way through a bed of caltrops with no
trouble.
Burning caltrops may not work against
unusual opponents.
CATALYZE ENERGY
School evocation; Level alchemist 4, magus 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute
You must specify one type of energy when
you cast this spell: cold, electricity or fire. This
spell gains a descriptor of the same type. The
next time you would take damage from a spell
with that descriptor, you take no damage and
may instead distribute half the damage the spell
would have dealt to you (prior to any targetbased modifications, such as saving throws,
resistances, immunities or vulnerabilities)
among other subjects that take damage from that
spell. This damage is not subject to reduction by
saving throws, but resistances still apply.
CHAIN LIGHTNING, LEAST
School evocation [electricity]; Level druid 2,
magus 2, sorcerer/wizard 2, witch 2
Range close (25 ft. +5 ft./2 levels)
Target one primary target, plus two secondary
targets (each of which must be within 30 ft.
of the primary target)
Duration instantaneous
This spell functions like chain lightning,
except that the primary bolt deals 1d6 damage
per level (maximum 5d6) and the secondary
bolts deal half as much damage as the primary
bolt.
CHAIN LIGHTNING, LESSER
School evocation [electricity]; Level druid 4,
magus 4, sorcerer/wizard 4, witch 4

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


Target one primary target, plus one secondary
target/2 levels (each of which must be
within 30 ft. of the primary target)
Duration instantaneous
This spell functions like chain lightning,
except that the primary bolt deals 1d6 damage
per level (maximum 10d6) and the secondary
bolts deal half as much damage as the primary
bolt.
COLD SNAP
School evocation [cold]; Level druid 3, magus
3, sorcerer/wizard 3
Casting Time 1 standard action*
Components V, S
Range close (25 ft. +5 ft./2 levels)
Area 40-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude half; Spell
Resistance no
Creatures within the area that have suffered
cold damage since the beginning of your
last turn take an additional 5d6 points of
cold damage. Subjects are also cured of any
conditions imposed by spells or abilities that
dealt cold damage.
Creatures damaged by cold snap become
immune to its effects until they suffer additional
cold damage.
This casting time of this spell becomes a
move action at 7th level and a swift action at
9th level.
COMBUST CHAMBERS
School evocation [fire]; Level magus 5,
sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one firearm/level, no two of which may
be more than 30 ft. apart
Duration 1 round
Saving Throw see text; Spell Resistance see
text

14

Tiny fires apply pressure up the barrels of


firearms, causing them to misfire. Magical or
attended firearms may attempt a Fortitude save
and apply spell resistance to negate this effect;
however, these rolls are not made until a shot
is fired. Early firearms that misfire as a result of
this spell explode as if they has misfired with
the broken condition.
CORD OF JUNCTURE
School evocation [electricity]; Level druid 7,
sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range 40 ft.
Target two living creatures
Duration 1 round/level
Saving Throw none; see text; Spell
Resistance yes
An overwhelming current of electricity binds
two living creatures within 40 feet of you. The
current deals 2d6 points of electricity damage
to each subject and pulls them an equal distance
toward each other until they are adjacent to one
another (you control any discrepancies, such as
who moves the extra square if there are an odd
number of squares between the subjects). Each
round at the beginning of a subjects turn, both
subjects suffer 2d6 points of electricity damage
(Fortitude half). A subject that takes full damage
from this effect at any point during the round
cannot move. A subject that takes full damage
from this effect at the beginning of their turn is
pulled adjacent to the other subject. A subject
that fails and has a means of teleportation may
attempt to teleport with a DC 20 caster level
check. Success ends this spell.
The cord does not penetrate objects that
would block line of effect. If you have line of
effect to both subjects when you cast this spell
but the subjects do not have line of effect to each
other, the cord pulls them toward you until they
have line of effect to each other.
CURSE ELEMENTS
School evocation [curse]; Level witch 9

Casting Time 1 standard action


Components V, S
Range personal
Target you
Duration 10 min./level
Saving Throw see text; Spell Resistance see
text
Each time that a spell with the cold, electricity
or fire descriptor is cast within 300 feet of you,
there is a 40% + 1% per caster level chance that
the spell erupts in the casters hands. Area spells
erupt in the casters square (they choose which
corner to use as the spells point of origin) and
targeted spells target the caster (even if they do
not normally target a creature of the casters
type).
DARKBLADE
School evocation [cold]; Level antipaladin 2,
inquisitor 3
Casting Time 1 standard action
Components V, S
Range touch
Target melee weapon touched
Duration 1 round/level
Saving Throw Will negates (object); Spell
Resistance yes (object)
Black ice engulfs a weapon at your touch.
The weapon deals an additional 1d6 points of
cold damage on a successful hit. Whenever this
effect causes at least 6 points of damage, the
target must also make a Fortitude save to avoid
becoming blind for 1 minute. These effects only
occur when the weapon is wielded by you. If
you do not wield it, the weapon behaves as if
unaffected by this spell.
DECEIVERS TRAIL
School evocation; Level bard 1, druid 1, ranger
1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 minute
Components V, S
Range touch
Target creature touched
Duration 1 hour/level

15

Saving Throw Fortitude negates (harmless);


Spell Resistance yes (harmless)
The subject leaves tracks in a shape of your
design. The tracks may be left as if the subject
were up to two sizes smaller or two sizes larger
than they are. You may choose to exaggerate the
subjects tracks, lowering the DC of skill checks
made to find, identify and follow the tracks by -5.
This spell does not change the appearance of
the subjects feet.
DEVOUR SPIRIT
School evocation [force]; Level inquisitor 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one incorporeal creature
Duration 1 round/level
Saving Throw Fortitude negates; Spell
Resistance yes
The subject is pulled toward you and trapped
inside of you. While the subject is inside of you,
it cannot take actions. At the beginning of your
turn each round, you and the subject must make
opposed Will saves. If you win, you are dazed
for 1 round and the subject suffers 4d6 points
of force damage. If the subject wins, they gain
control of your body for 1 round as if by magic jar.
If you destroy a spirit with this spell, you gain a
+2 morale bonus to Wisdom and Charisma for 1
day per HD of the spirit destroyed.
Creatures ordinarily immune to Fortitude
saves, such as undead, are not immune to this
spell.
DISCORDANT SIGNALS
School evocation [sonic]; Level bard 4, magus
5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius emanation centered on a
creature, object, or point in space
Effect bombardment of stimuli negates
supernatural senses
Duration 1 minute

Saving Throw Will negates; see text or none


(object); Spell Resistance yes; see text or no
(object)
Discordant signals inundates an area with
abrasive stimuli that are imperceptible to
mundane senses. Creatures within the area
cannot use blindsense, blindsight or tremorsense.
Subjects that have one of the affected senses
must also make a Fortitude save at the start of
their turn each round to avoid becoming stunned
for 1 round. The spell can be cast on a point in
space, but the effect is stationary unless cast on
a mobile object. The spell can be centered on a
creature, and the effect then radiates from the
creature and moves as it moves. An unwilling
creature can attempt a Will save to negate the
spell and can use spell resistance, if any.
DIVINE VENGEANCE
School evocation; Level cleric 2, druid 2,
inquisitor 2
Casting Time 1 immediate action
Components V
Range personal
Target you
Duration 5 rounds
A quick prayer beseeches your deity for the
power to castigate a creature that has resisted
one of your spells. You gain a +5 enhancement
bonus to caster level checks made to overcome
spell resistance and a +1 bonus to the DC of all
spells. While imbued with this power, you must
attempt to inflict damage or impose a condition
upon at least one offender every round on your
turn or face your deitys wrath, suffering 4d6
points of damage (no save). This damage cannot
be reduced in any way.
This spell has no effect unless cast within 1
round of a creature resisting one of your spells.
DRACOSCRIPT
School evocation; Level bard 5, cleric 7
Casting Time 1 round
Components V, S, M (dragons blood), F (see
text)
Range 60 ft.
16

Target one creature


Duration instantaneous
Saving Throw none; Spell Resistance yes
You must speak Draconic to cast this spell.
The focus of this spell is a page from a bestiary,
mythological tome or religious script worth at
least 1,000 gp that contains an illustration of a
dragon. You may create such a page by using
fine inks and paper worth 500 gp and making
a successful DC 30 Craft or Profession skill
check of an appropriate subtype (Craft (book),
Profession (beastiographer), etc.). Once used, the
focus becomes dormant for a number of hours
equal to 40 - twice your caster level. While
dormant, the focus cannot be used to facilitate
spells.
You cause physical harm to one creature that
can hear you as if a dragon had made a fullattack against them. Choose one dragon with
a number of HD equal to your caster level + 5.
Make every attack roll that the chosen dragon is
capable of making, applying the chosen dragons
modifiers as normal.
You gain a +4 bonus to caster level checks
related to this spell if you have personally
encountered a dragon of the chosen type.
Dragons are immune to this spell.
EIDOLIC NOVA
School evocation [fire, force]; Level summoner
5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target your eidolon
Duration 1 round
Saving Throw none; Spell Resistance no
Your eidolon bursts into a brilliant white ring,
suffering 42 points of damage and disappearing
from play. The ring then expands to a radius
of 40 feet, dealing 5d6 damage to creatures in
its path (Reflex negates). Half of this damage is
fire damage and the other half is force damage.
At the start of your next turn, the ring retracts,
dealing damage to creatures in its path equal

to twice the damage it dealt when it expanded


(Reflex half). Your eidolon then reforms in an
unoccupied space as close to the one it last
occupied as possible, and creatures that took full
damage from the ring during its retraction are
pulled adjacent to it.
ELECTRIC BARB
School evocation [electricity]; Level witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw none; Spell Resistance yes
Your ranged touch attack burrows an electric
barb into the subjects flesh. The barb deals 2d6
points of electricity damage each round at the
end of the subjects turn. A successful DC 10
Heal check allows a creature within reach of the
subject to remove the barb as a standard action.
Removing the barb with a Heal check below 15
+ your Intelligence modifier causes 1d6 points
of bleed damage.
ELECTRIC EYE
School evocation [electricity]; Level alchemist
6, magus 6
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
One of your eyes becomes electrically charged.
Once per round as a free action, you can emit a
ray that deals 4d6 points of electricity damage
to a single creature or object that you can see
(no save). Subject can use spell resistance, if any.
By casting this spell multiple times, you can
emit as many rays per round as you have eyes,
though a given eye can only emit one ray per
round.
Each round, there is a 1% chance that this
spell instantaneously blinds the affected eye. If
at least one but not all of your eyes are blinded,
17

you may continue firing rays and do not gain


the blinded condition, although creatures do
gain concealment against you.
ELEMENTAL PRIMER, ACID
School evocation [acid]; Level magus 2,
sorcerer/wizard 2
Casting Time 1 swift action
Components V, S
Range personal
Target you
Duration 1 round
Your mouth becomes mildly corrosive, vastly
increasing the power of your next acid spell
with a verbal component. When you cast this
spell, you suffer 1d6 points of acid damage.
The next time you cast a spell with the acid
descriptor that has a verbal component, the first
creature damaged by that spell must make a
Fortitude save against that spells DC to avoid
becoming blinded for 1 round. If acid elemental
primer causes you to suffer at least 5 points of
acid damage, you must make this Fortitude save
as well.
ELEMENTAL PRIMER, COLD
School evocation [cold]; Level druid 2, magus
2, sorcerer/wizard 2
Casting Time 1 swift action
Components V, S
Range personal
Target you
Duration 1 round
You charge yourself with tiny fragments of
ice, vastly increasing the power of your next
cold spell. When you cast this spell, you take
3d6 points of damage. This damage results
from jagged shards of ice tearing tiny slits in
your veins and may not be reduced in any way,
although creatures immune to Fortitude saves
are immune to this damage. The next time you
cast a spell with the cold descriptor, creatures
damaged by that spell must make a Fortitude
save against that spells DC to avoid becoming
entangled for 1 round and fatigued.

ELEMENTAL PRIMER, ELECTRICITY


School evocation [electricity]; Level druid 2,
magus 2, sorcerer/wizard 2
Casting Time 1 swift action
Components V, S
Range personal
Target you
Duration 1 round
You charge yourself with volatile currents
of lightning, vastly increasing the power of
your next electricity spell. The next time you
cast a spell with the electricity descriptor, you
suffer 1d6 points of electricity damage and
the first creature damaged by that spell must
make a Fortitude save against that spells DC to
avoid becoming dazed for 1 round. If electricity
elemental primer causes you to suffer at least 5
points of electricity damage, you must make
this Fortitude save as well.
ELEMENTAL PRIMER, FIRE
School evocation [fire]; Level magus 2,
sorcerer/wizard 2
Casting Time 1 swift action
Components V, S
Range personal
Target you
Duration 1 round
You charge your arm with rapidly moving
particulates, vastly increasing the power of
your next fire spell with a somatic component.
The next time you cast a spell with the fire
descriptor and a somatic component, you
suffer 1d6 points of fire damage and creatures
damaged by that spell must make a Reflex save
against that spells DC to avoid burning for 1
round. Creatures that are burning take half the
primed spells damage at the beginning of your
next turn. If fire elemental primer causes you to
suffer at least 5 points of fire damage, you must
make this Reflex save as well.
EMPOWER CONJURATION
School evocation; Level cleric 1, druid 1,
sorcerer/wizard 1, summoner 1
Casting Time 1 swift action
18

Components V, S
Range personal
Target you
Duration 1 round
The next time you cast a conjuration
(summoning) spell, creatures summoned by
that spell gain a +2 enhancement bonus to attack
rolls. This effect lasts for 1 minute per level or
until the creature returns to its native plane.
You become staggered until the end of
your next turn upon casting a conjuration
(summoning) spell empowered by this spell.
ENGULFING FLAMES
School evocation [fire]; Level druid 5, magus 5,
sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Reflex partial; Spell
Resistance yes
Flames engulf the subject, dealing 3d6
points of fire damage and blinding them until
extinguished. At the start of the 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

Saving Throw Fortitude partial; Spell


Resistance yes
Your ranged touch attack delivers an
explosive bolt of lightning. The lightning deals
10d6 points of electricity damage to your initial
target and explodes, dealing an additional 10d6
points of force damage to all creatures within 20
feet of the impact (Fortitude half). Creatures that
take full damage from the explosion are thrown
back 1d4 x 10 feet. If the bolt strikes an object, it
attempts to break that object as if by a Strength
check equal to 1d20 + twice your caster level.
EXPLOSIVE REPRIMAND
School evocation [force]; Level cleric 9
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one spellcaster
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell may be used to counterspell any
other spell, though you must succeed at an
opposed caster level check to do so. You receive
a +6 bonus to this check. If you succeed, the
subjects spell detonates in their hands, dealing
1d6 points of force damage per caster level in
a 20-foot radius and negating the spell. This
damage is based on the subjects caster level, not
yours. If the countered spell had an elemental
descriptor, half of the damage dealt is of that
type and the other half is force damage.
Explosive reprimand cannot be used to counter
abjuration spells. If it is used in an attempt to
counter an abjuration spell, it is reflected back to
the caster, detonating the casters highest level
spell available (determined randomly), dealing
damage as normal and preventing the caster
from using that spell for the day or reducing the
casters available spells of that level by 1.
EXPLOSIVE SHOT
School evocation [force]; Level sorcerer/wizard
3
Casting Time 1 standard action

19

Components V, S
Range touch
Target up to 50 pieces of ammunition touched
Duration 1 round/level
Saving Throw Fortitude negates (object);
Spell Resistance yes (object)
Up to 50 pieces of ammunition explode upon
impact. When an affected projectile hits its
target, it deals an additional 2d4 points of force
damage to the target as well as creatures and
objects within 5 feet of the target (no save).
FIRE STEED
School evocation [fire]; Level magus 5,
sorcerer/wizard 5, summoner 4
Casting Time 1 round
Components V, S
Range 5 ft.
Effect one quasi-real, horse-like creature
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You conjure a Large, quasi-real, horse-like
creature comprised entirely of flame. It can only
be ridden by you or the person for whom you
specifically created the mount. A fire steed has
an orange head and body, white mane and tail
and blue hooves. It has what seem to be a bridle
and reins, but it does not have a bit or saddle. A
rider takes 3d6 points of fire damage at the end
of their turn each round while astride the fire
steed. The fire steed is incredibly headstrong - a
DC 20 Ride check is required to steer it. It does
not fight, but creatures with an aversion to fire
shun it and refuse to attack it.
This spell requires concentration; however,
the concentration required to hold a fire steed
together requires only a swift action and does
not preclude other actions (including casting
spells). You may direct the fire steed to take two
move actions each time you maintain the spell.
The mount is semi-incorporeal - it takes half
damage from weapons and magical weapons.
It is AC 19 (-1 size, +5 natural armor, +5 Dex)
and has 14 hit points + 1 hit point per caster
level. If it loses all its hit points, the fire steed
disappears. A fire steed is healed (and may only

be healed) by fire damage and is vulnerable to


cold damage. A fire steed has a speed of 100
feet. It can bear its riders weight plus up to 10
pounds per caster level.
The fire steed passes through creatures as if
it were incorporeal (except you and the creature
for whom you specifically created the mount).
Creatures suffer 2d6 points of fire damage the
first time that the fire steed moves through their
space each round (Reflex negates). Creatures
that share a space with the fire steed when it
stops moving for the round suffer 4d6 points of
fire damage (Reflex half).
This spell may never be contained within
a magic item of any kind, including but not
limited to: scrolls, staves and wands.
FLOATING CASTLE
School evocation; Level sorcerer/wizard 8
Casting Time 10 minutes
Components V, S, M (a dozen lodestones and a
diamond worth 12,500 gp)
Range long (400 ft. + 40 ft./level)
Target one building weighing up to
10,000,000 tons/level
Duration 1 day/level
Saving Throw Will negates (object); Spell
Resistance no
You set one building into flight. This spell fails
if you do not own the building or have explicit
permission from the owner to set it aloft.
You specify the buildings course when you
cast this spell. The building flies at speeds
between 5 mph and 20 mph; you may increase
or decrease the buildings speed in increments
of 1 mph by concentrating as a full-round
action. It flies at elevations between 50 ft. and
1,500 ft.; you may increase or decrease the
buildings elevation in increments of 50 ft. by
concentrating as a full-round action.
Once a building is in flight, you may cast
this spell upon it again to refresh the duration
of its flight without expending the material
component. You may also redefine a buildings
course, speed and elevation by casting this spell

20

upon it while it is in flight.


A magic or sentient building receives a Will
save to negate this effect.
FREEZING AURA
School evocation [cold]; Level antipaladin 4,
druid 5, sorcerer/wizard 5
Casting Time 1 minute
Components V, S
Range personal
Target you
Duration 10 min./level
Liquids freeze when you come within 20 feet
of them. So long as you remain within 20 feet
of a liquid, it will remain frozen; otherwise, it
thaws normally (roughly 1 hour/gallon, though
this varies greatly based on the type of liquid,
volume of liquid and prevailing temperature).
This effect bestows all the benefits provided
by Boots of the Winterlands, nullifies liquid
poisons, allows you to walk on the surface of
liquids and renders frozen liquids undrinkable
(even small volumes become too hard to chew,
though they may be thawed in a creatures
mouth over the course of 2d4 minutes). Magic
liquids may attempt a Fortitude saving throw to
negate this effect.
Organic fluids such as blood and saliva are
largely unaffected until they leave a creatures
body. However, they do solidify enough to
grant creatures within 5 feet of you that fail
a Fortitude save the entangled condition for 1
round (though they do not harden enough to
anchor creatures to objects).
This spell ends if you move more than 15 feet
in a single action.
FRENETIC BOLT
School evocation [electricity]; Level druid 8,
sorcerer/wizard 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature in contact with metal
Duration instantaneous

Saving Throw Reflex half; Spell Resistance


yes
A wild bolt of electricity shocks the subject,
dealing 1d8 points of electricity damage per
caster level (maximum 20d8). The bolt then
jumps to the nearest creature within 30 feet that
is in contact with any amount of metal. The bolt
continues to jump until it cannot reach another
creature in contact with metal, though it may
only jump to a given creature once per casting
of this spell. Successive jumps enable this spell
to reach a subject well beyond its initial range.
Evasion and Improved Evasion cannot
reduce this spell to no damage.
FRIGID CHRYSALIS
School evocation [cold]; Level druid 6, witch 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
A casing of ice envelops the subject. While
encased, the subject cannot take actions and
suffers 1 point of cold damage per round. This
casing blocks line of effect to the outside world.
The casing has an AC of 5, 150 hit points and
hardness of 3. A creature can break the ice as
a full-round action with a successful Strength
check (DC 15 + your caster level); the subject
may automatically succeed at this check due to
the structure of the ice.
The casing forms gradually and unwilling
subjects may easily evade this spell.
FROST FOX
School evocation [cold]; Level magus 4,
sorcerer/wizard 4, summoner 3
Casting Time 1 round
Components V, S
Range 5 ft.
Effect one quasi-real, fox-like creature
Duration 1 hour/level

21

Saving Throw none; Spell Resistance no


You conjure a Tiny, quasi-real, fox-like
creature comprised of ice and snow. A frost fox
has a white head and body, black eyes and a
black nose. It has what seems to be constantlyfalling fur. It does not fight.
This spell requires concentration; however,
the concentration required to hold a frost fox
together requires only a swift action and does
not preclude other actions (including casting
spells). You may direct the frost fox to take two
move actions each time you maintain the spell.
The fox is semi-incorporeal - it takes half
damage from weapons and magical weapons. It
is AC 18 (+2 size, +6 Dex) and has 8 hit points
+ 1 hit point per caster level. If it loses all its
hit points, the frost fox disappears. A frost fox is
healed (and may only be healed) by cold damage
and is vulnerable to fire damage. A frost fox has
a speed of 40 feet.
The frost fox passes through creatures as if it
were incorporeal (except you). Creatures suffer
2d6 points of cold damage the first time that the
frost fox moves through their space each round
(Reflex negates). The frost fox may reduce its
speed by half to disallow opportunity attacks it
would provoke by moving for 1 round.
This spell may never be contained within
a magic item of any kind, including but not
limited to: scrolls, staves and wands.
FROST TIE
School evocation [cold]; Level magus 2,
sorcerer/wizard 2
Casting Time 1 swift action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one sheathed weapon/level, no two of
which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw none; Spell Resistance no
Frost binds nearby weapons to their sheathes.
Drawing an affected weapon requires a fullround action.

FURIOUS BLOW
School evocation; Level bard 6, sorcerer/
wizard 8
Casting Time 1 immediate action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature about to make an attack
Duration instantaneous
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
If the 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

22

An arcing tide of water surges from the


ground, enveloping the subject before freezing
solid and thrusting them into another creature
within range. The subject suffers 1d6 points of
cold damage, and the target suffers 1d6 points
of bludgeoning damage for each size category
by which the subject exceeds Tiny (Reflex
negates). For 1 round, the subject also gains a +2
circumstance bonus to attack rolls against the
target or any creature it charges by moving in
the same direction it was carried.
ICE BRIER
School evocation [cold]; Level druid 7,
sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect one 5-cu.-ft. shard of ice per level
Duration instantaneous
Saving Throw see text; Spell Resistance no
A jagged brier of ice rises from the ground,
impaling creatures in its path as it throws them
aloft. The brier can take any shape you desire,
so long as each of its shards are contiguous. If
at least one shard enters a creatures space, that
creature suffers 2d6 points of piercing damage
and must make a Reflex save to avoid taking
1d6 points of cold damage per 10 feet of shards
directly beneath them. A creature that fails is also
raised and dropped a distance equal to the total
height of shards directly beneath them, causing
falling damage. A creature that succeeds may
either move into any of the nearest unaffected
spaces or ride the brier as it rises, safely riding
it back to the ground or jumping off at any point
during the ascent.
ICE CASCADE
School evocation [cold]; Level druid 1, magus
1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. +5 ft./2 levels)
Effect one jagged eruption per level
Duration instantaneous

Saving Throw Reflex negates; Spell


Resistance yes
Ice races forth in a chain of contiguous
eruptions. It cannot overlap itself. Starting in
any 5-foot square adjacent to you, a cluster
of icy spikes erupts in one contiguous 5-foot
square per level. These eruptions may proceed
horizontally or vertically. The first creature the
eruptions encounter suffers 1d6 points of cold
damage per level (maximum 3d6); the second
creature the eruptions encounter suffers the two
largest die of that damage (or single largest die
if the caster is 1st level); the third creature the
eruptions encounter suffers the single largest
die of that damage. After a third encounter, the
eruptions become too small to cause serious
harm.
IGNISCRIPT
School evocation [cold, fire or sonic]; Level
bard 2, cleric 3
Casting Time 1 round
Components V, S, M (a pinch of dust taken
from the ground upon which an elemental
fell), F (see text)
Range 60 ft.
Area see text
Duration instantaneous
Saving Throw none; Spell Resistance yes
You must speak Aquan, Auran or Ignan to
cast this spell.
The focus of this spell is a page from a bestiary,
mythological tome or religious script worth at
least 600 gp that contains an illustration of up
to 8 1x1 rings in a 4x4 grid. At least half of this
grid must not contain rings. You may create
such a page by using fine inks and paper worth
300 gp and making a successful DC 22 Craft or
Profession skill check of an appropriate subtype
(Craft (book), Profession (beastiographer), etc.).
Once used, the focus becomes dormant for a
number of hours equal to 40 - twice your caster
level. While dormant, the focus cannot be used
to facilitate spells.
You deal 4d6 elemental damage in a unique
pattern of 5-foot squares within 60 feet as

23

depicted by the location of the focus rings.


For example, if the left 2x4 spots in the 4x4
grid contain rings (and the right 2x4 spots are
empty), then creatures in a 2x4 grid of 5-foot
squares within 60 feet would take damage. The
type of damage dealt to creatures in a given
square is determined by the dominant color
of the corresponding ring: a blue ring causes
cold damage, a red ring causes fire damage
and a gold ring causes sonic damage. If you do
not speak Aquan, Auran or Ignan, rings of the
corresponding color deal no damage (Aquan:
blue, Auran: gold, Ignan: red).
You gain a +4 bonus to caster level checks
related to this spell if only one element is
represented.
Elementals are immune to this spell.
IMMOLATE
School evocation [fire]; Level druid 1, magus 1,
sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw see text; Spell Resistance yes
The subject catches on fire. In addition to the
normal effects of catching on fire, the subject
suffers an extra 5 points of fire damage each
time they take fire damage from a source other
than the fire started by immolate. This effect ends
as soon as the fire has been extinguished.
JARL SPEAR
School evocation [electricity]; Level druid 5,
magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect one spear of electricity per round
Duration 1 round/level
Saving Throw none; Spell Resistance yes
The somatic component of this spell is an
attack made as if you were wielding or throwing

a spear.
A bolt of lightning forms in your hand. You
wield this lightning as if it were a spear. A new
bolt forms in your dominant hand at the start of
each of your turns, provided that hand is empty.
Attacks with a jarl spear are touch attacks. The
spear deals 3d10 points of electricity damage
and passes through creatures it hits, enabling
it to strike multiple targets with a single throw
(using a single attack roll). Since the spear is
immaterial, your Strength modifier does not
apply to the damage. Creatures hit with a jarl
spear must also make a DC 17 Fortitude save to
avoid becoming staggered for 1 round.
If you hold a 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
24

Saving Throw none; Spell Resistance no


The subject gains a +1 bonus to damage rolls
and Strength checks. This bonus only lasts for a
single action or a single attack (whichever ends
first), rendering it useless unless this spell is
cast as a readied action.
LIGHTBLADE
School evocation [light]; Level inquisitor 3,
paladin 2
Casting Time 1 standard action
Components V, S
Range touch
Target melee weapon touched
Duration 1 round/level
Saving Throw Will negates (object); Spell
Resistance yes (object)
White light engulfs a weapon at your touch.
The weapon deals an additional 1d6 points of
damage on a successful hit. Whenever this effect
causes at least 6 points of damage, the target
must also make a Will save to avoid becoming
blind for 1 minute. These effects only occur
when the weapon is wielded by you. If you do
not wield it, the weapon behaves as if unaffected
by this spell.
LIPS OF DARKNESS
School evocation [darkness]; Level witch 0
Casting Time 1 standard action
Components S
Range medium (100 ft. + 10 ft./level)
Target one unprotected flame or light spell
Duration instantaneous
Saving Throw Fortitude negates (object);
Spell Resistance yes (object)
You blow softly, putting out one unprotected
flame with a diameter less than 1 inch/level or
dispelling one light spell.
MAZE OF FIRE
School evocation [fire]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)

Effect 10 walls of fire up to 50 ft. long, 50 ft.


tall
Duration 1 round/level
Saving Throw none; Spell Resistance no
You create 10 walls of fire that blaze along
the intersections of 5-foot squares within range.
Each wall is straight, up to 50 feet long, 50 feet
tall and 1 foot wide. Walls may be summoned
horizontally, but only if at least 2 opposite sides
are supported by vertical walls. Creatures suffer
50 points of fire damage each time they move or
attack through a wall. Each wall that a creature
moves through in a single turn deals only half
as much damage as the previous wall. Creatures
attacking diagonally from or into a space just
beyond the edge of a wall suffer half damage.
This spell fails if two walls would cross each
other, occupy the same intersection between
two 5-foot squares along the same axis or if a
wall would be summoned between two spaces
occupied by the same Large or larger creature.
METEOR
School evocation [fire]; Level sorcerer/wizard 7
Casting Time 1 round
Components V, S
Range touch
Effect 10-ft.-radius meteor
Duration instantaneous
Saving Throw Reflex half; see text; Spell
Resistance yes
You call a meteor crashing down from the
skies. You must determine its course as soon as
you begin casting this spell and it must travel in
a straight line perpendicular to the ground. The
meteor falls 1 mile in 1 round. The meteor deals
10d6 points of bludgeoning damage and 4d6
points of fire damage to creatures in its path.
Creatures that fail their Reflex save fall prone.
Flying creatures that fail their Reflex save are
slammed into the ground and also take falling
damage.
ORBIT
School evocation; Level magus 2, sorcerer/
wizard 2
25

Casting Time 1 round


Components V, S
Range 5 ft.
Target one object weighing up to 5 lbs./level
Duration 1 hour/level
Saving Throw Will negates (object); Spell
Resistance yes (object)

paper worth 400 gp and making a successful


DC 26 Craft or Profession skill check of an
appropriate subtype (Craft (book), Profession
(beastiographer), etc.). Once used, the focus
becomes dormant for a number of hours equal
to 40 - twice your caster level. While dormant,
the focus cannot be used to facilitate spells.

You set an object into orbit around your


person. The object travels along any course
you designate, but it must remain exactly 4
inches away from you at all times. An object in
orbit weighs nothing but imposes a -1 penalty
on Acrobatics checks and CMD against trip
attempts for every 10 lbs. of base weight.

You force up to four creatures in a 5-footradius spread one square away from each other.
The creatures are pushed diagonally away from
the nexus of this spell. They are then surrounded
by an invisible cube of force that blocks line of
effect to other spaces. The cubes have an AC of
5, 38 hit points and hardness of 0. A creature can
break through a cube as part of a move action
with a successful Strength check (DC 10 + your
caster level).

You may retrieve an object in orbit around


you as a free action at any time, even if it is not
your turn. Doing so ends the spell. Creatures that
threaten you may attempt to disarm or steal an
object in orbit around you. The CMD of an object
in orbit around you, for the purposes of disarm
and steal attempts, is equal to 10 + your base
attack bonus + your Dexterity modifier + your
Intelligence modifier.
If you enter a space where walls or other
barriers heavier than the objects base weight
make it impossible for the object to remain 4
inches away from you, orbit ends and the object
falls to the ground.
PARTISCRIPT
School evocation [force]; Level bard 4, cleric 5
Casting Time 1 round
Components V, S, M (olive branch), F (see text)
Range 60 ft.
Target up to four creatures in a 5-ft.-radius
spread
Duration instantaneous
Saving Throw none; Spell Resistance yes
You must speak Celestial or Infernal to cast
this spell.
The focus of this spell is a page from a bestiary,
mythological tome or religious script worth at
least 800 gp that contains an illustration of four
paneled partitions containing creatures. You
may create such a page by using fine inks and

You gain a +1 bonus to caster level checks


related to this spell for each subject that
corresponds to a creature type depicted in the
illustration.
Angels and devils are immune to this spell.
PERSISTENT FORCE
School evocation [force]; Level magus 0,
sorcerer/wizard 0, summoner 0
Casting Time 1 round
Components V, S, DF
Range 10 ft.
Effect 5 lbs. of pressure per level (max 50 lbs.)
Duration 1 round/level (D)
Saving Throw Reflex negates; Spell
Resistance yes
Magic applies constant directional pressure
of up to 5 pounds per caster level (maximum
50 pounds). This spell grants a +1 bonus to
Strength checks that apply force in the same
direction as this spell for each 25 pounds of
pressure generated.
You can only have one persistent force spell
active at any one time. If you cast this spell while
another casting is still in effect, the previous
casting is dispelled. If you make this spell
permanent (through permanency or a similar
effect), it does not count against this limit.

26

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.

27

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

28

that weigh up to 30 lbs., deals 3d6 points of


bludgeoning damage and forms a Huge earth
elemental.
ROCK FRIEND, LESSER
School evocation; Level druid 3, witch 3
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect rocks roll into an elemental
Duration 1 round/level
Saving Throw see text; Spell Resistance no
Rocks within a 100 foot radius that weigh
up to 10 lbs. roll toward an unoccupied 5-foot
square in range. Enemies on the ground within
that radius must make a Reflex save or suffer 1d6
points of bludgeoning damage. Creatures that
fail by 5 or more are knocked prone. Creatures
without line of effect to the rocks do not need to
make this save.
At the beginning of your next turn, the rocks
conglomerate into a Small earth elemental. It
attacks your opponents to the best of its ability.
If you can communicate with the creature, you
can direct it not to attack, to attack particular
enemies, or to perform other actions.
Most natural environments contain an ample
supply of rocks to facilitate this spell, though
exceptions do exist. If this spell is on your spell
list, you know whether or not an ample supply
of rocks is within range.
SANCTION MAGIC
School evocation; Level cleric 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Target one spellcaster
Duration 1 action
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
Your touch imbues the casters spell with 1
level of metamagic. This effect does not require
the caster to expend a higher level spell slot. You
choose which metamagic feat to apply to the

spell. Neither you nor the caster need possess


that feat. This effect cannot increase a spells
total modified level above 9th level.
This bonus only lasts for a single action,
rendering it useless unless this spell is cast as a
readied action.
SAVING FINALE, GRAND
School evocation [mind-affecting]; Level bard
4
Target one creature/level, no two of which can
be more than 30 ft. apart
This spell functions like saving finale, except
that it affects multiple creatures.
SCORCHING PRISMS
School evocation [fire]; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (three fragments of red
gems)
Range medium (100 ft. + 10 ft./level)
Effect three Medium prisms
Duration 1 round/level
Saving Throw none; Spell Resistance no
Three hovering red prisms appear in three
different 5-foot squares within range. At the
end of each of your turns, all three prisms fire
a scorching beam toward the next prism in a
clockwise rotation. The creature nearest the
firing prism in each of the beams paths must
make a Reflex save to avoid taking 6d6 points of
fire damage and stopping the beam. If a creature
succeeds, the beam targets the next creature in
its path.
On your turn, you may move one prism up to
40 feet as a free action, a second prism up to 40
feet as a move action and the third prism up to
40 feet as a standard action. No two prisms may
occupy the same 5-foot square. The prisms have
an AC of 5, 135 hit points and hardness of 2.
SEARING GRASP
School evocation; Level magus 3, sorcerer/
wizard 3
Casting Time 1 standard action
29

Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your successful melee touch attack deals 1d6
points of fire damage per caster level (maximum
5d6). Before you make your attack roll, you may
choose to take damage equal to the damage
dealt by one of the 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
30

there was at least 1 foot of natural snow in the


area prior to this spell.
Once the snow has entangled a creature,
magical fire can melt it instantaneously and
non-magical fire can melt it in 1d4+1 rounds.
SONG OF FIRE
School evocation [fire]; Level bard 3
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one weapon/level, no two of which can
be more than 30 ft. apart
Duration see text
Saving Throw Will negates (object, harmless);
Spell Resistance no
Your song sets nearby weapons ablaze.
Enchanted weapons deal an additional 1d6
points of fire damage, an additional 1d10 points
of fire damage on a critical hit, shed light as
a torch and may be used to cut entangle, fog
cloud, obscuring mist or webs effect away from
a single 5-foot square as a standard action. This
enchantment lasts for 1 round.
Once per turn as a free action, you may
expend one round of bardic performance to
attempt to maintain the effect for an extra round.
Maintaining a song of fire requires a successful
DC 19 Perform skill check. Using Perform (sing)
grants a +4 bonus to this check. This spell may
not be maintained at the same time that any
other bardic performance is being maintained.
This spell may affect natural or manufactured
weapons and does not harm the wielder of an
affected natural weapon.
SONG OF ICE
School evocation [cold]; Level bard 2
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one weapon/level, no two of which can
be more than 30 ft. apart
Duration see text
Saving Throw Will negates (object, harmless);
Spell Resistance no

Your song coats nearby weapons in frost.


Enchanted weapons deal an additional 1d6
points of cold damage and reduce the targets
initiative by 1 on a hit. This enchantment lasts
for 1 round.
Once per turn as a free action, you may
expend one round of bardic performance to
attempt to maintain the effect for an extra round.
Maintaining a song of ice requires a successful
DC 17 Perform skill check. Using Perform
(string instrument) grants a +4 bonus to this
check. This spell may not be maintained at the
same time that any other bardic performance is
being maintained.
This spell may affect natural or manufactured
weapons and does not harm the wielder of an
affected natural weapon.
A creature may not receive a second turn in
the same round by means of this spell (a creature
that would receive a second turns initiative is
ignored until next round).
The duration of effects that are affecting the
subjects progress based on the subjects new
initiative (example: a subject is affected by haste
and the haste effect ends on a creatures turn
between the subjects old initiative and their
new initiative; that subject will have the benefits
of haste slightly longer than any other creature).
The duration of effects that were wrought by
subjects but do not affect them progress based
on the subjects initiative at the time that such
effects were wrought (i.e. wall of fire will not last
longer because the casters initiative dropped).
SONG OF STORMS
School evocation [air]; Level bard 5
Casting Time 1 round
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect 10 ft./level radius storm, 80 ft. high
Duration see text
Saving Throw Will negates (object, harmless);
Spell Resistance yes (object, harmless)
Your song calls magical wind and rain. Effects
within the area that were caused by fire spells
31

are immediately ended and fire spells cast from,


through or into the area automatically fail.
Creatures of the fire subtype suffer 10d6 points
of damage each round they start their turn
within the storm (Fortitude half). This storm
lasts for 1 round.
Once per turn as a free action, you may
expend one round of bardic performance to
attempt to maintain the effect for an extra
round. Maintaining a song of storms requires
a successful DC 23 Perform skill check. Using
Perform (wind instrument) grants a +4 bonus to
this check. This spell may not be maintained at
the same time that any other bardic performance
is being maintained.
Each time you maintain this spell, the
severity of wind within the spells area increases
by 1 step (to a maximum of Windstorm). You
may direct these winds, and your direction
supersedes the direction of any winds of lesser
strength. You may choose one of four basic wind
patterns to function over the spells area.
A downdraft blows from the center
outward in equal strength in all directions.
An updraft blows from the outer edges
in toward the center in equal strength
from all directions, veering upward before
impinging on the eye in the center.
Rotation causes the winds to circle the
center in clockwise or counterclockwise
fashion.
A blast simply causes the winds to blow in
one direction across the entire area from
one side to the other.
SONIC BLADE
School evocation [sonic]; Level bard 2, magus
3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range touch
Target melee weapon touched
Duration 1 round/level
Saving Throw none (object); Spell
Resistance no (object); see text

You imbue a melee weapon with sonic


energy. Whenever the wielder makes an attack
that does not target a creature, it releases a
5-foot wave of energy that travels in a straight
line, targets touch AC and deals 3d6 points of
sonic damage to the first creature it encounters.
Creatures may use spell resistance (if any) to
negate this spell. When a sonic wave misses a
creature, it dissipates without causing harm. A
creature hit by a sonic wave must make a DC 13
Fortitude save to avoid being pushed back 5 feet.
This energy is capable of traveling up to 5 feet
per point of attack roll.
SOUL OF FIRE
School evocation [fire]; Level magus 2,
sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level
Your body temperature rises 20 degrees and
you can exist comfortably in environments as
hot as 140 degrees Fahrenheit without having
to make Fortitude saves. You gain resist fire 10
and vulnerability to cold. Each time a creature
hits you with a melee attack, they must succeed
at a DC 14 Reflex save to avoid catching on fire.
This spell ends once you have taken at least
15 points of cold damage.
SOUL OF FROST
School evocation [cold]; Level magus 3,
sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level
Your body temperature drops 20 degrees and
you can exist comfortably in environments as
cold as -50 degrees Fahrenheit without having
to make Fortitude saves. You gain resist cold 10
and vulnerability to fire. Each time a creature

32

hits you with a melee attack, they must succeed


at a DC 15 Reflex save to avoid becoming
entangled.
This spell ends once you have taken at least
20 points of fire damage.
SOUL OF THUNDER
School evocation [force]; Level druid 4, magus
4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level
You become immune to the deafened
condition and cannot be silenced by any means
(you can even be heard in a vacuum). Each time
a creature hits you with a melee attack, they
must succeed at a DC 16 Fortitude save to avoid
being blown 10 ft. in a direction of your choice.
Creatures that fail must also succeed at a DC 16
Reflex save to avoid falling prone.
This spell ends once you have taken at least
25 points of piercing or slashing damage.
SPHERE OF FORCE
School evocation [force]; Level sorcerer/wizard
6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area 40-ft.-radius spread, 40 ft. high
Duration instantaneous
Saving Throw Fortitude negates; Spell
Resistance yes
A shock wave of force throws creatures aside.
Creatures in the area must make a Fortitude
save to avoid being pushed outside the spells
area. Creatures carried by the wave that have a
Fortitude bonus lower than +8 are also knocked
prone.
SUDDEN CLEAVE
School evocation [force]; Level bard 3,
sorcerer/wizard 4

Casting Time 1 immediate action


Components S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell
Resistance no (harmless)
This spell must be cast before the subject
announces the result of a melee attack roll they
just made. The subject may repeat the attack
against a number of creatures within their
reach equal to half your casting ability score
modifier, applying their original attack roll to
all subsequent attacks. These attacks deal half
as much damage as the original attack (damage
is not rerolled).
THUNDER HAWK
School evocation [electricity]; Level magus 6,
sorcerer/wizard 7, summoner 6
Casting Time 1 round
Components V, S
Range 5 ft.
Effect one quasi-real, hawk-like creature
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You conjure a Large, quasi-real, hawklike creature comprised of storm clouds and
lightning. A thunder hawk has a purple head, a
gray body, a yellow beak and yellow talons. It
has what seem to be cloudy feathers. It does not
fight, but creatures with an aversion to thunder
or lightning shun it and refuse to attack it.
This spell requires concentration; however,
the concentration required to hold a thunder
hawk together requires only a swift action
and does not preclude other actions (including
casting spells). You may direct the thunder
hawk to take two move actions each time you
maintain the spell.
The hawk is semi-incorporeal - it takes half
damage from weapons and magical weapons.
It is AC 22 (-1 size, +6 natural armor, +7 Dex),
has 17 hit points + 1 hit point per caster level
and is immune to electricity and sonic damage.

33

If it loses all its hit points, the thunder hawk


disappears. A thunder hawk is healed (and may
only be healed) by electricity damage and is
vulnerable to force damage. A thunder hawk
has a speed of 20 feet and a fly speed of 120 feet
(perfect).
The thunder hawk passes through creatures
as if it were incorporeal (except you). Creatures
suffer 2d6 points of electricity damage the first
time that the thunder hawk moves through
their space each round (Reflex negates). If the
thunder hawk flies through at least 80 feet of
air without passing through a creatures space
before it passes through a creatures space, that
creature suffers 4d6 points of electricity damage
(Reflex half). A creature that takes full damage
from this effect must also make a Fortitude save
to avoid becoming deafened and staggered for
1d4 rounds.
This spell may never be contained within
a magic item of any kind, including but not
limited to: scrolls, staves and wands.
THUNDER WHIP
School evocation [electricity, sonic]; Level
druid 1, magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range see text
Effect whip-like electricity
Duration 1 round/level
Saving Throw none; Spell Resistance yes
The somatic component of this spell is an
attack made as if you were wielding a whip.
A 10 foot-long, crackling wire of electricity
lashes forth to strike your target. You wield
this wire as if it were a whip, except that you
are inherently proficient with it. Attacks with a
thunder whip are melee touch attacks. The whip
deals 1d6 points of electricity damage plus an
additional 1d6 per 6 caster levels (maximum
3d6). Since the whip is immaterial, it cannot be
used to perform combat maneuvers and your
Strength modifier does not apply to the damage.
Creatures that you attack with a thunder whip
must also make a DC 12 Fortitude save to avoid

becoming deafened for 1 round.


TREMORS
School evocation [cold]; Level cleric 2, druid 2,
sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration 3 rounds
Saving Throw see text; Spell Resistance no
The ground trembles and quakes, making
the area difficult terrain. Creatures attempting
to move on the ground within the area must
make a DC 14 Reflex save or DC 15 Acrobatics
check. Creatures with 4 or more legs receive a
+2 bonus to this check for every 2 legs they have
in excess of 2. A creature that fails cannot move
and their move action is lost; a creature that
fails by 5 or more falls prone. While the tremors
persist, creatures within the area may not use
tremorsense.
UNDENIABLE INQUISITION
School evocation; Level inquisitor 0
Casting Time 1 swift action
Components V, S
Range personal
Target you
Duration 1 round
You gain a bonus to weapon damage rolls and
Strength checks made to destroy manufactured
barricades (including but not limited to: doors,
magic walls and actual barricades) equal to your
Wisdom modifier. This bonus is of the same type
as that granted by your judgement class feature.
VOLUSCRIPT
School evocation; Level bard 1, cleric 1
Casting Time 1 round
Components V, S, M (a thread), F (see text)
Range 60 ft.
Target one humanoid
Duration instantaneous
34

Saving Throw none; Spell Resistance yes


You must speak Common to cast this spell.
The focus of this spell is a page from a bestiary,
mythological tome or religious script worth at
least 400 gp that contains an illustration of a
humanoid in a contorted position. You may create
such a page using fine inks and paper worth
200 gp by making a successful DC 18 Craft or
Profession skill check of an appropriate subtype
(Craft (book), Profession (beastiographer), etc.).
Once used, the focus becomes dormant for a
number of hours equal to 40 - twice your caster
level. While dormant, the focus cannot be used
to facilitate spells.
One humanoid within range contorts into
a bizarre position and gains the grappled
condition. They may still move, but their speed
is reduced by half. The subject must overcome
their own CMD to escape this grapple.
You gain a +4 bonus to caster level checks
related to this spell if the subject has the same
subtype as the humanoid in the illustration.
WAVE OF ICE
School evocation [cold]; Level druid 6, magus
6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-deep wave 40 ft. wide and 30 ft.
tall
Duration instantaneous
Saving Throw Fortitude half; Spell
Resistance no
A massive wave of ice rises within range
and crashes 60 feet in a direction of your
choice. Creatures struck by the wave suffer 6d6
points of bludgeoning damage, 2d6 points of
piercing damage and 2d6 points of cold damage.
Creatures that take full damage from this effect
are knocked prone.
WILD FIRE
School evocation [fire]; Level druid 8, witch 8
Casting Time 1 standard action

Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature/level, no two of which can
be more than 30 ft. apart
Duration 3 rounds
Saving Throw Reflex negates; Spell
Resistance yes
A ring of three fire spirits dances around
each subject. Each spirit deals 4d6 points of
fire damage to subjects at the end of their turn.
Subjects can attempt to elude fire spirits that
are dancing around them during any action that
involves movement by making one Reflex save
against the DC of this spell per spirit. Spirits that
have been eluded disappear without dealing
damage.
On your turn, you may attempt a Perform
(dance) skill check as a standard action to
replace spirits that have been eluded. Every 5
points allows you to replace 1 spirit to any ring
within range that still has at least 1 spirit. This
does not allow you to add more than 3 spirits to
any one ring.
WIND, EASTERN
School evocation; Level druid 5
Casting Time 10 minutes
Components V, S, DF; see text
Range touch
Target up to 6 creatures touched
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You call upon the Eastern Wind to shower
the beleaguered with refreshing rain. A 5-ft.
radius cloud forms 200 ft. above the head of
each subject and attempts to follow them. Each
cloud dispenses 0.3 inches of rain per hour, and
the rainwater cures 1 hit point of damage for
every 0.1 inches of rainfall endured (3 hit points
per hour). This effect is cumulative - multiple
subjects may huddle together to gain the effects
of increased rainfall. The clouds are not thick
enough to affect natural illumination and the
rain is not thick enough to provide concealment.
When a subject moves into a building with
ceilings that are less than 200 ft. tall, their cloud
35

attempts to remain above their current location


above the building. When a subject moves into a
building that is impervious to wind, their cloud
awaits them at the entrance of that building. A
cloud is dispelled if it reaches a height of more
than 2 miles.
Creatures need not travel east to retain their
clouds; the Eastern Wind is capable of moving
clouds in any direction. Normal weather has no
effect on this spell.
By providing a material component (a dried
rose taken from a fomorians garden worth 1,500
gp), this spell can be cast inside of a bag where
the duration is permanently suspended until the
bag is opened. When cast inside of a bag, this
spell has no target until the bag is opened, at
which point the creature that opened the bag
determines the targets according to your caster
level.
This spell may never be contained within
a magic item of any kind, including but not
limited to: scrolls, staves and wands.
WIND, NORTHERN
School evocation [cold, electricity or fire];
Level druid 4
Casting Time 10 minutes
Components V, S; see text
Range medium (100 ft. + 10 ft./level)
Area 40-ft.-radius spread
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You call upon the Northern Wind to enhance
the elements with a storm. Choose one of the
following energy types when you cast this spell:
cold, electricity or fire. Whenever a subject casts
a spell outdoors that deals damage of the chosen
type, it deals an additional die of damage and
deals half damage to creatures that resist the
spell via spell resistance (though any effect
other than damage is still ignored).
Creatures need not cast spells to the north
to benefit from this spell; the Northern Wind is
capable of enhancing storms in any direction.
Normal weather has no effect on this spell.

By providing a material component (an


ice-entombed, lightning-stricken or flamescarred ruby worth 5,000 gp), this spell can
be cast inside of a bag where the duration is
permanently suspended until the bag is opened.
The component must correspond to the element
to be enhanced or this spell is not contained by
the bag (cold: ice-entombed ruby, electricity:
lightning-stricken ruby, fire:
flame-scarred
ruby). When cast inside of a bag, this spell has
no area until the bag is opened, at which point
the creature that opened the bag determines the
area according to your caster level.
This spell may never be contained within
a magic item of any kind, including but not
limited to: scrolls, staves and wands.
WIND, SOUTHERN
School evocation; Level druid 2
Casting Time 10 minutes
Components V, S, DF; see text
Range touch
Target up to 6 creatures touched
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You call upon the Southern Wind to shroud
thieves. Subjects are shrouded in a thin veil of
inconspicuous mist that follows them and allows
them to make Stealth checks at a -4 penalty as
if they had concealment. This effect does not
emulate concealment in any other regard.
Creatures need not travel south to gain
this benefit; the Southern Wind is capable of
following subjects in any direction. Normal
weather has no effect on this spell.
By providing a material component (goats
milk and wool worth 1,000 gp), this spell can
be cast inside of a bag where the duration is
permanently suspended until the bag is opened.
When cast inside of a bag, this spell has no
target until the bag is opened, at which point
the creature that opened the bag determines the
targets according to your caster level.
This spell may never be contained within
a magic item of any kind, including but not
36

limited to: scrolls, staves and wands.


WIND, WESTERN
School evocation; Level druid 3
Casting Time 10 minutes
Components V, S, DF; see text
Range touch
Target up to 6 creatures touched
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You call upon the Western Wind to serve at
travelers backs. The overland speed of creatures
affected by this spell is increased by 10 ft., and
subjects may walk for 10 hours before their
voyage is considered a forced march. The
overland speed of horses, sailboats and other
rideable creatures or vehicles that are subject to
fatigue or capable of being propelled by wind is
increased by 25% while they carry a subject.

Whenever its wielder is included in the area


of or targeted by a spell that deals cold, electricity
or fire damage, the weapon gains bonus damage
of the same type equal to 25% of the damage
dealt to the wielder by the triggering spell
(prior to any target-based modifications, such
as saving throws, resistances, immunities or
vulnerabilities). This effect lasts 1 round. The
weapon may only store the energy of one spell
at any given time - the wielder must decide
whether to keep a previous bonus or acquire a
new bonus upon being the target of a second
spell. This decision must be made before a
spells damage has been rolled.

Creatures need not travel west to benefit


from this spell; the Western Wind is capable
of propelling subjects in any direction. Normal
weather has no effect on this spell.
By providing a material component (gold
flakes worth 1,000 gp), this spell can be cast
inside of a bag where the duration is permanently
suspended until the bag is opened. When cast
inside of a bag, this spell has no target until the
bag is opened, at which point the creature that
opened the bag determines the targets according
to your caster level.
This spell may never be contained within
a magic item of any kind, including but not
limited to: scrolls, staves and wands.
WITCH HUNTERS BLADE
School evocation; Level inquisitor 5
Casting Time 1 standard action
Components V, S, DF
Range touch
Target slashing or piercing weapon touched
Duration 1 round/level
Saving Throw Fortitude negates (harmless,
object); Spell Resistance yes (harmless,
object)
37

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the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
Compatibility Logo are trademarks of Paizo Publishing, LLC, and are
used under the Pathfinder Roleplaying Game Compatibility License. See
http://paizo.com/pathfinderRPG/compatibility for more information on
the compatibility license.
Dreadfox Games and the Dreadfox logo are trademarks of Dreadfox
Games. All rights reserved.
OPEN GAME LICENSE Version 1.0a
Product Identity: The following items are hereby identified as
Product Identity, as defined in the Open Game License 1.0a, Section 1(e),
and are not Open Content: All trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artworks,
and trade dress.
Open Content: Except for material designated as Product Identity
(see above), the game mechanics of this Dreadfox Games game product
are Open Game Content, as defined in the Open Game License version
1.0a Section 1(d). No portion of this work other than the material
designated as Open Game Content may be reproduced in any form
without written permission.
The following text is the property of Wizards of the Coast, Inc.
and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights
Reserved.
1. Definitions: (a)Contributors means the copyright and/
or trademark owners who have contributed Open Game Content;
(b)Derivative Material means copyrighted material including
derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension,
upgrade, improvement, compilation, abridgment or other form in which
an existing work may be recast, transformed or adapted; (c) Distribute
means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)Open Game Content means the
game mechanic and includes the methods, procedures, processes and
routines to the extent such content does not embody the Product Identity
and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means
any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity.
(e) Product Identity means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual
or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified
as Product identity by the owner of the Product Identity, and which
specifically excludes the Open Game Content; (f) Trademark means the
logos, names, mark, sign, motto, designs that are used by a Contributor
to identify itself or its products or the associated products contributed to
the Open Game License by the Contributor (g) Use, Used or Using
means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content. (h) You
or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content
that contains a notice indicating that the Open Game Content may only
be Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.

Contributions are Your original creation and/or You have sufficient


rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
date, and the copyright holders name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner
of each element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with
the owner of such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute a challenge
to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and
interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must
clearly indicate which portions of the work that you are distributing are
Open Game Content.
9. Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License
with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise
the Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with
any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation
then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You
fail to comply with all terms herein and fail to cure such breach within
30 days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Inc.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast,

System Reference Document. Copyright 2000, Wizards of the Coast,


Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing,
LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook.
All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.;
Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase,
Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick
Lawinger, and Bill Webb; Based on original content from TSR.
Grimoire Tempestus. Copyright 2012, Dreadfox Games.

4. Grant and Consideration: In consideration for agreeing to use


this License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your

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